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 ...
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
limbs to hang onto sargassum islands, or <strong>the</strong>y spread<br />
<strong>the</strong>ir gossamer wings into a clover pattern and float<br />
on <strong>the</strong> water. When <strong>the</strong>y do hang from vegetation,<br />
spearfishers keep a secure hold using at least four <strong>of</strong><br />
<strong>the</strong>ir legs, because <strong>the</strong>y cannot swim and are capable<br />
<strong>of</strong> drowning in a few feet <strong>of</strong> water. Regardless <strong>of</strong><br />
<strong>the</strong>ir method for staying close to <strong>the</strong> water’s surface,<br />
spearfishers employ proboscises that poke out <strong>of</strong> <strong>the</strong><br />
water and supply required air.<br />
A spearfisher is 8 feet long. It does not speak,<br />
nor does it understand any languages.<br />
Combat<br />
Spearfishers are largely ambush predators.<br />
<strong>The</strong>y float on <strong>the</strong> surface, wait for prey, and spear<br />
<strong>the</strong>m with <strong>the</strong>ir harpoon-like limbs.<br />
Impale (Ex): If a spearfisher hits with its<br />
claw attack and succeeds on a grapple check (see<br />
improved grab), fur<strong>the</strong>r attacks from <strong>the</strong> o<strong>the</strong>r claws<br />
Sunset Ooze<br />
Large Ooze<br />
Hit Dice: 4d10+24 (46 hp)<br />
Initiative: -5<br />
Speed: 20 ft. (4 squares)<br />
Armor Class: 4 (-1 size, -5 Dex), touch 4,<br />
flat-footed 4<br />
Base Attack/Grapple: +3/+6<br />
Attack: Slam +1 melee (1d6-1 plus 1d4 acid<br />
plus paralysis)<br />
Full Attack: Slam +1 melee (1d6-1 plus 1d4<br />
acid plus paralysis)<br />
Space/Reach: 10 ft./10 ft.<br />
Special Attacks: Acid, dazzle, paralysis<br />
Special Qualities: Blindsight 35 ft., ooze traits<br />
<strong>The</strong> translucent ooze sli<strong>the</strong>rs forward, its<br />
reddish-brown form difficult to see in <strong>the</strong> shadows.<br />
Combat<br />
<strong>The</strong> sunset ooze’s preparations for a night’s<br />
hunt start at sunset. <strong>The</strong> sunset finds a small tree<br />
or stump that’s surrounded by low ground cover<br />
such as ferns or tall grass, and sli<strong>the</strong>rs up it to a<br />
height <strong>of</strong> about four feet. At this point, it exudes a<br />
lemon-sized globule <strong>of</strong> slime that rapidly hardens<br />
and glows enticingly. Young oozes proceed to use<br />
<strong>the</strong>ir sticky, whip-like pseudo-pods to snag insects<br />
that are attracted to this light (this adhesive is<br />
strong enough to hold only Diminutive or smaller<br />
creatures). Larger specimens learn to wait for more<br />
satisfying prey.<br />
Acid (Ex): A sunset ooze secretes a digestive<br />
acid that dissolves only flesh. Any melee hit deals<br />
acid damage in addition to slam damage. Any melee<br />
attacker who successfully hits <strong>the</strong> ooze from within<br />
59<br />
receive a +2 circumstance bonus on attack<br />
rolls. If a spearfisher impales a target with<br />
four <strong>of</strong> its claws, it can rend.<br />
<strong>The</strong> opponent can escape impalement with<br />
a single successful grapple check or Escape Artist<br />
check, but <strong>the</strong> spearfisher gets a +2 circumstance<br />
bonus for every claw that impaled <strong>the</strong> opponent at<br />
<strong>the</strong> beginning <strong>of</strong> <strong>the</strong> opponent’s turn.<br />
Improved Grab (Ex): To use this ability, a<br />
spearfisher must hit with its claw attack. It can <strong>the</strong>n<br />
attempt to start a grapple as a free action without<br />
provoking an attack <strong>of</strong> opportunity. If it wins <strong>the</strong><br />
grapple check, it establishes a hold and impales its<br />
target.<br />
Rend (Ex): If a spearfisher impales a target<br />
with four <strong>of</strong> its claws, it automatically dealing an<br />
extra 3d6+6 damage each round.<br />
Skills: A spearfisher has a +8 racial bonus on<br />
Climb checks and can always choose to take 10 on<br />
Climb checks, even if rushed or threatened.<br />
Saves: Fort +7, Ref -4, Will -4<br />
Abilities: Str 8, Dex 1, Con 22, Int —, Wis 1,<br />
Cha 1<br />
Skills: —<br />
Feats: —<br />
Environment: Temperate marsh and<br />
underground<br />
Organization: Solitary<br />
Challenge Rating: 3<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: 5-8 HD (Large); 9-12 HD<br />
(Huge)<br />
Level Adjustment: —<br />
five feet <strong>of</strong> it takes 1d4 points <strong>of</strong> acid damage from<br />
acidic spray.<br />
Dazzle (Ex): If a sunset ooze’s attacks are<br />
resisted aggressively, its form roils and glows from<br />
within. Once a sunset ooze loses half its hit points,<br />
any subsequent damage dealt to it causes it to flash<br />
brightly each time it is hit. Each such flash deals<br />
2 points <strong>of</strong> damage to <strong>the</strong> ooze but all creatures<br />
within 15 feet must succeed on a DC 18 Reflex<br />
save or be dazzled for 2d6 rounds. <strong>The</strong> save DC is<br />
Constitution-based.<br />
Paralysis (Ex): A target struck by one <strong>of</strong><br />
a sunset ooze’s pseudopods is smeared with <strong>the</strong><br />
paralyzing slime that coats it. <strong>The</strong> target must<br />
succeed on a DC 18 Fortitude save or be paralyzed<br />
for 2d6 rounds. <strong>The</strong> save DC is Constitution-based.<br />
Blindsight (Ex): A sunset ooze can sense<br />
creatures within 35 feet by means <strong>of</strong> minute changes<br />
in temperature and air pressure.<br />
3