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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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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

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