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

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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

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