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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Abilities: Str 10, Dex 16, Con 14, Int l8, Wis<br />
l7, Cha 14<br />
Skills: Concentration +9, Craft (alchemy) +12,<br />
Craft (trapmaking) +7, Intimidate +6, Jump -6,<br />
Knowledge (arcana) +9, Knowledge (nature)<br />
+9, Search +9, Spellcraft +9, Spot +8<br />
Feats: Brew Potion B , Craft Wand B , Craft<br />
Wondrous Item B , Improved Initiative, Iron<br />
Will, Silent Spell<br />
This creature appears roughly humanoid in<br />
shape, but its bulbous, conical head and long wiry<br />
limbs give it an alien quality. Its skin is pale blue<br />
and hairless, and it looks at you with suspicion<br />
in its watery, pupilless eyes. It wears a belt with<br />
flasks <strong>of</strong> liquid in a myriad <strong>of</strong> colors.<br />
Aquanes are intelligent creatures agile in<br />
water and on land. Many seek out <strong>the</strong> aquane,<br />
renown for <strong>the</strong>ir research, magical abilities and<br />
<strong>the</strong>ir mastery over item creation. Unfortunately,<br />
<strong>the</strong> only thing <strong>the</strong> aquane are more renown for<br />
than <strong>the</strong>ir esoteric knowledge is <strong>the</strong>ir suspicion and<br />
dislike <strong>of</strong> creatures o<strong>the</strong>r than aquanes. Aquane<br />
lairs are usually found near coastlines. Aquanes<br />
speak Aquan, Common, and <strong>the</strong> languages <strong>of</strong> two<br />
races that live along <strong>the</strong> coasts <strong>the</strong>y frequent.<br />
Combat<br />
Aquanes tend to shy away from combat,<br />
preferring to use <strong>the</strong>ir magic to allow <strong>the</strong>m to<br />
escape unharmed. If forced to fight, an aquane will<br />
rely on its magical abilities and items, and will only<br />
resort to fighting with weapons if all its magical<br />
options are negated or rendered ineffective.<br />
Spell-Like Abilities: At will–control water<br />
(DC 18), water walk. 1/day–horrid wilting (single<br />
target only, DC 20). Caster level 9th. <strong>The</strong> save<br />
DCs are Charisma-based.<br />
Spells: An aquane casts arcane spells as a 9thlevel<br />
sorcerer. <strong>The</strong> save DCs are Charisma-based.<br />
Typical Sorcerer Spells Known (6/7/7/6/4<br />
per day; save DC 12 + spell level): 0—acid splash,<br />
arcane mark, detect magic, ghost sound, mage<br />
hand, mending, ray <strong>of</strong> frost, read magic; 1st—<br />
disguise self, expeditious retreat, obscuring mist,<br />
mage armor, shield; 2nd—acid arrow, eagle’s<br />
splendor, fog cloud, mirror image; 3rd—dispel<br />
magic, displacement, heroism; 4th—greater<br />
invisibility, solid fog.<br />
Odorless (Ex): Aquanes have no natural odor<br />
and <strong>the</strong>refore cannot be detected or tracked by scent.<br />
Water Constriction (Su): Once an hour<br />
while underwater, aquanes can manipulate water<br />
in an area to condense into an extremely dense<br />
ball, crushing whatever may be within it. This<br />
affects a 5-foot-radius sphere. Creatures in <strong>the</strong><br />
area must make a DC 15 Reflex save or take 4d10<br />
159<br />
Environment: Temperate or warm<br />
aquatic<br />
Organization: Solitary or cabal (2-8)<br />
Challenge Rating: 9<br />
Alignment: Usually neutral evil<br />
Treasure: Double standard plus 200% potions<br />
Advancement: By character class<br />
Level Adjustment: —<br />
points <strong>of</strong> damage. Those that fail <strong>the</strong>ir saves must<br />
make a DC 15 Fortitude save or become nauseous<br />
for 1d4 rounds, and have <strong>the</strong> air forced out <strong>of</strong> <strong>the</strong>ir<br />
lungs (and thus make checks to avoid drowning).<br />
<strong>The</strong> save DC is Charisma-based.<br />
Water Strike (Su): At will, an aquane can<br />
maniuplate a body <strong>of</strong> water within 30 ft. to form<br />
a pseudopod which it can use to strike opponents.<br />
Controlling <strong>the</strong> pseudopod requires concentration.<br />
<strong>The</strong> aquane may make one ranged attack per round<br />
(+8 attack bonus) with <strong>the</strong> pseudopod to deal 2d8<br />
points <strong>of</strong> bludgeoning damage. <strong>The</strong> pseudopod has<br />
a reach <strong>of</strong> up to 15 feet. If used out <strong>of</strong> water, <strong>the</strong><br />
limb can move within <strong>the</strong> confines <strong>of</strong> <strong>the</strong> liquid<br />
from which it sprang, but cannot move out on its<br />
own. Underwater, <strong>the</strong> limb looks like an eel and<br />
can move at a swim speed <strong>of</strong> 30 ft.<br />
Amphibious (Ex): Although aquanes are<br />
aquatic, <strong>the</strong>y can survive indefinitely on land.<br />
Water Barrier (Su): Once an hour while<br />
underwater, aquanes can manipulate <strong>the</strong> waters<br />
around <strong>the</strong>m to harden into a dense screen that<br />
greatly restricts passage but not vision. <strong>The</strong> barrier<br />
can have any shape, but its maximum dimensions<br />
are 20x20x20 ft. It cannot be moved once created<br />
and lasts for 1d10+10 minutes. Anyone trying to<br />
pass through it must succeed on a DC 15 Swim<br />
check. It affords half cover against ranged attacks<br />
passing through it. <strong>The</strong> aquane may dismiss <strong>the</strong><br />
water barrier as a free action. <strong>The</strong> check DC is<br />
Charisma-based.<br />
Skills: An aquane 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<br />
it swims in a straight line.<br />
Aquane Characters: An aquane’s favored<br />
class is sorcerer. Its sorcerer levels stack with its base<br />
spellcasting ability for <strong>the</strong> purpose <strong>of</strong> determining<br />
spells known, spells per day, and o<strong>the</strong>r effects<br />
dependent on caster level. An aquane character<br />
likewise uses <strong>the</strong> sum <strong>of</strong> its racial spellcasting levels<br />
and appropriate class levels to determine <strong>the</strong> abilities<br />
<strong>of</strong> its familiar, though it cannot acquire a familiar<br />
until it takes at least one level in <strong>the</strong> sorcerer class.<br />
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