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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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.