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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 />

3

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