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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Sink (Su): After cocooning a foe, <strong>the</strong><br />
cerebral stalker begins sinking into <strong>the</strong> ground,<br />
taking <strong>the</strong> cocooned victim with it. It takes four<br />
full rounds for <strong>the</strong> stalker and foe to completely<br />
sink into <strong>the</strong> ground. In <strong>the</strong> first round, <strong>the</strong> creature<br />
sinks to its knees; in <strong>the</strong> second round to its waist;<br />
in <strong>the</strong> third round to its neck; and in <strong>the</strong> last round,<br />
both stalker and foe are completely underground.<br />
Creatures attempting to grab <strong>the</strong> cocooned victim<br />
and prevent <strong>the</strong> sinking must first break or burn<br />
<strong>the</strong> webbing (see above), and <strong>the</strong>n succeed at a<br />
grapple check against <strong>the</strong> cerebral stalker. A dispel<br />
magic (or similar effect) cast on a sinking cerebral<br />
stalker paralyzes it (as if by a hold person spell) for<br />
a number <strong>of</strong> rounds equal to <strong>the</strong> caster’s level if <strong>the</strong><br />
stalker fails a Fortitude save. <strong>The</strong> stalker can make<br />
a new save each round to negate <strong>the</strong> paralysis.<br />
<strong>The</strong> stalker and victim sink to a depth <strong>of</strong> 10<br />
feet where <strong>the</strong> victim is placed in a stasis (similar<br />
to temporal stasis). <strong>The</strong> spot where <strong>the</strong> cerebral<br />
stalker and victim sunk radiates magic and can<br />
be detected normally. Spells such as locate object,<br />
discern location, scrying, and o<strong>the</strong>r divinatory<br />
magic reveals <strong>the</strong> entombed creature and stalker. A<br />
freedom spell cast on <strong>the</strong> spot where <strong>the</strong> stalker and<br />
victim sunk immediately frees <strong>the</strong> subject from <strong>the</strong><br />
webbing and ejects both it and <strong>the</strong> stalker, who is<br />
stunned for 1 round, to <strong>the</strong> surface.<br />
Encephalon Gorger<br />
Medium Aberration (Extraplanar)<br />
Hit Dice: 10d8+20 (65 hp)<br />
Initiative: +7<br />
Speed: 30 ft. (6 squares)<br />
Armor Class: 19 (+3 Dex, +6 natural),<br />
touch 13, flat-footed 16<br />
Base Attack/Grapple: +7/+8<br />
Attack: Claw +10 melee (1d6+1)<br />
Full Attack: 2 claws +10 melee (1d6+1)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Improved grab, mindfeed<br />
Special Qualities: Adrenal surge,<br />
darkvision 60 ft., fast healing 5, mindsense,<br />
mind screen, resistance to cold 10<br />
Saves: Fort +5, Ref +6, Will +9<br />
Abilities: Str 13, Dex 16, Con 14, lnt 21,<br />
Wis 15, Cha 15<br />
This creature is a sleek, pale-skinned<br />
humanoid with lea<strong>the</strong>ry white, semi-translucent<br />
flesh. It is a bit taller than an average human. Its<br />
features are delicate and precise. <strong>The</strong> creature’s<br />
147<br />
Web (Ex): Once per round, and no<br />
more than three times per day, a cerebral<br />
stalker can cocoon a grappled foe by shooting<br />
sticky webbing from its body. <strong>The</strong> webs cover<br />
as much <strong>of</strong> <strong>the</strong> victim as possible, excluding <strong>the</strong><br />
top <strong>of</strong> <strong>the</strong> victim’s head, its eyes, and its nose. <strong>The</strong><br />
webs remain attached to <strong>the</strong> cerebral stalker’s body<br />
and stretch from just under its arms to its knees. A<br />
webbed victim is anchored to <strong>the</strong> cerebral stalker<br />
and cannot move. <strong>The</strong> webbed creature can, as a<br />
standard action, break free with a successful DC 20<br />
Strength check or DC 16 Escape Artist check. <strong>The</strong><br />
webbing has 8 hit points and damage reduction 5/-.<br />
Note <strong>the</strong> victim is still grappled even if it breaks<br />
<strong>the</strong> webbing and must succeed at a grapple check<br />
to get completely free <strong>of</strong> <strong>the</strong> cerebral stalker’s<br />
grasp. <strong>The</strong> check DCs are Constitution-based, and<br />
<strong>the</strong> Strength check includes a +4 racial bonus.<br />
Earth Glide (Ex): A cerebral stalker can<br />
glide through stone, dirt, or almost any o<strong>the</strong>r sort<br />
<strong>of</strong> earth except metal as easily as a fish swims<br />
through water. Its burrowing leaves behind no<br />
tunnel or hole, nor does it create any ripple or<br />
o<strong>the</strong>r signs <strong>of</strong> its presence. A move earth spell cast<br />
on an area containing a burrowing cerebral stalker<br />
flings <strong>the</strong> cerebral stalker back 30 feet, stunning<br />
<strong>the</strong> creature for 1 round unless it succeeds on a DC<br />
15 Fortitude save.<br />
Skills: Bluff +8, Diplomacy +13, Escape<br />
Artist +9, Intimidate+15, Knowledge<br />
(anatomy) +18, Listen +12, Search +18,<br />
Spot +12, Survival +15 (+17 following<br />
tracks)<br />
Feats: Alertness, Improved Initiative, Power<br />
Attack, Weapon Finesse<br />
Environment: Any land or underground<br />
Organization: Solitary, crowd (2-5), or<br />
array (4-7)<br />
Challenge Rating: 8<br />
Treasure: Standard<br />
Alignment: Usually chaotic evil<br />
Advancement: By character class<br />
Level Adjustment: +7<br />
arms and legs are spindly, and each ends in four<br />
digits. This creature is completely hairless and its<br />
eyes are small with nictating lens.<br />
Encephalon gorgers (sometimes known as<br />
cranial vampires) are malevolent creatures from<br />
ano<strong>the</strong>r dimension or plane <strong>of</strong> existence. <strong>The</strong>y<br />
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