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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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.