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 />
Floating Dead<br />
Medium Undead<br />
Hit Dice. 4d12 (26 hp)<br />
Initiative: +1<br />
Speed; 30 ft. (6 squares), swim 20 ft. (4 squares)<br />
Armor Class: 15 (+1 Dex, +4 natural), touch<br />
11, flat-footed 14<br />
Base Attack/Grapple: +2/+10<br />
Attack: Scimitar +6 melee (1d6+4/l8-20) or<br />
slam +6 melee (1d4+4 plus drying touch)<br />
Full Attack: Scimitar +6 melee (1d6+4/18-20)<br />
or slam +6 melee (1d4+4 plus drying touch)<br />
Space/React: 5 ft/5 ft<br />
Special Attacks: Create spawn, drying touch,<br />
lost sense<br />
Special Qualities: Damage reduction<br />
Floating dead are undead born <strong>of</strong> those who<br />
die on <strong>the</strong> open sea in life boats, or who perish<br />
floating adrift while clinging to <strong>the</strong> hope that help<br />
will come. <strong>The</strong>se tortured souls grasp at that final<br />
hope past <strong>the</strong> days <strong>of</strong> <strong>the</strong>ir mortal lives, carrying on<br />
in death but no longer looking for rescue. Instead,<br />
<strong>the</strong>se abominations now seek to share <strong>the</strong>ir suffering<br />
with o<strong>the</strong>rs. <strong>The</strong>y float where <strong>the</strong> waves take <strong>the</strong>m,<br />
seeking victims upon whom <strong>the</strong>y can unleash <strong>the</strong>ir<br />
undying hatred.<br />
Floating dead are <strong>of</strong>ten found in <strong>the</strong> lifeboats<br />
<strong>the</strong>y perished in, looking much like bloated corpses.<br />
<strong>The</strong>se undead hunt only for intelligent creatures and<br />
pay animals no mind. When a humanoid creature<br />
approaches <strong>the</strong> floating dead, <strong>the</strong>y attack with <strong>the</strong><br />
intention <strong>of</strong> subduing and carrying <strong>the</strong> victim back to<br />
<strong>the</strong>ir boat. <strong>The</strong>y will take more than one victim with<br />
<strong>the</strong>m if <strong>the</strong>ir vessel can carry <strong>the</strong> extra persons.<br />
Floating dead are found in areas where threats<br />
such as reefs, pirates, or storms are common. <strong>The</strong>re<br />
are few deaths on <strong>the</strong> high seas worse than being held<br />
down by undead until a person dies <strong>of</strong> dehydration.<br />
Those blessed few who survive <strong>the</strong> ordeal are never<br />
quite <strong>the</strong> same and usually avoid <strong>the</strong> sea for <strong>the</strong> rest<br />
<strong>of</strong> <strong>the</strong>ir lives.<br />
Combat<br />
Floating dead usually sprawl unmoving until<br />
<strong>the</strong>ir prey approaches within reach, at which point<br />
<strong>the</strong>y leap into action. <strong>The</strong>y attempt to beat a single<br />
target into unconsciousness using nonlethal damage<br />
and drag it back to <strong>the</strong>ir vessel, fighting anyone<br />
else who gets in <strong>the</strong>ir way. <strong>The</strong>y try to escape in<br />
<strong>the</strong>ir boat with <strong>the</strong>ir new victim. After victims<br />
awaken, <strong>the</strong>y are forcibly restrained until <strong>the</strong>y die <strong>of</strong><br />
dehydration, at which point <strong>the</strong> victim rises in unlife<br />
as a floating dead. Floating dead attack aquatic races<br />
with intent to kill instead <strong>of</strong> seeking to capture.<br />
Create Spawn (Su): Any humanoid slain by<br />
70<br />
5/slashing, darkvision 60 ft., lifesense 60 ft.,<br />
undead traits, vulnerability to fresh water<br />
Saves: Fort +1, Ref +2, Will +4<br />
Abilities: Str 18, Dex 12, Con -, Int 4, Wis 10,<br />
Cha 1<br />
Skills: Hide +3, Move Silently +5, Swim +17<br />
Feats: Ability Focus (drying touch), Improved<br />
Grapple B , Stealthy<br />
Environment: Any aquatic<br />
Organization; Solitary or group (2-6)<br />
Challenge Rating: 4<br />
Treasure: Standard<br />
Alignment: Usually chaotic evil<br />
Advancement: 4-12 HD (Medium)<br />
Level Adjustment: –<br />
a floating dead’s dehydrating touch ability rises as a<br />
floating dead in 1d4 rounds. Spawn are not under <strong>the</strong><br />
control <strong>of</strong> <strong>the</strong> floating dead that created <strong>the</strong>m. <strong>The</strong>y<br />
do not possess any <strong>of</strong> <strong>the</strong> abilities <strong>the</strong>y had in life.<br />
Drying Touch (Su): A character touched by<br />
<strong>the</strong>se undead dead must make a DC 14 Fortitude<br />
save or begin suffering from dehydration. <strong>The</strong><br />
character must make a Constitution check (DC 10 +<br />
one per previous check) for each hour after <strong>the</strong> first<br />
that is endured without drinking, or suffer 1d6 points<br />
<strong>of</strong> nonlethal damage. This damage cannot be healed<br />
until <strong>the</strong> character is able to drink at least one gallon<br />
<strong>of</strong> flesh water. <strong>The</strong> save DC is Constitution-based.<br />
Each additional touch by floating dead counts<br />
as an hour with nothing to drink and incurs a<br />
Constitution check, as detailed above.<br />
Lifesense (Su): Floating dead locate living<br />
creatures within 60 feet, just as if <strong>the</strong>y possessed <strong>the</strong><br />
blindsight ability. <strong>The</strong>y also sense <strong>the</strong> strength <strong>of</strong> a<br />
target’s life force automatically, as if <strong>the</strong>y had cast<br />
deathwatch.<br />
Lost Sense (Su): Within 1,000 feet <strong>of</strong> <strong>the</strong><br />
floating dead, compasses and o<strong>the</strong>r navigational<br />
devices do not function. Anyone attempting to use<br />
Survival or Pr<strong>of</strong>ession (sailor) to navigate must<br />
make a DC 12 Will save or suffer a -10 penalty to<br />
<strong>the</strong>ir skill check. <strong>The</strong> save DC is Wisdom-based.<br />
Vulnerability to Fresh Water (Ex): Floating<br />
dead are greatly harmed by exposure to fresh water.<br />
A splash inflicts 2d6 damage while immersing <strong>the</strong><br />
creature will completely destroy it in one round.<br />
Water used to destroy one <strong>of</strong> <strong>the</strong>se undead may be<br />
used to create holy water with no material cost.<br />
Skills: A floating dead has a +8 racial bonus on<br />
any Swim check to perform some special action or<br />
avoid a hazard. It can always can choose to take 10<br />
on a Swim check, even if distracted or endangered.<br />
It can use <strong>the</strong> run action while swimming, provided<br />
it swims in a straight line.