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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3 Fungoid<br />
Medium Plant<br />
Hit Dice: 5d8+15 (37 hp)<br />
Initiative: +1<br />
Speed: 30 ft. (6 squares)<br />
Armor Class: 18 (+1 Dex, +7 natural), touch<br />
11, flat-footed 17<br />
Base Attack/Grapple: +3/+7<br />
Attack: Slam +8 melee (1d8+4)<br />
Full Attack: 2 slams +8 melee (1d8+4)<br />
Space/Reach: 5 ft/5 ft.<br />
Special Attacks: —<br />
Special Qualities: Darkvision 60 ft., low-light<br />
This creature looks like a stocky, powerful<br />
humanoid formed <strong>of</strong> green mushroom flesh mottled<br />
with brown splotches. It has rough, but discernible<br />
facial features, and its arms end in powerful hands.<br />
Fungoids delight in attacking creatures<br />
that wander too close to <strong>the</strong>ir lair. Fungoids are<br />
carnivores and consider <strong>the</strong> flesh <strong>of</strong> humans,<br />
elves, and goblins a delicacy. When food is scarce,<br />
fungoids become scavengers and feed on carrion.<br />
Fungoids lair in <strong>the</strong> darkest and most dismal<br />
place <strong>the</strong>y can find—<strong>the</strong> more devoid <strong>of</strong> light, <strong>the</strong><br />
better. Typically a lair is ringed with mushrooms<br />
<strong>of</strong> varying colors, shapes and sizes. Such a telltale<br />
sign is <strong>of</strong>ten <strong>the</strong> only clue that a fungoid lair is<br />
present as <strong>the</strong> lair itself is normally well-hidden<br />
or camouflaged. Woe to a creature that actually<br />
wanders close enough to examine <strong>the</strong> mushrooms;<br />
by <strong>the</strong>n <strong>the</strong> fungoids are likely aware <strong>of</strong> <strong>the</strong><br />
interloper’s presence and are biding <strong>the</strong>ir time<br />
before an all-out-attack.<br />
Fungoids are nocturnal hunters and <strong>of</strong>ten<br />
travel up to 5 miles away from <strong>the</strong>ir lair in search<br />
Giant Cone Shell<br />
Large Animal (<strong>Aquatic</strong>)<br />
Hit Dice: 3d8+12 (25 hp)<br />
Initiative: +0<br />
Speed: Swim 10 ft (2 squares)<br />
Armor Class: 18 (-1 size, +9 natural), touch 9,<br />
flat-footed 18<br />
Base Attack/Grapple: +2/+13<br />
Attack: Stinger +4 melee (1d6+4 plus poison)<br />
or stinger +1 ranged (1d6+4 plus poison)<br />
Full Attack: Stinger +4 melee (1d6+4 plus<br />
poison) or stinger +1 ranged (1d6+4 plus<br />
poison)<br />
Space/Reach: 10 ft./5 ft.<br />
Special Attacks: Improved grab, poison,<br />
swallow whole<br />
44<br />
vision, plant traits, resistance to electricity 10<br />
Saves: Fort +7, Ref +2, Will +1<br />
Abilities: Str 19, Dex 12, Con 17, lnt 4, Wis<br />
11 Cha 6<br />
Skills: Hide +1*, Listen +8, Spot +8<br />
Feats: Power Attack, Weapon Focus (slam)<br />
Environment: Temperate and warm marshes<br />
Organization: Gang (2-4) or cluster (6-10)<br />
Challenge Rating: 3<br />
Treasure: None<br />
Alignment: Always neutral (evil tendencies)<br />
Advancement: 6-10 HD (Medium); 11-15 HD<br />
(Large)<br />
Level Adjustment: —<br />
<strong>of</strong> prey. Slain prey is carried or dragged back to die<br />
lair and devoured over several days time. Multiple<br />
fungoids are <strong>of</strong>ten encountered toge<strong>the</strong>r on hunting<br />
excursions, but <strong>the</strong>y never share <strong>the</strong>ir kill. “Each to<br />
<strong>the</strong>ir own” is <strong>the</strong> unspoken motto among fungoids.<br />
Fungoids seem to understand Common, but<br />
do not speak.<br />
Combat<br />
Fungoids are straightforward combatants<br />
that rush into melee swinging <strong>the</strong>ir powerful fists.<br />
<strong>The</strong>y pummel <strong>the</strong>ir foes relentlessly until <strong>the</strong>y are<br />
destroyed or <strong>the</strong>ir adversaries are killed. Multiple<br />
fungoids sometimes work with one ano<strong>the</strong>r to bring<br />
down powerful foes, but once <strong>the</strong> fight is over, <strong>the</strong><br />
fungoids cooperation with one ano<strong>the</strong>r ends, and<br />
it’s every creature for itself when assessing and<br />
ga<strong>the</strong>ring up <strong>the</strong> kills. Fungoids never retreat and<br />
always fight to <strong>the</strong> death.<br />
Skills: Fungoids gain a +4 racial bonus to<br />
Listen and Spot checks. *In swampy or forested<br />
areas, fungoids +8 racial bonus to Hide checks.<br />
Special Qualities: Blindsight 60 ft.<br />
Saves: Fort +7, Ref +3, Will +2<br />
Abilities: Str 16, Dex 10, Con 18, Int 2, Wis<br />
12, Cha 6<br />
Skills: Hide -2, Listen +4, Spot +2, Swim +11<br />
Feats: Ability Focus (poison), Improved<br />
Grapple<br />
Environment: Temperate and warm aquatic<br />
Organization: Solitary<br />
Challenge Rating: 3<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: 4-6 HD (Large)<br />
Level Adjustment: —