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

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4<br />

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.

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