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

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16<br />

Kalavij<br />

Gargantuan Aberration (<strong>Aquatic</strong>, Psionic)<br />

Hit Dice: 20d8+144 (234 hp)<br />

Initiative: +6<br />

Speed: 25 ft. (5 squares), swim 75 ft. (15<br />

squares)<br />

Armor Class: 20 (-4 size, +2 Dex, +12<br />

natural), touch 8, flat-footed 18<br />

Base Attack/Grapple: +15/+43<br />

Attack: Tentacle +24 melee (2d8+12)<br />

Full Attack: 10 tentacles +24 melee (2d8+12)<br />

Space/Reach: 20 ft./15 ft. (100 ft. with<br />

tentacles)<br />

Special Attacks: Ghost ship, improved grab,<br />

psi-like abilities, sonic blast<br />

Special Qualities: Darkvision 60 ft.<br />

A kalavij is a black-scaled fish-shaped monster<br />

with ten 100 foot-long tentacles. It lives on <strong>the</strong> ocean<br />

floor near <strong>the</strong> coastline, rarely deeper than 100 feet.<br />

A kalavij never surfaces, but it uses psionic abilities<br />

to create illusions to draw its prey near.<br />

Not only is <strong>the</strong> kalavij massive (some say<br />

hundreds <strong>of</strong> thousand pounds), it is also ancient,<br />

rumored to live hundreds <strong>of</strong> years. Being long-lived,<br />

<strong>the</strong> kalavij has a vast memory, including which ships<br />

are more effective at attracting curious prey.<br />

Combat<br />

<strong>The</strong> kalavij uses a psionically-created illusion<br />

to convince its victims that <strong>the</strong>y have found an<br />

abandoned ship. This ploy enables it to snare both<br />

greedy looters looking for treasure and those wishing<br />

to <strong>of</strong>fer assistance to survivors. Once it has its victims<br />

within its grasp, it pulls <strong>the</strong>m to <strong>the</strong> ocean floor to<br />

devour <strong>the</strong>m. A kalavij has difficulty maneuvering<br />

its tentacles close to its body, so it attempts to hold<br />

struggling captives at a distance until <strong>the</strong>y drown.<br />

When fighting foes within 50 feet <strong>of</strong> its body, <strong>the</strong><br />

kalavij takes a -2 penalty on all melee attacks.<br />

Ghost Ship (Sp): Once per day, a kalavij can<br />

use psionics to disguise its tentacles as an abandoned<br />

vessel. This ability functions like <strong>the</strong> mirage arcana<br />

spell, except as follows. <strong>The</strong> illusion disguises <strong>the</strong><br />

tentacles completely and is remarkably detailed,<br />

even to <strong>the</strong> appearance <strong>of</strong> crates, bundles <strong>of</strong> rope,<br />

and cargo on <strong>the</strong> decks. Anyone who sees this ghost<br />

ship must succeed on a DC 23 Will save or succumb<br />

to an uncontrollable urge to board it. <strong>The</strong> rationale<br />

for such a boarding varies with <strong>the</strong> character, but it<br />

may be as simple as greed or as altruistic as a desire<br />

to search for survivors and render aid. A character<br />

that interacts with <strong>the</strong> ship in any way also receives<br />

a DC 23 Will save to realize it is unreal. Once <strong>the</strong><br />

“ship” is boarded, <strong>the</strong> kalavij will try to seize <strong>the</strong><br />

hapless victims and drag <strong>the</strong>m down to <strong>the</strong> ocean<br />

194<br />

Saves: Fort +13, Ref +8, Will +12<br />

Abilities: Str 35, Dex 14, Con 24, Int 8, Wis<br />

11, Cha 17<br />

Skills: Diplomacy +5, Sense Motive +12, Spot<br />

+12, Swim +20<br />

Feats: Improved Grapple, Improved Initiative,<br />

Power Attack, Psionic Body, Psionic Fist,<br />

Quicken Power, Weapon Focus (tentacle)<br />

Environment: Any aquatic<br />

Organization: Solitary<br />

Challenge Rating: 16<br />

Treasure: Triple standard<br />

Alignment: Often chaotic neutral<br />

Advancement: 21-40 HD (Gargantuan)<br />

Level Adjustment: —<br />

floor, where it devours <strong>the</strong>m at its leisure. This is<br />

a psionic, mind-affecting effect. <strong>The</strong> save DCs are<br />

Charisma-based.<br />

Improved Grab (Ex): To use this ability, a<br />

kalavij must hit with its tentacle attack. It can <strong>the</strong>n<br />

attempt to start a grapple as a free action without<br />

provoking an attack <strong>of</strong> opportunity. If it wins<br />

<strong>the</strong> grapple check, it establishes a hold and deals<br />

automatic tentacle damage each round.<br />

Psi-Like Abilities: At will—detect psionics,<br />

ego whip (2d4, DC 16*), empty mind (+5 Will<br />

saves*), know direction & location, painful strike;<br />

3/day—concussion blast (three targets*), inflict pain<br />

(three targets, DC 17*); 1/day—aura alteration,<br />

id insinuation (three targets, DC 17*), intellect<br />

fortress, psionic suggestion (three targets, DC 15*),<br />

psychic crush (DC 14**), thought shield (power<br />

resistance 17, 5 rounds). Manifester level 7th. <strong>The</strong><br />

save DCs are Charisma-based.<br />

*Includes augmentation for <strong>the</strong> kalavij’s<br />

manifester level. **Includes <strong>the</strong> inherent +4 save<br />

adjustment described in <strong>the</strong> power.<br />

Sonic Blast (Su): Twice per day, a kalavij use<br />

can use a sonic blast to stun its prey. This effect is<br />

a 50-foot-radius burst centered on <strong>the</strong> kalavij. Any<br />

creature within this area must succeed on a DC 27<br />

Reflex save or be stunned for 1d6 rounds. A kalavij<br />

typically saves this attack for use against any threat<br />

that moves close to its body. It uses <strong>the</strong> time that<br />

its victim is stunned to back away and resume its<br />

tentacle attacks. This is a sonic, mind-affecting<br />

effect. <strong>The</strong> save DC is Constitution-based.<br />

Skills: A kalavij has a +8 racial bonus on any<br />

Swim check to perform some special action or avoid<br />

a hazard. It can always choose to take 10 on a Swim<br />

check, even if distracted or endangered. It can use<br />

<strong>the</strong> run action while swimming, provided it swims<br />

in a straight line.

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