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 ...
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
Firetide Hunter<br />
Huge Magical Beast (<strong>Aquatic</strong>)<br />
Hit Dice: 18d10+54 (153 hp)<br />
Initiative: +6<br />
Speed: Swim 80 ft. (16 squares)<br />
Armor Class: 24 (-2 size, +2 Dex, +14<br />
natural), touch 10, flat-footed 22<br />
Base Attack/Grapple: +18/+32<br />
Attack: Bite +23 melee (2d6+6) or spines +22<br />
melee (2d6+6 plus 1d6 fire)<br />
Full Attack: Bite +23 melee (2d6+6) or spines<br />
+22 melee (2d6+6 plus 1d6 fire)<br />
Space/Reach: 15 ft./10 ft.<br />
Special Attacks: Improved grab, rage, scald,<br />
swallow whole<br />
Special Qualities: Blindsense 90 ft.,<br />
darkvision 60 ft., immunity to fire, keen scent,<br />
low-light vision<br />
Saves: Fort +16, Ref +13, Will +9<br />
With an explosion <strong>of</strong> foam a mighty shark’s<br />
fin breaks <strong>the</strong> water’s surface. <strong>The</strong> water around it<br />
surges like a tidal wave as it speeds toward you. An<br />
intense heat precedes it, <strong>the</strong> water bubbling around<br />
<strong>the</strong> great fin.<br />
Combat<br />
Firetide hunters are voracious feeders,<br />
viciously attacking any creature that comes<br />
near. Against foes that show an ability to defend<br />
<strong>the</strong>mselves, <strong>the</strong>y try repeated passes raking with<br />
<strong>the</strong>ir spines and using <strong>the</strong> Swim-By Attack feat,<br />
likely also using Power Attack if <strong>the</strong> first two or<br />
three attacks hit. <strong>The</strong>y are also known for attacking<br />
small ships, crushing hulls with <strong>the</strong>ir powerful bite<br />
or piercing <strong>the</strong>m with <strong>the</strong>ir scalding spines.<br />
Improved Grab (Ex): To use this ability,<br />
a firetide hunter must hit with its bite attack. It<br />
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 can<br />
try to swallow <strong>the</strong> foe <strong>the</strong> following round.<br />
Rage (Ex): Whenever a firetide hunter takes<br />
damage or when any living creature within 360<br />
feet <strong>of</strong> it takes slashing or piercing damage, <strong>the</strong><br />
firetide hunter flies into a berserk rage, attacking<br />
<strong>the</strong> nearest creature madly until it or its opponent is<br />
dead. A raging firetide hunter gains +4 Strength, +4<br />
Constitution, and -2 AC. <strong>The</strong> firetide hunter cannot<br />
end its rage voluntarily, though <strong>the</strong> rage never lasts<br />
longer than <strong>the</strong> duration <strong>of</strong> <strong>the</strong> encounter.<br />
Scald (Su): <strong>The</strong> water within 5 feet <strong>of</strong> a firetide<br />
hunter is constantly scalding hot. All creatures in this<br />
area take 1d6 points <strong>of</strong> fire damage per round (Fort<br />
DC 22 half). <strong>The</strong> save DC is Constitution-based.<br />
183<br />
Abilities: Str 23, Dex 15, Con 17, Int 1, Wis<br />
12, Cha 2<br />
Skills: Listen +13, Spot +14, Swim +14,<br />
Survival +1*<br />
Feats: Alertness, Great Fortitude, Improved<br />
Initiative, Iron Will, Power Attack, Swim-By<br />
Attack (spines only), Weapon Focus (bite)<br />
Environment: Any aquatic<br />
Organization: Solitary, pair, or school (3-6)<br />
Challenge Rating: 13<br />
Treasure: None<br />
Alignment: Always neutral evil<br />
Advancement: 19-36 HD (Huge); 37-54 HD<br />
(Gargantuan)<br />
Level Adjustment: —<br />
Swallow Whole (Ex): A firetide hunter can try<br />
to swallow a grabbed opponent <strong>of</strong> a smaller size than<br />
itself by making a successful grapple check. <strong>The</strong><br />
swallowed creature takes 2d6+6 points <strong>of</strong> crushing<br />
damage plus 3 points <strong>of</strong> acid damage and 3d6 points<br />
<strong>of</strong> fire damage per round from <strong>the</strong> firetide hunter’s<br />
digestive system. A swallowed creature can cut its<br />
way out by using a light slashing or piercing weapon<br />
to deal 20 points <strong>of</strong> damage to <strong>the</strong> firetide hunter’s<br />
gut (AC 17). Once <strong>the</strong> creature exits, muscular<br />
action closes <strong>the</strong> hole; ano<strong>the</strong>r swallowed opponent<br />
must cut its own way out.<br />
A Huge firetide hunter’s interior can hold 1<br />
Large, 2 Medium, 8 Small, 32 Tiny, 128 Diminutive,<br />
or 512 Fine opponents.<br />
Keen Scent (Ex): A firetide hunter can notice<br />
creatures by scent in a 360-foot radius and detect<br />
blood in <strong>the</strong> water at ranges <strong>of</strong> up to 3 miles.<br />
Skills: A firetide hunter 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 on<br />
a Swim check, even if distracted or endangered. It<br />
can use <strong>the</strong> run action while swimming, provided it<br />
swims in a straight line.<br />
*A firetide hunter tracking a creature by scent<br />
while underwater has a +10 racial bonus on Survival<br />
checks.<br />
Swim-By Attack [General]<br />
Prerequisite: Swim speed.<br />
Benefit: When swimming, <strong>the</strong> creature can<br />
take a move action and ano<strong>the</strong>r standard action at<br />
any point during <strong>the</strong> move. <strong>The</strong> creature cannot take<br />
a second move action during a round when it makes<br />
a swim-by attack.<br />
Normal: Without this feat, <strong>the</strong> creature takes a<br />
standard action ei<strong>the</strong>r before or after its move.<br />
13