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 ...
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