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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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