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

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

2<br />

Barrow Roach<br />

Large Undead<br />

Hit Dice: 3d12 (19 hp)<br />

Initiative: +3<br />

Speed: 40 ft. (8 squares), climb 30 ft. (6<br />

squares), swim 20 ft. (4 squares)<br />

Armor Class: 18 (-1 size, +3 Dex, +6<br />

natural), touch 12, flat-footed 15<br />

Base Attack/Grapple: +1/+10<br />

Attack: Claw +5 melee (1d4+5 plus<br />

disease)<br />

Full Attack: 2 claws +5 melee (1d4+5 plus<br />

disease) and bite +0 melee (1d6+2 plus<br />

disease)<br />

Space/Reach: 10 ft./5 ft.<br />

Special Attacks: Disease, frightful presence<br />

Special Qualities: Blindsense 30 ft.,<br />

collective mind, undead traits<br />

<strong>The</strong> creature appears to be a massive roach,<br />

one roughly <strong>the</strong> size <strong>of</strong> a horse.<br />

Combat<br />

Barrow roaches are fearless to <strong>the</strong> point <strong>of</strong><br />

recklessness, and <strong>the</strong>y grow more effective when<br />

more <strong>of</strong> <strong>the</strong>ir numbers congregate.<br />

Disease (Ex): Festering ague—claw or bite,<br />

Fortitude DC 11, incubation period 1d4 days,<br />

damage 1d3 Str and 1d3 Con. Any day in which<br />

a victim takes 3 points <strong>of</strong> Constitution damage,<br />

<strong>the</strong> afflicted creature must immediately succeed<br />

on an ano<strong>the</strong>r DC 13 Fortitude save or 1 point <strong>of</strong><br />

Constitution damage becomes Constitution drain<br />

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

Frightful Presence (Ex): A barrow roach<br />

can unsettle its foes with its mere presence. This<br />

ability takes effect automatically whenever <strong>the</strong><br />

barrow roach performs some sort <strong>of</strong> dramatic<br />

action (such as charging or attacking). Creatures<br />

within 30 feet and with less than 3 HD must<br />

succeed on a DC 9 Will save or become shaken for<br />

2d6 rounds and those with 3 or more HD become<br />

shaken for 1d4 rounds. Creatures that successfully<br />

save are immune to <strong>the</strong> frightful presence <strong>of</strong> <strong>the</strong><br />

same barrow roach for 24 hours. <strong>The</strong> save DC is<br />

Charisma-based.<br />

For each additional barrow roach that <strong>the</strong><br />

victim can see beyond <strong>the</strong> first, <strong>the</strong> save DC<br />

increases by +2. If any creature fails <strong>the</strong> Will save<br />

by 5 or more, it is frightened ra<strong>the</strong>r than shaken.<br />

22<br />

Saves: Fort +1, Ref +4, Will +5<br />

Abilities: Str 20, Dex 17, Con —, Int —,<br />

Wis 15, Cha 6<br />

Skills: Climb +13, Hide +7, Jump +9, Move<br />

Silently +5, Swim +13<br />

Feats: Run B<br />

Environment: Warm forest or marsh<br />

Organization: Cluster (2-4), colony (5-40),<br />

or hive (50-100)<br />

Challenge Rating: 2<br />

Treasure: 50% coins; 50% goods;<br />

50%items<br />

Alignment: Always neutral evil<br />

Advancement: 4-9 HD (Large)<br />

Level Adjustment: —<br />

Collective Mind (Su): For every 3 barrow<br />

roaches congregated within 100 feet <strong>of</strong> each o<strong>the</strong>r<br />

(even if separated by stone, earth, water, or o<strong>the</strong>r<br />

nonmagical barriers), each gains an effective<br />

Intelligence bonus <strong>of</strong> +2 for <strong>the</strong> purpose <strong>of</strong> its<br />

relative capacity to make tactical decisions (to a<br />

maximum effective Intelligence <strong>of</strong> 10). Thus, if<br />

15 or more barrow roaches are present, <strong>the</strong>y can<br />

react as logically and effectively to changes in<br />

local conditions, environment, and o<strong>the</strong>r stimuli<br />

as an average human might. Fur<strong>the</strong>r, if 5 or more<br />

Barrow roaches are within 100 feet <strong>of</strong> each o<strong>the</strong>r,<br />

each gains <strong>the</strong> benefit <strong>of</strong> <strong>the</strong> Combat Expertise<br />

feat; if 10 or more are present, <strong>the</strong>y also gain <strong>the</strong><br />

benefit <strong>of</strong> <strong>the</strong> Improved Trip feat.<br />

This ability does not allow <strong>the</strong> barrow<br />

roaches to actually communicate information in<br />

any way.<br />

Skills: A barrow roach has a + 2 racial bonus<br />

on Move Silently checks and a +8 racial bonus<br />

on Climb and Hide checks. A barrow roach can<br />

always choose to take 10 on Climb checks, even if<br />

rushed or threatened.<br />

A barrow roach has a +8 racial bonus on any<br />

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

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

a Swim check, even if distracted or endangered. It<br />

can use <strong>the</strong> run action while swimming, provided<br />

it swims in a straight line.

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

Saved successfully!

Ooh no, something went wrong!