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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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 />
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