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

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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

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