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

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1<br />

Eyeburn Eel<br />

Medium Animal<br />

Hit Dice: 3d8 (13 hp)<br />

Initiative: +7<br />

Speed: Swim 60 ft. (12 squares)<br />

Armor Class: 13 (+3 Dex), touch 13, flatfooted<br />

10<br />

Base Attack/Grapple: +2/+4<br />

Attack: Bite +5 melee (1d8+3)<br />

Full Attack: Bite +5 melee (1d8+3)<br />

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

Special Attacks: Blinding spray<br />

Special Qualities: Low-light vision<br />

Saves: Fort +3, Ref +6, Will -1<br />

<strong>The</strong> eel’s deep cobalt blue skin makes it<br />

difficult to see as it darts through <strong>the</strong> dark water<br />

<strong>of</strong> <strong>the</strong> cave. Its long snout, filled with a double<br />

row <strong>of</strong> razor-sharp triangular teeth, is attached to<br />

a muscular, 9 foot long body.<br />

Combat<br />

Unless an unlucky creature sticks its face or<br />

hand into <strong>the</strong> eel’s hiding place, its normal method<br />

<strong>of</strong> attack is to spend up to a minute lying in wait<br />

and pumping its blindness-producing toxin into<br />

<strong>the</strong> surrounding water. When <strong>the</strong> victim begins<br />

to thrash and churn <strong>the</strong> water, <strong>the</strong> creature strikes,<br />

darting in to bite deeply and <strong>the</strong>n swimming away<br />

again.<br />

Blinding Spray (Ex): An eyeburn eel can<br />

exude a chemical irritant into <strong>the</strong> water that causes<br />

Giant Caribe<br />

Medium Animal (<strong>Aquatic</strong>)<br />

Hit Dice: 3d8 (13 hp)<br />

Initiative: +2<br />

Speed: Swim 40 ft. (8 squares)<br />

Armor Class: 14 (+2 Dex, +2 natural),<br />

touch 12, flat-footed 12<br />

Base Attack/Grapple: +2/+3<br />

Attack: Bite +4 melee (1d6+1)<br />

Full Attack: Bite +4 melee (1d6+1)<br />

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

Special Attacks: Frenzy<br />

Special Qualities: Keen scent, low-light<br />

vision<br />

16<br />

Abilities: Str 15, Dex 17, Con 10, Int 1, Wis<br />

6, Cha 4<br />

Skills: Hide +4*, Listen +1, Spot +3, Swim<br />

+10<br />

Feats: Improved Initiative, Weapon Finesse<br />

Environment: Any aquatic<br />

Organization: Solitary<br />

Challenge Rating: 1<br />

Advancement: 4-5 HD (Medium); 6 HD<br />

(Large)<br />

Alignment: Always neutral<br />

Level Adjustment: —<br />

pain and swelling in a victim’s eyes. Creatures<br />

within 10 feet <strong>of</strong> <strong>the</strong> eyeburn eel must make a DC<br />

11 Fortitude save or be blinded for 1d6 minutes.<br />

This roll must be made each round for unaffected<br />

creatures that remain within 10 feet <strong>of</strong> <strong>the</strong> eyeburn<br />

eel. An eyeburn eel can produce enough <strong>of</strong> this<br />

chemical to last 15 rounds, and can “refill” its<br />

supply at a rate <strong>of</strong> 1 round’s-worth every 30<br />

minutes. <strong>The</strong> save DC is Constitution-based.<br />

Skills: An eyeburn eel has a +8 racial bonus<br />

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

or avoid a hazard. It can always 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.<br />

*An eyeburn eel has a +6 bonus on Hide<br />

checks in darkened or shadowy settings.<br />

Saves: Fort +3, Ref +5, Will +2<br />

Abilities: Str 12, Dex 15, Con 10, Int 1, Wis<br />

12, Cha 2<br />

Skills: Listen +6, Spot +6, Swim +9<br />

Feat: Alertness, Weapon Finesse<br />

Environment: Any aquatic<br />

Organization: School (5-30)<br />

Challenge Rating: 1<br />

Treasure: None<br />

Alignment: Always neutral<br />

Advancement: 4-6 HD (Medium)<br />

Level Adjustment: —

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