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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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.