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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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: —