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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.

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