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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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