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

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11<br />

Juhivai<br />

Huge Aberration (<strong>Aquatic</strong>, Psionic)<br />

Hit Dice: 14d8+70 (133 hp)<br />

Initiative: +1<br />

Speed: Swim 50 ft. (10 squares)<br />

Armor Class: 17 (-2 size, +1 Dex, +8<br />

natural), touch 9, flat-footed 16<br />

Base Attack/Grapple: +10/+21<br />

Attack: Bite +11 melee (2d6+3)<br />

Full Attack: Bite +11 melee (2d6+3) and 4<br />

tentacles +6 melee (1d8+1)<br />

Space/Reach: 15 ft./10 ft. (75 ft. with<br />

tentacles)<br />

Special Attacks: Improved grab, psi-like<br />

abilities, swallow whole<br />

Special Qualities: Darkvision 60 ft., heat<br />

sensor, low-light vision<br />

Saves: Fort +9, Ref +5, Will +11<br />

A juhivai is a fierce predator found along <strong>the</strong><br />

coastlines <strong>of</strong> large freshwater lakes. It looks like a<br />

cross between a fish and a shark, with extremely<br />

long tentacles sprouting from a ring around its<br />

neck. A mouth full <strong>of</strong> sharp teeth and a thick hide<br />

deter many a local fisherman from entering <strong>the</strong><br />

water when a juhivai is spotted nearby.<br />

Combat<br />

A juhivai normally waits near <strong>the</strong> water’s<br />

edge for suitable prey to pass by, <strong>of</strong>ten using its<br />

psionic powers to lure potential prey close. When a<br />

promising target approaches, <strong>the</strong> juhivai launches<br />

itself upward and attempts to grab <strong>the</strong> target with<br />

its tentacles and pull it beneath <strong>the</strong> surface.<br />

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

a juhivai must hit an opponent up to one size<br />

category smaller than itself with its tentacle attack.<br />

It can <strong>the</strong>n attempt to start a grapple as a free action<br />

without provoking an attack <strong>of</strong> opportunity. If it<br />

wins <strong>the</strong> grapple check, it establishes a hold and<br />

can try to swallow <strong>the</strong> foe in <strong>the</strong> following round.<br />

Psi-Like Abilities: At will—control body<br />

(Huge or smaller*; DC 14), control light, danger<br />

sense (plus improved uncanny dodge*), detect<br />

psionics, mental barrier (7 rounds*), psionic blast<br />

(4 rounds*, DC 13), synes<strong>the</strong>te, ubiquitous vision;<br />

3/day—attraction (+9 bonus, DC 16*), aversion<br />

(+4 hours, DC 16*), burst, chameleon, concussion<br />

blast (5d6*, DC 12), disable (14 HD, range<br />

45, DC 16*), distract (DC 11), energy current<br />

176<br />

Abilities: Str 16, Dex 13, Con 20, Int 19,<br />

Wis 11, Cha 10<br />

Skills: Hide +10, Jump +20, Knowledge<br />

(psionics) +21, Listen +17, Search +21,<br />

Spot +17, Survival +0 (+2 following tracks),<br />

Swim +11<br />

Feats: Iron Will, Psionic Fist, Quicken<br />

Power, Rapid Metabolism, Unavoidable<br />

Strike<br />

Environment: Any aquatic<br />

Organization: Solitary, pair, school (3-5),<br />

pack (6-10)<br />

Challenge Rating: 11<br />

Treasure: None<br />

Alignment: Always neutral evil<br />

Advancement: 15-28 HD (Huge); 29-42<br />

HD (Gargantuan)<br />

Level Adjustment: —<br />

(electricity only; 11d6 damage, DC 18*), escape<br />

detection, mass cloud mind (DC 18); 1/day—body<br />

adjustment (heals 4d12 hp*), ectoplasmic cocoon<br />

(DC 16*), ego whip (3d4 Cha, DC 16*), empty<br />

mind (+7 bonus*), psionic true seeing. Manifester<br />

level 11th. <strong>The</strong> save DCs are Charisma-based.<br />

*Includes augmentation for <strong>the</strong> juhivai’s<br />

manifester level.<br />

Swallow Whole (Ex): A juhivai can swallow<br />

a grabbed opponent up to one size category smaller<br />

than itself by making a successful grapple check.<br />

<strong>The</strong> swallowed creature takes 4d6+3 points <strong>of</strong><br />

slashing damage per round from <strong>the</strong> rows <strong>of</strong> teeth<br />

that line <strong>the</strong> juhivai’s gullet. A swallowed creature<br />

can try to cut its way out by using a light slashing<br />

or piercing weapon to deal 30 points <strong>of</strong> damage to<br />

<strong>the</strong> gullet (AC 14). Once <strong>the</strong> creature exits, ano<strong>the</strong>r<br />

swallowed opponent must cut its own way out.<br />

A Huge juhavai’s gullet can hold 2 Large,<br />

8 Medium, 32 Small, or 128 Tiny or smaller<br />

opponents.<br />

Heat Sensor (Su): While underwater, <strong>the</strong><br />

juhivai can detect <strong>the</strong> body heat <strong>of</strong> any Medium<br />

or larger creature from a distance <strong>of</strong> up to 500 feet.<br />

This ability operates continuously.<br />

Skills: A juhivai has a +8 racial bonus on<br />

any Swim check to perform some special action or<br />

avoid a hazard. It can always choose to take 10 on<br />

Swim checks, even if distracted or endangered. It<br />

can use <strong>the</strong> run action while swimming, provided<br />

it swims in a straight line.

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