28.03.2013 Views

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 ...

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Vendrin<br />

Medium Magical Beast (<strong>Aquatic</strong>)<br />

Hit Dice: 7d10+30 (68 hp)<br />

Initiative: +1<br />

Speed: 10 ft. (2 squares), swim 40 ft. (8<br />

squares)<br />

Armor Class: 21 (+1 Dex, +10 natural),<br />

touch 11, flat-footed 20<br />

Base Attack/Grapple: +7/+13<br />

Attack: Tail +14 melee (1d6+5) or bite +13<br />

melee (1d8+5)<br />

Full Attack: Tail +14 melee (1d6+5) and<br />

bite +9 melee (1d8+2)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attacks: Impale, pull<br />

Special Qualities: Darkvision 60 ft., lowlight<br />

vision<br />

Vendrin are aquatic crustaceans that can<br />

grow as large as humans, up to a few hundred<br />

pounds. Found in fresh water, <strong>the</strong>se carnivores eat<br />

any sort <strong>of</strong> meat but prefer humanoids. Resembling<br />

a shrimp, vendrin have finger-like appendages that<br />

allow <strong>the</strong>m to crawl on shore and a tapered body<br />

that ends in a pointed spike. Its chitinous shell<br />

is usually dark green or blue to camouflage <strong>the</strong><br />

undulating predator.<br />

Combat<br />

Vendrin hunt by lying in wait alongside a<br />

shoreline until a creature comes within ten feet<br />

<strong>of</strong> <strong>the</strong> water’s edge. At that moment, <strong>the</strong> vendrin<br />

strikes, lashing out and impaling its potential meal<br />

with its tail spine. <strong>The</strong> powerful muscles in <strong>the</strong><br />

vendrin ‘s tail flex and drag its victim into and<br />

under <strong>the</strong> water where it uses its bite attack.<br />

Vendrin typically lurk at <strong>the</strong> shores <strong>of</strong> deep<br />

lakes or inland seas, making its first strike and<br />

carrying <strong>of</strong>f its meal to sea. Once <strong>the</strong> vendrin has its<br />

prey in <strong>the</strong> water, it dives deep, making assistance<br />

from land nigh impossible without magic. If <strong>the</strong><br />

vendrin attacks from a river or streambed, it may<br />

be possible for <strong>the</strong> rest <strong>of</strong> <strong>the</strong> party to rescue <strong>the</strong>ir<br />

captured comrade. Those entering <strong>the</strong> water must<br />

succeed on a Swim check (DC between 10 and 15<br />

depending on <strong>the</strong> strength <strong>of</strong> <strong>the</strong> river) as well as<br />

a DC 13 Search check to find <strong>the</strong>ir missing partymember.<br />

<strong>The</strong>y must <strong>the</strong>n battle <strong>the</strong> thing in <strong>the</strong><br />

water, while it thrashes around eating <strong>the</strong>ir friend.<br />

143<br />

Saves: Fort +11, Ref +6, Will +1<br />

Abilities: Str 22, Dex 12, Con 22, Int 3, Wis<br />

8, Cha 2<br />

Skills: Hide +1*, Search +2, Spot +1, Swim<br />

+12<br />

Feats: Power Attack, Weapon Focus (tail)<br />

Environment: Any aquatic<br />

Organization: Solitary or clutch (3-8)<br />

Challenge Rating: 7<br />

Treasure: None<br />

Alignment: Always neutral<br />

Advancement: 6-10 HD (Medium), 11-15<br />

HD (Large)<br />

Level Adjustment: —<br />

Characters in this environment are considered<br />

fighting blind due to <strong>the</strong> difficulty in seeing in<br />

turbulent waters.<br />

Impale (Ex): To use this ability, a vendrin<br />

must hit with its tail attack. If it succeeds, its<br />

opponent not only takes damage, but is also<br />

impaled on <strong>the</strong> vendrin’s tail-spine, and it can<br />

attempt to pull its opponent into <strong>the</strong> water. If <strong>the</strong><br />

opponent wins a grapple check, it frees itself from<br />

<strong>the</strong> vendrin’s tail-spine.<br />

Pull (Ex): If a vendrin wins a grapple check<br />

against an impaled opponent, when it takes its<br />

move action it can drag <strong>the</strong> opponent along with it.<br />

If <strong>the</strong> vendrin submerges, it pulls <strong>the</strong> opponent into<br />

<strong>the</strong> water, where <strong>the</strong> opponent may be at risk for<br />

drowning. <strong>The</strong> impaled victim can freely attack <strong>the</strong><br />

vendrin although <strong>the</strong> opponent suffers <strong>the</strong> normal<br />

penalties for fighting underwater. Vendrin can only<br />

swim at 20 ft. (4 squares) when pulling an impaled<br />

victim and only medium or smaller creatures can<br />

be pulled.<br />

Skills: A vendrin has a +8 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 />

*A vendrin gains a +10 circumstance bonus<br />

to Hide checks when underwater, if anyone is<br />

searching for it from <strong>the</strong> shore.<br />

7

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!