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

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Well Haunt<br />

Medium Undead (Incorporeal)<br />

Hit Dice: 5d12 (32 hp)<br />

Initiative: +8<br />

Speed: Swim 40 ft. (8 squares)<br />

Armor Class: 15 (+4 Dex, +1 deflection),<br />

touch 15, flat-footed 11<br />

Base Attack/Grapple: +2/+9<br />

Attack: Touch +6 melee (drown)<br />

Full Attack: Touch +6 melee (drown)<br />

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

Special Attacks: Drown<br />

Special Qualities: Darkvision 60 ft.,<br />

incorporeal traits, undead traits, water form<br />

Saves: Fort +1, Ref +5, Will +3<br />

<strong>The</strong> water <strong>of</strong> <strong>the</strong> well swells up into a<br />

vaguely humanoid form that reaches out with<br />

translucent arms.<br />

Combat<br />

Well haunts seek to drown o<strong>the</strong>rs, or else<br />

<strong>the</strong>y hated <strong>the</strong> settlement enough in life to haunt<br />

its water supply in death. <strong>The</strong> well haunt waits in<br />

<strong>the</strong> well until someone comes by to draw water.<br />

<strong>The</strong>n <strong>the</strong> well haunt manifests itself, rising up in a<br />

flood, as a knot <strong>of</strong> watery tentacles or as a vaguely<br />

human shape suggested by <strong>the</strong> form <strong>of</strong> <strong>the</strong> water.<br />

Regardless, <strong>the</strong> well haunt envelops <strong>the</strong> victim<br />

and drags him down into <strong>the</strong> well. <strong>The</strong> well haunt<br />

bangs its victim around, knocking <strong>the</strong> air out <strong>of</strong><br />

him and making him easier to drown.<br />

Drown (Ex): A well haunt using its water<br />

form can make a grapple check to draw <strong>the</strong><br />

victim into its fluid form and pull <strong>the</strong> victim into<br />

its well. <strong>The</strong>re, it will hold <strong>the</strong> victim submerged<br />

and enveloped into its water form until <strong>the</strong> victim<br />

drowns. <strong>The</strong> victim is at risk <strong>of</strong> drowning (see<br />

page 33). A victim that succeeds on a DC 16 Reflex<br />

save when enveloped had time to hold its breath<br />

and doesn’t begin to drown immediately. <strong>The</strong> save<br />

DC is Dexterity-based.<br />

A trapped victim can attack <strong>the</strong> well haunt<br />

61<br />

Abilities: Str 16, Dex 19, Con —, Int 9, Wis<br />

9, Cha 12<br />

Skills: Escape Artist +12, Hide +12, Listen<br />

+8, Spot +6, Swim +15, Use Rope +4 (+6<br />

bindings)<br />

Feats: Alertness, Improved Grapple B ,<br />

Improved Initiative<br />

Environment: Any land<br />

Organization: Solitary<br />

Challenge Rating: 3<br />

Treasure: Triple standard<br />

Alignment: Always neutral evil<br />

Advancement: 6-10 HD (Medium); 11-15<br />

HD (Large)<br />

Level Adjustment: —<br />

or make additional grapple checks to escape<br />

its grasp. <strong>The</strong> character cannot cast spells with<br />

a verbal component or use any o<strong>the</strong>r item or<br />

ability that requires speech. If o<strong>the</strong>r characters use<br />

edged weapons to attack <strong>the</strong> well haunt while it is<br />

holding a victim, those attacks have a 25% chance<br />

<strong>of</strong> hitting <strong>the</strong> trapped character. <strong>The</strong> well haunt<br />

takes no damage from any such attacks, if <strong>the</strong>y<br />

deal damage to <strong>the</strong> victim.<br />

Water Form (Su): A well haunt can ga<strong>the</strong>r<br />

water around itself to assume a physical form as a<br />

free action, which it <strong>the</strong>n uses to envelop a victim.<br />

In this form, <strong>the</strong> well haunt remains incorporeal<br />

with regard to resisting damage and magic, but<br />

it can act physically upon things in <strong>the</strong> material<br />

world. Its natural attacks are treated as ghost<br />

touch weapons, and it gains damage reduction<br />

5/bludgeoning and magic.<br />

Skills: A well haunt has a +8 racial bonus on<br />

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

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

a Swim check, even if distracted or endangered. It<br />

can use <strong>the</strong> run action while swimming, provided<br />

it swims in a straight line.<br />

3

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