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

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A normal orb beast can be killed only by<br />

slaying <strong>the</strong> body. However, to reduce its <strong>of</strong>fensive<br />

capabilities, it is generally necessary to cut <strong>of</strong>f<br />

its eye stalks. To sever a stalk, an opponent must<br />

make a successful sunder attempt with a slashing<br />

weapon. (<strong>The</strong> player should declare where <strong>the</strong><br />

attack is aimed before making <strong>the</strong> attack roll.)<br />

Making a sunder attempt provokes an attack <strong>of</strong><br />

opportunity unless <strong>the</strong> attacker has <strong>the</strong> Improved<br />

Sunder feat. An opponent can strike at an orb<br />

beast’s eye stalks from any position in which he<br />

could strike at <strong>the</strong> orb beast itself, since <strong>the</strong> stalks<br />

wri<strong>the</strong> and whip about in combat.<br />

Each <strong>of</strong> an orb beast’s eye stalks has hit<br />

points equal to <strong>the</strong> creature’s full normal hit point<br />

total divided by 10. Thus, an average orb beast<br />

has 104 hp, so a single blow dealing 10 or more<br />

points <strong>of</strong> damage severs an eye stalk (104 /10 =<br />

10.4, rounded down to 10). Losing an eye stalk<br />

deals no damage to <strong>the</strong> orb beast’s body. A natural<br />

reflex seals <strong>the</strong> stalk shut to prevent fur<strong>the</strong>r blood<br />

loss. <strong>The</strong> orb beast can no longer use <strong>the</strong> eye ray<br />

associated with that particular head, but suffers no<br />

o<strong>the</strong>r penalties.<br />

Each time an eye stalk is severed, a new eye<br />

springs from <strong>the</strong> stump in 1d4 rounds. To prevent<br />

a severed eye stalk from growing back, at least 5<br />

points <strong>of</strong> acid or fire damage must be dealt to <strong>the</strong><br />

stump (a touch attack to hit) before <strong>the</strong> new eye<br />

appears. A flaming weapon (or similar effect) deals<br />

its energy damage to <strong>the</strong> stump in <strong>the</strong> same blow<br />

that severs <strong>the</strong> stalk. Fire or acid damage from an<br />

area effect (such as a fireball) may burn multiple<br />

stumps in addition to dealing damage to <strong>the</strong> orb<br />

beast’s body. A severed eye stalk that has been<br />

cauterized by acid or fire still regrows in about a<br />

month.<br />

An orb beast’s body can be slain just like any<br />

o<strong>the</strong>r creature’s, but orb beasts possess fast healing<br />

and, like hydras, are difficult foes to slay in this<br />

manner. Any attack that is not (or cannot be) an<br />

attempt to sunder an eye stalk affects <strong>the</strong> body. For<br />

example, area effects deal damage to <strong>the</strong> body, not<br />

to <strong>the</strong> eye stalks. Targeted magical effects cannot<br />

sever an eye stalk (and thus must be directed at <strong>the</strong><br />

body) unless <strong>the</strong>y deal slashing damage and could<br />

be used to make a sunder attempt.<br />

Spells such as finger <strong>of</strong> death and slay living<br />

kill an orb beast outright if <strong>the</strong>y succeed.<br />

Eye Rays (Su): Each <strong>of</strong> <strong>the</strong> orb beast’s 10<br />

eyes can produce a magical ray once per round,<br />

even when <strong>the</strong> orb beast is attacking physically or<br />

moving. <strong>The</strong> necks <strong>of</strong> <strong>the</strong> orb beast are long and<br />

189<br />

14<br />

flexible enough to allow it to aim any <strong>of</strong> its<br />

eyes in any direction except directly beneath<br />

its body.<br />

Each eye ray resembles a spell cast by a 13thlevel<br />

sorcerer; all rays have a range <strong>of</strong> 150 feet and<br />

a save DC <strong>of</strong> 17. <strong>The</strong> save DCs are Charismabased.<br />

Charm <strong>Monster</strong>: As spell, Will negates.<br />

Orb beasts use this ray to confuse <strong>the</strong> opposition,<br />

usually employing it early in a fight.<br />

Charm Person: As spell, Will negates. Orb<br />

beasts use this ray in <strong>the</strong> same manner as <strong>the</strong> charm<br />

monster ray.<br />

Disintegrate: As spell, Fortitude partial. <strong>The</strong><br />

orb beast uses this ray on any foe it considers a<br />

serious threat.<br />

Fear: As spell, except that it targets one<br />

creature (Will negates). Orb beasts like to use this<br />

early in <strong>the</strong> fight against creatures which look to<br />

have a low Will save.<br />

Finger <strong>of</strong> Death: As spell, Fortitude partial.<br />

Orb beasts use this ray to eliminate dangerous foes<br />

quickly.<br />

Flesh to Stone: As spell, Fortitude<br />

negates. Orb beasts like to aim this ray at enemy<br />

spellcasters.<br />

Inflict Moderate Wounds: This works as <strong>the</strong><br />

spell, but at range (Will half).<br />

Sleep: This works like <strong>the</strong> spell, except that<br />

it affects one creature with any number <strong>of</strong> Hit Dice<br />

(Will negates).<br />

Slow: This works like <strong>the</strong> spell, except that it<br />

affects one creature (Will negates).<br />

Telekinesis: As spell, Will negates. Orb<br />

beasts like to use this ray to disarm physicall<br />

powerful creatures or against spellcasters, drawing<br />

<strong>the</strong>m into <strong>the</strong> orb beast’s maw.<br />

All-Around Vision (Ex): Orb beasts are<br />

exceptionally alert and circumspect. <strong>The</strong>y can’t be<br />

flanked.<br />

Fast Healing (Ex): Each round, an orb beast<br />

heals a number <strong>of</strong> hit points equal to 10 + 1/2 its<br />

Hit Dice.<br />

Skills: An orb beast has a +4 racial bonus on<br />

Spot and Search checks, and a +2 racial bonus on<br />

Listen checks due to its multiple eyes.<br />

An orb beast has a +8 racial bonus on any<br />

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.

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