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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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.