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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 />

8

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