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 />
Riptide Horror<br />
Medium Magical Beast (<strong>Aquatic</strong>)<br />
Hit Dice: 6d10+30 (63 hp)<br />
Initiative: +6<br />
Speed: 20 ft. (4 squares), swim 40 ft. (8<br />
squares)<br />
Armor Class: 20 (+2 Dex, +8 natural),<br />
touch 12, flat-footed 18<br />
Base Attack/Grapple: +6/+7<br />
Attack: Tentacle +7 melee (1d4+1 plus<br />
poison)<br />
Full Attack: 6 tentacles +7 melee (1d4+1<br />
plus poison) and 6 bites +2 melee (1d6)<br />
Space/Reach: 5 ft./5 ft. (10 ft. with tentacle)<br />
Special Attacks: Improved grab, poison<br />
Special Qualities: Amphibious, blindsight<br />
30 ft, damage reduction 10/piercing or<br />
This 7-foot long creature resembles a<br />
grayish-tan tubeworm. Six eyeless heads each<br />
bear a maw lined with serrated, inward-curving<br />
teeth. Six tentacles protrude from <strong>the</strong> middle <strong>of</strong><br />
<strong>the</strong> monstrosity. Its white underside bears six long<br />
grayish-tan tentacles protruding from <strong>the</strong> middle<br />
<strong>of</strong> its body.<br />
<strong>The</strong> terrifying riptide horror is a giant,<br />
sightless tubeworm found in sea caves or deep<br />
within desolate marshes. <strong>The</strong>y are carnivorous<br />
creatures and have a voracious appetite that is only<br />
sated with meat, preferably that <strong>of</strong> warm-blooded<br />
humanoids or reptiles.<br />
<strong>The</strong>se monsters are opportunistic hunters;<br />
i.e., <strong>the</strong>y wait for prey to come to <strong>the</strong>m. Riptide<br />
horrors can go several weeks without eating, and<br />
sometimes do, but if a meal is readily available,<br />
<strong>the</strong> horror does not hesitate to kill and devour it.<br />
Such a meal is placed in a “reserve” stomach-like<br />
sac. When <strong>the</strong> food supply is low, <strong>the</strong> riptide horror<br />
delves into its reserve and draws sustenance from<br />
<strong>the</strong> stored food.<br />
Riptide horrors mate once a year, usually<br />
in flooded sea caves. <strong>The</strong> female crawls into <strong>the</strong><br />
male’s lair and deposits a sticky, greenish-tan mass<br />
<strong>of</strong> eggs on <strong>the</strong> wall <strong>of</strong> <strong>the</strong> cave. <strong>The</strong> male fertilizes<br />
<strong>the</strong> eggs and in 4 months, <strong>the</strong> eggs begin to hatch.<br />
Juveniles are excellent swimmers and leave <strong>the</strong><br />
cave as soon as <strong>the</strong>y hatch. As a riptide horror ages,<br />
its body secretes a substance that forms a shell-like<br />
carapace on its dorsal side.<br />
Combat<br />
Riptide horrors prefer to attack from<br />
ambush; sitting motionless until potential prey<br />
156<br />
slashing, spider climb, vulnerability to<br />
electricity<br />
Saves: Fort +10, Ref +7, Will +3<br />
Abilities: Str 13, Dex 15, Con 20, Int 8, Wis<br />
8, Cha 8<br />
Skills: Hide +7*, Listen +3, Swim +9<br />
Feats: Improved Initiative, Iron Will, Power<br />
Attack<br />
Environment: Temperate marshes<br />
Organization: Solitary, pair, or colony (2-8)<br />
Challenge Rating: 8<br />
Treasure: None<br />
Alignment: Usually lawful evil<br />
Advancement: 7-12 HD (Medium); 13-18<br />
HD (Large)<br />
Level Adjustment: —<br />
moves within range. Often, <strong>the</strong>y use <strong>the</strong>ir spider<br />
climb ability to cling to sea cave walls where <strong>the</strong>ir<br />
unsuspecting prey walks underneath <strong>the</strong>m. Once<br />
prey wanders too close, <strong>the</strong> riptide horror lashes<br />
out with its tentacles and attempts to grab its meal.<br />
Grabbed foes are subjected to its paralytic poison<br />
and are bitten by its razor-sharp teeth.<br />
Improved Grab (Ex): To use this ability,<br />
a riptide horror must hit with a tentacle attack. It<br />
can <strong>the</strong>n attempt to start a grapple as a free action<br />
without provoking an attack <strong>of</strong> opportunity. If it<br />
wins <strong>the</strong> grapple check, it establishes a hold.<br />
Poison (Ex): Contact, Fortitude DC 18;<br />
initial damage 1d8 Dex, secondary damage<br />
paralysis 1d4 rounds. <strong>The</strong> save DC is Constitutionbased.<br />
Amphibious (Ex): Riptide horrors can<br />
brea<strong>the</strong> both air and water with ease.<br />
Spider Climb (Sp): At will, a riptide horror<br />
can create an effect identical to a spider climb spell<br />
(caster level 6th).<br />
Vulnerability to Electricity (Ex): <strong>The</strong><br />
riptide horror takes half again as much damage<br />
(+50%) as normal from electricity, regardless<br />
<strong>of</strong> whe<strong>the</strong>r a save is allowed, or if <strong>the</strong> save is a<br />
success or failure.<br />
Skills: A riptide horror has a +8 racial bonus<br />
on any Swim check to perform some special action<br />
or avoid a hazard. It can always 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 />
*A riptide horror receives a +10 racial bonus<br />
to Hide checks in murky water.