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

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Malamari<br />

Huge Outsider (<strong>Aquatic</strong>, Evil,<br />

Extraplanar)<br />

Hit Dice: 10d8+100 (145 hp)<br />

Initiative: +7<br />

Speed: Swim 80 ft (16 squares), fly 90 ft<br />

(good) (18 squares)<br />

Armor Class: 21 (-2 size, +3 Dex, +10<br />

natural), touch 11, flat-footed 18<br />

Base Attack/Grapple: +10/+27<br />

Attack: Bite +17 melee (1d10+9)<br />

Full Attack: 3 bites +17 melee (1d10+9)<br />

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

Special Attack: Rend 1d10+13 or 2d10+18,<br />

spell-like abilities<br />

Special Qualities: Amphibious, damage<br />

reduction 10/magic, elemental threshold,<br />

enhanced vision, resistance to cold 10 and<br />

fire 10, spell resistance 20<br />

Saves: Fort +17, Ref +10, Will +10<br />

This enormous creature is vaguely squidlike,<br />

except that it has only three tentacles, each<br />

ending in a toothy maw. An opalescent eye <strong>the</strong><br />

size <strong>of</strong> a human fist bears a mischievous glint.<br />

Malamaris are unusual creatures that stalk<br />

large bodies <strong>of</strong> water. Shaped like cephalopods,<br />

malamaris have a flexible body stalk with one<br />

fist-sized, opalescent eye that grants enhanced<br />

vision. <strong>The</strong>y have three tentacles used in hunting<br />

and defense, each ending in a toothy mouth. <strong>The</strong>ir<br />

coloration varies from a pale blue to a deep sea<br />

green. As for temperament, malamaris delight in<br />

causing mischief and <strong>the</strong> thrill <strong>of</strong> <strong>the</strong> hunt.<br />

Malamaris speak Auran, but can communicate<br />

with any creature using <strong>the</strong>ir tongues ability.<br />

Combat<br />

A malamari’s natural weapons, as well as<br />

any weapons it wields, are treated as evil-aligned<br />

and magic for <strong>the</strong> purpose <strong>of</strong> overcoming damage<br />

reduction.<br />

Rend (Ex): If a malamari hits with two bite<br />

attacks, it latches onto <strong>the</strong> opponent’s body and<br />

tears <strong>the</strong> flesh. This attack automatically deals an<br />

additional 1d10+13 points <strong>of</strong> damage. If it hits<br />

with three bite attacks on <strong>the</strong> same opponent,<br />

it instead deals additional 2d10+18 points <strong>of</strong><br />

damage.<br />

Spell-like Abilities: At will—tongues, true<br />

seeing. 3/day— silence (DC 14), sleet storm, slow<br />

(DC 15). Caster level 10th. <strong>The</strong> save DCs are<br />

Charisma-based.<br />

165<br />

Abilities: Str 28, Dex 16, Con 30, Int 14,<br />

Wis 16, Cha l4<br />

Skills: Bluff +15, Concentration +23,<br />

Diplomacy +4, Disguise +2 (+4 acting),<br />

Hide +10, Intimidate +17, Listen +16,<br />

Knowledge (<strong>the</strong> planes) +15, Move Silently<br />

+18, Spot +16, Swim +31, Survival +16<br />

(+18 on o<strong>the</strong>r planes)<br />

Feats: Combat Reflexes, Improved<br />

Initiative, Power Attack, Stealthy<br />

Environment: Elemental Plane <strong>of</strong> Water<br />

Organization: Solitary<br />

Challenge Rating: 9<br />

Alignment: Always neutral evil<br />

Treasure: None<br />

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

HD (Gargantuan)<br />

Level Adjustment: +7<br />

Elemental Threshold (Su): As a free action<br />

at <strong>the</strong> start <strong>of</strong> <strong>the</strong>ir turn, malamaris can shift into<br />

or out <strong>of</strong> a special state that borders between <strong>the</strong><br />

material plane and <strong>the</strong> Elemental Plane <strong>of</strong> Water.<br />

When in <strong>the</strong> threshold, <strong>the</strong>ir appearance becomes<br />

slightly transparent and incorporeal. While in this<br />

state, malamaris follow all <strong>the</strong> normal rules for an<br />

incorporeal creature.<br />

<strong>The</strong> following changes are in effect as long<br />

as <strong>the</strong> malamari is shifted into <strong>the</strong> elemental<br />

threshold: Spd fly 90 ft. (perfect); AC 13 (touch<br />

10, flat-footed 10); Grp -; Atk +18 melee (1d10,<br />

incorporeal touch); Full Atk +18 melee (1d10, 3<br />

incorporeal touches); SV Fort +17, Will +12; Str -;<br />

Swim +22. Because it has no Strength score in this<br />

form, it cannot use its Power Attack feat. It also<br />

cannot use its rend ability.<br />

Enhanced Vision (Ex): Malamaris have<br />

darkvision to a range <strong>of</strong> 120 feet. <strong>The</strong>y can see<br />

through fog and similar obscurements, both<br />

magical and mundane.<br />

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

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

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<br />

it swims in a straight line.<br />

9

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