28.03.2013 Views

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 ...

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Filth Gator<br />

Large Undead<br />

Hit Dice: 6d12 (39 hp)<br />

Initiative: +0<br />

Speed: 20 ft. (4 squares), swim 20 ft. (4<br />

squares)<br />

Armor Class: 18 (-1 size, +9 natural), touch<br />

9, flat-footed 18<br />

Base Attack/Grapple: +3/+12<br />

Attack: Bite +7 melee (2d6+5)<br />

Full Attack: Bite +7 melee (2d6+5) and tail<br />

rake +5 melee (1d8+2 plus poison)<br />

Space/Reach: 10 ft./5 ft. (10 ft. with tail)<br />

Special Attacks: Improved grab, poison,<br />

stream <strong>of</strong> filth<br />

Special Qualities: Blindsight 60 ft., burst <strong>of</strong><br />

speed, tremorsense 120 ft, undead traits<br />

This creature might once have been an<br />

alligator, but now it is a thoroughly corrupt undead<br />

monstrosity. It is long, with sickly yellow flesh<br />

covered in worms and maggots. Its tail is spiked<br />

with bony protrusions, but its head is <strong>the</strong> worst<br />

— most <strong>of</strong> its flesh has fallen <strong>of</strong>f, and its empty<br />

mouth and eye sockets wri<strong>the</strong> with parasites.<br />

Combat<br />

Filth gators prefer to charge at prey from<br />

hiding places in shallow or stagnant water. <strong>The</strong>y<br />

weaken <strong>the</strong>ir victim with <strong>the</strong>ir poisonous, festering<br />

tail barbs, <strong>the</strong>n drag it down under <strong>the</strong> water and<br />

pin it to <strong>the</strong> bottom. <strong>The</strong>y use <strong>the</strong>ir stream <strong>of</strong> filth<br />

against spellcasters or opponents who attack <strong>the</strong>m<br />

with ranged weapons. Filth gators flee combat only<br />

if clearly outmatched.<br />

Improved Grab (Ex): To use this ability, a<br />

filth gator must hit with its bite 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<br />

<strong>the</strong> grapple check, it establishes a hold and deals<br />

automatic bite damage each round.<br />

Poison (Ex): Injury, Fortitude DC 13, initial<br />

and secondary damage 1d3 Str. <strong>The</strong> save DC is<br />

Constitution-based.<br />

69<br />

Saves: Fort +2, Ref +2, Will +5<br />

Abilities: Str 21, Dex 10, Con —, Int —,<br />

Wis 10, Cha 1<br />

Skills: Hide +0, Move Silently +4, Swim<br />

+13<br />

Feats: Multiattack B<br />

Environment: Warm and temperate marsh<br />

Organization: Solitary, pair, or nest (3-16)<br />

Challenge Rating: 4<br />

Treasure: Standard coins; double goods;<br />

50% items<br />

Alignment: Usually neutral evil<br />

Advancement: 7-12 HD (Large); 13-18 HD<br />

(Huge)<br />

Level Adjustment: —<br />

Stream <strong>of</strong> Filth (Su): A filth gator can spew<br />

out a 60-foot line <strong>of</strong> diseased, maggot-infested filth.<br />

Any creature in <strong>the</strong> area affected must succeed on<br />

a DC 13 Reflex save or take 2d4 points <strong>of</strong> damage<br />

and be nauseated for 1d4 rounds; creatures that<br />

save take no damage but are sickened for 1 round.<br />

If a creature takes damage, it must succeed on<br />

a DC 13 Fortitude save or take 1d2 points <strong>of</strong><br />

Charisma damage and be infected with filth fever<br />

(incubation period 1d3 days; damage 1d3 Dex and<br />

1d3 Con). <strong>The</strong> save DCs are Constitution-based.<br />

Burst <strong>of</strong> Speed (Ex): Three times per day, a<br />

filth gator can move at fives times its normal speed<br />

(100 feet) when it makes a charge.<br />

Skills: A filth gator has a +4 racial bonus on<br />

Hide and Move Silently checks.<br />

A filth gator has a +8 racial bonus on any<br />

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 />

4

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!