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

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1<br />

Carp Eater<br />

Medium Monstrous Humanoid<br />

Hit Dice: 2d8 (9 hp)<br />

Initiative: +4<br />

Speed: 30 ft. (6 squares), swim 30 ft. (6<br />

squares)<br />

Armor Class: 10, touch 10, flat-footed 10<br />

Base Attack/Grapple: +2/+3<br />

Attack: Claw +4 melee (1d4+1)<br />

Full Attack: 2 claws +4 melee (1d4+1) and bite<br />

-2 melee (1d4)<br />

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

Special Attacks: Aura <strong>of</strong> despair<br />

Carp eaters are usually old crones or widowers<br />

with stringy oily hair, lea<strong>the</strong>ry skin, and disheveled<br />

clothing. <strong>The</strong>y start talking to all who come close about<br />

<strong>the</strong> ills <strong>of</strong> <strong>the</strong> world. Although <strong>the</strong>y can be a source <strong>of</strong><br />

information, those who listen too long feel <strong>the</strong> weight<br />

<strong>of</strong> despair until <strong>the</strong> carp eater convinces <strong>the</strong>m that<br />

suicide is <strong>the</strong> only way to end <strong>the</strong> despair. Carp eaters<br />

are also skilled pick pocket, not out <strong>of</strong> greed but from<br />

<strong>the</strong> desire to deny things from o<strong>the</strong>rs. Carp eaters are<br />

always encountered near a body <strong>of</strong> water.<br />

Combat<br />

<strong>The</strong> carp eater avoids direct confrontations<br />

except against demoralized foes. Should <strong>the</strong> odds be<br />

utterly against her, <strong>the</strong> carp eater dives into <strong>the</strong> nearby<br />

water and swims away. In actual combat, she uses her<br />

hardened nails as claws and rakes at any character<br />

blocking her escape route. Her bite assists in finishing<br />

<strong>of</strong>f any characters that show signs <strong>of</strong> weakness.<br />

Cloud Walker<br />

Small Humanoid (<strong>Aquatic</strong>, Cloud Walker)<br />

Hit Dice: 2d8 (9 hp)<br />

Initiative: +2<br />

Speed: 15 ft. (3 squares), swim 30 ft.<br />

Armor Class: 15 (+1 size, +2 Dex, +2 natural),<br />

touch 13, flat-footed 13<br />

Base Attack/Grapple: +1/-4<br />

Attack: Shortspear +1 melee (1d6-1) or claw +1<br />

melee (ld4-1) or shortspear +4 ranged (1d6-1)<br />

Full Attack: Shortspear +1 melee (1d6-1) or<br />

claw +1 melee (ld4-1) or shortspear +4 ranged<br />

(1d6-1)<br />

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

Special Attack: Create fog, sneak attack +ld6<br />

Cloud walkers are amphibious creatures no<br />

more than 2 or 3 feet tall. <strong>The</strong>ir skin is gray and<br />

rubbery, and <strong>the</strong>ir hands end in claws. <strong>The</strong> creature’s<br />

eyes are larger than those <strong>of</strong> a hafling, and are a dark<br />

14<br />

Special Qualities: Darkvision 60 ft.<br />

Saves: Fort +0, Ref +3, Will +5<br />

Abilities: Str 12, Dex 11, Con 10, Int 14, Wis<br />

14, Cha 12<br />

Skills: Bluff +6, Diplomacy +3, Disguise +1<br />

(+2 acting), Intimidate +3, Listen +9, Sleight <strong>of</strong><br />

Hand +19, Spot +9, Swim +9<br />

Feats: Alertness B , Weapon Focus (claws)<br />

Environment: Any land<br />

Organization: Solitary<br />

Challenge Rating: 1<br />

Treasure: Double standard<br />

Alignment: Usually chaotic evil<br />

Advancement: By character class<br />

Level Adjustment: +2<br />

Aura <strong>of</strong> despair (Su): All creatures within 10<br />

feet <strong>of</strong> a carp eater must succeed on a DC 12 Will<br />

save every round or suffer a -2 morale penalty to all<br />

skills checks, ability checks, saving throws, attack<br />

and damage rolls, until <strong>the</strong>y move out <strong>of</strong> <strong>the</strong> 10 foot<br />

radius. For every round a creature stays in <strong>the</strong> area,<br />

<strong>the</strong> save DC increases by +1. <strong>The</strong> morale penalty for<br />

any victim that succumbs to this demoralization also<br />

increases by –1 each round spent in <strong>the</strong> area as well,<br />

until <strong>the</strong> morale penalty reaches –10; at this point<br />

<strong>the</strong> victim sits down and gives up, and is considered<br />

stunned. <strong>The</strong> save DC is Charisma-based.<br />

Skills: A carp eater has a +12 racial bonus on<br />

Sleight <strong>of</strong> Hand checks.<br />

A carp eater has a +8 racial bonus on any<br />

Swim check to perform some special action or avoid<br />

a hazard. It can always choose to take 10 on a Swim<br />

check, even if distracted or endangered. It can use<br />

<strong>the</strong> run action while swimming, provided it swims<br />

in a straight line.<br />

Special Qualities: Amphibious, fog sight,<br />

moisture dependence<br />

Saves: Fort +0, Ref +5, Will +0<br />

Abilities: Str 8, Dex 14, Con 10, Int 9, Wis l0,<br />

Cha l0<br />

Skills: Climb +5, Hide +9, Listen +1, Spot +1,<br />

Swim +7<br />

Feats: Combat Reflexes<br />

Environment: Any aquatic<br />

Organization: Mob (4-48)<br />

Challenge Rating: 1<br />

Alignment: Usually chaotic evil<br />

Treasure: Standard<br />

Advancement: By character class<br />

Level Adjustment: +2<br />

blue-green and watery. <strong>The</strong>y are generally content<br />

in <strong>the</strong> water, hunting fish and o<strong>the</strong>r aquatic life with<br />

<strong>the</strong>ir weapons and claws. However, many curious,<br />

hungry, or avaricious cloud walkers board ships and

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