28.03.2013 Views

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 ...

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

3<br />

Leechman<br />

Medium Aberration<br />

Hit Dice: 4d8+12 (30 hp)<br />

Initiative: +0<br />

Speed: 30 ft. (6 squares), swim 30 ft. (6<br />

squares)<br />

Armor Class: 16 (+6 natural), touch 10,<br />

flat-footed 16<br />

Base Attack/Grapple: +3/+11<br />

Attack: Slams +7 melee (1d4+4)<br />

Full Attack: 2 slams +7 melee (1d4+4)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attacks: Blood drain, improved grab<br />

Special Abilities: Damage reduction 5/<br />

bludgeoning, darkvision 60 ft., vulnerability<br />

to salt<br />

Leechmen are humanoid-shaped creatures<br />

with rubbery skin. <strong>The</strong>ir bulging eyes are only<br />

accentuated by <strong>the</strong> lack <strong>of</strong> noses and mouths.<br />

<strong>The</strong>ir hands have suckers that draw <strong>the</strong> blood from<br />

<strong>the</strong>ir victim’s veins. Leechmen inhabit <strong>the</strong> sewers,<br />

though it is rumored that some act as guards for<br />

arcane masters.<br />

Combat<br />

Blood Drain (Ex): A leechman can draw <strong>the</strong><br />

vital fluids from an opponent through <strong>the</strong> sucking<br />

mouths on <strong>the</strong> palms <strong>of</strong> its hands by making a<br />

successful grapple check. If it pins <strong>the</strong> foe, it drains<br />

blood, dealing 1d6 points <strong>of</strong> Constitution damage<br />

each round <strong>the</strong> pin is maintained.<br />

Improved Grab (Ex): To use this ability, a<br />

leechman must hit with its slam attack. It can <strong>the</strong>n<br />

attempt to start a grapple as a free action without<br />

provoking an attack <strong>of</strong> opportunity. If it wins <strong>the</strong><br />

grapple check, it establishes a hold and can ei<strong>the</strong>r<br />

deal automatic slam damage each round or drain<br />

blood.<br />

Vulnerability to Salt (Ex): Salt damages<br />

a leechman on direct contact. A large handful <strong>of</strong><br />

Flora and Fauna<br />

48<br />

Saves: Fort +4, Ref +l, Will +5<br />

Abilities: Str 18, Dex 10, Con 16, Int 8, Wis<br />

12, Cha 1<br />

Skills: Escape Artist +4, Hide +6, Move<br />

Silently +6, Search +1, Spot +2, Swim +12<br />

Feats: Improved Grapple, Stealthy<br />

Environment: Any marsh and underground<br />

Organization: Solitary or gang (5-10)<br />

Challenge Rating: 3<br />

Treasure: None<br />

Alignment: Always neutral evil<br />

Advancement: 5-8 HD (Medium)<br />

Level Adjustment: —<br />

salt can be thrown as a splash weapon (see Throw<br />

Splash Weapon in <strong>the</strong> PHB). Treat this attack as a<br />

ranged touch attack with a range increment <strong>of</strong> 5<br />

feet.<br />

A direct hit by a handful <strong>of</strong> salt deals 1d6<br />

points <strong>of</strong> damage to a leechman. Each such<br />

creature within 5 feet <strong>of</strong> <strong>the</strong> point where <strong>the</strong> salt<br />

hit takes 1 point <strong>of</strong> damage from <strong>the</strong> splash. On<br />

<strong>the</strong> round following a direct hit, <strong>the</strong> target takes an<br />

additional 1d4 points <strong>of</strong> damage, and 1d3 points<br />

<strong>of</strong> damage in <strong>the</strong> round following that; any <strong>of</strong> this<br />

damage can be prevented if <strong>the</strong> salt is immediately<br />

washed <strong>of</strong>f with water as a full-round action.<br />

Note that being immersed in salt water does<br />

not harm a leechman unless <strong>the</strong> salt content is<br />

much higher than found in ordinary sea water.<br />

Skills: A leechman has a +4 racial bonus to<br />

Move Silently and Hide checks.<br />

A leechman has a +8 racial bonus on any<br />

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 />

Coral Reefs: Usually grow on continental shelves or around volcanic islands. Coral requires<br />

shallow water (no deeper than 180 feet) whose year round temperature is no less than 68°F (20°C). <strong>The</strong>y<br />

have calcium carbonate skeletons covered in s<strong>of</strong>t, colorful tissues <strong>of</strong> all shapes. Coral eat single-celled<br />

algae to build reefs through secreting more calcium carbonate. Extensive coral reefs act as surf breakers,<br />

leaving <strong>the</strong> immediate water around <strong>the</strong> coast relatively calm. Around volcanic islands, reefs can become<br />

so dense <strong>the</strong>y become barrier reefs. Coral reefs are home to countless species <strong>of</strong> fish, sponges, and<br />

echinoderms.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!