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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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Sea Scorned<br />

Medium Undead (Incorporeal)<br />

Hit Dice: 6d12 (39 hp)<br />

Initiative: +1<br />

Speed: Fly 40 ft. (perfect)(8 squares)<br />

Armor Class: 16 (+1 Dex, +5 deflection),<br />

touch 16, flat-footed 15<br />

Base Attack/Grapple: +3/-<br />

Attack: Incorporeal touch +5 melee (watery<br />

fate)<br />

Full Attack: Incorporeal touch +5 melee<br />

(watery fate)<br />

Space/Reach: 5 ft./5 ft<br />

Special Attacks: Sailor’s curse, watery fate<br />

Special Qualities: +6 turn resistance, damage<br />

reduction 10/silver, darkvision 60 ft., final burial,<br />

incorporeal traits, undead traits, water walk<br />

This human woman appears translucent and<br />

hazy. She looks mournful, staring towards <strong>the</strong> sea.<br />

A very rare form <strong>of</strong> undead, a sea scorned is<br />

<strong>the</strong> wife or lover <strong>of</strong> a sailor and wanderer slain while<br />

traveling <strong>the</strong> seas. Although <strong>the</strong>y took <strong>the</strong>ir lives to<br />

end <strong>the</strong>ir lonely despair, <strong>the</strong>y become sea scorned,<br />

doomed to stand vigil forever, waiting for <strong>the</strong>ir<br />

sailors to return home.<br />

A sea scorned appears as a translucent figure,<br />

looking much <strong>the</strong> same as it did in life. It haunts<br />

coasts, ports, lookouts, lighthouses, and trade routes,<br />

calling out to its long-dead loved one in <strong>the</strong> hope he<br />

or she will come home. Sea scorned prefer regions<br />

that are treacherous to ships, such as reefs or rocky<br />

coastlines.<br />

Sea scorned see every ship as <strong>the</strong>ir lost lover’s<br />

ship, and any member <strong>of</strong> <strong>the</strong> appropriate sex may<br />

be <strong>the</strong>ir lover if seen at a distance. This drives <strong>the</strong><br />

sea scorned to investigate fur<strong>the</strong>r, but when it finally<br />

learns that its beloved has not returned, it becomes<br />

enraged and tries to kill <strong>the</strong> creature that has tricked<br />

<strong>the</strong>m. <strong>The</strong> cry <strong>of</strong> <strong>the</strong> sea scorned is an ill omen to<br />

most sailors, for it is rumored to cause <strong>the</strong> doom <strong>of</strong><br />

passing ships.<br />

Sea scorned can speak but rarely do so<br />

intelligently, instead wailing and calling out for<br />

<strong>the</strong>ir lover ceaselessly. Attempts to discourse with<br />

<strong>the</strong>m have been largely unsuccessful, as <strong>the</strong>y refuse<br />

to accept <strong>the</strong> reality <strong>of</strong> <strong>the</strong>ir own demise and grow<br />

angry at <strong>the</strong> accusation <strong>of</strong> being dead.<br />

Combat<br />

<strong>The</strong>se creatures ignore most living beings not<br />

onboard ships. When <strong>the</strong> sea scorned sees a ship, it<br />

calls out using its sailor’s curse ability in <strong>the</strong> hopes<br />

<strong>of</strong> destroying <strong>the</strong> ship. If this fails, <strong>the</strong> sea scorned<br />

ignores <strong>the</strong> vessel unless it sees someone resembling<br />

139<br />

Saves: Fort +2, Ref +3, Will +7<br />

Abilities: Str -, Dex 12, Con -, Int 12. Wis 14.<br />

Cha 20<br />

Skills: Diplomacy +7, Hide +14, Listen +11,<br />

Search +10, Sense Motive +11, Spot +11,<br />

Survival +2 (+4 following tracks)<br />

Feats: Ability Focus (watery fate), Ability<br />

Focus (sailor’s curse), Weapon Focus<br />

(incorporeal touch)<br />

Environment: Any<br />

Organization: Solitary<br />

Challenge Rating: 7<br />

Treasure: Standard<br />

Alignment: Usually neutral evil<br />

Advancement: —<br />

Level Adjustment: —<br />

its lost love. When it learns its lover is not present, it<br />

uses its watery fate power to kill <strong>the</strong> crew, and <strong>the</strong>n<br />

leaves <strong>the</strong> ship to return to its lookout point.<br />

Sailor’s Curse (Su): Sailors who hear a sea<br />

scorned’s wailing call fall under a curse <strong>of</strong> bad luck.<br />

<strong>The</strong>ir sailing skills atrophy, and cursed ships <strong>of</strong>ten<br />

run into reefs, bad wea<strong>the</strong>r or similar threats. Once<br />

per minute a sea scorned may cry out as a full-round<br />

action. Everyone within one mile must make a DC<br />

20 Will save or suffer a -8 penalty on Pr<strong>of</strong>ession<br />

(sailor) checks, Swim checks and all Listen and Spot<br />

checks to detect threatening conditions for ships,<br />

such as reefs. <strong>The</strong> save DC is Charisma-based.<br />

Watery Fate (Su): With a touch, a sea scorned<br />

can cause a victim’s lungs to fill with water. Anyone<br />

hit by <strong>the</strong> sea scorned must make a DC 20 Fortitude<br />

save or take 1d4 points <strong>of</strong> Constitution damage and<br />

become nauseated. Each round <strong>the</strong> victim must make<br />

ano<strong>the</strong>r Fortitude save to break <strong>the</strong> effect, receiving<br />

a cumulative +1 bonus to its saving throw for each<br />

previous failed attempt. Each round <strong>the</strong> victim fails<br />

<strong>the</strong> save it suffers ano<strong>the</strong>r 1d4 points <strong>of</strong> Constitution<br />

damage and remains nauseated. As soon as <strong>the</strong> target<br />

makes a successful save, it stops taking damage and<br />

is no longer nauseated. <strong>The</strong> Constitution damage<br />

remains. <strong>The</strong> save is Charisma-based.<br />

Final Burial (Su): A sea scorned reduced to<br />

0 hp disappears and does not return until <strong>the</strong> next<br />

vessel sails by its lair. <strong>The</strong> only way to put <strong>the</strong>se<br />

undead to rest permanently is to bring <strong>the</strong>m <strong>the</strong><br />

remains <strong>of</strong> <strong>the</strong>ir lost love or inter <strong>the</strong>ir own bones in<br />

holy ground.<br />

Water Walk (Su): A sea scorned continually<br />

produces an effect like that <strong>of</strong> a water walk spell<br />

(caster level 20th).<br />

Skills: A sea scorned has a +4 racial bonus on<br />

Hide checks.<br />

7

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