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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Quisloi<br />
Medium Humanoid (<strong>Aquatic</strong>, Reptilian)<br />
Hit Dice: 4d8+8 (26 hp)<br />
Initiative: +3<br />
Speed: 35 ft. (7 squares), swim 50 ft. (10<br />
squares)<br />
Armor Class: 19 (+3 Dex, +5 natural, +1<br />
light wooden shield), touch 13, flat-footed 16<br />
Base Attack/Grapple: +3/+3<br />
Attack: Spit +6 ranged (poison) or dagger<br />
+6 melee (1d4/19-20 plus poison)<br />
Full Attack: Spit +6 ranged (poison) or<br />
dagger +6 melee (1d4/19-20 plus poison)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Poison, spit<br />
Special Qualities: —<br />
Quisloi are intelligent amphibious<br />
humanoids that make <strong>the</strong>ir homes on underwater<br />
enclaves lush, wet surroundings. <strong>The</strong>ir rubbery<br />
skin is bright green with colorful patterning similar<br />
to frog <strong>of</strong> <strong>the</strong> rainforest. Many creatures, including<br />
<strong>the</strong> quisloi <strong>the</strong>mselves, use <strong>the</strong> toxic mucus that<br />
exudes from <strong>the</strong>ir skin as a paralytic poison. <strong>The</strong><br />
quisloi are <strong>of</strong>ten at odds with <strong>the</strong> skresh, who hunt<br />
<strong>the</strong> quisloi for <strong>the</strong>ir people’s poison production.<br />
Quisloi speak Aquan.<br />
Combat<br />
Quisloi fight like most swamp and jungle<br />
creatures, relying upon camouflage and skill to<br />
lure <strong>the</strong>ir opponents into traps. <strong>The</strong>y presume<br />
any intelligent creatures encountered work for <strong>the</strong><br />
hated skresh, and attack in superior numbers. <strong>The</strong>ir<br />
favored weapon is <strong>the</strong> dagger, useful underwater<br />
as well as on land. On land, <strong>the</strong>y coat <strong>the</strong>ir daggers<br />
with poison. <strong>The</strong> quisloi are not poison masters<br />
like <strong>the</strong> skresh (page 100), relying instead on <strong>the</strong>ir<br />
shamans to brew <strong>the</strong> poison <strong>the</strong>y use from <strong>the</strong>ir<br />
own excretions.<br />
Taking advantage <strong>of</strong> <strong>the</strong>ir natural swimming<br />
abilities whenever possible, quisloi attempt to<br />
retreat into a stream or marsh lake if routed.<br />
51<br />
Saves: Fort +3, Ref +7, Will +1<br />
Abilities: Str 10, Dex 17, Con 15, Int 10,<br />
Wis 11, Cha 10<br />
Skills: Hide +8*, Listen +6*, Move Silently<br />
+10*, Swim +8<br />
Feats: Stealthy, Weapon Finesse<br />
Environment: Temperate and warm marsh<br />
Organization: Gang (4-5) or squad (6-12)<br />
Challenge Rating: 3<br />
Treasure: Standard<br />
Alignment: Always evil<br />
Advancement: 5-8 HD (Medium); 9-12 HD<br />
(Large)<br />
Level Adjustment: +3<br />
Usually, <strong>the</strong>y wait until <strong>the</strong>ir foe is near water<br />
before attacking. <strong>The</strong>y try and flank <strong>the</strong>ir<br />
opponents, gaining a +2 to hit.<br />
Poison (Ex): Contact, Fortitude DC 14, initial<br />
damage 1d3 Dex, secondary damage paralyzed for<br />
1d6 hours. <strong>The</strong> save DC is Constitution-based.<br />
Spit (Ex): Combat begins with hidden<br />
quisloi spitting globs <strong>of</strong> mucus at <strong>the</strong>ir prey as<br />
a standard action. Once a quisloi spits, it cannot<br />
spit again for 10 minutes. This yellow-green glop<br />
is treated as a ranged touch attack with a range<br />
increment <strong>of</strong> 20 feet. On a successful hit, <strong>the</strong> foe<br />
is blinded and must succeed on a DC 14 Fortitude<br />
save or be paralyzed for 1d6 hours. <strong>The</strong> save DC<br />
is Constitution-based. A creature remains blinded<br />
until it spends two full-round actions to clear <strong>of</strong>f<br />
<strong>the</strong> thick and adhesive gunk.<br />
Skills: A quisloi 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 />
*A quisloi has a + 10 racial bonus on Hide,<br />
Listen, and Move Silently checks when using <strong>the</strong>se<br />
skills against skresh.<br />
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