Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
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7<br />
Mire Horror<br />
Gargantuan Aberration<br />
Hit Dice: 12d8+60 (114 hp)<br />
Initiative: +2<br />
Speed: 20 ft. (4 squares), swim 40 ft. (8<br />
squares)<br />
Armor Class: 14 (-4 size, -2 Dex, +10<br />
natural), touch 4, flat-footed 14<br />
Base Attack/Grapple: +9/+28<br />
Attack: Bite +12 melee (2d8+7)<br />
Full Attack: Bite +12 melee (2d8+7) and 4<br />
tentacles +10 melee (2d4+3)<br />
Space/Reach: 20 ft./20 ft.<br />
Special Attacks: Constrict 2d4+10,<br />
improved grab, swallow whole<br />
Special Qualities: Darkvision 60 ft., fast<br />
healing 6<br />
A heaping mess <strong>of</strong> debris rises from <strong>the</strong><br />
swamp floor as green and brown mottled tentacles<br />
drag unsuspecting prey into a large toothy maw<br />
Combat<br />
Mire horrors lurk beneath <strong>the</strong> surface <strong>of</strong> <strong>the</strong><br />
swamp. <strong>The</strong>y are <strong>of</strong>ten taken as simple piles <strong>of</strong><br />
vegetation or debris. From hiding, mire horrors<br />
attack with <strong>the</strong>ir tentacles, trying to drag prey to<br />
<strong>the</strong>ir gaping maws, attempting to swallow <strong>the</strong>ir<br />
foes whole.<br />
Constrict (Ex): A mire horror deals<br />
automatic tentacle damage with a successful<br />
grapple check.<br />
Improved Grab (Ex): To use this ability,<br />
a mire horror must hit with a tentacle attack. It<br />
can <strong>the</strong>n attempt to start a grapple as a free action<br />
without provoking an attack <strong>of</strong> opportunity. If it<br />
wins <strong>the</strong> grapple check, it establishes a hold and<br />
deals automatic bite damage each round, and<br />
can constrict or attempt to swallow <strong>the</strong> foe in <strong>the</strong><br />
following round.<br />
Swallow Whole (Ex): A mire horror can try<br />
to swallow a grabbed opponent <strong>of</strong> Large or smaller<br />
132<br />
Saves: Fort +9, Ref +2, Will +8<br />
Abilities: Str 24, Dex 7, Con 20, Int 8, Wis<br />
10, Cha 10<br />
Skills: Listen +9, Spot +10, Swim +15<br />
Feats: Alertness, Improved Bull Rush,<br />
Improved Initiative, Multiattack, Power<br />
Attack<br />
Environment: Warm marsh<br />
Organization: Solitary<br />
Challenge Rating: 7<br />
Treasure: Standard<br />
Alignment: Always neutral<br />
Advancement: 13-24 HD (Gargantuan)<br />
Level Adjustment: —<br />
size by making a successful grapple check. <strong>The</strong><br />
swallowed creature takes 1d8+7 points <strong>of</strong> crushing<br />
damage plus 1d8 points <strong>of</strong> acid damage per round<br />
from <strong>the</strong> mire horror’s gizzard. A swallowed<br />
creature can climb out <strong>of</strong> <strong>the</strong> mire horror’s gizzard<br />
with a successful grapple check. Doing so returns<br />
it to <strong>the</strong> mire horror’s maw, where a second<br />
grapple check is required to get free. A swallowed<br />
creature can also cut its way out by using a light<br />
slashing or piercing weapon to deal 25 points <strong>of</strong><br />
damage to <strong>the</strong> mire horror’s insides (AC 15). Once<br />
<strong>the</strong> creature exits, muscular action closes <strong>the</strong> hole;<br />
ano<strong>the</strong>r swallowed opponent must cut its own way<br />
out.<br />
A single mire horror can hold one Large, two<br />
Medium, three Small, six Tiny, 12 Diminutive or<br />
24 Fine or smaller opponents.<br />
Skills: A mire horror has a +8 racial bonus on<br />
any Swim check to perform some special action or<br />
avoid a hazard. It can always choose to take 10 on<br />
a Swim check, even if distracted or endangered. It<br />
can use <strong>the</strong> run action while swimming, provided<br />
it swims in a straight line.