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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<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 />
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