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

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15<br />

Blackwater Slough<br />

Huge Ooze<br />

Hit Dice: 12d10+36 (102 hp)<br />

Initiative: -1<br />

Speed: 5 ft. (1 square), swim 10 ft. (2<br />

squares)<br />

Armor Class: 11 (-2 size, -5 Dex, +8<br />

natural), touch 3, flat-footed 11<br />

Base Attack/Grapple: +9/+12<br />

Attack: —<br />

Full Attack: —<br />

Space/Reach: 15 ft./0 ft.<br />

Special Attacks: Frigid aura, spell-like<br />

abilities<br />

Special Qualities: Damage reduction<br />

15/bludgeoning and magic, darkvision 60<br />

ft., low-light vision, immunity to cold, ooze<br />

traits, shadow servant, spell resistance 27,<br />

telepathy 200 ft.<br />

Saves: Fort +7, Ref +1, Will +6<br />

Blackwater sloughs are frozen sheets <strong>of</strong><br />

black fluid with strange white and yellow eyes<br />

occasionally bobbing into view. Fabled as <strong>the</strong><br />

tainted run<strong>of</strong>f from a lake that contains an evil<br />

ancient race, blackwater slough do not die <strong>of</strong><br />

natural causes and are extremely patient to see<br />

<strong>the</strong>ir plans come to fruition. <strong>The</strong>y plot and connive,<br />

arranging <strong>the</strong> downfall <strong>of</strong> both good and evil<br />

through manipulation, illusions, and bargains with<br />

glory-seekers. Sloughs pit good and evil beings<br />

against one ano<strong>the</strong>r, hoping all are destroyed.<br />

Blackwater sloughs move slowly, rippling<br />

and flowing toward <strong>the</strong>ir destinations. Most make<br />

<strong>the</strong>ir homes in marshes or damp caverns, seeping<br />

through cracks in <strong>the</strong> earth and remaining in<br />

one place as long as possible. Those who must<br />

travel prefer to do so in water, where <strong>the</strong>y can<br />

let <strong>the</strong>mselves be carried by currents. <strong>The</strong>y smell<br />

strongly <strong>of</strong> mildew, but frequently disguise <strong>the</strong>ir<br />

scent through magic.<br />

Combat<br />

Direct combat is a last resort for blackwater<br />

sloughs; <strong>the</strong>y prefer arranging <strong>the</strong> deaths <strong>of</strong> <strong>the</strong>ir<br />

enemies from afar. When pressed into battle,<br />

however, <strong>the</strong>y are formidable. Often forewarned <strong>of</strong><br />

<strong>the</strong>ir opponents’ approach, sloughs fill <strong>the</strong>ir homes<br />

with illusory walls and screens to confuse <strong>the</strong>ir foes.<br />

Once this is done, creatures summoned with shadow<br />

190<br />

Abilities: Str 1, Dex 1, Con 17, Int 24, Wis<br />

10, Cha 22<br />

Skills: Bluff +19, Concentration +14,<br />

Diplomacy +21, Disguise +6 (+8 acting),<br />

Intimidate +21, Knowledge (any three) +18,<br />

Listen +11, Search +18, Sense Motive +11,<br />

Spellcraft +18, Spot +11, Survival +0 (+2<br />

following tracks), Swim +6<br />

Feats: Combat Casting, Improved<br />

Initiative B , Iron Will, Lightning Reflexes,<br />

Persuasive<br />

Environment: Cold marshes and<br />

underground<br />

Organization: Solitary<br />

Challenge Rating: 15<br />

Treasure: None<br />

Alignment: Always neutral evil<br />

Advancement: 13-24 HD (Huge); 25-36<br />

HD (Gargantuan); 37-48 HD (Colossal)<br />

Level Adjustment: —<br />

conjuration provide distracting (and occasionally<br />

dangerous) fodder, and are easily replaced when<br />

killed. Attacks with greater shadow evocation,<br />

horrid wilting, and shades come next, with maze<br />

reserved for use against particularly dangerous<br />

individuals (such as creatures with true seeing).<br />

A blackwater slough’s natural weapons, as<br />

well as any weapons it wields, are treated as magic<br />

weapons for <strong>the</strong> purpose <strong>of</strong> overcoming damage<br />

reduction.<br />

Frigid Aura (Su): Once per round, as a<br />

free action, a blackwater slough can create an<br />

aura <strong>of</strong> intense cold in a 30-foot radius burst. Any<br />

creature within this area must succeed on a DC 19<br />

Fortitude save or take 1d6 points <strong>of</strong> cold damage.<br />

Those damaged by <strong>the</strong> cold must also succeed on a<br />

DC 19 Will save or be affected as by a slow spell<br />

(caster level 14th) for 1d4 rounds. <strong>The</strong> save DCs<br />

are Constitution-based.<br />

Spell-Like Abilities: At will—arcane sight,<br />

control water (DC 22), dancing lights, detect<br />

scrying, dream, false vision, ghost sound (DC<br />

16), hypnotic pattern (DC 18), illusory script (DC<br />

19), illusory wall (DC 20), misdirection (DC 18),<br />

persistent image (DC 21), prying eyes, shadow<br />

conjuration (DC 20), hideous laughter (DC 18),<br />

ventriloquism (DC 17); 3/day—black tentacles,<br />

greater shadow evocation (DC 24), mirage arcana

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