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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.

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