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

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9<br />

Lightmaw<br />

Large Magical Beast (<strong>Aquatic</strong>)<br />

Hit Dice: 8dl0+32 (76 hp)<br />

Initiative: +2<br />

Speed: Swim 70 ft. (14 squares)<br />

Armor Class: 16 (-1 size, +2 Dex, +5 natural),<br />

touch 11, flat footed 14<br />

Base Attack/Grapple: +8/+16<br />

Attack: Bite +11 melee (2d6+6 plus 1d4<br />

Wisdom drain)<br />

Full Attack: Bite +11 melee (2d6+6 plus 1d4<br />

Wisdom drain)<br />

Space/Reach: 10 ft./5 ft.<br />

Special Attacks: Enchanting light, Wisdom<br />

drain<br />

Special Qualities: Darkvision 60 ft.,<br />

illumination, low-light vision, pressure<br />

dependence, resistance to cold 20<br />

This large, bulbous fish has a round body and<br />

thick, pale, mottled white skin. It has three sets <strong>of</strong><br />

small fins on its sides. Its mouth takes up a full third<br />

<strong>of</strong> its length and is filled with jagged teeth. From<br />

within its maw, it generates a s<strong>of</strong>t, luminescent glow.<br />

Lightmaws are known throughout <strong>the</strong> deep<br />

water regions as tempters and tricksters. <strong>The</strong>y feed<br />

on <strong>the</strong> minds <strong>of</strong> o<strong>the</strong>r beings, draining <strong>the</strong> willpower<br />

from <strong>the</strong>ir prey as <strong>the</strong>y consume its flesh. Although<br />

<strong>the</strong>y can eat non-sentient beings, <strong>the</strong>y prefer to feast<br />

on <strong>the</strong> minds <strong>of</strong> sentient creatures.<br />

<strong>The</strong>y are capable hunters and can slay<br />

many creatures with little difficulty, but prefer to<br />

acquire <strong>the</strong>ir meals through more creative means.<br />

Lightmaws <strong>of</strong>fer knowledge, secrets, or treasure<br />

to those who will let <strong>the</strong>m dine on o<strong>the</strong>rs’ will.<br />

Unfortunately, <strong>the</strong>se predators never give a fair<br />

deal if <strong>the</strong>y can help it. <strong>The</strong>y craft agreements<br />

with exacting wordings <strong>the</strong>n ignore <strong>the</strong> spirit <strong>of</strong> <strong>the</strong><br />

agreement and honor only its precise letter. From<br />

such arrangements, <strong>the</strong>y have earned a terrible<br />

reputation as liars, cheats, and murderers, but <strong>the</strong><br />

needy or desperate still sometimes seek <strong>the</strong>m out.<br />

Lightmaws speak Elven and Aquan.<br />

Combat<br />

Despite <strong>the</strong>ir powerful jaws and thick hide,<br />

lightmaws avoid direct confrontation. <strong>The</strong>y consider<br />

violence <strong>the</strong> means <strong>of</strong> <strong>the</strong> unintelligent to solve<br />

problems, although <strong>the</strong>y will not allow <strong>the</strong>mselves<br />

to be bested by someone who uses such a base<br />

means <strong>of</strong> conflict resolution. Fleeing a fight is a sure<br />

path to a poor reputation among o<strong>the</strong>r lightmaws.<br />

When fighting, <strong>the</strong>y use <strong>the</strong>ir confusion<br />

light to disorient enemies before closing in to<br />

bite. Biting a target precludes <strong>the</strong> use <strong>of</strong> <strong>the</strong> light,<br />

164<br />

Saves: Fort +10, Ref +8, Will +7<br />

Abilities: Str 18, Dex 14, Con 19, Int 14, Wis<br />

16, Cha 16<br />

Skills: Bluff +14, Diplomacy +7, Disguise +3<br />

(+5 acting), Ga<strong>the</strong>r Information +5, Intimidate<br />

+9, Knowledge (arcana) +4, Knowledge (local)<br />

+8, Knowledge (nature) +9, Sense Motive<br />

+8, Spot +9, Survival +3 (+5 in aboveground<br />

natural environments), Swim +19<br />

Feats: Improved Natural Attack (bite), Iron<br />

Will, Persuasive<br />

Environment: Any aquatic<br />

Organization: Solitary or school (2-6)<br />

Challenge Rating: 9<br />

Treasure: None<br />

Alignment: Always lawful evil<br />

Advancement: 9-16 HD (Large); 17-24 HD<br />

(Huge)<br />

Level Adjustment: +4<br />

so a lightmaw makes sure its confusion light has<br />

achieved maximum effect first If a lightmaw gets<br />

<strong>the</strong> better <strong>of</strong> a fight, it allows its victim to surrender<br />

if that opponent allows its willpower to be drained in<br />

exchange for its life.<br />

Enchanting Light (Su): At will, as a fullround<br />

action that does not provoke an attack <strong>of</strong><br />

opportunity, a lightmaw can open its mouth and<br />

project a 30-foot cone <strong>of</strong> supernatural light. <strong>The</strong><br />

lightmaw can choose one <strong>of</strong> <strong>the</strong> following spell<br />

effects every time it uses this light: hypnotism (DC<br />

14), daze monster (DC 15), confusion (DC 17),<br />

or crushing despair (DC 17). <strong>The</strong> save DCs are<br />

Charisma-based. All creatures caught in <strong>the</strong> cone<br />

that fail <strong>the</strong>ir saves are subject to <strong>the</strong> spell effect<br />

selected (caster level 8th). As a standard action, <strong>the</strong><br />

lightmaw can keep its mouth open and its targets<br />

ba<strong>the</strong>d in <strong>the</strong> confusion light.<br />

Wisdom Drain (Su): Any creature bit by <strong>the</strong><br />

lightmaw must make a DC 17 Will save or take 1d4<br />

points <strong>of</strong> Wisdom damage. If <strong>the</strong> target willingly lets<br />

<strong>the</strong> lightmaw bite it, this is instead Wisdom drain.<br />

<strong>The</strong> save DC is Wisdom-based.<br />

Illumination (Ex): <strong>The</strong> lightmaw can project a<br />

30-foot cone <strong>of</strong> light from its mouth as a free action.<br />

Pressure Dependence (Ex): Lightmaws<br />

are immune to <strong>the</strong> effects <strong>of</strong> pressure at <strong>the</strong> ocean<br />

depths. <strong>The</strong>y take 1d6 points <strong>of</strong> damage each round<br />

<strong>the</strong>y are at a depth <strong>of</strong> less than 1,000 feet, slowly<br />

exploding due to pressure loss.<br />

Skills: A lightmaw 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<br />

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

It can use <strong>the</strong> run action while swimming, provided<br />

it swims in a straight line.

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