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

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Slaver<br />

Diminutive Aberration<br />

Hit Dice: 1d8+5 (9 hp)<br />

Initiative: +9<br />

Speed: 30 ft. (6 squares)<br />

Armor Class: 30 (+4 size, +5 Dex, +11<br />

natural), touch 19, flat-footed 25<br />

Base Attack/Grapple: +0/-16<br />

Attack: Stinger +9 melee (1d6-4 plus enslave)<br />

Full Attack: Stinger +9 melee (1d6-4 plus<br />

enslave)<br />

Space/Reach: 1 ft./0 ft.<br />

Special Attacks: Enhance host, enslave,<br />

enthrall, psionics<br />

Special Qualities: Darkvision 60 ft.<br />

Saves: Fort +2, Ref +7, Will +4<br />

Slavers are a breed <strong>of</strong> intelligent, parasitic<br />

arthropods. Slavers, bolstered by <strong>the</strong>ir psionic<br />

abilities, enslave <strong>the</strong>ir hosts, who become little more<br />

than automatons. Slavers resemble a little brain on<br />

legs that must tap into ano<strong>the</strong>r’s spinal fluid (usually<br />

at <strong>the</strong> neck) to survive.<br />

Slavers can speak Common, Draconic,<br />

Dwarven, Elven, and Undercommon.<br />

Combat<br />

A slaver’s sole ability in combat is to detach<br />

from its host and scurry toward its next victim.<br />

If any o<strong>the</strong>r enslaved humanoids are nearby, <strong>the</strong>y<br />

attempt to restrain <strong>the</strong> prospective victim so <strong>the</strong><br />

slaver can attach itself unmolested.<br />

Slavers typically pick small populations <strong>of</strong><br />

humanoids with medium-levels wizards, sorcerers<br />

and clerics. This grants <strong>the</strong> slavers <strong>the</strong> opportunity to<br />

exploit <strong>the</strong> item creation feats <strong>of</strong> <strong>the</strong>ir new slaves.<br />

A slaver that has enslaved a target typically<br />

makes its first command to conceal <strong>the</strong> slaver,<br />

usually under loose-fitting clothing. This, plus <strong>the</strong><br />

slaver’s ability to hide well, makes it hard to spot,<br />

and even harder to attack during combat.<br />

Enhance Host (Ex): While a slaver is attached<br />

to its victim, apart from sharing all <strong>the</strong> slaver’s<br />

skills and feats, <strong>the</strong> victim gains a +3 enhancement<br />

bonus to Strength, Constitution, and Dexterity and<br />

<strong>the</strong> spellcasting abilities <strong>of</strong> a 7th-level sorcerer<br />

(including <strong>the</strong> appropriate spell knowledge). <strong>The</strong><br />

victim cannot cast <strong>the</strong>se spells in <strong>the</strong> same round<br />

that <strong>the</strong> slaver uses its psionic powers, nor can <strong>the</strong><br />

slaver use its psionic powers in <strong>the</strong> same round its<br />

victim casts one <strong>of</strong> its granted sorcerer spells.<br />

Enslave (Su): If a slaver hits a humanoid<br />

target with its stinger, <strong>the</strong> victim must succeed a DC<br />

20 Will save or become enslaved. <strong>The</strong> save DC is<br />

Charisma-based and includes a +8 racial bonus. A<br />

141<br />

Abilities: Str 3, Dex 20, Con 15, Int 19, Wis<br />

15, Cha 14<br />

Skills: Climb +5, Concentration +6, Craft<br />

(weaponsmithing) +7, Diplomacy +5, Hide<br />

+17, Knowledge (arcana) +7, Listen +5, Move<br />

Silently +7, Search +7, Spot +5, Swim +5<br />

Feats: Improved Initiative B , Lightning<br />

Reflexes B , Toughness B , Weapon Finesse<br />

Environment: Warm marsh<br />

Organization: Colony (5-20)<br />

Challenge Rating: 7<br />

Treasure: Double standard<br />

Alignment: Always evil<br />

Advancement: —<br />

Level Adjustment: —<br />

slaver’s hold over its victim can be broken with a<br />

break enchantment spell.<br />

A slaver in control <strong>of</strong> a host is treated as an<br />

attended magic item for <strong>the</strong> purpose <strong>of</strong> making<br />

saving throws, even if <strong>the</strong> slaver is specifically<br />

targeted. A slaver that is attached to its host is treated<br />

as a creature in a grapple for <strong>the</strong> purpose <strong>of</strong> striking<br />

at <strong>the</strong> slaver instead <strong>of</strong> <strong>the</strong> host (but <strong>the</strong> host is not<br />

considered grappled in turn).<br />

Enthrall (Ex): If a slaver is in physical contact<br />

with its victim (<strong>the</strong> slaver establishes a physical<br />

hold by means <strong>of</strong> its stinger), <strong>the</strong> subject acts as if<br />

dominated. So long as <strong>the</strong> slaver remains in contact<br />

with <strong>the</strong> victim, <strong>the</strong> domination remains in effect,<br />

even if a check would normally indicate that <strong>the</strong> effect<br />

is broken. <strong>The</strong> victim remembers its past and knows<br />

who it was, but is not permitted any level <strong>of</strong> feeling or<br />

expression by <strong>the</strong> dominating slaver. When <strong>the</strong> victim<br />

speaks, <strong>the</strong> words are chosen by <strong>the</strong> slaver, using its<br />

new understanding <strong>of</strong> <strong>the</strong> victim’s personality and<br />

history to pass itself <strong>of</strong>f as <strong>the</strong> victim.<br />

If <strong>the</strong> slaver is detached or detaches itself,<br />

<strong>the</strong> victim goes into a coma. <strong>The</strong> victim takes no<br />

actions, though it can be controlled if it comes under<br />

<strong>the</strong> control <strong>of</strong> a mind-affecting effect. <strong>The</strong> victim can<br />

be revived from <strong>the</strong> coma and restored to health with<br />

a lesser restoration spell. <strong>The</strong> victim will remember<br />

everything that happened (within <strong>the</strong> natural limits<br />

<strong>of</strong> <strong>the</strong> victim’s intelligence) but as though <strong>the</strong> events<br />

took place in a dream.<br />

Psionics (Sp): At will—astral projection,<br />

charm monster (DC 16), detect thoughts (DC 14),<br />

and suggestion (DC 15). Effective caster level 7th.<br />

<strong>The</strong> save DCs are Charisma-based.<br />

Skills: A slaver uses its Dexterity modifier<br />

instead <strong>of</strong> its Strength modifier for Climb and Swim<br />

checks.<br />

7

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