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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12<br />
Russet Diver<br />
Huge Humanoid (<strong>Aquatic</strong>)<br />
Hit Dice: 15d8+60 (127 hp)<br />
Initiative: +3<br />
Speed: 30 ft. (6 squares), swim 70 ft. (14<br />
squares)<br />
Armor Class: 17 (-2 size, -1 Dex, +10<br />
natural), touch 7, flat-footed 17<br />
Base Attack/Grapple: +11/+29<br />
Attack: Claw +19 melee (1d10+10) or<br />
harpoon +19 melee (2d6+10/19-20) or<br />
harpoon +8 ranged (2d6+10/19-20)<br />
Full Attack: 2 claws +19 melee (1d10+10)<br />
and bite +17 melee (bite 2d6+5) or harpoon<br />
+19 melee (2d6+10/19-20) or harpoon +8<br />
ranged (2d6+10/19-20)<br />
Space/Reach: 15 ft./15 ft.<br />
Special Attacks: Rend<br />
Special Qualities: Blood strength,<br />
Russet divers are an ancient breed <strong>of</strong><br />
fishmen. Although <strong>the</strong>y are not as intelligent as<br />
o<strong>the</strong>r humanoids, <strong>the</strong>y are fierce fighters, both<br />
in hand to hand combat and with <strong>the</strong>ir mighty<br />
harpoons. <strong>The</strong>y have tails ra<strong>the</strong>r than feet, but <strong>the</strong>ir<br />
arms end in claws, allowing <strong>the</strong>m to rip <strong>the</strong>ir prey<br />
to pieces. Russet divers are named after <strong>the</strong> burnt<br />
red coloration <strong>of</strong> <strong>the</strong>ir scales.<br />
Combat<br />
<strong>The</strong> russet diver is not particularly intelligent<br />
or cunning. It enters battle with a rage born <strong>of</strong> its<br />
tainted blood, usually hurling its harpoon and <strong>the</strong>n<br />
closing to melee with its opponents.<br />
Blood Strength (Su): Once per day, as a<br />
free action, <strong>the</strong> russet diver may give itself a +10<br />
enhancement bonus to Strength for 2d4 rounds.<br />
Rend (Ex): If a russet diver hits with both<br />
claw attacks, it latches onto <strong>the</strong> opponent’s body<br />
and tears <strong>the</strong> flesh. This attack automatically deals<br />
an additional 2d10+15 points <strong>of</strong> damage.<br />
Regeneration (Ex): Fire and acid cause<br />
normal damage. <strong>The</strong> russet divers may regenerate<br />
lost body parts in 2d4 hours.<br />
182<br />
damage reduction 10/piercing or slashing,<br />
regeneration 5, resistance to cold 10, voice<br />
<strong>of</strong> <strong>the</strong> sea, water dependent<br />
Saves: Fort +9, Ref +8, Will +4<br />
Abilities: Str 30, Dex 8, Con 18, Int 6, Wis<br />
8, Cha 11<br />
Skills: Listen +5, Move Silently +5, Spot<br />
+5, Swim +18<br />
Feats: Cleave, Greater Cleave, Improved<br />
Critical (harpoon), Improved Initiative,<br />
Multiattack, Power Attack<br />
Environment: Cold aquatic<br />
Organization: Solitary or pair<br />
Challenge Rating: 12<br />
Treasure: Standard<br />
Alignment: Usually neutral evil<br />
Advancement Range: By character class<br />
Level Adjustment: +4<br />
Voice <strong>of</strong> <strong>the</strong> Sea (Su): <strong>The</strong> russet diver is<br />
able to communicate with all aquatic creatures at<br />
will. <strong>The</strong>y use this ability to command various<br />
undersea animals to do <strong>the</strong>ir bidding. Some are<br />
brought to bear as weapons <strong>of</strong> war, while most are<br />
domesticated as food sources.<br />
Water Dependent (Ex): A russet diver can<br />
survive out <strong>of</strong> <strong>the</strong> water for 1 hour per 1 point <strong>of</strong><br />
Constitution (after that, refer to <strong>the</strong> drowning rules<br />
on page 33).<br />
Skills: A russet diver has a +8 racial bonus<br />
on any Swim check to perform some special action<br />
or avoid a hazard. It can always choose to take 10<br />
on a Swim check, even if distracted or endangered.<br />
It can use <strong>the</strong> run action while swimming, provided<br />
it swims in a straight line.<br />
Harpoon<br />
A harpoon is a ranged weapon (ranged<br />
increment 20 ft.) that deals 2d6 (Huge) <strong>of</strong> piercing<br />
damage on a hit with a critical range <strong>of</strong> x2. Cost:<br />
64 gp. Weight: 14 lbs.