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

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Fog Strider<br />

Medium Undead (Incorporeal)<br />

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

Initiative: +6<br />

Speed: 120 ft. (24 squares)<br />

Armor Class: 14 (+2 Dex, +2 deflection),<br />

touch 12, flat- footed 12<br />

Base Attack/Grapple: +3/—<br />

Attack: Touch +5 melee (chill touch)<br />

Full Attack: Touch +5 melee (chill touch)<br />

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

Special Attacks: Chill touch<br />

Special Qualities: Damage reduction 15/<br />

magic, darkvision 60 ft., incorporeal traits,<br />

mist walk, undead traits, vulnerability to fire<br />

Fog striders are <strong>the</strong> unrested souls <strong>of</strong> <strong>the</strong><br />

dead, walking <strong>the</strong> land <strong>of</strong> <strong>the</strong> living whenever a<br />

heavy fog rolls in. Formed from <strong>the</strong> mist itself, fog<br />

striders are indistinct figures at best, although <strong>the</strong>ir<br />

countenance <strong>of</strong> misery and anguish are crystal<br />

clear.<br />

Combat<br />

Evil fog striders work <strong>the</strong>ir mischief through<br />

lies and treachery, sending would-be saviors into<br />

hazardous traps and pitfalls. If confronted, <strong>the</strong>y<br />

use <strong>the</strong>ir affinity with <strong>the</strong> mists to <strong>the</strong>ir advantage,<br />

seeming to strike from every direction at once and<br />

leeching <strong>the</strong> warmth from <strong>the</strong>ir victims’ bones with<br />

<strong>the</strong>ir chilling touch.<br />

Flora and Fauna<br />

71<br />

Saves: Fort+2, Ref+4, Will+4<br />

Abilities: Str —, Dex 15, Con —, Int 9, Wis<br />

9, Cha 14<br />

Skills: Bluff +7, Hide +9, Knowledge<br />

(religion) +2, Listen +7, Spot +7<br />

Feats: Ability Focus (chill touch), Alertness,<br />

Improved Initiative<br />

Environment: Any land and underground<br />

Organization: Solitary<br />

Challenge Rating: 4<br />

Treasure: Standard<br />

Alignment: Usually neutral<br />

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

(Large)<br />

Level Adjustment: —<br />

Chill Touch (Su): <strong>The</strong> incorporeal touch<br />

attack <strong>of</strong> a fog strider is supernaturally cold,<br />

dealing damage as a chill touch spell (caster level<br />

4th level; DC 15). A fog strider may use this ability<br />

with every melee attack it makes. <strong>The</strong> save DC is<br />

Charisma-based.<br />

Mist Walk (Su): When moving within <strong>the</strong><br />

bounds <strong>of</strong> <strong>the</strong> mist, a fog strider can take a standard<br />

action at any time during its move action (before,<br />

during, or after), provided <strong>the</strong> total distance moved<br />

is not greater than <strong>the</strong> fog strider’s speed. Fog<br />

striders almost always use this ability to move<br />

before and after making an incorporeal touch<br />

attack. Moving in this way does not provoke an<br />

attack <strong>of</strong> opportunity from <strong>the</strong> target <strong>of</strong> <strong>the</strong> attack.<br />

Scurvy: This deficiency disease is common among sailors, taking hold <strong>of</strong> those who do not have<br />

enough vitamin C in <strong>the</strong>ir diet. A well-equipped ship <strong>of</strong>ten carries produce specifically to stave <strong>of</strong>f scurvy,<br />

but in an age before canning keeping produce stored for long is very difficult. With magical assistance,<br />

this problem can be easily overcome, but not all sea captains can afford such extravagance.<br />

Scurvy is caused by a breakdown <strong>of</strong> <strong>the</strong> protein collagen, needed for connective tissue, bones,<br />

and teeth. Also, <strong>the</strong> walls <strong>of</strong> <strong>the</strong> victim’s capillaries break down and <strong>the</strong> person begins hemorrhaging<br />

throughout <strong>the</strong>ir body. Victims <strong>of</strong> scurvy become weak, have joint pains and pale skin, lose hair, and<br />

eventually lose <strong>the</strong>ir teeth as well. Primates and guinea pigs are <strong>the</strong> only creatures that cannot produce<br />

vitamin C on <strong>the</strong>ir own; all o<strong>the</strong>r creatures are immune to scurvy.<br />

A person going without any vitamin-C-rich meals for four months must make a Fortitude save each<br />

day (DC 1+1 for each previous check). Failure means <strong>the</strong> character has contracted scurvy. <strong>The</strong> character<br />

must make a Fortitude save every day (DC 10+1 for each successful save), or lose a point <strong>of</strong> Constitution<br />

permanently. This damage halts if <strong>the</strong> character can find a source <strong>of</strong> vitamin C and adds that to <strong>the</strong> diet,<br />

but <strong>the</strong> lost points are not regained.<br />

While affected by scurvy, <strong>the</strong> victim suffers a -2 penalty to all Charisma-based skill checks except<br />

Use Magic Item. Cure disease removes <strong>the</strong> scurvy infection from <strong>the</strong> target, but does not restore any<br />

vitamin C. <strong>The</strong>refore, if <strong>the</strong> scurvy victim does not get some vitamin C soon, <strong>the</strong>y will begin making<br />

Fortitude saves again <strong>the</strong> next day.<br />

4

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