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 creatures trapped inside <strong>the</strong> waterspout at<br />
one time as will fit inside <strong>the</strong> waterspout’s<br />
volume.<br />
<strong>The</strong> njuzu can eject any carried creatures<br />
whenever it wishes, depositing <strong>the</strong>m wherever <strong>the</strong><br />
waterspout happens to be.<br />
<strong>The</strong> waterspout’s base always touches <strong>the</strong><br />
ground or water, and thus creates a swirling cloud<br />
<strong>of</strong> debris or vapor. This cloud is centered on <strong>the</strong><br />
njuzu and has a diameter <strong>of</strong> 10 feet. <strong>The</strong> cloud<br />
obscures all vision, including darkvision, beyond 5<br />
feet. Creatures 5 feet away have concealment, while<br />
those far<strong>the</strong>r away have total concealment. Those<br />
caught in <strong>the</strong> cloud must make a Concentration<br />
check (DC 15 + spell level) to cast a spell.<br />
A njuzu in waterspout form cannot make slam<br />
attacks and does not threaten <strong>the</strong> area around it.<br />
A true seeing spell reveals its natural form if<br />
it is in waterspout form.<br />
A njuzu caught over land when returning to<br />
its normal form is irrevocably destroyed.<br />
Skills: A njuzu 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 />
Water Dangers<br />
can use <strong>the</strong> run action while swimming, provided<br />
it swims in a straight line.<br />
*A njuzu has a +10 racial bonus on Hide<br />
bonus when in its natural form.<br />
Sweet Water<br />
Sweet water, when mixed into o<strong>the</strong>r liquids,<br />
changes <strong>the</strong>m to potable water. Sweet water can<br />
also neutralize poison and ruins magical potions<br />
(no saving throw allowed).<br />
A single drop <strong>of</strong> sweet water is potent<br />
enough to freshen one flask <strong>of</strong> water, even if it is<br />
polluted, salt water, or alkaline water. <strong>The</strong> typical<br />
vial <strong>of</strong> sweet water contains 50 drops; enough to<br />
freshen 6 gallons (24 liters) <strong>of</strong> water. Poison, acid<br />
and magical potions are affected one a 1:1 basis;<br />
1 vial <strong>of</strong> sweet water neutralizes 1 vial <strong>of</strong> magical<br />
liquid, while 1 vial <strong>of</strong> sweet water renders 1 vial <strong>of</strong><br />
poison or acid inert. <strong>The</strong> effects are permanent, but<br />
after an initial period <strong>of</strong> 1d20 rounds, <strong>the</strong> liquid is<br />
subject to recontamination or infusion.<br />
Faint transmutation; CL 1st; Craft Wondrous<br />
Item, purify food and drink, a vial <strong>of</strong> water taken<br />
from a njuzu’s pool must be poured into <strong>the</strong> mix;<br />
Price 250 gp.<br />
Any character can wade in relatively calm water that isn’t over his head, no check required.<br />
Similarly, swimming in calm water only requires skill checks with a DC <strong>of</strong> 10. Trained swimmers can<br />
just take 10. (Remember, however, that armor or heavy gear makes any attempt at swimming much more<br />
difficult. See <strong>the</strong> Swim skill description in <strong>the</strong> PHB for more details.)<br />
By contrast, fast-moving water is much more dangerous. On a successful DC 15 Swim check or a<br />
DC 15 Strength check, it deals 1d3 points <strong>of</strong> nonlethal damage per round (1d6 points <strong>of</strong> lethal damage if<br />
flowing over rocks and cascades). On a failed check, <strong>the</strong> character must make ano<strong>the</strong>r check that round to<br />
avoid going under.<br />
Very deep water is not only generally pitch black, posing a navigational hazard, but worse, it deals<br />
water pressure damage <strong>of</strong> 1d6 points per minute for every 100 feet <strong>the</strong> character is below <strong>the</strong> surface. A<br />
successful Fortitude save (DC 15, +1 for each previous check) means <strong>the</strong> diver takes no damage in that<br />
minute. Very cold water deals 1d6 points <strong>of</strong> nonlethal damage from hypo<strong>the</strong>rmia per minute <strong>of</strong> exposure.<br />
Suffocation<br />
A character who has no air to brea<strong>the</strong> can hold her breath for 2 rounds per point <strong>of</strong> Constitution. After<br />
this period <strong>of</strong> time, <strong>the</strong> character must make a DC 10 Constitution check in order to continue holding her<br />
breath. <strong>The</strong> save must be repeated each round, with <strong>the</strong> DC increasing by +1 for each previous success.<br />
When <strong>the</strong> character fails one <strong>of</strong> <strong>the</strong>se Constitution checks, she begins to suffocate. In <strong>the</strong> first round,<br />
she falls unconscious (0 hit points). In <strong>the</strong> following round, she drops to –1 hit points and is dying. In <strong>the</strong><br />
third round, she suffocates.<br />
Slow Suffocation: A Medium character can brea<strong>the</strong> easily for 6 hours in a sealed chamber<br />
measuring 10 feet on a side. After that time, <strong>the</strong> character takes 1d6 points <strong>of</strong> nonlethal damage every 15<br />
minutes. Each additional Medium character or significant fire source (a torch, for example) proportionally<br />
reduces <strong>the</strong> time <strong>the</strong> air will last.<br />
Small characters consume half as much air as Medium characters. A larger volume <strong>of</strong> air, <strong>of</strong> course,<br />
lasts for a longer time.<br />
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