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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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 />
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