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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.

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