28.03.2013 Views

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 ...

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

8<br />

Lost Sailors<br />

Medium Undead<br />

Hit Dice: 8d12 (52 hp)<br />

Initiative: +2<br />

Speed: 20 ft. (4 squares), swim 40 ft. (8<br />

squares)<br />

Armor Class: 16 (+2 Dex, +4 natural), touch<br />

12, flat-footed 14<br />

Base Attack/Grapple: +4/+12<br />

Attack: Scimitar +8 melee (1d6+4/18-20) or<br />

slam +8 melee (1d4+4)<br />

Full Attack: Scimitar +8 melee (ld6+4/l8-20)<br />

or slam +8 melee (1d4+4)<br />

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

Special Attacks: Drag, drown<br />

This being is dressed like a sailor, but its<br />

clo<strong>the</strong>s are worn and tattered. Its eyes are lifeless<br />

and his skin is pallid. It smells <strong>of</strong> saltwater and fresh<br />

earth and wields a wea<strong>the</strong>red scimitar.<br />

Lost sailors are a rare form <strong>of</strong> undead created<br />

from seafarers who died far from <strong>the</strong>ir beloved ocean.<br />

<strong>The</strong>se seafarers could not rest in death and crawl out<br />

<strong>of</strong> <strong>the</strong>ir graves to reach <strong>the</strong> sea. <strong>The</strong>y usually only rise<br />

when buried within a handful <strong>of</strong> miles <strong>of</strong> <strong>the</strong> ocean,<br />

as <strong>the</strong>y still feel robbed <strong>of</strong> it in death.<br />

Once <strong>the</strong>y reach <strong>the</strong> sea, lost sailors remain<br />

near <strong>the</strong> coast. Armed with whatever weapons <strong>the</strong>y<br />

were buried with, <strong>the</strong>y lurk in <strong>the</strong> water just <strong>of</strong>f shore<br />

and attack small groups that come near, attempting<br />

to drag <strong>of</strong>f one victim to drown in <strong>the</strong> surf. <strong>The</strong>se<br />

undead mariners are nocturnal and spend <strong>the</strong>ir days<br />

underwater, hidden beneath rocks or in kelp beds.<br />

<strong>The</strong>y attack those who stumble upon <strong>the</strong>ir daytime<br />

hiding places.<br />

<strong>The</strong> bones <strong>of</strong> this undead creature are sometimes<br />

used to make bone compasses. Doing so reduces <strong>the</strong><br />

cost <strong>of</strong> making <strong>the</strong> bone compass by 500 gp.<br />

Combat<br />

<strong>The</strong> lost sailors’ goal in combat is to drown<br />

<strong>the</strong>ir foes, preferably while <strong>the</strong>y are still conscious<br />

enough to struggle. <strong>The</strong>y lie in wait in <strong>the</strong> water, and<br />

<strong>the</strong>n surge forth to attack an unfortunate victim who<br />

has wandered by. If possible, <strong>the</strong> lost sailor merely<br />

grapples a victim and drags it into <strong>the</strong> sea, holding<br />

it underwater until it drowns. If <strong>the</strong> target cannot<br />

be grappled, <strong>the</strong> lost sailor beats <strong>the</strong> victim into<br />

submission and <strong>the</strong>n drowns <strong>the</strong> person. If more than<br />

one target is present, <strong>the</strong> undead mariner tries to drag<br />

<strong>the</strong>m <strong>of</strong>f one at a time, ignoring <strong>the</strong> o<strong>the</strong>rs unless<br />

someone does significant damage to it in an attack.<br />

Ano<strong>the</strong>r favored tactic is to ambush people<br />

sleeping near <strong>the</strong> beach and drag <strong>the</strong>m silently<br />

into <strong>the</strong> surf. When setting <strong>the</strong> ambush <strong>the</strong> lost<br />

152<br />

Special Qualities: +4 turn resistance, damage<br />

reduction 10/slashing, darkvision 60 ft., final<br />

burial, undead traits<br />

Saves: Fort +2, Ref +4, Will +7<br />

Abilities: Str 18, Dex 14, Con - , Int 6, Wis<br />

12, Cha 3<br />

Skills: Hide +9, Move Silently +9, Listen +7,<br />

Spot +7, Swim +12 (2 at 11)<br />

Feats: Improved Grapple, Improved Trip B ,<br />

Improved Unarmed Strike, Stealthy<br />

Environment: Any aquatic<br />

Organization: Solitary<br />

Challenge Rating: 8<br />

Treasure: Standard<br />

Alignment: Always chaotic evil<br />

Advancement: –<br />

Level Adjustment: –<br />

sailor ventures up to 1,000 yards from <strong>the</strong> sea, but<br />

moves no far<strong>the</strong>r. A lost sailor seeking victims in<br />

this manner enters settlements and buildings to find<br />

<strong>the</strong>m, avoiding lighted areas and striking at remote<br />

structures. <strong>The</strong> creature tries to obtain as many<br />

victims as possible when attacking like this, only<br />

stopping when <strong>the</strong> sun rises.<br />

Drag (Ex): A lost sailor can move at its full<br />

speed by winning an opposed grapple check.<br />

Drown (Ex): Once a lost sailor drags a victim<br />

to <strong>the</strong> water, it submerges. A victim who remains<br />

grappled is unable to brea<strong>the</strong> and begins drowning.<br />

Final Burial (Su): If a lost sailor is reduced<br />

to 0 hp it turns into a pile <strong>of</strong> bones and rotted flesh.<br />

Unless <strong>the</strong>se remains are buried at sea, <strong>the</strong> lost sailor<br />

reanimates on <strong>the</strong> next full moon.<br />

Skills: A lost sailor has a +8 racial bonus on<br />

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

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

on a Swim check, even if distracted or endangered.<br />

It can use <strong>the</strong> run action while swimming, provided<br />

it swims in a straight line.<br />

Bone Compass: Created from <strong>the</strong> bones <strong>of</strong> a<br />

sentient being that died at sea, a bone compass warns<br />

sailors <strong>of</strong> approaching deadly peril by pointing<br />

away from danger. <strong>The</strong>se look much like ordinary<br />

compasses, but <strong>the</strong> needle is made <strong>of</strong> a fragment<br />

<strong>of</strong> bone. <strong>The</strong> bone compass only detects dangers<br />

caused by wea<strong>the</strong>r, terrain, or sea-dwelling creatures<br />

and only detects threats to <strong>the</strong> ship as a whole. This<br />

occurs one minute before <strong>the</strong> source <strong>of</strong> danger is<br />

encountered (if a creature) or one hour (if <strong>the</strong> hazard<br />

is terrain or wea<strong>the</strong>r). <strong>The</strong> bone compass may not<br />

actually help its bearer avoid danger, but at least it<br />

provides warning. Despite <strong>the</strong> obvious value <strong>of</strong> bone<br />

compasses, sailors consider <strong>the</strong>m bad luck because<br />

<strong>of</strong> <strong>the</strong> grisly nature <strong>of</strong> <strong>the</strong>ir creation.<br />

Faint divination; CL 7th; Craft Wondrous<br />

Item, augury; Market Price: 5,000 gp; Weight: 1lb.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!