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

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8<br />

Nommo<br />

Medium Monstrous Humanoid (<strong>Aquatic</strong>,<br />

Shapechanger)<br />

Hit Dice: 10d8 (45 hp)<br />

Initiative: +0<br />

Speed: 20 ft. (4 squares) swim 60 ft. (12<br />

squares)<br />

Armor Class: 15 (+5 natural), touch 10,<br />

flat-footed 15<br />

Base Attack/Grapple: +10/+10<br />

Attack: Unarmed strike +10 (1d3 nonlethal)<br />

Full Attack: Unarmed strike +10/+5 (1d3<br />

nonlethal)<br />

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

Special Attacks: Psionics<br />

Special Qualities: Amphibious, damage<br />

reduction 10/magic and silver, shapechange,<br />

spell resistance 20, tremorsense 60 ft.<br />

Saves: Fort +5, Ref +9, Will +12<br />

Nommo (“to make one drink”) are intelligent<br />

amphibious creatures that can change forms.<br />

A nommo’s natural form strongly resembles a<br />

marakely, a black-and-white spotted cichlid fish<br />

found in <strong>the</strong> oceans, except that four <strong>of</strong> a nommo’s<br />

fins are elongated into arms and legs. Though<br />

amphibious, nommo rarely appear in <strong>the</strong>ir natural<br />

form while on land, ra<strong>the</strong>r using <strong>the</strong>ir powers to<br />

take <strong>the</strong> form <strong>of</strong> a terrestrial humanoid.<br />

Nommo have an affinity for interfering<br />

in <strong>the</strong> workings <strong>of</strong> o<strong>the</strong>r intelligent creatures:<br />

some hoping to be revered as gods, some using<br />

o<strong>the</strong>r races as puppets for o<strong>the</strong>r agendas, o<strong>the</strong>rs<br />

disseminating <strong>the</strong>ir vast knowledge in an attempt<br />

to “raise” inferior races to higher standards.<br />

Combat<br />

Nommo are weak combatants, and <strong>the</strong>y rely<br />

on <strong>the</strong>ir psionics to avoid battle. Good nommo are<br />

pacifists, while evil nommo prefer to let <strong>the</strong> lesser<br />

minions fight for <strong>the</strong>m<br />

A nommo’s natural weapons, as well as any<br />

weapons it wields, are treated as magic weapons<br />

for <strong>the</strong> purpose <strong>of</strong> overcoming damage reduction.<br />

Psionics (Sp): At will—charm person (DC<br />

16), detect thoughts (DC 17), invisibility, mind<br />

blank, nondetection, suggestion (DC 18). Effective<br />

154<br />

Abilities: Str 11, Dex 11, Con 11, Int 20,<br />

Wis 20, Cha 20<br />

Skills: Bluff +14, Craft (any one) +14,<br />

Diplomacy +18, Disguise +13 (+15 acting),<br />

Ga<strong>the</strong>r Information +14, Intimidate +13,<br />

Knowledge (any one) +14, Listen +12,<br />

Pr<strong>of</strong>ession (any one) +14, Search +9, Sense<br />

Motive +14, Spot +12<br />

Feats: Alertness B , Combat Expertise, Great<br />

Fortitude, Improved Disarm, Improved<br />

Unarmed Strike, Lightning Reflexes B<br />

Environment: Warm aquatic<br />

Organization: Solitary, scouting party (2-<br />

5), or clan (30-100)<br />

Challenge Rating: 8<br />

Treasure: None<br />

Alignment: Always lawful (good or evil)<br />

Advancement: By character class<br />

Level Adjustment: +6<br />

caster level 18th. <strong>The</strong> save DCs are Charismabased.<br />

Shapechange (Su): A nommo can assume<br />

<strong>the</strong> shape <strong>of</strong> any Small or Medium humanoid. This<br />

ability functions as <strong>the</strong> shapechange spell (caster<br />

level 18th).<br />

Amphibious (Ex): Although nommo are<br />

aquatic, <strong>the</strong>y can survive indefinitely on land.<br />

Tremorsense (Ex): A nommo can sense<br />

<strong>the</strong> location <strong>of</strong> any submerged creature or object<br />

within 60 feet by detecting perturbations in water<br />

currents.<br />

Nommo Society<br />

Good-aligned nommo have black spots and<br />

white scales, while evil-aligned nommo have<br />

white spots and black scales. <strong>The</strong>y typically live<br />

in coral reefs or crystalline cities in large bodies <strong>of</strong><br />

water.<br />

Both nommo clans send shapechanged<br />

ambassadors to o<strong>the</strong>r settlements and nations.<br />

Humans have no idea <strong>of</strong> <strong>the</strong> true nature <strong>of</strong> <strong>the</strong>se<br />

savants, regarding <strong>the</strong>m as only wise-folk. <strong>The</strong><br />

good nommo teach <strong>the</strong> values <strong>of</strong> peace and<br />

cooperation, encouraging trade and improved<br />

agriculture. <strong>The</strong> evil nommo teach battle tactics<br />

and weaponsmithing techniques, hoping to touch<br />

<strong>of</strong>f wars <strong>of</strong> conquest.

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