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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1 Rakklethorn Toad<br />
Small Magical Beast<br />
Hit Dice: 2d10+2 (13 hp)<br />
Initiative: +2<br />
Speed: 20 ft (4 squares)<br />
Armor Class: 15 (+1 size, +2 Dex, +2 natural),<br />
touch 13, flat-footed 13<br />
Base Attack/Grapple: +2/-2<br />
Attack: Thorn volley +5 ranged (1d6 plus poison)<br />
or bite +3 melee (1d4)<br />
Full Attack: Thorn volley +5 ranged (1d6 plus<br />
poison) or bite +3 melee (1d4)<br />
Space/Reach: 5 ft/5 ft.<br />
Special Attacks: Poison, thorns<br />
Special Qualities: Darkvision 60 ft., low-light<br />
vision, scent<br />
This small toad has dozens <strong>of</strong> needle-like thorns<br />
protruding from its back. Its skin is mottled brown and<br />
green and glistens with a dull sheen.<br />
Rakklethorns live in small packs in murky<br />
swamps. Fiercely territorial, rakklethorn toads <strong>of</strong>ten<br />
battle with each o<strong>the</strong>r except at mating time when <strong>the</strong>y<br />
enter a mating frenzy. Several packs merge, forming<br />
a great swarm <strong>of</strong> noisy frogs that sweeps through <strong>the</strong><br />
marshes like a wave.<br />
Combat<br />
A rakklethorn toad attacks by arching its back<br />
and firing a volley <strong>of</strong> thorns at an opponent. It rarely<br />
ever closes to melee, preferring to attack at range.<br />
If confronted in close quarters, a rakklethorn toad<br />
usually flees or if cornered, attacks with its bite.<br />
Poison (Ex): Injury, Fortitude DC 12; initial<br />
and secondary damage 1d6 Dex. <strong>The</strong> save DC is<br />
Constitution-based.<br />
Shojo<br />
Medium Monstrous Humanoid (<strong>Aquatic</strong>)<br />
Hit Dice: 3d8-3 (10 hp)<br />
Initiative: -1<br />
Speed: 30 ft. (6 squares), swim 50 ft. (10 squares)<br />
Armor Class: 14 (-1 Dex, +5 natural), touch 9,<br />
flat-footed 14<br />
Base Attack/Grapple: +3/+3<br />
Attack: Claw +3 melee (1d4)<br />
Full Attack: Claw +3 melee (1d4)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: —<br />
Special Qualities: Amphibious, darkvision 60 ft.,<br />
immunity to poison<br />
Saving Throws: Fort +0, Ref +2, Will +6<br />
Shojo are creatures <strong>of</strong> <strong>the</strong> sea with a long red<br />
mane and pink-tinted skin. <strong>The</strong>y wear little except a<br />
belt <strong>of</strong> seaweed from which hangs large jars <strong>of</strong> sake.<br />
20<br />
Saves: Fort +4, Ref +5, Will +0<br />
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 10,<br />
Cha 6<br />
Skills: Hide +8*, Spot +3<br />
Feats: Dodge<br />
Environment: Warm marshes<br />
Organization: Pack (2-5) or mating swarm<br />
(6-36)<br />
Challenge Rating: 1<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: 3-5 HD (Small); 6 HD (Medium)<br />
Level Adjustment: —<br />
If a rakkelthorn toad is killed or subdued before it<br />
has fired all <strong>of</strong> its thorns in a given day, <strong>the</strong> poison can<br />
be extracted from its remaining thorns. A successful<br />
DC 16 Heal or DC 16 Craft (alchemy) check allows<br />
<strong>the</strong> poison to be changed into a mild anes<strong>the</strong>tic; one<br />
rakkelthorn toad provides enough for one dose. A<br />
single dose <strong>of</strong> this anes<strong>the</strong>tic, applied to <strong>the</strong> wound<br />
<strong>of</strong> an injured creature, provides a +2 circumstance<br />
bonus to Heal checks (multiple doses do not stack).<br />
This bonus lasts for one hour, after which time <strong>the</strong><br />
anes<strong>the</strong>sia wears <strong>of</strong>f. Poison cannot be extracted from<br />
thorns that have been fired by <strong>the</strong> rakklethorn.<br />
Thorns (Ex): From its back, a rakklethorn toad<br />
can fire a volley <strong>of</strong> thorns once per round as a standard<br />
action. All thorns in <strong>the</strong> cluster ei<strong>the</strong>r hit or miss <strong>the</strong>ir<br />
target and deal 1d6 points <strong>of</strong> piercing damage plus<br />
poison (see above). This attack has a range <strong>of</strong> 50 feet<br />
with no range increment. <strong>The</strong> rakklethorn toad can<br />
launch a total <strong>of</strong> 6 such volleys per day.<br />
Skills: *In areas <strong>of</strong> tall grass or dense<br />
undergrowth, a rakklethorn toad has a +6 racial bonus<br />
on Hide checks.<br />
Abilities: Str 10, Dex 9, Con 8, Int 13, Wis 17,<br />
Cha 13<br />
Skills: Craft (alchemy) +10*, Heal +6,<br />
Knowledge (nature) +2, Listen +5, Pr<strong>of</strong>ession<br />
(herbalist) +6, Search +3, Sense Motive +4, Spot<br />
+5, Survival +5, Swim +8<br />
Feats: Alertness, Skill Focus (Craft [alchemy])<br />
Environment: Any aquatic or coastal<br />
Organization: Solitary, group (2-5), or band<br />
(5-10)<br />
Challenge Rating: 1<br />
Treasure: Standard<br />
Alignment: Often chaotic good<br />
Advancement: 4-6 HD (Medium)<br />
Level Adjustment: +1<br />
Shojo have an affinity to holy things and places,<br />
as well as encountering <strong>the</strong> random picnicker,<br />
fisherman, or traveler.