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 />
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.