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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9<br />
Blind Lasher<br />
Large Magical Beast<br />
Hit Dice: 8d10+40 (84 hp)<br />
Initiative: +3<br />
Speed: Swim 60 ft. (12 squares)<br />
Armor Class: 18 (-1 size, +3 Dex, +6 natural),<br />
touch 12, flat footed 15<br />
Base Attack/Grapple: +8/+27<br />
Attack: Tentacle +15 melee (1d6+7 plus 1d6<br />
electricity)<br />
Full Attack: 4 tentacles +15 melee (1d6+7 plus<br />
1d6 electricity)<br />
Space/Reach: 10 ft../l0 ft.<br />
Special Attacks: Grapple swarm, lightning burst<br />
Special Qualities: Blind, blindsight 60 ft., devour<br />
magic, magic sense, magic weapon resistance,<br />
<strong>The</strong> blind lasher resembles a large, grey-mottled<br />
octopus. Found in <strong>the</strong> deepest reaches <strong>of</strong> <strong>the</strong> ocean, its<br />
largest features are <strong>the</strong> huge, white eyes on ei<strong>the</strong>r side<br />
<strong>of</strong> its body. Four <strong>of</strong> its tentacles are more developed<br />
than <strong>the</strong> o<strong>the</strong>rs, delivering a nasty shock to those who<br />
get too close. Lashers feed on magical energy, which<br />
<strong>the</strong>y drain from spells cast on <strong>the</strong>m, magic items, or<br />
<strong>the</strong> flesh <strong>of</strong> creatures with supernatural, spell-like or<br />
spellcasting abilities. <strong>The</strong>y live as long as 800 years,<br />
though few survive to be that old because <strong>of</strong> <strong>the</strong>ir<br />
difficulties in finding sustenance.<br />
Combat<br />
A lasher prefers to grapple with its foes,<br />
using its many arms to render prey immobile while<br />
shocking <strong>the</strong>m into submission with a lightning touch.<br />
It attacks individuals from ambush, going after a<br />
group only if driven to starvation. When fighting<br />
multiple opponents, <strong>the</strong> creature separates one target<br />
from its fellows, grappling with a flurry <strong>of</strong> tentacles<br />
before concentrating on <strong>the</strong> next target. Once <strong>the</strong>re<br />
are no fur<strong>the</strong>r threats, it takes all <strong>the</strong> magical items<br />
or creatures with magical powers back to its lair to<br />
dine on <strong>the</strong>m m a secure location. Creatures taken by<br />
a blind lasher usually only have an hour or two to live<br />
at most, making rescue attempt difficult.<br />
Devour Magic (Su): <strong>The</strong>se creatures absorb<br />
magical energy from objects <strong>the</strong>y come into contact<br />
with. To do so, <strong>the</strong> blind lasher must first suppress<br />
<strong>the</strong> item’s arcane power with its dispel magic ability<br />
and <strong>the</strong>n spend a full round action to absorb <strong>the</strong> item’s<br />
magic. At <strong>the</strong> end <strong>of</strong> this action, <strong>the</strong> creature must<br />
make ano<strong>the</strong>r dispel check against <strong>the</strong> item. If this<br />
succeeds, <strong>the</strong> item’s magic is devoured and it is now<br />
a normal, nonmagical object. If <strong>the</strong> check fails, <strong>the</strong><br />
magic is not devoured, but <strong>the</strong> creature may try again<br />
next round if <strong>the</strong> item is still under <strong>the</strong> effects <strong>of</strong> dispel<br />
magic. <strong>The</strong> blind lasher generally only devours magic<br />
items when any obvious threats have been eliminated.<br />
To absorb <strong>the</strong> magical abilities <strong>of</strong> creatures,<br />
<strong>the</strong> blind lasher must first succeed on a melee attack<br />
160<br />
pressure dependence, resistance to cold 20 and<br />
electricity 20, spell-like abilities, spell resistance 20<br />
Saves: Fort +11, Ref +9, Will +5<br />
Abilities: Str 24, Dex 16, Con 20, Int 5, Wis 12,<br />
Cha 7<br />
Skills: Hide +6*, Listen +3, Spot +7, Swim +15*<br />
Feats: Alertness, Improved Grapple B , Iron Will,<br />
Weapon Focus (tentacle)<br />
Environment: Any aquatic<br />
Organization: Solitary or pair<br />
Challenge Rating: 9<br />
Treasure: Standard goods, standard coins, no<br />
items<br />
Alignment: Always neutral evil<br />
Advancement: 9-16 HD (Huge); 17-24 HD<br />
(Gargantuan)<br />
Level Adjustment: –<br />
against its target. When struck, <strong>the</strong> target must make<br />
a DC 19 Will save. If this fails, <strong>the</strong> target loses one<br />
<strong>of</strong> its spell slots or one use <strong>of</strong> a spell-like ability,<br />
starting first with <strong>the</strong> highest-level spells or abilities.<br />
<strong>The</strong>se lost spell slots or spell-like abilities return after<br />
8 hours <strong>of</strong> rest. <strong>The</strong> blind lasher generally makes<br />
an attack against any creature that damaged it with<br />
magic, using its devour magic ability to neutralize <strong>the</strong><br />
threat. <strong>The</strong> save DC is Constitution-based.<br />
Grapple Swarm (Ex): Because <strong>of</strong> <strong>the</strong>ir many<br />
arms, blind lashers are excellent grapplers. <strong>The</strong>y gain<br />
a +4 bonus to all grapple checks in addition to <strong>the</strong>ir<br />
bonus from <strong>the</strong> Improved Grapple feat.<br />
Lightning Burst (Su): Any creature hit with<br />
<strong>the</strong> lasher’s tentacle attack also suffers 1d6 points <strong>of</strong><br />
electricity damage. Any creature grappling with <strong>the</strong><br />
lasher takes 2d6 points <strong>of</strong> electricity damage each<br />
round. This damage bursts outward in a 10-foot radius,<br />
damaging all nearby creatures unless a DC 19 Reflex<br />
save is made. <strong>The</strong> save DC is Constitution-based.<br />
Blind (Ex): Blind lashers are blind (but have<br />
<strong>the</strong> blindsight special quality). <strong>The</strong>y have immunity to<br />
gaze attacks, visual effects, illusions, and o<strong>the</strong>r attack<br />
forms that rely on sight.<br />
Blindsight (Ex): A blind lasher can ascertain<br />
prey by vibration within 60 feet.<br />
Magic Sense (Su): Using its finely tuned<br />
magic-detecting senses, <strong>the</strong> blind lasher receives a<br />
+4 bonus to any Spot checks against creatures with<br />
supernatural, spell-like, or spellcasting abilities.<br />
Magic Weapon Resistance (Su): When<br />
attacked with weapons that have an enhancement<br />
bonus, <strong>the</strong> bonus is not added to <strong>the</strong> attack or damage<br />
rolls, as <strong>the</strong> blind lasher’s innate anti-magic abilities<br />
turn <strong>the</strong> weapon’s magic aside.<br />
Pressure Dependence (Ex): Blind lashers are<br />
immune to <strong>the</strong> effects <strong>of</strong> pressure at <strong>the</strong> ocean depths.<br />
<strong>The</strong>y take 1d6 points <strong>of</strong> damage each round <strong>the</strong>y are<br />
at a depth <strong>of</strong> less than 1,000 feet.<br />
Spell-Like Abilities: At will--detect magic.<br />
Caster level 8th.