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 />
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.