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

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7<br />

Tusked Terror<br />

Huge Animal (<strong>Aquatic</strong>)<br />

Hit Dice: 16d8 +80 (152 hp)<br />

Initiative: +5<br />

Speed: Swim 60 ft. (12 squares)<br />

Armor Class: 15 (-2 size, +1 Dex, +6<br />

natural), touch 9, flat-footed 14<br />

Base Attack/Grapple: +12/+29<br />

Attack: Slam +20 melee (1d8+9)<br />

Full Attack: Slam +20 melee (1d8+9) and<br />

gore +15 melee (2d6+4)<br />

Space/Reach: 15 ft./10 ft.<br />

Special Attacks: —<br />

Special Qualities: Darkvision 120 ft.<br />

Saves: Fort +15, Ref +13, Will +3<br />

Tusked terrors are huge fish that roam <strong>the</strong><br />

arctic waters. Tusked terrors are a darker blue<br />

on top and a lighter blue on bottom, while <strong>the</strong>ir<br />

characteristic tusks sprout from <strong>the</strong>ir slightly<br />

protruding bottom lip. <strong>The</strong>ir primary food source<br />

is plankton, and tusked terrors only use <strong>the</strong>ir slam<br />

and gore attacks in defense.<br />

Tusked terrors are a highly valued food<br />

source to humanoids living in <strong>the</strong> arctic waste,<br />

and <strong>the</strong> dangers involved in catching and killing<br />

this fish make fishing one <strong>of</strong> <strong>the</strong> most dangerous<br />

pr<strong>of</strong>essions in this region. Some communities<br />

mark <strong>the</strong> prowess <strong>of</strong> <strong>the</strong>ir fisherman by <strong>the</strong> number<br />

<strong>of</strong> tusks <strong>the</strong>y claim.<br />

Flora and Fauna<br />

Abilities: Str 29, Dex 12, Con 20, Int 1, Wis<br />

6, Cha 4<br />

Skills: Listen +6, Spot +6, Swim +16*<br />

Feats: Alertness, Improved Initiative,<br />

Lightning Reflexes, Run, Weapon Focus<br />

(gore), Weapon Focus (slam)<br />

Environment: Cold aquatic<br />

Organization: Solitary<br />

Challenge Rating: 7<br />

Treasure: None<br />

Alignment: Always neutral<br />

Advancement: 17-32 HD (Huge), 33-48<br />

HD (Gargantuan)<br />

Level Adjustment: —<br />

Combat<br />

Skills: A tusked terror has a +2 racial bonus<br />

on Listen checks.<br />

A tusked terror has a +10 racial bonus on<br />

any Swim check to perform some special action or<br />

avoid a hazard. It can always choose to take 10 on<br />

a Swim check, even if distracted or endangered. It<br />

can use <strong>the</strong> run action while swimming, provided<br />

it swims in a straight line.<br />

Kelp Jungles: Mainly found in nutrient-rich waters in temperate regions, kelp forests are made up<br />

<strong>of</strong> thousands <strong>of</strong> green or brown kelp strands reaching from <strong>the</strong> ocean floor to <strong>the</strong> water’s surface. <strong>The</strong>se<br />

concentrations <strong>of</strong> growth are found in depths <strong>of</strong> 300 feet or less, with most at a depth <strong>of</strong> 100 feet. <strong>The</strong><br />

kelp plant anchors itself on <strong>the</strong> sea floor, using float bladders to keep <strong>the</strong>ir tops on <strong>the</strong> surface <strong>of</strong> <strong>the</strong> water<br />

while collecting sunlight to fuel photosyn<strong>the</strong>sis. Like a lively land jungle, this watery grove has several<br />

levels with different animals in each habitat zone. <strong>The</strong> upper level, called <strong>the</strong> canopy, is where schools <strong>of</strong><br />

fish, sea birds, and aquatic mammals are most common. In <strong>the</strong> middle, along <strong>the</strong> stalks <strong>of</strong> <strong>the</strong> kelp, fish<br />

swim and snails and similar marine organisms live on <strong>the</strong> fronds <strong>of</strong> <strong>the</strong> plants. <strong>The</strong> bottom level is where<br />

<strong>the</strong> kelp’s holdfast—<strong>the</strong> cone-shaped mass <strong>of</strong> its anchor root—attaches to <strong>the</strong> sea floor. This cone area<br />

is generally inhabited by sea urchins and starfish, and can also serve as a hiding place for predators in<br />

shallower waters.<br />

Each kelp strand is only a few inches thick at its center, and has leaves or float bladders at its top<br />

that stretch for several feet in ei<strong>the</strong>r direction. Only a few feet separate individual plants in a kelp forest,<br />

making it very difficult to see more than a few paces. <strong>The</strong> targets <strong>of</strong> any ranged attacks taking place in a<br />

kelp jungle receive appropriate concealment penalties, as well as AC bonuses for cover. Kelp strands have<br />

a hardness <strong>of</strong> 1, and 4 hit points. Movement through a large stand <strong>of</strong> kelp can only be done at half <strong>the</strong><br />

normal rate for creatures <strong>of</strong> small size or larger. As part <strong>of</strong> a move action, a creature may seek to avoid <strong>the</strong><br />

kelp and move at a normal rate, requiring a Swim check (DC 10), with a +5 bonus for each size category<br />

above Medium.<br />

142

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