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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aid coastal settlements using <strong>the</strong>ir ability to create<br />
fog. <strong>The</strong>ir gray, rubbery skin allows <strong>the</strong>m to blend<br />
into <strong>the</strong> fog, while <strong>the</strong>ir fog sight allows <strong>the</strong>m full<br />
sight within <strong>the</strong> mist. Cloud walkers speak Aquan.<br />
Combat<br />
Cloud walkers use <strong>the</strong>ir create fog ability prior to<br />
combat, and <strong>the</strong>n attempt to sneak attack opponents.<br />
Create Fog (Su): At will as a standard action,<br />
cloud walkers can summon a cloying mist from <strong>the</strong><br />
seawater. <strong>The</strong> effect is similar to a fog cloud cast by<br />
a 6th-level wizard.<br />
Sneak Attack (Ex): A cloud walker can make a<br />
sneak attack like a rogue, dealing an extra 1d6 points<br />
<strong>of</strong> damage whenever a foe is denied its Dexterity<br />
bonus or when <strong>the</strong> cloud walker is flanking.<br />
Amphibious (Ex): Although cloud walker<br />
are aquatic, <strong>the</strong>y can survive indefinitely on land,<br />
provided <strong>the</strong>y are surrounded by fog.<br />
Dire Piranha<br />
Medium Animal (<strong>Aquatic</strong>)<br />
Hit Dice: 2d8+4 (13 hp)<br />
Initiative: +2<br />
Speed: Swim 80 ft. (16 squares)<br />
Armor Class: 14 (+2 Dex, +2 natural), touch<br />
12, flat-footed 12<br />
Base Attack/Grapple: +1/+1<br />
Attack: Bite +3 melee (1d8)<br />
Full Attack: Bite +3 melee (1d8)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Capsize, vicious<br />
Special Qualities: Low-light vision<br />
Dire piranhas are larger, more predatory<br />
versions <strong>of</strong> <strong>the</strong> typical flesh-eating fish encountered<br />
in tropical settings. <strong>The</strong>y can reach up to 5 feet<br />
in length, and are aggressive hunters that attack<br />
humanoids and o<strong>the</strong>r large creatures without<br />
provocation. While <strong>the</strong> typical piranha can<br />
sometimes be captured and put to use as guardians<br />
or obstacles, dire ones are exceedingly difficult to<br />
domesticate. Some druids and wizards manage to<br />
win <strong>the</strong>se creatures’ loyalty, usually with magical<br />
means such as charm monster or charm animal.<br />
Orcs and hobgoblins <strong>of</strong> <strong>the</strong> jungle revere <strong>the</strong>se<br />
creatures as totem animals, sometimes keeping<br />
large pools <strong>of</strong> <strong>the</strong>m in which <strong>the</strong>y cast captured<br />
humanoids as sacrifices.<br />
Combat<br />
Dire piranhas lurk near <strong>the</strong> shoreline <strong>of</strong> lakes<br />
and rivers, waiting for a creature to blunder into <strong>the</strong><br />
water. Usually, <strong>the</strong>y swim in large swarms that work<br />
toge<strong>the</strong>r to strip <strong>the</strong> flesh from a creature, leaving<br />
it little more than a bony husk. Dire piranhas have<br />
been known to attack rafts and river boats, slamming<br />
into <strong>the</strong>m to overturn <strong>the</strong>m and feast upon <strong>the</strong><br />
unfortunates who tumble into <strong>the</strong> water.<br />
15<br />
Fog Sight (Ex): A transparent<br />
nictitating membrane over <strong>the</strong> cloud walkers’<br />
eyes allows it to see perfectly in fog <strong>of</strong> any kind,<br />
whe<strong>the</strong>r mundane or magical. Additionally, it<br />
treats murky water as if it were clear water for <strong>the</strong><br />
purposes <strong>of</strong> determining how far it can see.<br />
Moisture Dependence (Ex): Cloud walkers<br />
need moisture to survive. If <strong>the</strong>y venture from <strong>the</strong><br />
water, <strong>the</strong>y must surround <strong>the</strong>mselves with fog. Once<br />
out <strong>of</strong> <strong>the</strong> fog; <strong>the</strong>y cannot breath and begin to drown.<br />
Skills: A cloud walker has a +6 racial bonus on<br />
Climb checks. A cloud walker 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 on<br />
a Swim check, even if distracted or endangered. It<br />
can use <strong>the</strong> run action while swimming, provided it<br />
swims in a straight line.<br />
Saves: Fort +5, Ref +5, Will +0<br />
Abilities: Str 10, Dex 15, Con 14, Int 2, Wis 10,<br />
Cha 6<br />
Skills: Spot +5, Swim +8<br />
Feats: Weapon Finesse<br />
Environment: Warm aquatic<br />
Organization: Solitary or school (4-24)<br />
Challenge Rating: 1<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: 3-4 HD (Medium); 5-6 HD<br />
(Large)<br />
Level Adjustment: —<br />
Capsize (Ex): Dire piranhas sometimes strike<br />
at <strong>the</strong> underside <strong>of</strong> boats and rafts in an attempt<br />
to turn <strong>the</strong>m over and dump <strong>the</strong>ir occupants into<br />
<strong>the</strong> water. A submerged dire piranha that surfaces<br />
under a boat or ship less than 20 feet long capsizes<br />
<strong>the</strong> vessel 50% <strong>of</strong> <strong>the</strong> time. It has a 20% chance to<br />
capsize a vessel from 20 to 40 feet long and a 0%<br />
chance to capsize one over 40 feet long. Multiple<br />
dire piranhas can work toge<strong>the</strong>r to tip over a boat,<br />
increasing <strong>the</strong> chance to capsize it by 5% for every<br />
additional fish beyond <strong>the</strong> first.<br />
Vicious (Ex): Like <strong>the</strong>ir smaller cousins, dire<br />
piranhas are most dangerous when encountered in a<br />
group. A dire piranha gains a +1 competence bonus<br />
on attack rolls and damage for every two dire piranha<br />
adjacent to <strong>the</strong> target <strong>of</strong> <strong>the</strong> dire piranha’s attack.<br />
Skills: A dire piranha has a +8 racial bonus on<br />
any Swim check to perform some special action or<br />
avoid a hazard. It can always choose to take 10 on<br />
a Swim check, even if distracted or endangered. It<br />
can use <strong>the</strong> run action while swimming, provided it<br />
swims in a straight line.<br />
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