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 ...
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
ange <strong>of</strong> a fisherman’s deathwatch is one mile per<br />
Hit Die, allowing it to sense <strong>the</strong> life state <strong>of</strong> any<br />
creature within its territory. This ability can be<br />
negated as normal, but <strong>the</strong> fisherman can reactivate<br />
it at any time as a free action.<br />
Sea Sense (Su): As a free action, a fisherman<br />
can determine with 100% accuracy <strong>the</strong> wea<strong>the</strong>r<br />
conditions (sky, temperature, precipitation) above<br />
<strong>the</strong> sea in an area equal to 10 times its Wisdom<br />
modifier in miles centered on itself.<br />
Skills: A fisherman has a +8 racial bonus on<br />
any Swim check to perform some special action<br />
Giant Snapping Turtle<br />
Gargantuan Animal (<strong>Aquatic</strong>)<br />
Hit Dice: 10d8+70 (115 hp)<br />
Initiative: -2<br />
Speed: 10 ft. (2 squares), swim 20 ft. (4<br />
squares)<br />
Armor Class: 20 (-4 size, -2 Dex, +16<br />
natural), touch 4, flat-footed 20<br />
Base Attack/Grapple: +7/+30<br />
Attack: Bite +15 melee (2d8+16/19-20)<br />
Full Attack: Bite +15 melee (2d8+16/19-<br />
20)<br />
Face/Reach: 20 ft./15 ft.<br />
Special Attacks: Improved grab, swallow<br />
whole<br />
Special Qualities: Amphibious, darkvision<br />
60 ft., low-light vision<br />
Giant snapping turtles are very large and<br />
very aggressive versions <strong>of</strong> <strong>the</strong>ir smaller cousins.<br />
<strong>The</strong>y are found in large lakes, rivers, and inland<br />
seas. <strong>The</strong> average giant snapping turtle is 20 feet<br />
in diameter, but <strong>the</strong>y can grow to a diameter <strong>of</strong> 75<br />
feet.<br />
Combat<br />
A giant snapping turtle lurks near <strong>the</strong> shore<br />
or on <strong>the</strong> bottom <strong>of</strong> a body <strong>of</strong> water, where it<br />
remains motionless and hidden in its shell. When<br />
prey passes near, it shoots its neck out and bites.<br />
Improved Grab (Ex): To use this ability, a<br />
giant snapping turtle must hit with its bite attack. It<br />
can <strong>the</strong>n attempt to start a grapple as a free action<br />
without provoking an attack <strong>of</strong> opportunity. If it<br />
wins <strong>the</strong> grapple check, it establishes a hold and<br />
can try to swallow <strong>the</strong> foe in <strong>the</strong> following round.<br />
Swallow Whole (Ex): A giant snapping turtle<br />
can try to swallow a grabbed opponent <strong>of</strong> Huge or<br />
163<br />
or avoid a hazard. It can always choose to<br />
take 10 on a Swim check, even if distracted<br />
or endangered. It can use <strong>the</strong> run action while<br />
swimming, provided it swims in a straight line.<br />
Gaff: <strong>The</strong> gaff is little more than a 6-inch-long,<br />
barbed fishhook affixed in a perpendicular fashion to<br />
a wooden, bone, or steel rod roughly 4 inches long<br />
and no more than an inch in circumference. A gaff<br />
is a light exotic weapon that deals 1d4 (Medium) <strong>of</strong><br />
piercing damage on a hit with a critical range <strong>of</strong> x3.<br />
Cost: 2 gp. Weight: 1 lb.<br />
Saves: Fort +16, Ref +5, Will +2<br />
Abilities: Str 32, Dex 6, Con 25, Int 1, Wis<br />
8, Cha 8<br />
Skills: Swim +32<br />
Feats: Great Fortitude, Improved Critical<br />
(bite), Power Attack, Weapon Focus (bite)<br />
Environment: Any aquatic<br />
Organization: Solitary or band (2-4)<br />
Challenge Rating: 9<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: 11-20 HD (Gargantuan);<br />
21-30 HD (Colossal)<br />
Level Adjustment: —<br />
smaller size by making a successful grapple check.<br />
<strong>The</strong> swallowed creature takes 2d8+16 points <strong>of</strong><br />
crushing damage plus 2d8 points <strong>of</strong> acid damage<br />
per round from <strong>the</strong> giant snapping turtle’s gizzard.<br />
A swallowed creature can cut its way out by using<br />
a light slashing or piercing weapon to deal 25<br />
points <strong>of</strong> damage to <strong>the</strong> giant snapping turtle’s gut<br />
(AC 18). Once <strong>the</strong> creature exits, muscular action<br />
closes <strong>the</strong> hole; ano<strong>the</strong>r swallowed opponent must<br />
cut its own way out.<br />
<strong>The</strong> giant snapping turtle’s interior can hold<br />
two Huge, four Large, eight Medium-size, or<br />
sixteen Small or smaller opponents.<br />
Skills: A giant snapping turtle has a +8 racial<br />
bonus on any Swim check to perform some special<br />
action or avoid a hazard. It can always choose<br />
to take 10 on a Swim check, even if distracted<br />
or endangered. It can use <strong>the</strong> run action while<br />
swimming, provided it swims in a straight line.<br />
9