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 />
Gharian<br />
Large Monstrous Humanoid (Reptilian)<br />
Hit Dice: 5d8+15 (37 hp)<br />
Initiative: +1<br />
Speed: 40 ft. (8 squares), swim 40 ft. (8<br />
squares)<br />
Armor Class: 14 (-1 size, +1 Dex, +4<br />
natural), touch 10, flat-footed 13<br />
Base Attack/Grapple: +5/+11<br />
Attack: Trident +6 melee (2d6+2) or claw<br />
+1 melee (1d6+2) or tail slap +7 melee<br />
(1d8+2)<br />
Full Attack: Trident +6 melee (2d6+2) and<br />
tail slap +2 melee (1d8+2), or trident +6<br />
melee (2d6+2) and bite +1 melee (1d8+1),<br />
or tail slap +7 melee (1d8+2) and 2 claws +1<br />
melee (1d6+1), or 2 claws +1 melee (1d6+2)<br />
and bite +1 melee (1d8+1)<br />
<strong>The</strong> massive creature has <strong>the</strong> upper torso and<br />
arms <strong>of</strong> a humanoid, and <strong>the</strong> lower body <strong>of</strong> a large<br />
crocodile. Its head is reptilian, with sharp teeth and<br />
wide-spaced eyes. Its rough hide is patterned in<br />
green and black, blending with <strong>the</strong> swamp terrain<br />
as it moves. A row <strong>of</strong> bony plates extends from <strong>the</strong><br />
creature’s head to its tail, which itself ends in a<br />
vicious bladed point.<br />
Combat<br />
Powerful and brutish, a gharian knows little<br />
<strong>of</strong> things like tactics. It has a degree <strong>of</strong> cunning,<br />
though, leaping on unsuspecting prey from ambush<br />
in dank pools and swampwater. O<strong>the</strong>rwise, it<br />
simply strikes hard and fast. If a gharian suffers<br />
a significant amount <strong>of</strong> damage early in a fight, it<br />
flees to safety. O<strong>the</strong>rwise, blood lust overwhelms<br />
it, and <strong>the</strong> gharian battles to <strong>the</strong> death.<br />
Blood Lust (Ex): Gharians have an<br />
unhealthy love <strong>of</strong> violence. When a gharian<br />
scores a critical hit on an opponent, or when 3<br />
full rounds <strong>of</strong> combat have passed (whichever<br />
comes first), it succumbs to a berserk frenzy at <strong>the</strong><br />
start <strong>of</strong> its next turn. To avoid entering a frenzy in<br />
response to a provoking effect, <strong>the</strong> gharian must<br />
make a successful Will save (DC 10 + number <strong>of</strong><br />
successive rounds <strong>of</strong> combat + number <strong>of</strong> critical<br />
hits it has scored) or begin its frenzy at <strong>the</strong> start <strong>of</strong><br />
72<br />
Space/Reach: 10 ft./5 ft.<br />
Special Attacks: Blood lust<br />
Special Qualities: Darkvision 60 ft., hold<br />
breath, regeneration 2<br />
Saves: Fort +4, Ref +5, Will +3<br />
Abilities: Str 15, Dex 13, Con 16, Int 4, Wis<br />
9, Cha 3<br />
Skills: Hide +1*, Jump +6, Listen +2, Spot<br />
+2, Swim +12<br />
Feats: Alertness, Weapon Focus (tail slap)<br />
Environment: Temperate and warm marsh<br />
Organization: Solitary, pair, or swarm (3-7)<br />
Challenge Rating: 4<br />
Treasure: Standard<br />
Alignment: Often chaotic evil<br />
Advancement: 6-10 HD (Large); 11-15 HD<br />
(Huge)<br />
Level Adjustment: +4<br />
its next turn. If <strong>the</strong> save is successful, <strong>the</strong> gharian<br />
must make a new save at <strong>the</strong> start <strong>of</strong> its turn every<br />
round until it fails or combat ends.<br />
While berserk, a gharian gains +4 to Strength,<br />
+4 to Constitution, a +2 morale bonus on Will<br />
saves and –2 to Armor Class. A frenzy lasts for a<br />
number <strong>of</strong> rounds equal to 3 + <strong>the</strong> gharian’s (newly<br />
adjusted) Con modifier. A gharian cannot end its<br />
blood lust voluntarily. After a frenzy, a gharian is<br />
fatigued for <strong>the</strong> remainder <strong>of</strong> <strong>the</strong> encounter.<br />
Hold Breath (Ex): A gharian can hold its<br />
breath for a number <strong>of</strong> rounds equal to four times<br />
its Constitution score before it risks drowning (see<br />
page 33).<br />
Regeneration (Ex): Electricity deals normal<br />
damage to a gharian. If a gharian loses a limb or<br />
body part, <strong>the</strong> lost portion regrows in 3d6 minutes.<br />
A gharian can reattach <strong>the</strong> severed member<br />
instantly by holding it to <strong>the</strong> stump.<br />
Skills: A gharian has a +8 racial bonus on<br />
any 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 />
*Due to <strong>the</strong>ir dappled hides, gharians gain<br />
a +8 circumstance bonus to Hide checks when in<br />
water.