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 />
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.