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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

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