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

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8<br />

Cerebral Stalker<br />

Medium Aberration<br />

Hit Dice: 9d8+18 (58 hp)<br />

Initiative: +6<br />

Speed: 30 ft. (6 squares), burrow 20 ft. (4<br />

squares)<br />

Armor Class: 19 (+2 Dex, +7 natural),<br />

touch 12, flat-footed 17<br />

Base Attack/Grapple: +6/+9<br />

Attack: Claw +10 melee (1d6+3)<br />

Full Attack: 2 claws +10 melee (1d6+3) or<br />

bite +9 melee (1d8+3)<br />

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

Special Attacks: Consume brain, create<br />

zombie, fear gaze, improved grab, sink, web<br />

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

glide, tremorsense 90 ft.<br />

This humanoid creature has blackish-gray<br />

scales covering its semi-reptilian body. A thick<br />

layer <strong>of</strong> gray mucus drips from its body. Its bestial<br />

head sports vertical-slitted gray eyes and a wide<br />

mouth lined with sharp teeth. Its hands end in filthy<br />

claws.<br />

A cerebral stalker is a carnivorous predator<br />

that lies in wait just below <strong>the</strong> surface <strong>of</strong> <strong>the</strong><br />

ground for an unsuspecting victim to pass over or<br />

near it. When it detects its prey, <strong>the</strong> stalker bursts<br />

through <strong>the</strong> ground in a shower <strong>of</strong> rock and earth,<br />

cocoons its victim and disappears into <strong>the</strong> ground<br />

to devour <strong>the</strong> victim’s brain.<br />

<strong>The</strong> lair <strong>of</strong> a cerebral stalker is a large,<br />

hollow chamber <strong>of</strong> earth, <strong>of</strong>ten littered with skull<br />

fragments, bits <strong>of</strong> webbing, and chunks <strong>of</strong> brain<br />

matter. Cerebral stalkers are solitary creatures and<br />

do not work in concert with o<strong>the</strong>rs <strong>of</strong> <strong>the</strong>ir kind.<br />

<strong>The</strong>y attack those <strong>of</strong> <strong>the</strong>ir own race if ano<strong>the</strong>r<br />

attempts to take up residence in an area already<br />

inhabited by a cerebral stalker (<strong>the</strong> typical stalker’s<br />

hunting ground covers an area <strong>of</strong> 5 square miles,<br />

though it rarely journeys that far from its lair).<br />

<strong>The</strong> lifespan and reproduction method <strong>of</strong> <strong>the</strong>se<br />

creatures is completely unknown.<br />

It is thought that cerebral stalkers understand a<br />

variety <strong>of</strong> languages, including Common. Whe<strong>the</strong>r<br />

<strong>the</strong>y speak any languages at all is unknown as no<br />

one has ever successfully conversed with one.<br />

Combat<br />

<strong>The</strong> cerebral stalker attacks from ambush,<br />

hiding just below <strong>the</strong> surface <strong>of</strong> <strong>the</strong> ground where<br />

it uses its tremorsense ability to detect living<br />

creatures moving near it. When it successfully<br />

detects a living creature, it violently emerges<br />

146<br />

Saves: Fort +5, Ref +5, Will +8<br />

Abilities: Str 16, Dex 15, Con 15, Int 11,<br />

Wis 15, Cha 15<br />

Skills: Hide +13, Listen +7, Move Silently<br />

+13, Spot +7<br />

Feats: Alertness, Improved Initiative,<br />

Stealthy, Weapon Focus (claw)<br />

Environment: Any land or underground<br />

Organization: Solitary<br />

Challenge Rating: 8<br />

Treasure: None<br />

Alignment: Always chaotic evil<br />

Advancement: 10-18 HD (Medium), 19-27<br />

HD (Large)<br />

Level Adjustment: —<br />

from <strong>the</strong> ground (behind its target, if possible) and<br />

grabs <strong>the</strong> unsuspecting foe. A grabbed opponent is<br />

quickly cocooned and pulled beneath <strong>the</strong> ground<br />

where its brain is devoured. Those interfering with<br />

<strong>the</strong> stalker as it sinks into <strong>the</strong> ground are subjected<br />

to its fear gaze.<br />

Consume Brain (Ex): Once it has its victim<br />

underground, <strong>the</strong> cerebral stalker begins gnawing<br />

on <strong>the</strong> victim’s head, rapidly chewing through<br />

bone and tissue, dealing 2d8+4 points <strong>of</strong> damage<br />

each round. When <strong>the</strong> victim dies, <strong>the</strong> cerebral<br />

stalker has reached its goal—<strong>the</strong> victim’s brain,<br />

which it promptly devours. A victim slain in this<br />

manner is ejected from ground and becomes a<br />

zombie (see below).<br />

Create Zombie (Su): A creature whose<br />

brain is devoured by a cerebral stalker is ejected<br />

from <strong>the</strong> ground and animates as a zombie in 1d4<br />

rounds. Zombies created in this manner are not<br />

under <strong>the</strong> control <strong>of</strong> <strong>the</strong> cerebral stalker. <strong>The</strong>y do<br />

not possess any <strong>of</strong> <strong>the</strong> abilities <strong>the</strong>y had in life.<br />

Fear Gaze (Su): <strong>The</strong> eyes <strong>of</strong> a cerebral<br />

stalker instill fear in living creatures that meet<br />

its gaze. Creatures must succeed on a DC 16<br />

Will save or cower for 1d4 rounds. <strong>The</strong> save<br />

DC is Charisma-based. This is a mind-affecting<br />

fear effect. On a successful save, that creature is<br />

immune to <strong>the</strong> fear gaze <strong>of</strong> that cerebral stalker for<br />

one day.<br />

Improved Grab (Ex): To use this ability, a<br />

cerebral stalker must hit with both claw attacks. 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 use its web ability to cocoon its foe.

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