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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8<br />
Assassin Colony<br />
Huge Plant<br />
Hit Dice: 10d8+30 (75 hp)<br />
Initiative: +0<br />
Speed: 25 ft. (5 squares)<br />
Armor Class: 21 (-2 size, +13 natural),<br />
touch 8, flat-footed 21<br />
Base Attack/Grapple: +7/+24<br />
Attack: Slam +14 melee (2d6+9)<br />
Full Attack: 2 slams +14 melee (2d6+9)<br />
Space/Reach: 15 ft./15 ft.<br />
Special Attacks: Constrict 2d6+13,<br />
entangle, improved grab, smo<strong>the</strong>r<br />
Special Qualities: Blindsight 30 ft.,<br />
electrical vigor, forest walk, low-light<br />
vision, plant traits, resistance to fire 20, will<br />
<strong>of</strong> <strong>the</strong> darkened<br />
Saves: Fort +10, Ref +3, Will +6<br />
Assassin colonies are essentially a few dozen<br />
assassin vines, transformed by pure malevolence.<br />
Though <strong>the</strong>y can survive on photosyn<strong>the</strong>sis,<br />
<strong>the</strong>y seek to torture, torment, and consume those<br />
that intrude upon <strong>the</strong>ir habitat. Any intelligent<br />
humanoid entering <strong>the</strong>ir forest, swamp, or marsh<br />
is immediate prey for <strong>the</strong> assassin colony.<br />
Combat<br />
<strong>The</strong> assassin colony is a semi-intelligent<br />
thing, powered by <strong>the</strong> collective will <strong>of</strong> its<br />
habitat, be it forest, marsh, or swamp. Assassin<br />
colonies typically use <strong>the</strong>ir Hide skill to surprise<br />
opponents. On its first round, when its opponents<br />
are hopefully surprised, it uses its entangle ability.<br />
It <strong>the</strong>n indiscriminately starts attacking those<br />
nearest it. By twisting and rubbing <strong>the</strong> vines in<br />
its “throat,” it can make a raspy roar <strong>of</strong> triumph<br />
and evil glee. It does not kill those it assaults, at<br />
least not immediately. Instead, it smo<strong>the</strong>rs <strong>the</strong>m<br />
into unconsciousness. After all its foes have been<br />
incapacitated, it tortures <strong>the</strong>m for hours, <strong>the</strong>n kills<br />
<strong>the</strong>m.<br />
Constrict (Ex): An assassin colony deals<br />
2d6+13 points <strong>of</strong> damage with a successful<br />
grapple check.<br />
Entangle (Su): An assassin colony can<br />
animate plants within 30 feet <strong>of</strong> itself as a free<br />
action (Ref DC 16 partial). <strong>The</strong> effect lasts until<br />
<strong>the</strong> assassin colony dies or decides to end it (also<br />
144<br />
Abilities: Str 28, Dex 10, Con 17, Int 5, Wis<br />
13, Cha l0<br />
Skills: Hide +12, Listen +5, Move Silently<br />
+6<br />
Feats: Improved Sunder, Iron Will, Power<br />
Attack, Stealthy<br />
Environment: Temperate and warm forest<br />
and marsh<br />
Organization: Solitary<br />
Challenge Rating: 8<br />
Treasure: 10% coins, standard goods,<br />
standard items<br />
Alignment: Always neutral evil<br />
Advancement: 11-20 HD (Huge), 21-30<br />
HD (Gargantuan)<br />
Level Adjustment: —<br />
a free action). <strong>The</strong> save DC is Wisdom-based. <strong>The</strong><br />
ability is o<strong>the</strong>rwise similar to entangle (caster level<br />
10th).<br />
Improved Grab (Ex): To use this ability,<br />
an assassin colony must hit with its slam attack. It<br />
can <strong>the</strong>n attempt to start a grapple as a free action<br />
without provoking an attack <strong>of</strong> opportunity. If it<br />
wins <strong>the</strong> grapple check, it establishes a hold and<br />
can constrict.<br />
Smo<strong>the</strong>r (Ex): Any foe constricted for two<br />
full consecutive rounds must succeed on a DC 18<br />
Fortitude save on every subsequent round or begin<br />
to suffocate as <strong>the</strong> assassin colony covers <strong>the</strong> foe’s<br />
mouth and crushes <strong>the</strong> air out <strong>of</strong> <strong>the</strong> creature (see<br />
Suffocation rules on page 32). <strong>The</strong> save DC is<br />
Constitution-based.<br />
Blindsight (Ex): A assassin colony has no<br />
visual organs but can ascertain all creatures within<br />
30 feet using sound, scent, and vibration.<br />
Electrical Vigor (Ex): A assassin colony<br />
takes no damage from electricity, but an electrical<br />
attack instead grants an assassin colony 10<br />
temporary hit points that last for 5 hours.<br />
Forest Walk (Su): An assassin colony acts<br />
as though it is under <strong>the</strong> constant effects <strong>of</strong> a<br />
freedom <strong>of</strong> movement spell, and can use <strong>the</strong> druid<br />
spell transport via plants twice per day.<br />
Skills: An assassin colony uses its natural<br />
coloring to obscure itself, granting a +10 racial<br />
bonus on Hide checks.