28.03.2013 Views

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 ...

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!