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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Training a War Whale<br />
Training a war whale requires six weeks <strong>of</strong> work<br />
and a successful DC 20 Handle Animal check. Riding<br />
a war whale requires an exotic saddle. A war whale can<br />
fight while carrying a rider, but <strong>the</strong> rider cannot also<br />
attack unless he or she succeeds on a Ride check.<br />
A trained war whale is worth 5,000 gp to most<br />
aquatic races, but <strong>the</strong>y are very rarely for sale. Some<br />
unscrupulous merchants try to raid orcam pods to<br />
Cephalarcane<br />
Large Magical Beast (<strong>Aquatic</strong>)<br />
Hit Dice: 7d10+21 (59 hp)<br />
Initiative: +1<br />
Speed: Swim 60 ft. (12 squares)<br />
Armor Class: 24 (-1 size, +1 Dex, +14<br />
natural), touch 10, flat-footed 23<br />
Base Attack/Grapple: +7/+14<br />
Attack: Tentacle +9 melee (1d6+3)<br />
Full Attack: 8 tentacles +9 melee (1d6+3)<br />
Space/Reach: 10 ft./5 ft. (40 ft. with tentacles)<br />
Special Attacks: Constrict 1d6+4, improved<br />
grab, spells<br />
Special Qualities: Darkvision 60 ft., ink<br />
cloud, jet, low-light vision<br />
Saves: Fort +8, Ref +6, Will +5<br />
<strong>The</strong> squid is roughly 12 feet long, with inky<br />
black skin and eight grasping tentacles. Most<br />
startling, however, is that <strong>the</strong> beast is adorned with<br />
all manner <strong>of</strong> treasure; bracelets, rings and necklaces<br />
glitter in <strong>the</strong> murky depths.<br />
Combat<br />
Cephalarcane are usually reluctant to enter<br />
combat, using <strong>the</strong>ir followers to take care <strong>of</strong> such<br />
matters while <strong>the</strong>y stay back and <strong>of</strong>fer magical<br />
support. <strong>The</strong>y <strong>of</strong>ten employ sharkmen (page 78)<br />
for <strong>the</strong>ir muscle, while <strong>the</strong> cephalarcane watches<br />
nearby underwater. When forced into combat, a<br />
cephalarcane attempts to strangle victims with its<br />
powerful arms.<br />
Constrict (Ex): A cephalarcane deals ld6+4<br />
points <strong>of</strong> damage with a successful grapple check.<br />
Improved Grab (Ex): To use this ability, a<br />
cephalarcane must hit with a tentacle attack. It can<br />
<strong>the</strong>n attempt to start a grapple as a free action without<br />
provoking an attack <strong>of</strong> opportunity. If it wins <strong>the</strong><br />
grapple check, it establishes a hold and can constrict.<br />
Spells: A cephalarcane casts spells as an 8thlevel<br />
druid. <strong>The</strong> save DCs are Wisdom-based.<br />
Typical Druid Spells Prepared (6/5/4/4/2; save<br />
DC 13 + spell level): 0—create water (x2), detect<br />
magic, know direction, read magic, resistance; 1st—<br />
169<br />
capture whales for market, but keeping <strong>the</strong>m<br />
against <strong>the</strong>ir will is not an easy task. Those few<br />
orcam who turn <strong>the</strong>ir back on <strong>the</strong>ir people can make a<br />
fortune training <strong>the</strong>se battle mounts for o<strong>the</strong>rs.<br />
Carrying Capacity: A light load for a war<br />
whale is up to 400 pounds, a medium load, 401-801<br />
pounds, a heavy load is 800-1,200 pounds. A war<br />
whale can drag 6,000 pounds.<br />
Abilities: Str 17, Dex 12, Con 16, Int 14, Wis<br />
17, Cha 13<br />
Skills: Diplomacy +7, Hide +3*, Knowledge<br />
(arcana) +10, Knowledge (nature) +7,<br />
Spellcraft +9 (+11 scrolls), Spot +8, Use<br />
Magic Device +10 (+12 scrolls), Survival +3<br />
(+5 natural environments), Swim +11<br />
Feats: Blind-Fight, Enlarge Spell, Leadership,<br />
plus one (bonus) item creation feat<br />
Environment: Temperate and warm aquatic<br />
Organization: Solitary<br />
Challenge Rating: 10<br />
Treasure: Triple standard<br />
Alignment: Always lawful evil<br />
Advancement: 8-14 HD (Large); 15-21 HD<br />
(Huge)<br />
Level Adjustment: —<br />
cure light wounds, entangle, faerie fire, obscuring<br />
mist, speak with animals; 2nd—bear’s endurance,<br />
bull’s strength, chill metal, warp wood; 3rd—greater<br />
magic fang, poison, protection from energy, summon<br />
nature’s ally III; 4th—control water, dispel magic.<br />
Ink Cloud (Ex): A cephalarcane can emit a<br />
cloud <strong>of</strong> jet-black ink in a 30-foot spread once every<br />
three hours as a free action. <strong>The</strong> cloud provides total<br />
concealment, which <strong>the</strong> cephalarcane normally uses<br />
to escape a fight that is going badly. Creatures within<br />
<strong>the</strong> cloud are considered to be in darkness.<br />
Jet (Ex): A cephalarcane can jet backward<br />
once per round as a full-round action at a speed <strong>of</strong><br />
300 feet. It must move in a straight line, but does not<br />
provoke attacks <strong>of</strong> opportunity while jetting.<br />
Skills: A cephalarcane has a +4 racial bonus<br />
on Use Magic Device checks.<br />
A cephalarcane has a +8 racial bonus on any<br />
Swim check to perform some special action or avoid<br />
a hazard. It can always choose to take 10 on a Swim<br />
check, even if distracted or endangered. It can use<br />
<strong>the</strong> run action while swimming, provided it swims<br />
in a straight line.<br />
*A cephalarcane has a +12 racial bonus on<br />
Hide checks in low-light or darkened conditions.<br />
10