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 />
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: —