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 ...
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
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.