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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.

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