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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River Temptress<br />
Medium Fey (<strong>Aquatic</strong>)<br />
Hit Dice: 5d6 (17 hp)<br />
Initiative: +4<br />
Speed: 20 ft. (4 squares); swim 90 ft. (18<br />
squares)<br />
Armor Class: 14 (+4 Dex), touch 14, flatfooted<br />
10<br />
Base Attack/Grapple: +2/+2<br />
Attack: Bite +2 melee (1d6)<br />
Full Attack: Bite +2 melee (1d6) and 2<br />
claws -3 melee (1d6)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Siren song<br />
Special Qualities: Amphibious, damage<br />
reduction 5/cold iron, low-light vision, spell<br />
resistance 10, wild empathy<br />
This li<strong>the</strong>, beautiful woman slips effortlessly<br />
through <strong>the</strong> water trailing a luminescent stream <strong>of</strong><br />
ruby light.<br />
Combat<br />
River temptresses lure land-dwellers to<br />
<strong>the</strong>ir doom with <strong>the</strong>ir powerful glamour, filling a<br />
target’s mind with an aching loneliness that draws<br />
him into <strong>the</strong> water. Victims do not realize <strong>the</strong>y are<br />
drowning until too late. Those that somehow break<br />
<strong>the</strong> spell frighten <strong>the</strong> river temptress, who looks<br />
sadly at her victim and flees into <strong>the</strong> dark waters.<br />
Siren Song (Su): A river temptress can use<br />
its siren song to lure a single individual into <strong>the</strong><br />
water. <strong>The</strong> victim must succeed on a DC 16 Will<br />
save or be drawn into <strong>the</strong> water, refusing to hold its<br />
breath, causing it to begin drowning immediately.<br />
This compulsion can only be broken if dispelled,<br />
Saves: Fort +1, Ref +8, Will +9<br />
Abilities: Str 10, Dex 19, Con 10, Int 15,<br />
Wis 20, Cha 19<br />
Skills: Escape Artist +12, Hide +12, Listen<br />
+13, Move Silently +12, Perform (sing)<br />
+12, Search +10, Spot +13, Survival +5 (+7<br />
following tracks), Swim +16, Use Rope +4<br />
(+6 bindings)<br />
Feats: Dodge, Mobility<br />
Environment: Temperate aquatic<br />
Organization: Pod (1-15)<br />
Challenge Rating: 3<br />
Treasure: Standard<br />
Alignment: Always chaotic neutral<br />
Advancement: 6-10 HD (Medium)<br />
Level Adjustment: +4<br />
or if <strong>the</strong> river temptress wills it to end or is killed.<br />
This is a sonic, mind-affecting compulsion effect.<br />
<strong>The</strong> save DC is Charisma-based.<br />
Amphibious (Ex): River temptresses can<br />
brea<strong>the</strong> both air and water, although <strong>the</strong>y rarely<br />
travel more than a few feet from <strong>the</strong> water’s edge.<br />
Wild Empathy (Ex): This power works like<br />
<strong>the</strong> druid’s wild empathy class feature, except that<br />
<strong>the</strong> river temptress has a +8 racial bonus on <strong>the</strong><br />
check when using this ability on any river animal,<br />
and a -4 penalty on all o<strong>the</strong>r animals.<br />
Skills: A river temptress 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 />
Flora and Fauna<br />
Collector Crab: This small crab is found on many tropical beaches. About <strong>the</strong> size <strong>of</strong> <strong>the</strong> human<br />
hand, its natural shell is not very tough, driving <strong>the</strong> crab to seek out better protection. <strong>The</strong> collector crab<br />
is not very picky and uses any functional container for a new shell, including turtle shells, teacups, or<br />
even discarded armor plates, if it can find <strong>the</strong>m. <strong>The</strong> crab is concerned only with <strong>the</strong> durability <strong>of</strong> its new<br />
housing. Its right claw is amazingly strong, allowing it to trim most non-metal materials into a suitable<br />
carapace. Humanoids that pick up <strong>the</strong> collector crab are liable to lose a finger if <strong>the</strong>y are not careful<br />
This crab also collects back-up shells in case it grows out <strong>of</strong> its current residence. Hidden in a little<br />
burrow, which is usually dug out under rocks below <strong>the</strong> tide line, this crustacean hoards a small collection<br />
<strong>of</strong> suitable artificial shells. <strong>The</strong> crab uses its spit as an adhesive substance to glue toge<strong>the</strong>r smaller objects<br />
into a larger “shell”; it habitually picks up nearly any small, hard item for use in a possible carapace. <strong>The</strong><br />
crab’s collection <strong>of</strong>ten contains coins, attractive shells, and similar items, prompting some beach dwellers<br />
to hunt for <strong>the</strong> lair <strong>of</strong> <strong>the</strong> collector crab.<br />
<strong>The</strong> collector crab can be identified with a Survival or Knowledge (nature) check (DC 10). If<br />
followed back to its lair, <strong>the</strong>re is a 25% chance <strong>the</strong> burrow contains 1d6 cp, 1d4 sp and 1d2 gp, and a 10%<br />
chance <strong>the</strong>re is a semi-precious stone worth 10 gp.<br />
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