28.03.2013 Views

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 ...

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Reef Golem<br />

Large Construct (<strong>Aquatic</strong>)<br />

Hit Dice: 12d10+30 (96 hp)<br />

Initiative: +2<br />

Speed: Swim 50 ft. (10 squares)<br />

Armor Class: 26 (-1 size, +2 Dex, +15<br />

natural), touch 11, flat-footed 24<br />

Base Attack/Grapple: +9/+20<br />

Attack: Slam +15 melee (2d8+10 plus<br />

wounding)<br />

Full Attack: Slam +15 melee (2d8+10 plus<br />

wounding)<br />

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

Special Attacks: Bleeding wound<br />

Special Qualities: Construct traits, damage<br />

reduction 5/adamantine, darkvision 60 ft.,<br />

<strong>The</strong> great fishlike shape actually appears to be<br />

a statue or sculpture in <strong>the</strong> form <strong>of</strong> a sea creature,<br />

complete with sweeping fins and a sharp, toothy<br />

mouth. It is crafted <strong>of</strong> polished, shining pinkish<br />

material, but it moves with <strong>the</strong> natural grace <strong>of</strong> a<br />

true sea creature.<br />

Combat<br />

A reef golem’s attacks always take full<br />

advantage <strong>of</strong> its speed and maneuverability.<br />

Mindless, it fights to <strong>the</strong> death, attacking foes in <strong>the</strong><br />

most direct and unswerving manner possible.<br />

Bleeding Wound (Ex): When a reef golem<br />

strikes an opponent, tiny shards <strong>of</strong> coral remain in<br />

<strong>the</strong> wound, causing a persistent wound. An injured<br />

creature loses 1 additional hit point each round.<br />

Multiple wounds result in cumulative hit point loss<br />

from bleeding. <strong>The</strong> continuing hit point loss can<br />

be stopped by a successful DC 15 Heal check (per<br />

wound), a cure spell, or a heal spell. A successful<br />

Heal check automatically stops <strong>the</strong> continuing hit<br />

point loss as well as restoring hit points.<br />

Fast Healing (Ex): A reef golem heals only<br />

when immersed in water.<br />

Immunity to Magic (Ex): A reef golem is<br />

immune to any spell or spell-like ability that allows<br />

spell resistance. In addition, certain spells and<br />

effects function differently against <strong>the</strong> creature, as<br />

noted below.<br />

Antilife shell repels <strong>the</strong> golem as if it were an<br />

animal.<br />

167<br />

fast healing 2, immunity to magic, low-light<br />

vision<br />

Saves: Fort +4, Ref +6, Will +4<br />

Abilities: Str 25, Dex 15, Con —, Int —,<br />

Wis 11, Cha 1<br />

Skills: Swim +15<br />

Feats: Swim-By Attack B (see below)<br />

Environment: Any aquatic<br />

Organization: Solitary or pair<br />

Challenge Rating: 9<br />

Treasure: None<br />

Alignment: Always neutral<br />

Advancement: 13-24 HD (Large); 25-36<br />

HD (Huge)<br />

Level Adjustment: —<br />

Dominate animal causes a reef golem to<br />

be dazed for 2d4 rounds, with no saving throw.<br />

Additionally, <strong>the</strong> reef golem takes a -2 penalty to<br />

AC, and loses its Dexterity bonus to AC.<br />

Hold animal causes a reef golem to be dazed<br />

for 1d4+1 rounds, with no saving throw.<br />

Skills: A reef golem 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 it<br />

swims in a straight line.<br />

Construction<br />

<strong>The</strong> body <strong>of</strong> a reef golem entails two years<br />

<strong>of</strong> careful attention to a single colony <strong>of</strong> coral,<br />

requiring a DC 17 Craft (sculpting) or a DC 17<br />

Knowledge (nature) check.<br />

CL 12th; Craft Construct (see MM, Chapter<br />

6), awaken, dominate animal, summon nature’s ally<br />

VII, creator must be at least 12th level and able to<br />

cast druid spells; Price 34,000 gp; Cost 18,000 gp+<br />

1,260 XP.<br />

Swim-By Attack [General]<br />

Prerequisite: Swim speed.<br />

Benefit: When swimming, <strong>the</strong> creature can<br />

take a move action and ano<strong>the</strong>r standard action at<br />

any point during <strong>the</strong> move. <strong>The</strong> creature cannot take<br />

a second move action during a round when it makes<br />

a swim-by attack.<br />

Normal: Without this feat, <strong>the</strong> creature takes a<br />

standard action ei<strong>the</strong>r before or after its move.<br />

9

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!