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

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<strong>Marsh</strong>light<br />

Gargantuan Ooze (<strong>Aquatic</strong>)<br />

Hit Dice: 12d10+84 (150 hp)<br />

Initiative: -5<br />

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

squares)<br />

Armor Class: 1 (-4 size, -5 Dex), touch 1,<br />

flat-footed 1<br />

Base Attack/Grapple: +9/+32<br />

Attack: Slam +16 melee (4d6+16 plus<br />

poison)<br />

Full Attack: Slam +16 melee (4d6+16 plus<br />

poison)<br />

Space/Reach: 20 ft./15 ft.<br />

Special Attacks: Improved grab, incendiary<br />

burst, poison, swamp gas<br />

A number <strong>of</strong> small glowing lights begin<br />

to bob and weave through <strong>the</strong> air over <strong>the</strong> vast<br />

swampy pool.<br />

Combat<br />

An attacking marshlight might be mistaken<br />

for an elemental, rising as a shapeless mass that<br />

resembles an animate composite <strong>of</strong> water, muck,<br />

and decomposing vegetable matter. It attacks with<br />

devastating slams, and is also capable <strong>of</strong> emitting<br />

dangerous swamp gasses.<br />

<strong>Marsh</strong>lights rarely retreat from combat,<br />

being mindless and voracious.<br />

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

marshlight must hit with a slam attack. It can <strong>the</strong>n<br />

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 poisons its<br />

opponent each round.<br />

Incendiary Burst (Ex): Seven times per<br />

day, as a free action once per round, a marshlight<br />

can cause one <strong>of</strong> its swamplights to explode. <strong>The</strong><br />

resulting 50-foot burst deals 7d6 points <strong>of</strong> fire<br />

damage to any creature within <strong>the</strong> area (Reflex DC<br />

23 half). <strong>The</strong> save DC is Constitution-based.<br />

Poison (Ex): Contact, Fortitude DC 23,<br />

initial damage 1d4 Str, secondary damage 1d6 Str.<br />

<strong>The</strong> save DC is Constitution-based.<br />

177<br />

Special Qualities: Blindsight 60 ft.,<br />

boglike, create swamplights, immunity to<br />

fire, ooze traits<br />

Saves: Fort +11, Ref -1, Will -1<br />

Abilities: Str 33, Dex 1, Con 24, Int —, Wis<br />

1, Cha 1<br />

Skills: Swim +19<br />

Feats: —<br />

Environment: Any marsh<br />

Organization: Solitary<br />

Challenge Rating: 11<br />

Treasure: None<br />

Alignment: Always neutral<br />

Advancement: 13-24 HD (Gargantuan);<br />

19-36 HD (Colossal)<br />

Level Adjustment: —<br />

Swamp Gas (Ex): At will, as a standard<br />

action, a marshlight can release a cloud <strong>of</strong> swamp<br />

gas similar in effect to a stinking cloud spell (DC<br />

23, caster level 12th). Twice per day, it can make<br />

this cloud similar to a cloudkill spell (DC 23,<br />

caster level 6th). In each case, <strong>the</strong> range <strong>of</strong> <strong>the</strong> gas<br />

cloud is 30 feet, but it o<strong>the</strong>rwise functions as <strong>the</strong><br />

appropriate spell. <strong>The</strong> save DCs are Constitutionbased.<br />

Boglike (Ex): A motionless marshlight so<br />

closely resembles a stretch <strong>of</strong> boggy ground that it<br />

takes a DC 20 Spot check to notice one. A creature<br />

that fails to notice a marshlight and walks into it is<br />

automatically hit with a melee attack for slam and<br />

poison damage.<br />

Create Swamplights (Su): At will, a<br />

marshlight can create swamplights, small hovering<br />

spheres <strong>of</strong> light similar to those made by a dancing<br />

lights spell (caster level is equal to <strong>the</strong> marshlight’s<br />

HD). <strong>The</strong> swamplights resemble <strong>the</strong> lights <strong>of</strong> <strong>the</strong><br />

spell, and a marshlight has <strong>the</strong> same limits on how<br />

many it may create at one time.<br />

Skills: A marshlight 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 />

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

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

it swims in a straight line.<br />

11

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