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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 />

53<br />

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