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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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.