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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prey from above. <strong>The</strong>y drift along and <strong>the</strong>n<br />
dive at <strong>the</strong>ir target.<br />
Ink Cloud (Ex): A giant water beetle can<br />
emit a cloud <strong>of</strong> jet-black ink 10 feet high by 10<br />
feet wide by 10 feet long once per minute as a<br />
free action. <strong>The</strong> cloud provides total concealment,<br />
which <strong>the</strong> giant water beetle normally uses to<br />
escape. All vision within <strong>the</strong> cloud is obscured.<br />
Water Dependent (Ex): Giant water beetles<br />
can survive out <strong>of</strong> <strong>the</strong> water for 1 hour per 2 points<br />
<strong>of</strong> Constitution. After that, refer to <strong>the</strong> suffocation<br />
rules in <strong>the</strong> DMG.<br />
Growler Lizard<br />
Large Animal<br />
Hit Dice: 6d8+18 (45 hp)<br />
Initiative: +3<br />
Speed: 30 ft. (6 squares)<br />
Armor Class: 18 (-1 size, -1 Dex, +10<br />
natural), touch 8, flat-footed 18<br />
Base Attack/Grapple: +4/+11<br />
Attack: Bite +6 melee (1d8+4)<br />
Full Attack: Bite +6 melee (1d8+4)<br />
Space/Reach: 10 ft./5 ft.<br />
Special Attacks: Rumbling bite<br />
Special Qualities: Deceiving call, low-light<br />
vision<br />
Saves: Fort +8, Ref +4, Will +0<br />
<strong>The</strong> large lizard resembles an alligator, but<br />
is much thicker and more powerful around <strong>the</strong><br />
shoulders and neck. Its jaws are heaviest over folds<br />
<strong>of</strong> thickly scaled throat sacks that vibrate slightly,<br />
emitting a deep and resonant rumbling sound.<br />
Combat<br />
Although <strong>the</strong> growler lizard is quite capable<br />
<strong>of</strong> running down most prey, it usually does not<br />
expend such energy. <strong>The</strong> growler lizard hunts<br />
by ambush, using its ability to throw its voice<br />
and frighten prey toward its waiting jaws. When<br />
hunting in packs, growler lizards work toge<strong>the</strong>r to<br />
disorient <strong>the</strong>ir prey totally and finally stampede it<br />
toward <strong>the</strong> pack’s waiting trap.<br />
46<br />
Watersense (Ex): Giant water beetles can<br />
automatically sense <strong>the</strong> location <strong>of</strong> anything within<br />
60 feet that is in contact with water.<br />
Skills: A giant water beetle has a +8 racial<br />
bonus on any Swim check to perform some special<br />
action or avoid a hazard. It can always choose<br />
to take 10 on a Swim check, even if distracted<br />
or endangered. It can use <strong>the</strong> run action while<br />
swimming, provided it swims in a straight line.<br />
*A giant water beetle has a +4 bonus on Hide<br />
and Spot checks in aquatic environments.<br />
Abilities: Str 16, Dex 9, Con 17, Int 2, Wis<br />
6, Cha 8<br />
Skills: Climb +4, Listen +1, Spot +1, Swim<br />
+5<br />
Feats: Alertness, Improved Initiative, Power<br />
Attack<br />
Environment: Temperate and warm land,<br />
and underground<br />
Organization: Solitary or pack (3-8)<br />
Challenge Rating: 3<br />
Alignment: Always neutral<br />
Advancement: 7-12 HD (Large); 13-18 HD<br />
(Huge)<br />
Level Adjustment: —<br />
Rumbling Bite (Ex): A growler lizard<br />
bellows even when its jaws are locked on its prey.<br />
When bitten by a growler lizard, a victim must<br />
succeed on a DC 16 Fortitude save or be stunned<br />
for 1d4 rounds and take an additional 1d4 points <strong>of</strong><br />
sonic damage from <strong>the</strong> beast’s roar. <strong>The</strong> save DC<br />
is Constitution-based.<br />
Deceiving Call (Ex): A growler lizard can<br />
convincingly alter <strong>the</strong> apparent source <strong>of</strong> its bellows<br />
by 140 feet in open ground. This distance increases<br />
to 220 feet in hills or canyons. It can likewise alter<br />
<strong>the</strong> volume and tone <strong>of</strong> its rumblings to deceive <strong>the</strong><br />
listener into believing that <strong>the</strong> creature is retreating,<br />
while it is actually advancing unseen. A DC 18<br />
Listen check or DC 15 Survival check is required to<br />
recognize a growler lizard’s deception.