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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.

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