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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14<br />
narwhale cannot suppress this ability. If<br />
this ability is negated, it can be resumed as<br />
a free action.<br />
Sea Lore (Ex): Because <strong>of</strong> <strong>the</strong>ir many allies,<br />
narwhales are well informed <strong>of</strong> everything that<br />
happens in <strong>the</strong> oceans <strong>of</strong> <strong>the</strong> world. This ability<br />
functions like <strong>the</strong> bard’s bardic knowledge class<br />
feature, except that it only applies to oceans <strong>of</strong> <strong>the</strong><br />
world. When making sea lore checks <strong>the</strong> narwhale<br />
has a +14 bonus.<br />
Spell-Like Abilities: A narwhale can use<br />
detect evil at will as a free action. It can use cure<br />
light wounds 5 times per day, cure moderate<br />
wounds 3 times a day, cure serious wounds once<br />
a day, remove curse once a day, cure disease once<br />
a day, and restoration once a day (all caster level<br />
10th) by touching <strong>the</strong> target <strong>of</strong> <strong>the</strong> spell with its<br />
horn. Once per day it can use neutralize poison<br />
(DC 21, caster level 10th) with a touch <strong>of</strong> its horn.<br />
Orb Beast<br />
Huge Aberration<br />
Hit Dice: 11d8+55 (104 hp)<br />
Initiative: +5<br />
Speed: 20 ft. (4 squares), swim 20 ft. (4<br />
squares)<br />
Armor Class: 24 (-2 size, +1 Dex, +15<br />
natural), touch 9, flat-footed 23<br />
Base Attack/Grapple: +8/+24<br />
Attack: 10 eye rays +7 ranged touch or bite<br />
+9 melee (3d6+8)<br />
Full Attack: 10 eye rays +7 ranged touch<br />
and bite +9 melee (3d6+8)<br />
Space/Reach: 15 ft./10 ft. (5 ft. with bite)<br />
Special Attacks: Eye rays<br />
Special Qualities: All-around vision,<br />
blindsense 30 ft., darkvision 60 ft., fast<br />
healing 15, low-light vision<br />
<strong>The</strong> save DC is Charisma-based.<br />
Whale Song (Ex): Narwhales use whale<br />
song to communicate over vast distances<br />
underwater. <strong>The</strong>y can communicate up to 100<br />
miles away with o<strong>the</strong>r whales in this manner, but<br />
can convey only basic information in that manner.<br />
<strong>The</strong>y can also use whale calls to communicate with<br />
orcam up to five miles away.<br />
Wild Empathy (Ex): This power works like<br />
<strong>the</strong> druid’s wild empathy class ability, except that a<br />
narwhale has a +6 racial bonus on <strong>the</strong> check.<br />
Skills: *Narwhales have a +4 racial bonus<br />
to Spot and Listen checks. <strong>The</strong>se bonuses are lost<br />
if its blindsight is negated. Narwhales also have a<br />
+8 racial bonus on any Swim checks. <strong>The</strong>y can<br />
always choose to take 10 on a Swim check, even<br />
if distracted or endangered. <strong>The</strong>y can use <strong>the</strong> run<br />
action while swimming, provided movement is in<br />
a straight line.<br />
Saves: Fort +10, Ref +4, Will +8<br />
Abilities: Str 26, Dex 13, Con 21, Int 12,<br />
Wis 12, Cha 15<br />
Skills: Listen +19, Search +19, Spot +19,<br />
Survival +1 (+3 following tracks), Swim<br />
+16<br />
Feats: Alertness, Great Fortitude, Improved<br />
Initiative, Shot on <strong>the</strong> Run<br />
Environment: Warm marsh or underground<br />
Organization: Solitary<br />
Challenge Rating: 14<br />
Treasure: Standard<br />
Alignment: Usually lawful evil<br />
Advancement: 12-22 HD (Huge); 23-33<br />
HD (Gargantuan)<br />
Level Adjustment: —<br />
This monster is no hydra, although it bears a<br />
superficial resemblance to one. Instead <strong>of</strong> snakelike<br />
heads however, it has many long necks, each<br />
ending in an enormous alien eye that oozes with a<br />
yellowish fluid. <strong>The</strong> eyes periodically emit flashes<br />
<strong>of</strong> light and magical energy.<br />
Combat<br />
allow <strong>the</strong>m to pass in exchange for a bribe <strong>of</strong> great<br />
riches or a potent magic item.<br />
When <strong>the</strong>y do engage in combat, orb beasts<br />
prefer to remain at a distance and use <strong>the</strong>ir eye<br />
rays, but <strong>the</strong>y have no compunction about biting<br />
an opponent who comes close enough. <strong>The</strong>y<br />
sometimes use <strong>the</strong>ir telekinesis power to drag<br />
Orb beasts are viciously territorial, opponents (particularly held opponents) into <strong>the</strong>ir<br />
normally attacking any creature that “invades” maw.<br />
<strong>the</strong>ir terrain. <strong>The</strong>y are intelligent enough not Orb beasts can attack as a standard action<br />
to assault an invader who appears mightier with all <strong>of</strong> <strong>the</strong>ir eye rays at no penalty, even if <strong>the</strong>y<br />
than <strong>the</strong>y are; similarly, if weaker intruders are take a move action during <strong>the</strong> round; if an orb beast<br />
capable <strong>of</strong> communicating with <strong>the</strong>m and skilled takes no move, it may bite and use all <strong>of</strong> its eye<br />
at diplomacy, orb beasts may be found willing to rays as a full attack action.<br />
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