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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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