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

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1<br />

Mantafai<br />

Small Fey (<strong>Aquatic</strong>)<br />

Hit Dice: 2d6+4 (11 hp)<br />

Initiative: +5<br />

Speed: Swim 40 ft. (8 squares)<br />

Armor Class: 16 (+1 size, +5 Dex), touch 16,<br />

flat-footed 11<br />

Base Attack/Grapple: +1/-5<br />

Attack: Rapier +1 (1d4–1/18-20)<br />

Full Attack: Rapier +1 (1d4–1/18-20)<br />

Space/Reach: 5 ft./ 5 ft.<br />

Special Attacks: –<br />

Special Qualities: Aura <strong>of</strong> airy water, lowlight<br />

vision, spell-like abilities<br />

This manta-like creature is about <strong>the</strong> size <strong>of</strong><br />

a halfling. It has a long tail with a fan-shaped end<br />

and two long, webbed arms. Its skin is aqua blue<br />

with a green patterning.<br />

<strong>The</strong> mantafai are fey <strong>of</strong> <strong>the</strong> sea. <strong>The</strong>y have<br />

flattened, manta-like bodies. <strong>The</strong>ir long tail is fanned<br />

at <strong>the</strong> end, and <strong>the</strong>ir two long arms are webbed for<br />

maneuverability in <strong>the</strong> water. Typically colored aqua<br />

blue with green patterning, mantafai blend into with<br />

environment. <strong>The</strong> body <strong>of</strong> a mantafai is about 3 feet<br />

long, with a 3-foot tail. An average specimen weighs<br />

between 30 and 35 pounds.<br />

Mantafai are simple, good-natured creatures.<br />

<strong>The</strong>y are <strong>of</strong>ten attributed with rescuing drowning<br />

victims and guiding lost people to land. Although<br />

<strong>the</strong>y are simple, <strong>the</strong>y have a knack for avoiding<br />

trouble and gauging trustworthiness.<br />

Mantafai speak <strong>the</strong>ir own language, using<br />

high-pitched squeaks to communicate with one<br />

ano<strong>the</strong>r. While <strong>the</strong>y can understand Sylvan, <strong>the</strong>y<br />

cannot speak it, and rely on facial expressions and<br />

gestures to communicate with o<strong>the</strong>rs.<br />

Mire Walker<br />

Medium Undead<br />

Hit Dice: 2d12+3 (16 hp)<br />

Initiative: +0<br />

Speed: 30 ft. (6 squares)<br />

Armor Class: 15 (+1 Dex, +4 natural), touch<br />

11, flat-footed 14<br />

Base Attack/Grapple: +1/+2<br />

Attack: Slam +2 melee (1d6+1)<br />

Full Attack: Slam +2 melee (1d6+1)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attacks: —<br />

Special Qualities: Darkvision 60 ft., undead<br />

traits<br />

18<br />

Saves: Fort +2, Ref +8, Will +5<br />

Abilities: Str 8, Dex 20, Con 14, Int 7, Wis l5,<br />

Cha l6<br />

Skills: Hide +13, Listen +8, Search +2, Sense<br />

Motive +6, Spot +8, Swim +7<br />

Feats: Alertness<br />

Environment: Any aquatic<br />

Organization: Solitary or village (4-24)<br />

Challenge Rating: 1<br />

Alignment: Usually neutral good<br />

Treasure: Standard<br />

Advancement: 3-4 HD (Small)<br />

Level Adjustment: +3<br />

Combat<br />

Mantafai generally avoid combat, but will<br />

come to <strong>the</strong> aid <strong>of</strong> nonevil aquatic creatures and<br />

nonaquatic creatures threatened by undersea<br />

denizens. <strong>The</strong>y will utilize greater invisibility<br />

before entering <strong>the</strong> fray.<br />

Aura <strong>of</strong> Airy Water (Su): At will, as a free<br />

action, a mantafai can make <strong>the</strong> air in a 20-foot<br />

radius around it breathable to all, <strong>the</strong> lunged and<br />

gilled alike. Water-breathing creatures treat <strong>the</strong><br />

area as if it were normal water. Air-breathing<br />

creatures are treated as if under <strong>the</strong> effects <strong>of</strong> a<br />

water breathing spell while within <strong>the</strong> aura, and<br />

for 1d4 rounds after leaving <strong>the</strong> aura. A mantafai<br />

can dismiss <strong>the</strong> effect as a free action.<br />

Spell-like Abilities: At will–detect evil.<br />

1/day–greater invisibility. Caster level 20th.<br />

Skills: A mantafai has a +8 racial bonus on<br />

any Swim check to perform some special action or<br />

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<br />

it swims in a straight line.<br />

Saves: Fort +0, Ref+1, Will +3<br />

Abilities: Str 13, Dex 12, Con —, Int 3, Wis<br />

10, Cha 3<br />

Skills: Listen +2, Spot +3<br />

Feats: Toughness<br />

Environment: Any marsh<br />

Organization: Gang (2-5), squad (6-10), or<br />

mob (11-20)<br />

Challenge Rating: 1<br />

Treasure: Standard<br />

Alignment: Always neutral evil<br />

Advancement: 3-6 HD (Medium)<br />

Level Adjustment: —

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