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 />
Skull <strong>of</strong> <strong>the</strong> Deep<br />
Large Undead (<strong>Aquatic</strong>)<br />
Hit Dice: 10d12 (65 hp)<br />
Initiative: +7<br />
Speed: Swim 30 ft. (6 squares)<br />
Armor Class: 20 (-1 size, +3 Dex, +8<br />
natural), touch 12, flat-footed 17<br />
Base Attack/Grapple: +5/+14<br />
Attack: Tentacle +9 melee (1d8+5)<br />
Full Attack: 7 tentacles +9 melee (1d8+5)<br />
and bite +4 melee (2d6+2)<br />
Space/Reach: 10 ft./10 ft.<br />
Special Attacks: Constrict 1d8+5, energy<br />
drain, improved grab,<br />
Special Qualities: Animate dead,<br />
darkvision 60 ft., ink cloud, jet, sunlight<br />
powerlessness, undead traits<br />
Out <strong>of</strong> <strong>the</strong> murky water swims a nightmarish<br />
form, much like an enormous rotting skull with an<br />
unearthly red light burning in its empty sockets.<br />
It propels itself along with a mass <strong>of</strong> wriggling<br />
tentacles.<br />
Combat<br />
Skulls <strong>of</strong> <strong>the</strong> deep strike opponents with <strong>the</strong>ir<br />
tentacles, draining <strong>the</strong> life from <strong>the</strong>ir prey before<br />
finishing <strong>the</strong>ir victims with <strong>the</strong>ir powerful jaws. If<br />
a skull <strong>of</strong> <strong>the</strong> deep encounters a large number <strong>of</strong><br />
foes or a powerful opponent, it resorts to using its<br />
animating ink to create undead allies or simply to<br />
cover its escape.<br />
Constrict (Ex): A skull <strong>of</strong> <strong>the</strong> deep deals<br />
automatic tentacle damage with a successful<br />
grapple check.<br />
Energy Drain (Su): Living creatures hit<br />
by a skull <strong>of</strong> <strong>the</strong> deep’s tentacle attack gain one<br />
negative level. <strong>The</strong> DC is 16 for <strong>the</strong> Fortitude<br />
save to remove a negative level. <strong>The</strong> save DC<br />
is Charisma-based. For each such negative level<br />
bestowed, <strong>the</strong> skull <strong>of</strong> <strong>the</strong> deep gains 5 temporary<br />
hit points.<br />
Improved Grab (Ex): To use this ability, a<br />
skull <strong>of</strong> <strong>the</strong> deep must hit with its 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 />
can constrict. A skull <strong>of</strong> <strong>the</strong> deep can drain energy<br />
each round <strong>the</strong> hold is maintained.<br />
140<br />
Saves: Fort +3, Ref +6, Will +9<br />
Abilities: Str 21, Dex 17, Con —, Int 13,<br />
Wis 14, Cha 12<br />
Skills: Hide +12, Knowledge (any one) +14,<br />
Listen +17, Search +14, Spot +17, Survival<br />
+2 (+4 following tracks), Swim +13<br />
Feats: Alertness, Blind-Fight, Dodge,<br />
Improved Initiative<br />
Environment: Any aquatic<br />
Organization: Solitary, pair, or fleet (3-9)<br />
Challenge Rating: 7<br />
Treasure: None<br />
Alignment: Always chaotic evil<br />
Advancement: 11-20 HD (Large); 21-30<br />
HD (Huge)<br />
Level Adjustment: —<br />
Animate Dead (Su): Twice per day, a skull<br />
<strong>of</strong> <strong>the</strong> deep may choose to have its ink cloud (see<br />
below) animate any corpse with which it comes<br />
into contact. A skull <strong>of</strong> <strong>the</strong> deep may use this<br />
ability after emitting its ink cloud, in <strong>the</strong> same<br />
round as a standard action. A single cloud can<br />
animate up to 12 HD <strong>of</strong> undead, as if it were a<br />
single casting <strong>of</strong> <strong>the</strong> animate dead spell (caster<br />
level 12th). <strong>The</strong>se undead do not attack <strong>the</strong> skull <strong>of</strong><br />
<strong>the</strong> deep, but attack any living foes within reach.<br />
A skull <strong>of</strong> <strong>the</strong> deep cannot have more than 24 HD<br />
worth <strong>of</strong> undead animated at one time.<br />
Ink Cloud (Ex): A skull <strong>of</strong> <strong>the</strong> deep can emit<br />
a cloud <strong>of</strong> jet-black ink in a 60-foot spread four<br />
times per day as a free action. <strong>The</strong> cloud provides<br />
total concealment, which <strong>the</strong> skull <strong>of</strong> <strong>the</strong> deep<br />
normally uses to escape a combat that is going<br />
badly or to cover itself when exposed to sunlight.<br />
Creatures within <strong>the</strong> cloud are considered to be in<br />
total darkness.<br />
Jet (Ex): A skull <strong>of</strong> <strong>the</strong> deep can jet backward<br />
once per round as a full-round action, at a speed <strong>of</strong><br />
180 feet. It must move in a straight line, but does<br />
not provoke attacks <strong>of</strong> opportunity while jetting.<br />
Sunlight Powerlessness (Ex): Skulls <strong>of</strong> <strong>the</strong><br />
deep are utterly powerless in natural sunlight (not<br />
merely a daylight spell) and flee from it.<br />
Skills: A skull <strong>of</strong> <strong>the</strong> deep has a +8 racial<br />
bonus on any Swim check to perform some special<br />
action or avoid a hazard. It can always choose<br />
to take 10 on a Swim check, even if distracted<br />
or endangered. It can use <strong>the</strong> run action while<br />
swimming, provided it swims in a straight line.