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

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2<br />

Spinal Leech<br />

Hazard (CR 2)<br />

<strong>The</strong>se vermin appear as 3-inch long<br />

transparent leeches. A typical encounter is a swarm<br />

<strong>of</strong> 10-20 leeches. <strong>The</strong>y are found in swamps,<br />

marshes, and stagnant underground pools. <strong>The</strong>y<br />

attach to <strong>the</strong>ir prey and drain spinal fluid, <strong>the</strong>reby<br />

inducing paralysis in <strong>the</strong> victim. When first<br />

encountered, a DC 15 Spot check can be made to<br />

avoid <strong>the</strong>m entirely. If a creature fails this check,<br />

<strong>the</strong> spinal leeches go unnoticed and crawl onto<br />

<strong>the</strong>ir victim, moving quickly to its spine. A spinal<br />

leech needs 3 round to reach its destination. If <strong>the</strong><br />

target is wearing medium armor, an additional<br />

Suffocation Jelly<br />

Tiny Ooze (<strong>Aquatic</strong>)<br />

Hit Dice: 2d10 (11 hp)<br />

Initiative: +0<br />

Speed: Swim 15 ft. (3 squares)<br />

Armor Class: 12 (+2 size), touch 12, flatfooted<br />

12<br />

Base Attack/Grapple: +1/-12<br />

Attack: Paralytic touch +3 melee touch<br />

(paralysis)<br />

Full Attack: Paralytic touch +3 melee touch<br />

(paralysis)<br />

Space/Reach: 2 1⁄2 ft./ 0 ft.<br />

Special Attack: Paralysis, suffocation<br />

Special Qualities: Blindsight 60 ft.,<br />

immune to weapon damage, liquid mobility,<br />

ooze traits, transparent, vulnerability to<br />

evaporation<br />

A slight disturbance is noticeable in <strong>the</strong><br />

water, barely revealing a tiny oozelike creature.<br />

A suffocation jelly is a translucent aquatic<br />

ooze that paralyzes creatures with a touch. Often<br />

mistaken for some sort <strong>of</strong> jellyfish, <strong>the</strong> suffocation<br />

jelly is a dangerous threat to creatures in <strong>the</strong><br />

water.<br />

A suffocation jelly can be contained in<br />

a number <strong>of</strong> ways, including trapping it in a<br />

waterpro<strong>of</strong> object or freezing it.<br />

Combat<br />

A suffocation jelly typically roves about<br />

or waits in <strong>the</strong> waters until it detects a living<br />

organism. It will <strong>the</strong>n move directly towards <strong>the</strong><br />

38<br />

round is added to <strong>the</strong> time as <strong>the</strong> leech finds a way<br />

underneath its host’s armor; 2 rounds are added if<br />

<strong>the</strong> victim is wearing heavy armor.<br />

When a leech attaches itself, <strong>the</strong> victim may<br />

make a DC 15 Wisdom check to feel a strange<br />

sensation run down his spine; o<strong>the</strong>rwise, <strong>the</strong> spinal<br />

leech’s bite goes unnoticed. Each round <strong>the</strong>reafter,<br />

<strong>the</strong> victim must succeed on a DC 17 Fortitude<br />

save or suffer 1d6 points <strong>of</strong> Dexterity damage.<br />

At Dexterity 0, <strong>the</strong> victim is paralyzed until his<br />

Dexterity score is brought to 1. An application <strong>of</strong><br />

fire or salt instantly kills all leeches. <strong>The</strong>y can also<br />

be pulled from a host with no ill effects.<br />

Saves: Fort +0, Ref +0, Will -5<br />

Abilities: Str 1, Dex 10, Con 10, Int —, Wis<br />

1, Cha 10<br />

Feats: Weapon Finesse B<br />

Skills: Swim +3<br />

Environment: Any aquatic<br />

Organization: Solitary<br />

Challenge Rating: 2<br />

Alignment: Always neutral<br />

Treasure: None<br />

Advancement: 3-5 HD (Small); 6-10 HD<br />

(Medium), 11-15 HD (Large), 16-20 HD<br />

(Huge), 21-25 HD (Gargantuan), 26-30 HD<br />

(Colossal)<br />

Level Adjustment: —<br />

target and try to make contact with it. If it is able<br />

to paralyze <strong>the</strong> prey, it swims into mouth or gills,<br />

suffocating <strong>the</strong> victim.<br />

Paralysis (Ex): Those hit by a suffocation<br />

jelly’s paralytic touch must succeed on a DC 11<br />

Fortitude save or be paralyzed for 2d4 rounds. <strong>The</strong><br />

save DC is Constitution-based.<br />

Suffocation (Ex): A suffocation jelly can<br />

enter <strong>the</strong> gills or mouth <strong>of</strong> a paralyzed creature,<br />

causing it to immediately begin drowning. This<br />

affects both air-breathing and water-breathing<br />

creatures. A victim takes 1d6 points <strong>of</strong> damage per<br />

round until it can induce vomiting, which cannot<br />

be done while paralyzed.

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