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

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Sand Sifter<br />

Large Magical Beast (<strong>Aquatic</strong>)<br />

Hit Dice: 10d10+40 (95 hp)<br />

Initiative: +0<br />

Speed: Swim 20 ft. (4 squares)<br />

Armor Class: 17 (-1 size, +8 natural), touch 9,<br />

flat-footed 17<br />

Base Attack/Grapple: +10/+20<br />

Attack: Tentacle +17 melee (1d6+6 plus<br />

poison)<br />

Full Attack: 4 tentacles +17 melee (1d6+6<br />

plus poison) and bite +15 melee (2d6+3)<br />

Space/Reach: 10 ft/10 ft.<br />

Special Attacks: Constrict 1d8+6, engulf,<br />

improved grab, poison<br />

Sand sifters are large, flat creatures that lurk<br />

near <strong>the</strong> ocean floor in coastal regions. Using <strong>the</strong>ir<br />

tentacles, <strong>the</strong>y bury <strong>the</strong>mselves in <strong>the</strong> sediments<br />

found on <strong>the</strong> seabed. <strong>The</strong>y <strong>the</strong>n wait for creatures<br />

to pass over <strong>the</strong>m, bursting forth from <strong>the</strong>ir hiding<br />

places to engulf a victim within reach. Once<br />

engulfed, <strong>the</strong> prey is slowly eaten by <strong>the</strong> sand<br />

sifters’ large, tooth-filled maws. <strong>The</strong>se creatures are<br />

common threats in regions where aquatic races have<br />

settled, preferring <strong>the</strong> brain matter <strong>of</strong> intelligent<br />

beings to o<strong>the</strong>r meals.<br />

Averaging 10 feet across, sand sifters are only<br />

a few inches thick through most <strong>of</strong> <strong>the</strong>ir body. Only<br />

in <strong>the</strong> central region around <strong>the</strong> mouth is <strong>the</strong> creature<br />

thicker, reaching a depth <strong>of</strong> 2 feet. Because <strong>of</strong> this,<br />

sand sifters <strong>of</strong>ten hide in small depressions in order<br />

to conceal <strong>the</strong>ir bulk. <strong>The</strong>y are normally brown or<br />

gray in color, depending on <strong>the</strong> hue <strong>of</strong> <strong>the</strong> local<br />

sediment. Its skin is hard and granular, feeling much<br />

like hard packed sand.<br />

Sifters have few natural predators. <strong>The</strong>ir<br />

meat is considered vile, but <strong>the</strong> poison spines are<br />

harvested by some enterprising orcam and o<strong>the</strong>r<br />

aquatic races. One sand sifter can provide 10 doses<br />

<strong>of</strong> poison if harvested properly, requiring a DC 25<br />

Survival check. Some orcam (page 11) also use a<br />

diluted dose <strong>of</strong> <strong>the</strong> poison as a euphoric drug.<br />

Sifters sometimes group toge<strong>the</strong>r in packs,<br />

marking out a hunting area about a square mile in<br />

size. Such regions quickly earn bad reputations as<br />

people go missing in <strong>the</strong>m.<br />

Combat<br />

Sand sifters wait to ambush <strong>the</strong>ir prey, bursting<br />

forth from below when prey comes within reach. <strong>The</strong><br />

sifter tries to engulf <strong>the</strong> a creature while attacking<br />

both <strong>the</strong> target and any o<strong>the</strong>r nearby creatures with<br />

its tentacles. <strong>The</strong> creature normally fights to <strong>the</strong><br />

death, but if it engulfs and slays one creature <strong>of</strong><br />

171<br />

Special Qualities: Blindsight 20 ft.,<br />

darkvision 60 ft., fast healing 5, lowlight<br />

vision<br />

Saves: Fort +11, Ref +7, Will +3<br />

Abilities: Str 22, Dex 10, Con 19, Int 5, Wis<br />

10, Cha 10<br />

Skills: Hide -1*, Listen +7, Move Silently +8,<br />

Spot +7, Swim +14<br />

Feats: Alertness, Multiattack, Weapon Focus<br />

(bite), Weapon Focus (tentacles)<br />

Environment: Any aquatic<br />

Organization; Solitary or pack (4-10)<br />

Challenge Rating: 10<br />

Treasure: Standard<br />

Alignment: Always neutral<br />

Advancement: 11-20 HD (Huge); 21-30<br />

(Gargantuan)<br />

Level Adjustment: –<br />

10<br />

Small size or larger it will stop trying to eat o<strong>the</strong>rs,<br />

instead only attacking in self-defense. Sand sifters<br />

will attack large groups, rarely noticing when <strong>the</strong>y<br />

are surrounded by a great number <strong>of</strong> beings.<br />

Although <strong>the</strong>se creatures sometimes roam in<br />

packs, <strong>the</strong>y do not help each o<strong>the</strong>r in combat. Sand<br />

sifters usually settle at least 100 feet apart from each<br />

o<strong>the</strong>r, making it impossible for each creature to<br />

know what befalls its fellows.<br />

Constrict (Ex): A sand sifter deals 1d8+6<br />

points <strong>of</strong> damage with a successful grapple check.<br />

Engulf (Ex): Once <strong>the</strong> sifter has a target<br />

grappled with a tentacle, a second successful grapple<br />

check means it engulfs <strong>the</strong> victim by wrapping its<br />

body around <strong>the</strong> prey. Attacks that hit an engulfing<br />

sand sifter deal half damage to <strong>the</strong> monster and half<br />

damage to <strong>the</strong> trapped victim. Engulfed victims<br />

begin to suffocate on <strong>the</strong> following round.<br />

Improved Grab (Ex): To use this ability,<br />

a sand sifter must hit a Large or smaller creature<br />

with its tentacle attack. It can <strong>the</strong>n attempt to start<br />

a grapple as a free action without provoking an<br />

attack <strong>of</strong> opportunity. If it wins <strong>the</strong> grapple check,<br />

it grapples <strong>the</strong> opponent and can constrict. A sifter<br />

also gains a +4 bonus on its attack rolls with its bite<br />

attack against grappled opponents.<br />

Poison (Ex): Injury, Fortitude DC 19, initial<br />

damage 1d4 Dex, secondary damage 1 Dex. <strong>The</strong><br />

save DC is Constitution-based.<br />

Skills: Sand sifters have a +8 racial bonus<br />

on Move Silently checks. A sand sifter has a +8<br />

racial bonus on any Swim check to perform some<br />

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

can choose to take 10 on a Swim check, even if<br />

distracted or endangered. It can use <strong>the</strong> run action<br />

while swimming, provided it swims in a straight<br />

line. *Sand sifters have a +12 racial bonus on Hide<br />

checks when swimming near <strong>the</strong> bottom <strong>of</strong> an<br />

ocean, lake, or o<strong>the</strong>r body <strong>of</strong> water.

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