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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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3<br />

Rust Fern<br />

Medium Plant<br />

Hit Dice: 8d8+16 (52 hp)<br />

Initiative: -5<br />

Speed: Swim 10 ft. (2 squares)<br />

Armor Class: 5 (-5 Dex), touch 5, flat-footed 5<br />

Base Attack/Grapple: +6/+1<br />

Attack: Fronds +1 melee (1d6-5 plus 1d6<br />

acid)<br />

Full Attack: Fronds +1 melee (1d6-5 plus 1d6<br />

acid)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attacks: Acid<br />

Special Qualities: Blindsight 60 ft., immunity<br />

to water effects, plant traits<br />

<strong>The</strong> innocuous duster <strong>of</strong> fronds stirs upon <strong>the</strong><br />

water’s surface as a hazy reddish substance bubbles<br />

up around it, accompanied by a faint hissing sound.<br />

Combat<br />

A rust fern releases a powerful acid that rapidly<br />

decomposes wood, lea<strong>the</strong>r, and o<strong>the</strong>r non-metallic<br />

substances. Though it appears to corrode metal over<br />

several hours <strong>of</strong> exposure, it does no real damage to<br />

metal items. It floats up to and surrounds its “prey”<br />

as much as possible, <strong>the</strong>n releases its digestive<br />

secretions. <strong>The</strong> acid has a reddish tinge and bubbles<br />

as it breaks down a potential food source. Lake<br />

dwellers have no problem identifying a rust fern<br />

once it releases its acid, but <strong>the</strong>y cannot always<br />

distinguish it from harmless plants beforehand.<br />

Acid (Ex): A rust fern’s acid corrodes any<br />

substance it touches, dealing 16 points <strong>of</strong> damage<br />

Sebrefin<br />

Medium Animal (<strong>Aquatic</strong>)<br />

Hit Dice: 4d8+12 (30 hp)<br />

Initiative: +2<br />

Speed: Swim 30 ft. (6 squares)<br />

Armor Class: 23 (+3 Dex, +10 natural),<br />

touch 13, flat-footed 20<br />

Base Attack/Grapple: +3/+3<br />

Attack: Fins +6 melee (1d10)<br />

Full Attack: Fins +6 melee (1d10)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attack: Thrash, threads<br />

Special Qualities: Bladed defense, lowlight<br />

vision<br />

54<br />

Saves: Fort +8, Ref -3, Will +0<br />

Abilities: Str 1, Dex 1, Con 15, Int —, Wis 6,<br />

Cha 1<br />

Skills: Swim +3<br />

Feats: —<br />

Environment: Temperate and warm aquatic<br />

and marsh<br />

Organization: Colony (solitary) or clutch<br />

(2-3)<br />

Challenge Rating: 3<br />

Treasure: None<br />

Alignment: Always neutral<br />

Advancement: 9-16 HD (Medium); 17-24<br />

(Large)<br />

Level Adjustment: —<br />

per round <strong>of</strong> exposure. This is sufficient to destroy<br />

1 inch <strong>of</strong> wood in about 10 minutes and a similar<br />

volume <strong>of</strong> lea<strong>the</strong>r in about 5 minutes. Any melee hit<br />

by a rust fern deals 1d6 points <strong>of</strong> acid damage.<br />

Immunity to Water Effects (Ex): A rust fern<br />

is immune to any spell or effect that utilizes water,<br />

such as a quench spell.<br />

Blindsense (Ex): A rust fern’s superior<br />

nervous system senses prey, detecting vibrations in<br />

and on <strong>the</strong> water and recognizing changes in light<br />

patterns up to 60 feet distant.<br />

Skills: A rust fern has a +8 racial bonus on any<br />

Swim check to perform some special action or avoid<br />

a hazard. It can always choose to take 10 on a Swim<br />

check, even if distracted or endangered. It can use<br />

<strong>the</strong> run action while swimming, provided it swims<br />

in a straight line.<br />

Saves: Fort +7, Ref +7, Will + 1<br />

Abilities: Str 10, Dex 16, Con 16, lnt l, Wis<br />

l0, Cha l4<br />

Skills: Listen +5, Spot +6, Swim +8<br />

Feats: Alertness, Weapon Finesse<br />

Environment: Any aquatic<br />

Organization: Solitary<br />

Challenge Rating: 3<br />

Alignment: Always neutral<br />

Treasure: None<br />

Advancement: 5-8 HD (Medium), 9-12 HD<br />

(Large)<br />

Level Adjustment: —

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