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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8<br />
Giant Anemone<br />
Huge Animal (<strong>Aquatic</strong>)<br />
Hit Dice: 12d8+63 (117 hp)<br />
Initiative: +0<br />
Speed: 5 ft. (1 square), swim 5 ft. (1 square)<br />
Armor Class: 12 (-2 size, +4 natural), touch<br />
8, flat-footed 12<br />
Base Attack/Grapple: +9/+24<br />
Attack: Tentacle mass +14 melee (poison)<br />
Full Attack: 6 tentacle masses +14 melee<br />
(poison) and bite +9 melee (3d8+3)<br />
Space/Reach: 15 ft./15 ft.<br />
Special Attacks: Improved grab, poison<br />
Special Qualities: Blindsight 60 ft., damage<br />
reduction 10/slashing<br />
<strong>The</strong> giant sea anemone is a monstrous<br />
version <strong>of</strong> its smaller and more innocuous cousin.<br />
Though <strong>of</strong>ten mistakenly thought <strong>of</strong> as a plant, <strong>the</strong><br />
anemone is a predatory animal. A giant anemone<br />
lives on <strong>the</strong> sea floor and is similar in appearance<br />
to an enormous flower. At its base is a slug-like<br />
foot, which it uses to grip <strong>the</strong> sea floor and to move<br />
slowly about. <strong>The</strong> body <strong>of</strong> <strong>the</strong> giant anemone is a<br />
thick fleshy stalk ending in a colorful mass <strong>of</strong> long,<br />
thin tentacles. At <strong>the</strong> center <strong>of</strong> <strong>the</strong> tentacle mass is<br />
<strong>the</strong> creature’s mouth, with which it both ingests its<br />
meals and expels its refuse.<br />
Each <strong>of</strong> <strong>the</strong> anemone’s tentacles is covered<br />
with a number <strong>of</strong> tightly wound filaments, which<br />
when contacted, spring out, injecting a paralytic<br />
poison into whatever <strong>the</strong>y encounter.<br />
<strong>The</strong> anemone rarely leaves behind any<br />
treasure that it hasn’t processed through its<br />
digestive system. This means that many <strong>of</strong> <strong>the</strong><br />
items carried by its prey are destroyed, although<br />
gold and gems survive.<br />
Combat<br />
When an anemone senses prey, it reaches<br />
out to grab it with its tentacle masses. Each mass<br />
contains dozens <strong>of</strong> individual tentacles, although<br />
<strong>the</strong> anemone can only effectively use 6 masses<br />
at once. If a giant anemone hits with a tentacle<br />
mass, <strong>the</strong> victim is immediately subject to both<br />
<strong>the</strong> anemone’s poison and improved grab abilities.<br />
150<br />
Saves: Fort +15, Ref +8, Will +5<br />
Abilities: Str 25, Dex 10, Con 20, Int 1, Wis<br />
8, Cha 4<br />
Skills: Spot +14, Swim +15<br />
Feats: Combat Reflexes, Great Fortitude,<br />
Iron Will, Power Attack, Toughness<br />
Environment: Any aquatic<br />
Organization: Solitary or colony (2-12)<br />
Challenge Rating: 8<br />
Treasure: Standard coins; standard goods;<br />
50% items<br />
Alignment: Always neutral<br />
Advancement: 13-24 HD (Huge); 25-36<br />
HD (Gargantuan)<br />
Level Adjustment: —<br />
Once a hold is obtained on its prey, it is pulled<br />
toward <strong>the</strong> anemone’s mouth to be consumed.<br />
<strong>The</strong> anemone has thick rubbery flesh that can be<br />
carved away, but not struck or pierced with any<br />
efficiency.<br />
Improved Grab (Ex): To use this ability, an<br />
anemone must hit a Large or smaller creature with<br />
a tentacle mass attack. It can <strong>the</strong>n attempt to start<br />
a grapple as a free action without provoking an<br />
attack <strong>of</strong> opportunity.<br />
Poison (Ex): Contact, Fortitude DC 21,<br />
initial damage and secondary damage paralyzed<br />
for 1d6 rounds (duration is cumulative). <strong>The</strong> save<br />
DC is Constitution-based.<br />
Blindsight (Ex): A giant sea anemone has<br />
no visual or auditory organs, but instead detects<br />
movements and vibrations in <strong>the</strong> water around<br />
it. This sense, coupled with <strong>the</strong> creature’s sense<br />
<strong>of</strong> smell and sensitivity to temperature variation<br />
combine to allow <strong>the</strong> anemone to sense all<br />
creatures within 60 feet. Beyond that range, it is<br />
considered blinded. A sea anemone is invulnerable<br />
to gaze attacks, visual effects <strong>of</strong> spells such as<br />
illusions, and o<strong>the</strong>r attack forms that rely on sight.<br />
Skills: An anemone has a +8 racial bonus on<br />
any Swim check to perform some special action or<br />
avoid a hazard. It can always choose to take 10 on<br />
a Swim check, even if distracted or endangered. It<br />
can use <strong>the</strong> run action while swimming, provided<br />
it swims in a straight line.