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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4<br />
Awabi<br />
Large Monstrous Humanoid (<strong>Aquatic</strong>)<br />
Hit Dice: 4d8+28 (46 hp)<br />
Initiative: -2<br />
Speed: 20 ft. (4 squares), swim 40 ft. (8<br />
squares)<br />
Armor Class: 21 (-1 size, -2 Dex, +14<br />
natural), touch 7, flat-footed 21<br />
Base Attack/Grapple: +4/+9<br />
Attack: Trident +4 melee (2d6+1) or claw<br />
+4 melee (1d6+1)<br />
Full Attack: Trident +4 melee (2d6+1); or<br />
2 claws +4 melee (1d6+1) and bite -1 melee<br />
(1d6)<br />
Space/Reach: 10 ft./10 ft.<br />
Special Attacks: Icy stare<br />
Awabi are blue-haired, white-skinned<br />
creatures who live in <strong>the</strong> water near coastal<br />
regions. <strong>The</strong>y glimmer in <strong>the</strong> sunlight due to <strong>the</strong><br />
opalescence <strong>of</strong> <strong>the</strong>ir hardened skin. Due <strong>the</strong>ir<br />
affiliation to <strong>the</strong> sea, awabi <strong>of</strong>ten wear blue or hold<br />
a blue banner when <strong>the</strong>y ride <strong>the</strong> waves. Awabi are<br />
avid connoisseurs <strong>of</strong> aquatic treasures, rumored<br />
to grow oversized pearls and exotic corals and to<br />
collect treasures from <strong>the</strong>ir victim.<br />
Combat<br />
An awabi is a powerful combatant at sea,<br />
spending most <strong>of</strong> its time underwater, venturing<br />
to <strong>the</strong> surface primarily during storms. An awabi<br />
is reluctant to fight on land, but it will gladly board<br />
small ships to attack and eat <strong>the</strong>ir crews.<br />
Icy Stare (Sp): As a standard action, an<br />
awabi can turn water to ice with a glare. This<br />
affects a 5-foot diameter area <strong>of</strong> water. If a creature<br />
is submerged in water, it must succeed on a DC 12<br />
Reflex save or become entombed in ice, and be at<br />
risk <strong>of</strong> suffocation (see Suffocation rules on page<br />
32) <strong>The</strong> save DC is Charisma-based.<br />
A trapped creature can attempt to break free<br />
with a Strength check (DC 23). Anyone outside <strong>the</strong><br />
64<br />
Special Qualities: Darkvision 60 ft.,<br />
immunity to air and water effects, immunity<br />
to cold, ride waves<br />
Saves: Fort +8, Ref +2, Will +3<br />
Abilities: Str 13, Dex 7, Con 25, Int 13, Wis<br />
9, Cha 11<br />
Skills: Hide +7, Listen +6, Spot +6, Swim<br />
+9<br />
Feats: Combat Expertise, Improved Disarm<br />
Environment: Any aquatic<br />
Organization: Solitary<br />
Challenge Rating: 4<br />
Treasure: Standard (half in pearls and<br />
corals)<br />
Alignment: Usually neutral evil<br />
Advancement: 5-8 HD (Large), 9-12 HD<br />
(Huge)<br />
Level Adjustment: +3<br />
ice can break it open by inflicting an accumulated<br />
total <strong>of</strong> 50 points <strong>of</strong> damage with a weapon.<br />
Piercing weapons used to free a trapped creature<br />
inflict only half <strong>the</strong>ir normal damage (round<br />
fractions down). Once <strong>the</strong> damage total reached 50<br />
points, <strong>the</strong> trapped creature is free.<br />
Immunity to Air and Water Effects (Su):<br />
An awabi is immune to any spell or effect that<br />
utilizes air or water.<br />
Ride Waves (Ex): An awabi can literally<br />
walk on water, as though with a water walk spell,<br />
at any time (though it swims faster than it walks). It<br />
can even ride waves during great storms, standing<br />
on <strong>the</strong> foaming waters and letting <strong>the</strong> waves carry<br />
it forward. While riding waves, an awabi has a<br />
movement rate <strong>of</strong> 40 feet.<br />
Skills: An awabi has a +6 racial bonus on<br />
Hide checks.<br />
An awabi has a +8 racial bonus on any Swim<br />
check to perform some special action or avoid a<br />
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.