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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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