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<br />
Retch Hound<br />
Medium Magical Beast<br />
Hit Dice: 3d10+6 (22 hp)<br />
Initiative: +2<br />
Speed: 40 ft. (8 squares)<br />
Armor Class: 17 (+2 Dex, +5 natural),<br />
touch 12, flat-footed 15<br />
Base Attack/Grapple: +3/+5<br />
Attack: Bite +5 melee (1d6+3)<br />
Full Attack: Bite +5 melee (1d6+3)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Breath weapon, stench,<br />
trip<br />
Special Qualities: Darkvision 60 ft., scent<br />
Saves: Fort+5, Ref+5, Will+2<br />
This beast looks like a large wolf with sickly<br />
brownish-yellow fur, matted and torn in places.<br />
Small sores cover its body, each oozing a thick,<br />
yellowish-green liquid, and <strong>the</strong> creature’s mouth is<br />
filled with pointed yellow teeth. Four large yellow<br />
eyes are aligned evenly across its head.<br />
Retch hounds are highly aggressive and<br />
powerfully built carnivores that love <strong>the</strong> taste <strong>of</strong><br />
human flesh and bones. <strong>The</strong>ir appearance lends<br />
to <strong>the</strong> facade <strong>of</strong> a sickly, unhealthy dog which<br />
sometimes works to <strong>the</strong> retch hound’s advantage<br />
when hunting its prey.<br />
Retch hounds are <strong>of</strong>ten found in <strong>the</strong> service<br />
<strong>of</strong> powerful fighters and warriors, who use <strong>the</strong><br />
dogs to guard prisoners, lead hunting expeditions,<br />
and perform o<strong>the</strong>r such services. A retch hound is<br />
only as loyal to its master as it has to be to insure<br />
its own survival. While <strong>the</strong> dog won’t necessarily<br />
seek escape at <strong>the</strong> earliest possible time, it <strong>of</strong>ten<br />
turns on its master at some point. Retch hounds<br />
raised in captivity are <strong>of</strong>ten more loyal to <strong>the</strong>ir<br />
masters, than those captured in <strong>the</strong> wild.<br />
Retch hounds stand 4 to 4 1/2 feet tall at <strong>the</strong><br />
shoulder and weigh about 200 pounds.<br />
Combat<br />
Retch hounds hunt <strong>the</strong>ir prey in packs.<br />
Using an eerie howl, <strong>the</strong>y seem to coordinate and<br />
communicate with one ano<strong>the</strong>r during <strong>the</strong>se hunts.<br />
A favored tactic <strong>of</strong> a retch hound pack is to encircle<br />
a foe and <strong>the</strong>n hit it from all sides at once. Usually<br />
52<br />
Abilities: Str 15, Dex 15, Con 15, Int 5, Wis<br />
12, Cha 6<br />
Skills: Listen +4, Search +3, Spot +8,<br />
Survival +3 (+7 when tracking by scent)<br />
Feats: Alertness, Track<br />
Environment: Temperate forests and<br />
marshes<br />
Organization: Solitary, pair, or pack (3-6)<br />
Challenge Rating: 3<br />
Treasure: None<br />
Alignment: Usually neutral (evil<br />
tendencies)<br />
Advancement: 4-7 HD (Medium); 8-9 HD<br />
(Large)<br />
Level Adjustment: —<br />
<strong>the</strong> largest hound in <strong>the</strong> pack is <strong>the</strong> leader. When<br />
slain, a retch hound melts into a pile <strong>of</strong> stinking<br />
and bubbling slime.<br />
Breath Weapon (Su): Once per minute, a<br />
retch hound can belch forth digestive juices in a<br />
10-foot cone. Affected creatures take 2d6 points<br />
<strong>of</strong> acid damage and are nauseated for 1d3 rounds.<br />
A successful DC 13 Reflex save halves <strong>the</strong> acid<br />
damage and prevents <strong>the</strong> nausea. <strong>The</strong> save DC is<br />
Constitution-based.<br />
Stench (Ex): All living creatures (except<br />
o<strong>the</strong>r retch hounds) within 30 feet <strong>of</strong> a retch<br />
hound must succeed on a DC 13 Fortitude save<br />
or be sickened for 10 rounds. <strong>The</strong> save DC is<br />
Constitution-based. Creatures that successfully<br />
save cannot be affected by <strong>the</strong> same retch hound’s<br />
stench for 24 hours. A delay poison or neutralize<br />
poison spell removes <strong>the</strong> effect from <strong>the</strong> sickened<br />
creature. Creatures with immunity to poison<br />
are unaffected, and creatures resistant to poison<br />
receive <strong>the</strong>ir normal bonus on <strong>the</strong>ir saving throws.<br />
Trip (Ex): A retch hound that hits with a bite<br />
attack can attempt to trip <strong>the</strong> opponent (+ 2 check<br />
modifier) as a free action without making a touch<br />
attack or provoking an attack <strong>of</strong> opportunity. If <strong>the</strong><br />
attempt fails, <strong>the</strong> opponent cannot react to trip <strong>the</strong><br />
retch hound.<br />
Skills: Because <strong>of</strong> its multiple eyes, a retch<br />
hound has a +4 racial bonus on Spot and Search<br />
checks. Retch hounds have a +4 racial bonus on<br />
Survival checks when tracking by scent.