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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Klorthack Spine<br />
Small Aberration (<strong>Aquatic</strong>)<br />
Hit Dice: 1d8+1 (5 hp)<br />
Initiative: -2<br />
Speed: 5 ft. (1 square), swim 30 ft (6 squares)<br />
Arrnor Class: 11 (+1 size, -2 Dex, +2<br />
natural), touch 9, flat-footed 11<br />
Base Attack/Grapple: +0/+1<br />
Attack: Claw -2 melee (1d4-3)<br />
Full Attack; Claw -2 melee (1d4-3)<br />
Space/Reach: 21⁄2 ft./0 ft.<br />
Special Attacks: Leaping grapple<br />
Special Qualities: Amphibious, darkvision<br />
60 ft., dominate monster, regeneration 1, slow,<br />
spawn, spines<br />
Saves: Fort +1, Ref -2, Will +6<br />
<strong>The</strong> Klorthack spine is a small, six-pointed<br />
starfish eighteen inches from end to end. It is black<br />
on its topside, gray underneath, and has a large<br />
opening at <strong>the</strong> center <strong>of</strong> its underside. Its surface is<br />
covered in small spines used for grasping a target.<br />
<strong>The</strong>y move by rapidly expelling water from a central<br />
cavity, and <strong>the</strong>y can move through <strong>the</strong> water with<br />
amazing speed for a short distance or even leap<br />
through <strong>the</strong> air when on land.<br />
<strong>The</strong>se small, black echinoderms are <strong>the</strong> remains<br />
<strong>of</strong> an ancient being <strong>of</strong> immense power called Klorthack<br />
that lived in <strong>the</strong> bottom <strong>of</strong> <strong>the</strong> ocean. Klorthack was<br />
eventually slain by an alliance <strong>of</strong> aquatic races many<br />
centuries ago. Unfortunately, not all <strong>of</strong> Klorthack was<br />
destroyed, and <strong>the</strong>se small creatures are what remain<br />
<strong>of</strong> its once immense power.<br />
Victims who fall prey to <strong>the</strong> Klorthack spines<br />
influence become living automatons controlled by<br />
<strong>the</strong> small creature. If <strong>the</strong> spine is not removed, <strong>the</strong><br />
target becomes a permanent servant <strong>of</strong> Klorthack.<br />
Eventually such poor souls die a slow, painful death,<br />
giving birth to ano<strong>the</strong>r Klorthack spine from <strong>the</strong>ir<br />
internal organs. Each spine born has <strong>the</strong> knowledge<br />
<strong>of</strong> all <strong>of</strong> its forefa<strong>the</strong>rs, creating a slowly growing<br />
storehouse <strong>of</strong> arcane lore.<br />
Once a Klorthack spine has a host, it uses <strong>the</strong><br />
body to sow discord among sea folk and accumulate<br />
all <strong>the</strong> magical lore it can in <strong>the</strong> hopes <strong>of</strong> reforming<br />
<strong>the</strong> body <strong>of</strong> Klorthack. A victim under <strong>the</strong> control <strong>of</strong><br />
this spine moves normally, but tends to slur words<br />
or stutter when speaking. <strong>The</strong> creature has complete<br />
access to <strong>the</strong> memories <strong>of</strong> its victim, enabling it to<br />
fool most observers and conceal its presence.<br />
Combat<br />
Without a host, Klorthack spines are not<br />
much <strong>of</strong> a threat. <strong>The</strong>ir claws are <strong>of</strong> very limited<br />
effectiveness, as is <strong>the</strong>ir movement. <strong>The</strong>y prefer to<br />
73<br />
Abilities: Str 4, Dex 6, Con 13, Int 20, Wis 18,<br />
Cha 12<br />
Skills: Climb +1, Hide +10, Jump -15,<br />
Knowledge (arcana) +12, Knowledge (history)<br />
+9, Listen +7, Move Silently +2, Search +7,<br />
Spellcraft +13, Spot +8, Survival +4 (+6<br />
following tracks), Swim +9<br />
Feats: Alertness<br />
Environment: Any aquatic<br />
Organization: Solitary<br />
Challenge Rating: 4<br />
Treasure: None<br />
Alignment: Always neutral evil<br />
Advancement: –<br />
Level Adjustment: –<br />
attack unconscious or helpless targets. If attacked, a<br />
spine ei<strong>the</strong>r attaches itself to <strong>the</strong> attacker or flees.<br />
Once this creature acquires a host body, it<br />
uses that body to defend itself in combat. <strong>The</strong> spine<br />
sacrifices a host if necessary, but avoids doing so<br />
when possible. It uses all <strong>the</strong> abilities and skills <strong>of</strong><br />
<strong>the</strong> host, making it very difficult to defeat when<br />
<strong>the</strong> host is a powerful creature. Once attached to<br />
its victim, a spine normally leaves only to obtain a<br />
better host or to escape one that is about to die.<br />
A Klorthack spine is usually easy to notice,<br />
requiring a DC 10 Spot check when it is attached to<br />
its victim. If it has had time to procure clothing to<br />
cover <strong>the</strong> spine, <strong>the</strong> Spot check DC increases to 20.<br />
Dominate <strong>Monster</strong> (Sp): If a Klorthack<br />
spine successfully grapples an opponent, <strong>the</strong> target<br />
must make a DC 15 Will save on <strong>the</strong> spine’s next<br />
turn or fall under <strong>the</strong> effect <strong>of</strong> a dominate monster<br />
spell. If <strong>the</strong> save is failed, <strong>the</strong> spine takes complete<br />
control <strong>of</strong> <strong>the</strong> victims body. Unlike <strong>the</strong> normal<br />
dominate monster spell, <strong>the</strong> Klorthack spine has<br />
direct sensory input from its host and communicates<br />
with it telepathically. As long as it is attached, it is<br />
considered to be constantly concentrating on <strong>the</strong><br />
spell. <strong>The</strong> victim gains a speech impediment while<br />
under <strong>the</strong> control <strong>of</strong> <strong>the</strong> spine, slurring or stuttering<br />
words and suffering a -2 penalty to Charisma-based<br />
skill checks. If a spine remains attached for more<br />
than 10 days <strong>the</strong> victim becomes a permanent pawn<br />
<strong>of</strong> Klorthack and receives no fur<strong>the</strong>r saving throws.<br />
<strong>The</strong> save DC is Intelligence-based.<br />
If a spine is unwillingly removed from a host,<br />
<strong>the</strong> host takes 1d4 points <strong>of</strong> temporary Intelligence,<br />
Wisdom and Charisma damage.<br />
Leaping Grapple (Ex): Once per day, as a<br />
full-round action, a Klorthack spine may leap at<br />
a target and attempt to grapple it. This is done by<br />
forcing water out <strong>of</strong> its central cavity, creating a<br />
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