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 ...
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
2<br />
<strong>Marsh</strong> Assassin<br />
Medium Monstrous Humanoid<br />
Hit Dice: 4d8-4 (14 hp)<br />
Initiative: +3<br />
Speed: 40 ft. (8 squares)<br />
Armor Class: 13 (+3 Dex), touch 13, flatfooted<br />
10<br />
Base Attack/Grapple: +4/+6<br />
Attack: Claw +7 melee (1d4+2)<br />
Full Attack: 2 claws +7 melee (1d4+2)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Poison, skin fold wrap,<br />
smo<strong>the</strong>r<br />
Special Qualities: Darkvision 60 ft.<br />
<strong>The</strong> creature leaps from a tree and lands<br />
silently, raising its claws to reveal <strong>the</strong> flaps <strong>of</strong><br />
lea<strong>the</strong>ry flesh that stretch from arms to legs. As it<br />
growls a low, reptilian snarl, <strong>the</strong> pinhooks along<br />
<strong>the</strong> interior <strong>of</strong> this fold rattle toge<strong>the</strong>r, causing an<br />
unearthly sound-one that is unmistakably a threat.<br />
Combat<br />
In combat, a marsh assassin may fight<br />
normally with its two claws. Of course, it prefers<br />
to use its deadly skin folds to attack.<br />
Poison (Ex): Injury, Fortitude DC 11, initial<br />
and secondary damage 1d2 Str. <strong>The</strong> save DC is<br />
Constitution-based.<br />
Skin Fold Wrap (Ex): A marsh assassin<br />
can try to wrap a Medium or smaller creature in<br />
its body as a standard action. <strong>The</strong> marsh assassin<br />
attempts a grapple that does not provoke an attack<br />
<strong>of</strong> opportunity. If it wins <strong>the</strong> grapple check, it uses<br />
its skin folds to grip <strong>the</strong> opponent and can make<br />
two claw attacks on <strong>the</strong> victim with a +4 bonus on<br />
its attack roll. Attacks that hit an engulfing marsh<br />
assassin deal half <strong>the</strong>ir damage to <strong>the</strong> monster and<br />
half to <strong>the</strong> trapped victim.<br />
A creature wrapped in <strong>the</strong> skin folds is<br />
automatically scratched by <strong>the</strong> pinhooks lining <strong>the</strong><br />
interior <strong>of</strong> <strong>the</strong> marsh assassin’s skin folds. <strong>The</strong>se<br />
needle-like protrusions deal no damage, but inject<br />
<strong>the</strong> victim with poison. Breaking free <strong>of</strong> <strong>the</strong> skin<br />
fold wrap stops <strong>the</strong> poison damage, but a poisoned<br />
victim will be nauseated for 2d4 rounds instead.<br />
Small or smaller opponents wrapped up in a marsh<br />
assassin are also at risk <strong>of</strong> being smo<strong>the</strong>red.<br />
Smo<strong>the</strong>r (Ex): A wrapped opponent <strong>of</strong><br />
Small size or smaller can be suffocated while in<br />
<strong>the</strong> marsh assassin’s skin folds (see Suffocation<br />
rules in <strong>the</strong> DMG). A victim can attempt to escape<br />
30<br />
Saves: Fort +0, Ref +7, Will +2<br />
Abilities: Str 14, Dex 17, Con 8, Int 7, Wis<br />
7, Cha 8<br />
Skills: Climb +3, Hide +4, Jump +6, Listen<br />
+1, Move Silently +4, Spot +1<br />
Feats: Alertness, Weapon Finesse<br />
Environment: Temperate marsh<br />
Organization: Solitary or band (4-10)<br />
Challenge Rating: 2<br />
Treasure: Standard<br />
Alignment: Usually chaotic evil<br />
Advancement: 5-8 HD (Medium); 9-12 HD<br />
(Large)<br />
Level Adjustment: +1<br />
with an opposed grapple check, though <strong>the</strong> marsh<br />
assassin receives an additional +8 competence<br />
bonus to its grapple check (+14 total grapple<br />
bonus) owing to <strong>the</strong> effectiveness <strong>of</strong> <strong>the</strong> smo<strong>the</strong>r<br />
attack.<br />
<strong>Marsh</strong> Assassin Characters<br />
Most marsh assassins are stealthy, excelling<br />
in remaining unseen. <strong>Marsh</strong> assassin characters<br />
have <strong>the</strong> following racial traits.<br />
— +2 Strength, +6 Dexterity, -2 Constitution, -4<br />
Intelligence, -4 Wisdom, -2 Charisma.<br />
— Medium size.<br />
— A marsh assassin’s base land speed is 40 feet.<br />
— Darkvision: <strong>Marsh</strong> assassins can see in <strong>the</strong> dark<br />
up to 60 feet.<br />
— Racial Hit Dice: A marsh assassin begins with<br />
four levels <strong>of</strong> monstrous humanoid, which provide<br />
4d8 Hit Dice, a base attack bonus <strong>of</strong> +4, and base<br />
saving throw bonuses <strong>of</strong> Fort +1, Ref +4, Will +4.<br />
— Racial Skills: A marsh assassin’s monstrous<br />
humanoid levels give it skill points equal to 7 x<br />
(2 + Int modifier, minimum 1). Its class skills are<br />
Climb, Hide, Listen, Move Silently and Spot.<br />
— Racial Feats: A marsh assassin’s monstrous<br />
humanoid levels give it two feats.<br />
— Weapon and Armor Pr<strong>of</strong>iciency: A marsh<br />
assassin is automatically pr<strong>of</strong>icient with nei<strong>the</strong>r<br />
weapons or armor.<br />
— Special Attacks (see above): Poison, skin fold<br />
wrap, smo<strong>the</strong>r.<br />
— Automatic Languages: <strong>Marsh</strong> assassin. Bonus<br />
Languages: Aquan, Common, Draconic.<br />
— Favored Class: Rogue.<br />
— Level Adjustment: +1