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 />
Plague Bringer<br />
Medium Monstrous Humanoid<br />
Hit Dice: 6d8+9 (36 hp)<br />
Initiative: -1<br />
Speed: 30 ft. (6 squares)<br />
Armor Class: 15 (-1 Dex, +6 natural),<br />
touch 9, flat-footed 15<br />
Base Attack/Grapple: +6/+8<br />
Attack: Claw +8 melee (1d6+2 plus<br />
disease) or spit +6 ranged touch (disease)<br />
Full Attack: 2 claws +8 melee (1d6+2 plus<br />
disease) or spit +6 ranged touch (disease)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Disease aura, plague<br />
bringer’s curse, spit<br />
Special Qualities: Darkvision 60 ft., fast<br />
healing 3, immunity to disease, plague<br />
Plague bringers are obese, oily-skinned<br />
carriers <strong>of</strong> plague and disease.<br />
Only nominally humanoid, plague bringers<br />
stand 5 feet tall and weigh roughly 400 pounds.<br />
<strong>The</strong>ir skin is clammy, sickly green, and speckled<br />
with black. <strong>The</strong>ir eyes are large and oval, and<br />
<strong>the</strong>ir mouths drip with dark saliva. Porous spines<br />
rise from <strong>the</strong>ir hunched backs, releasing diseased<br />
spores into <strong>the</strong> air as <strong>the</strong>y lumber along, and <strong>the</strong>ir<br />
limbs end in crimson claws. Plague bringers are<br />
constantly surrounded by a cloud <strong>of</strong> buzzing flies<br />
and o<strong>the</strong>r vermin, and exude a stench similar to<br />
swamp gas.<br />
Plague bringers spread disease to everything<br />
in <strong>the</strong>ir paths. <strong>The</strong>y are carnivores, and willingly<br />
consume any animals <strong>the</strong>y find in <strong>the</strong>ir marshy<br />
habitats. <strong>The</strong>y make <strong>the</strong>ir homes in pools <strong>of</strong> deep<br />
mud, and seem to have no families; it is unknown<br />
how, if at all, plague bringers reproduce. <strong>The</strong>y<br />
prefer to move about at night–<strong>the</strong> heat <strong>of</strong> <strong>the</strong> sun<br />
dries out <strong>the</strong>ir skin, and <strong>the</strong>ir eyes have trouble<br />
adapting to bright light.<br />
Plague bringers speak a language resembling<br />
<strong>the</strong> sounds <strong>of</strong> swirling sludge, incomprehensible to<br />
nearly all o<strong>the</strong>r creatures.<br />
Combat<br />
Plague bringers spit at opponents from afar,<br />
only entering melee when necessary. <strong>The</strong>y rarely<br />
flee, even from enemies who can bypass <strong>the</strong>ir<br />
ability to regenerate.<br />
Disease Aura (Ex): <strong>The</strong> air around a plague<br />
bringer swims with disease. Every round a creature<br />
brea<strong>the</strong>s <strong>the</strong> air within 30 feet <strong>of</strong> a plague bringer,<br />
136<br />
dependant, regeneration 2<br />
Saves: Fort +5, Ref +4, Will +4<br />
Abilities: Str 14, Dex 9, Con 12, Int 4, Wis<br />
9, Cha 11<br />
Skills: Listen +3, Spot +4<br />
Feats: Great Fortitude, Toughness, Weapon<br />
Focus (spit)<br />
Environment: Temperate and warm<br />
marshes<br />
Organization: Solitary<br />
Challenge Rating: 7<br />
Treasure: None<br />
Alignment: Always neutral evil<br />
Advancement: 7-12 HD (Medium)<br />
Level Adjustment: —<br />
that creature must succeed on a Fortitude save<br />
or contract a disease (roll d10; a result <strong>of</strong> 1-5<br />
indicates cackle fever (DC 18), 6-7 mindfire (DC<br />
14), 8 blinding sickness (DC 18), and 9-10 no<br />
disease). <strong>The</strong> save DCs are Constitution-based,<br />
and <strong>the</strong> saves for cackle fever and blinding<br />
sickness include a +4 racial bonus. A creature<br />
already infected with one or more <strong>of</strong> <strong>the</strong>se diseases<br />
still risks infection from <strong>the</strong> o<strong>the</strong>rs, and a creature<br />
that successfully resists infection one round can<br />
still be infected during <strong>the</strong> next.<br />
A plague bringer’s aura lingers around <strong>the</strong><br />
body 1d4 days after <strong>the</strong> plague bringer dies.<br />
Plague Bringer’s Curse (Su): Supernatural<br />
disease—claw or spit, Fortitude DC 18, incubation<br />
period 1 round, damage 3d4 Strength and 3d4<br />
Constitution. <strong>The</strong> save DC is Constitution-based<br />
and includes a +4 racial bonus.<br />
<strong>The</strong> disease “<strong>the</strong> plague bringer’s curse”<br />
requires a save to fight <strong>of</strong>f <strong>the</strong> disease and avoid<br />
damage once per hour, instead <strong>of</strong> once per day.<br />
Spit (Ex): A plague bringer can spit a glob <strong>of</strong><br />
black saliva up to 30 feet as a standard action. This<br />
is a ranged touch attack with no range increment.<br />
Opponents hit by this attack must save against<br />
infection by plague bringer’s curse, as above.<br />
Plague Dependent (Ex): A plague bringer’s<br />
body depends on <strong>the</strong> diseases it carries. A remove<br />
disease spell cast on a plague bringer deals 3d4<br />
points <strong>of</strong> lethal damage.<br />
Regeneration (Ex): Fire and acid deal<br />
normal damage to a plague bringer.<br />
If a plague bringer loses a limb or body<br />
part, <strong>the</strong> lost portion regrows in 3d6 minutes. <strong>The</strong><br />
plague bringer can reattach <strong>the</strong> severed member<br />
instantly by holding it to <strong>the</strong> stump.