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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.

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