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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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 />
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