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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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 />
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