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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form <strong>of</strong> water-jet propulsion that enables<br />
<strong>the</strong> creature to travel a short distance at<br />
great speed. On land, <strong>the</strong> spine can leap up to 30<br />
feet vertically or horizontally and receives a +2<br />
bonus to grapple checks against <strong>the</strong> target creature.<br />
Underwater, <strong>the</strong> creature may move 30 feet in a<br />
single round and receives a +2 bonus to grapple<br />
checks against its target.<br />
Amphibious (Ex): <strong>The</strong> Klorthack spine can<br />
live on land as well as underwater.<br />
Sluggish (Ex): A Klorthack spine cannot<br />
make double moves or use <strong>the</strong> run action.<br />
Spawn (Ex): If a host has been inhabited by<br />
a spine for 30 days, <strong>the</strong> creature lays eggs in <strong>the</strong><br />
hosts stomach which hatch five days later. Once<br />
implanted, eggs can only be removed by a heal<br />
spell. After three days, <strong>the</strong> victim’s stomach begins<br />
Lake Hag<br />
Medium Undead<br />
Hit Dice: 4d12 (26 hp)<br />
Initiative: +0<br />
Speed: 30 ft. (6 squares), swim 40 ft. (8<br />
squares)<br />
Armor Class: 14 (+4 natural), touch 10,<br />
flat-footed 14<br />
Base Attack/Grapple: +2/+7<br />
Attack: Claw +7 melee (1d6+5) or bite +5<br />
melee (1d8+5)<br />
Full Attack: 2 claws +7 melee (1d6+5) and<br />
bite +5 melee (1d8+2)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Water spray<br />
Special Qualities: Darkvision 60 ft., spell<br />
resistance 14, undead traits<br />
Lake hags dwell along shores <strong>of</strong> desolate<br />
bodies <strong>of</strong> water, dividing <strong>the</strong>ir time between water<br />
and land. Deep wrinkles crease <strong>the</strong>ir skin into<br />
lumps <strong>of</strong> swollen, mottled green flesh. <strong>The</strong> lake<br />
hag’s cold, gray eyes belie its intense hatred for<br />
all life forms, while wiry strands <strong>of</strong> twisted, black<br />
hair conceal <strong>the</strong>ir bony napes. <strong>The</strong>ir limbs assume<br />
a gangly appearance, while <strong>the</strong>ir bloated abdomens<br />
protrude unnaturally from <strong>the</strong>ir atrophied bodies.<br />
Any female humanoid slain and dumped<br />
carelessly into <strong>the</strong> murky waters <strong>of</strong> desolate<br />
lakes and marshes have a 10% chance to emerge<br />
a week later as a lake hag, seething with rage at its<br />
murderer. Destroying a lake hag frees its spirit to<br />
go to its appropriate resting place.<br />
A lake hag speaks Common.<br />
74<br />
to bulge and <strong>the</strong>y appear noticeably ill. After five<br />
days, <strong>the</strong> new Klorthack spines have matured and rip<br />
<strong>the</strong>ir way out <strong>of</strong> <strong>the</strong> host, killing it. Each spawning<br />
process creates 1d4 Klorthack spines.<br />
Spines (Ex): Because <strong>of</strong> <strong>the</strong> small spines all<br />
over this creatures body, it receives a +8 bonus to<br />
grapple checks.<br />
Skills: Due to <strong>the</strong>ir many years ga<strong>the</strong>ring<br />
arcane lore, Klorthack spines receive a +6 racial<br />
bonus to Spellcraft and Knowledge (arcana) checks.<br />
A Klorthack spine changes colors, allowing it to<br />
blend in with its surroundings like a chameleon<br />
and providing a +4 racial bonus on Hide checks. A<br />
Klorthack spine has a +8 racial bonus on any Swim<br />
checks. It can always choose to take 10 on a Swim<br />
check, even if distracted or endangered. It can use<br />
<strong>the</strong> run action while swimming, provided it swims<br />
in a straight line.<br />
Saves: Fort +1, Ref +1, Will +6<br />
Abilities: Str 21, Dex 10, Con —, Int 10,<br />
Wis 15, Cha 14<br />
Skills: Bluff +6, Hide +8, Listen +4, Move<br />
Silently +8, Search +5, Spot +7, Survival +2<br />
(+4 following tracks), Swim +13<br />
Feats: Alertness, Multiattack<br />
Environment: Any aquatic<br />
Organization: Solitary<br />
Challenge Rating: 4<br />
Treasure: None<br />
Alignment: Always lawful evil<br />
Advancement: By character class<br />
Level Adjustment: +4<br />
Combat<br />
A lake hag attacks with its barbed claws, and<br />
bites with unparalleled ferocity, never retreating.<br />
Water Spray (Su): Three times per day, a<br />
lake hag can spit a 10-foot cone <strong>of</strong> water spray.<br />
Anyone within <strong>the</strong> cone must succeed on a DC 14<br />
Will save or suffer <strong>the</strong> effects <strong>of</strong> an insanity spell,<br />
which lasts for 1d4+4 rounds. <strong>The</strong> save DC is<br />
Charisma-based.<br />
Skills: A lake hag 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.