28.03.2013 Views

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 ...

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

15<br />

Sea Giant<br />

Gargantuan Giant (<strong>Aquatic</strong>)<br />

Hit Dice: 32d8+32 (176 hp)<br />

Initiative: +2<br />

Speed: 40 ft. (8 squares), swim 60 ft. (12<br />

squares)<br />

Armor Class: 28 (-4 size, +2 Dex, +15<br />

natural, +5 conch-shell armor), touch 8,<br />

flat-footed 26<br />

Base Attack/Grapple: +24/+55<br />

Attack: Trident +40 melee (3d6+19/19-20)<br />

or trident +20 ranged (3d6+19/19-20) or net<br />

+20 ranged (entangle)<br />

Full Attacks: Trident +40/+35/+30/+25<br />

melee (3d6+19/19-20) or trident +38/+33/<br />

+28/+23 melee (3d6+19/19-20) and net<br />

+21/+16/+11 ranged (entangle) or trident<br />

+23/+18/+13/+8 ranged (3d6+19/19-20) or<br />

trident +21/+16/+11/+6 ranged (3d6+19/19-<br />

20) and net +21/+16/+11 ranged (entangle)<br />

Space/Reach: 20 ft./20 ft.<br />

Special Attacks: Net fighting, rock<br />

throwing, siren song<br />

Special Qualities: Amphibious,<br />

dehydration, low-light vision, rock catching<br />

Saves: Fort +19, Ref +12, Will +10<br />

Sea giants are distant, imposing, and <strong>of</strong>ten<br />

silent in demeanor. Most prefer to have little to<br />

do with non-aquatic creatures unless absolutely<br />

necessary. On <strong>the</strong> rare occasions that <strong>the</strong>y have<br />

business with sailing vessels or land-dwellers, sea<br />

giants will rise slowly out from <strong>the</strong> waves, silent<br />

and staring down to ensure such folk have every<br />

opportunity to see just how terrifying <strong>the</strong>y are.<br />

Sea giants make certain all parties concerned treat<br />

<strong>the</strong> occasion with sufficient gravity before <strong>the</strong>y<br />

commence any negotiation.<br />

Sea giants are huge, with blue-green skin,<br />

bright green eyes and brown seaweed for hair.<br />

Indeed <strong>the</strong>ir whole bodies are <strong>of</strong>ten draped with<br />

weeds. <strong>The</strong>ir skin sometimes resembles fishscales,<br />

but just as <strong>of</strong>ten is more like sea-adapted<br />

mammalian skin such as that <strong>of</strong> a dolphin or whale.<br />

Sea giants stand some 32 to 35 feet tall,<br />

but are <strong>of</strong> normal human proportions ra<strong>the</strong>r than<br />

having <strong>the</strong> broad and savage build <strong>of</strong> some <strong>of</strong><br />

<strong>the</strong> o<strong>the</strong>r giants. <strong>The</strong>y typically weigh 40,000 to<br />

50,000 pounds. A sea giant can live to be up to<br />

1,200 years old.<br />

192<br />

Abilities: Str 48, Dex 15, Con 13, Int 11,<br />

Wis 10, Cha 12<br />

Skills: Climb +24, Intimidate +16, Jump<br />

+28, Listen +15*, Move Silently +17*,<br />

Spot+15*, Swim +27<br />

Feats: Awesome Blow, Greater Two-<br />

Weapon Fighting B , Improved Bull Rush,<br />

Improved Critical (trident), Improved Two-<br />

Weapon Fighting B , Point Blank Shot, Power<br />

Attack, Precise Shot, Quick Draw, Rapid<br />

Shot, Two-Weapon Fighting, Weapon Focus<br />

(net), Weapon Focus (trident)<br />

Environment: Any aquatic<br />

Organization: Solitary, pair, family (2-4<br />

plus 50% non-combatants) or tribe (21-30<br />

led by a 3rd-5th level ranger, plus a druid<br />

or cleric <strong>of</strong> 2nd-4th level, plus 35% noncombatants,<br />

plus ei<strong>the</strong>r 2-12 sharks, 1-2<br />

giant squid, or 2-4 orcas, plus 25% chance<br />

<strong>of</strong> one kraken, plus 50% chance <strong>of</strong> 2-12 sea<br />

lions, plus 30% chance <strong>of</strong> 1-4 humans)<br />

Challenge Rating: 15<br />

Treasure: Standard<br />

Alignment: Usually neutral<br />

Advancement: By character class<br />

Level Adjustment: —<br />

Sea giants do not usually carry bags, but tie<br />

larger items directly to <strong>the</strong>ir belts with lengths<br />

<strong>of</strong> tough seaweed. A sea giant going hunting or<br />

fishing will use his net to drag back anything he<br />

catches. Sea giants usually carry at least four or<br />

five tridents, <strong>of</strong>ten clutching <strong>the</strong> extra weapons<br />

under <strong>the</strong>ir left arms. Most sea giants prefer to<br />

leave <strong>the</strong> bulk <strong>of</strong> <strong>the</strong>ir treasure in <strong>the</strong>ir lairs,<br />

carrying only items <strong>the</strong>y expect to be useful on<br />

<strong>the</strong> particular trip <strong>the</strong>y are taking. This usually<br />

includes any magic items <strong>the</strong>y have and are able to<br />

use, since such items are generally highly portable<br />

and potentially lifesaving.<br />

Combat<br />

Sea giants armed for war carry tridents and<br />

nets, although this is also <strong>the</strong> typical gear <strong>of</strong> a sea<br />

giant going hunting and fishing for his supper. <strong>The</strong>y<br />

wear a variety <strong>of</strong> armors made from <strong>the</strong> natural<br />

products <strong>of</strong> <strong>the</strong> sea. Most prefer to entangle <strong>the</strong>ir<br />

opponents with nets before ei<strong>the</strong>r moving in to<br />

finish <strong>the</strong>m <strong>of</strong>f with <strong>the</strong>ir tridents or dragging <strong>the</strong>m<br />

<strong>of</strong>f to a suitable prison. When throwing tridents at

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!