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 ...
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
2<br />
Waterlost<br />
Medium Undead (<strong>Aquatic</strong>)<br />
Hit Dice: 3d12+3 (22 hp)<br />
Initiative: +0<br />
Speed: 20 ft. (4 squares), swim 20 ft. (4<br />
squares)<br />
Armor Class: 12 (+2 natural), touch 10,<br />
flat-footed 12<br />
Base Attack/Grapple: +1/+4<br />
Attack: Slam +4 melee (1d4+3)<br />
Full Attack: 2 slams +4 melee (1d4+3) and<br />
bite -1 melee (1d4+1)<br />
Space/Reach: 5 ft/5 ft.<br />
Special Attack: Luring gaze<br />
Special Qualities: Damage reduction<br />
5/magic, darkvision 60 ft., light sensitivity,<br />
This vile creature appears to have once<br />
been humanoid, but its pasty gray skin, bloated<br />
body, and fetid stench make it apparent that it has<br />
succumbed to undeath. Its eyes shine with a dull,<br />
pale light.<br />
Waterlost are <strong>the</strong> walking dead <strong>of</strong> <strong>the</strong> sea.<br />
Like <strong>the</strong>ir land-stalking undead kin, waterlosts<br />
loa<strong>the</strong> <strong>the</strong> living, and know where to find <strong>the</strong>m.<br />
<strong>The</strong>y are known to follow ships and visit ports and<br />
piers, looking for victims. <strong>The</strong>ir eyes shine a dull<br />
pale light that draws <strong>the</strong> living, <strong>of</strong>ten only to find a<br />
watery grave.<br />
Waterlost speak <strong>the</strong> languages <strong>the</strong>y spoke in<br />
life (usually Common) with gurgly voices.<br />
Combat<br />
Waterlost delight in luring victims into <strong>the</strong><br />
water using <strong>the</strong>ir gaze attack, usually drawing <strong>the</strong>m<br />
<strong>of</strong>f a ship’s railing or <strong>of</strong>f a pier. <strong>The</strong>y <strong>the</strong>n attempt to<br />
drown <strong>the</strong> unfortunate souls or kill <strong>the</strong>m by throttling<br />
or biting <strong>the</strong>m. <strong>The</strong>y will sometimes scale ships or<br />
stalk upon land at night in search <strong>of</strong> victims.<br />
40<br />
undead traits<br />
Saves: Fort +1, Ref +1, Will +3<br />
Abilities: Str 16, Dex 10, Con —, Int 5, Wis<br />
l0, Cha 16<br />
Skills: Hide +3, Listen +3, Spot +3, Swim<br />
+11<br />
Feats: Alertness, Toughness<br />
Environment: Any aquatic<br />
Organization: Solitary, gang (2-12), or<br />
horde (4-40)<br />
Challenge Rating: 2<br />
Alignment: Always chaotic evil<br />
Treasure: None<br />
Advancement: –<br />
Level Adjustment: –<br />
Luring Gaze (Su): Drawn toward<br />
waterlost’s eyes, 30 feet, Will DC 14 negates. <strong>The</strong><br />
save DC is Charisma-based. Those that fail <strong>the</strong>ir<br />
saves are lulled into a sleepwalking state in which<br />
<strong>the</strong>y will slowly plod (10 feet per round) <strong>the</strong>ir way<br />
toward <strong>the</strong> light <strong>of</strong> <strong>the</strong> creature’s eyes. <strong>The</strong> state<br />
lasts until <strong>the</strong> victim is jostled firmly or struck<br />
in combat. Those that enter water may begin to<br />
drown. Waterlost generally move into deep water,<br />
forcing a lured victim to follow <strong>the</strong>m, where <strong>the</strong>y<br />
may drown (see page 33).<br />
Light Sensitivity (Ex): Waterlost are<br />
dazzled in bright sunlight or within <strong>the</strong> radius <strong>of</strong> a<br />
daylight spell.<br />
Skills: A waterlost has a +8 racial bonus on<br />
any 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 />
can use <strong>the</strong> run action while swimming, provided<br />
it swims in a straight line.<br />
Flora and Fauna<br />
Cowfish: A fish that took a different evolutionary path. <strong>The</strong>y have an exterior <strong>of</strong> fused plates,<br />
forming a carapace around <strong>the</strong> fish. Typically box-shaped with a triangular cross-section, <strong>the</strong>ir slight<br />
horns give <strong>the</strong> cowfish its bovine-inspired name. Most abundant in tropical waters, cowfish are brightly<br />
colored and appear to hover through <strong>the</strong> water due to <strong>the</strong>ir unique physiology. Unlike o<strong>the</strong>r fish, <strong>the</strong>y<br />
use <strong>the</strong>ir use <strong>the</strong>ir fins for rotary motion and use <strong>the</strong>ir tail as a rudder. <strong>The</strong>y also inflate <strong>the</strong>mselves as a<br />
means <strong>of</strong> defense (like pufferfish), and release an ostracitoxin against predators. Using a similar blowing<br />
mechanism, cowfish blow jets <strong>of</strong> water into <strong>the</strong> sand with <strong>the</strong>ir mouths, uncovering <strong>the</strong>ir meals <strong>of</strong> crabs<br />
and shrimps. Some cowfish grow as large as 20 inches, though those kept in captivity are <strong>of</strong>ten no larger<br />
than 12 inches.