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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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Skills: A blind lasher has a +8 racial bonus on<br />

any Swim check to perform some special action or<br />

avoid a hazard. It can always can choose to take 10 on<br />

a Swim check, even if distracted or endangered. It can<br />

use <strong>the</strong> run action while swimming, provided it swims<br />

Cuttershark<br />

Huge Animal (<strong>Aquatic</strong>)<br />

Hit Dice: 10d8+50 (95 hp)<br />

Initiative: +7<br />

Speed: Swim 60 ft. (12 squares)<br />

Armor Class: 17 (-2 size, +3 Dex, +6 natural),<br />

touch 11, flat-footed 14<br />

Base Attack/Grapple: +7/+25<br />

Attack: Bite +15 melee (2d8+15)<br />

Full Attack: Bite +15 melee (2d8+15)<br />

Space/Reach: 15 ft./10 ft.<br />

Special Attacks: Erupt, improved grab, swallow<br />

whole<br />

Special Qualities: Blindsense, keen scent,<br />

resistance to cold 10<br />

<strong>The</strong> cuttershark is an enormous white shark<br />

that makes its home under oceanic ice shelves and<br />

in frozen lakes. It has developed a thick, sharp, bony<br />

head that it uses to break through ice to get to prey<br />

above. <strong>The</strong> cuttershark has an excellent sense <strong>of</strong><br />

hearing, and can easily detect creatures moving on<br />

<strong>the</strong> ice. <strong>The</strong>se beasts are hungry and ferocious, and<br />

have been known to gorge <strong>the</strong>mselves, sometimes<br />

sinking and devouring entire camps.<br />

<strong>The</strong> cuttershark has no lair, and <strong>the</strong>refore<br />

keeps no treasure. A number <strong>of</strong> indigestible items<br />

tend to build up in its belly though. Anyone cutting<br />

one open may discover a reasonable quantity <strong>of</strong><br />

wealth.<br />

Combat<br />

A cuttershark cruises through water underneath<br />

<strong>the</strong> ice, listening for sounds on <strong>the</strong> surface. If it hears<br />

creatures moving above, it erupts through <strong>the</strong> ice to<br />

attack. A cuttershark never seems to lose its appetite,<br />

and even when its belly is full, it continues to attack<br />

until all surface movement ceases and all creatures<br />

in <strong>the</strong> water have been shredded. Tiny and smaller<br />

creatures are generally ignored.<br />

Erupt (Ex): A cuttershark can break through<br />

up to 5 feet <strong>of</strong> ice when approaching an opponent<br />

as part <strong>of</strong> a charge. <strong>The</strong> shark breaks <strong>the</strong> ice<br />

regardless <strong>of</strong> whe<strong>the</strong>r its attack hits. In addition,<br />

anyone (including <strong>the</strong> chosen victim) standing on<br />

ice within a 10-foot radius <strong>of</strong> where <strong>the</strong> shark erupts<br />

must succeed on a DC 25 Reflex save or fall into <strong>the</strong><br />

water. Such water is generally an extreme cold, and<br />

characters immersed are subject to <strong>the</strong> normal rules<br />

for exposure to such temperatures. <strong>The</strong> save DC is<br />

Strength-based.<br />

161<br />

in a straight line. *Because <strong>of</strong> <strong>the</strong>ir coloration<br />

and ability to shift hue, blind lashers receive<br />

a +4 circumstance bonus to Hide checks when lurking<br />

on <strong>the</strong> ocean floor.<br />

Saves: Fort +14, Ref +10, Will +6<br />

Abilities: Str 30, Dex 16, Con 21, Int 2, Wis 13,<br />

Cha 5<br />

Skills: Listen +15, Spot +9, Swim +19<br />

Feats: Alertness, Great Fortitude, Improved<br />

Initiative, Iron Will<br />

Environment: <strong>Aquatic</strong><br />

Organization: Solitary or pack (2-7)<br />

Challenge Rating: 9<br />

Treasure: 50% coins; 50% goods; 50% items<br />

Alignment: Always neutral<br />

Advancement: 11-20 HD (Huge); 21-30 HD<br />

(Gargantuan)<br />

Level Adjustment: —<br />

Improved Grab (Ex): To use this ability, a<br />

cuttershark must hit a Large or smaller opponent<br />

with its bite attack. It can <strong>the</strong>n attempt to start<br />

a grapple as a free action without provoking an<br />

attack <strong>of</strong> opportunity. If it wins <strong>the</strong> grapple check,<br />

it establishes a hold and can try to swallow its foe in<br />

<strong>the</strong> following round.<br />

Swallow Whole (Ex): A cuttershark can try<br />

to swallow a grabbed opponent <strong>of</strong> up to one size<br />

smaller than itself by making a successful grapple<br />

check. Once inside, <strong>the</strong> opponent takes 2d6+10<br />

points <strong>of</strong> bludgeoning damage plus 1d8 points <strong>of</strong><br />

acid damage per round. A swallowed creature can<br />

cut its way out using a light slashing or piercing<br />

weapon by dealing 20 points <strong>of</strong> damage to <strong>the</strong><br />

shark’s digestive tract (AC 13). Once <strong>the</strong> creature<br />

exits, muscular action closes <strong>the</strong> hole; ano<strong>the</strong>r<br />

swallowed opponent must cut its own way out.<br />

A Huge cuttershark’s gullet can hold 2 Large,<br />

8 Medium or Small, 32 Tiny, 128 Diminutive, or 512<br />

Fine or smaller opponents.<br />

Blindsense (Ex): A cuttershark can locate<br />

creatures underwater within a 30-foot radius.<br />

This ability only works when <strong>the</strong> cuttershark is<br />

underwater.<br />

Keen Scent (Ex): A cuttershark can notice<br />

creatures by scent in a 180-foot radius and detect<br />

blood in <strong>the</strong> water at ranges <strong>of</strong> up to a mile.<br />

Skills: A cuttershark has a +6 racial bonus on<br />

Listen checks. A cuttershark 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 />

9

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