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 Mummy <strong>of</strong> <strong>the</strong> Deep<br />
Medium Undead (<strong>Aquatic</strong>)<br />
Hit Dice: 6d12+3 (42 hp)<br />
Initiative: -1<br />
Speed: 20 ft. (4 squares), swim 20 ft. (4 squares)<br />
Armor Class: 19 (-1 Dex, +10 natural), touch 9,<br />
flat-footed 19<br />
Base Attack/Grapple: +3/+6<br />
Attack: Slam +6 melee (1d6+4)<br />
Full Attack: Slam +6 melee (1d6+4)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Curse <strong>of</strong> <strong>the</strong> deep, despair,<br />
improved grab<br />
Special Qualities: Control water, darkvision 60<br />
ft., damage reduction 5/—, resistance to fire 10,<br />
undead traits<br />
A mummy <strong>of</strong> <strong>the</strong> deep is an undead creature<br />
that lairs in <strong>the</strong> depths <strong>of</strong> <strong>the</strong> sea. Evil creature<br />
buried at sea for its sins in life sometimes rise in<br />
death. A mummy <strong>of</strong> <strong>the</strong> deep appears as a desiccated<br />
humanoid wrapped in torn and waterlogged<br />
bandages.<br />
Combat<br />
A mummy <strong>of</strong> <strong>the</strong> deep attacks with its slam<br />
attack, attempting to grapple an opponent and use its<br />
curse <strong>of</strong> <strong>the</strong> deep ability.<br />
Curse <strong>of</strong> <strong>the</strong> Deep (Su): On a successful<br />
grapple check against a Large or smaller creature,<br />
a mummy <strong>of</strong> <strong>the</strong> deep presses its lips against its<br />
opponent’s and causes <strong>the</strong> victim’s lungs to fill<br />
with water. An affected opponent must succeed on a<br />
DC 17 Fortitude save or take 1d4 points <strong>of</strong> damage<br />
per round until it dies. Holding one’s breath does<br />
not prevent drowning damage (water is already in<br />
<strong>the</strong> lungs). A remove curse or heal spell halts <strong>the</strong><br />
damage if applied before <strong>the</strong> victim dies. <strong>The</strong> save<br />
DC is Charisma-based.<br />
Rootbeast<br />
Medium Plant (Psionic)<br />
Hit Dice: 7d8+42 (73 hp)<br />
Initiative: +3<br />
Speed: 50 ft. (10 squares), swim 30 ft. (6 squares)<br />
Armor Class: 19 (+3 Dex, +6 natural), touch 13,<br />
flat-footed 16<br />
Base Attack/Grapple: +5/+9<br />
Attack: Bite +10 melee (1d8+6)<br />
Full Attack: Bite +10 melee (1d8+6)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Psi-like abilities<br />
Special Qualities: Low-light vision, plant traits,<br />
strange tracks<br />
Saves: Fort +11, Ref +5, Will +4<br />
76<br />
Saves: Fort +2, Ref +1, Will +7<br />
Abilities: Str 17, Dex 8, Con —, Int 6, Wis 14,<br />
Cha 15<br />
Skills: Listen +6, Move Silently +5, Spot +6,<br />
Swim +17<br />
Feats: Ability Focus (curse <strong>of</strong> <strong>the</strong> deep),<br />
Alertness, Toughness<br />
Environment: Any aquatic<br />
Organization: Solitary or gang (2-4)<br />
Challenge Rating: 4<br />
Treasure: Standard<br />
Alignment: Always neutral evil<br />
Advancement: 7-18 HD (Medium)<br />
Level Adjustment: —<br />
Despair (Su): At <strong>the</strong> mere sight <strong>of</strong> a mummy<br />
<strong>of</strong> <strong>the</strong> deep, <strong>the</strong> viewer must succeed on a DC 15<br />
Will save or be paralyzed with fear for 1d4 rounds.<br />
Whe<strong>the</strong>r or not <strong>the</strong> save is successful, that creature<br />
cannot be affected again by <strong>the</strong> same mummy <strong>of</strong> <strong>the</strong><br />
deep’s despair ability for 24 hours. <strong>The</strong> save DC is<br />
Charisma-based.<br />
Improved Grab (Ex): To use this ability, a<br />
mummy <strong>of</strong> <strong>the</strong> deep must hit an opponent <strong>of</strong> Large<br />
size or smaller with its slam attack. It can <strong>the</strong>n<br />
attempt to start a grapple as a free action without<br />
provoking an attack <strong>of</strong> opportunity. If it wins <strong>the</strong><br />
grapple check, it establishes a hold and can use its<br />
curse <strong>of</strong> <strong>the</strong> deep ability.<br />
Control Water (Su): Once per day, as control<br />
water cast by an 8th-level sorcerer.<br />
Skills: A mummy <strong>of</strong> <strong>the</strong> deep has a +8 racial<br />
bonus on any Swim check to perform some special<br />
action or avoid a hazard. It can always choose<br />
to take 10 on a Swim check, even if distracted<br />
or endangered. It can use <strong>the</strong> run action while<br />
swimming, provided it swims in a straight line.<br />
Abilities: Str 18, Dex 17, Con 22, Int 1, Wis 14,<br />
Cha 10<br />
Skills: Balance +5, Concentration +6 (+10 when<br />
manifesting defensively), Jump +14, Move<br />
Silently +8, Swim +12, Tumble +8<br />
Feats: Combat Manifestation, Power Penetration,<br />
Weapon Focus (bite)<br />
Environment: Any forest and marsh<br />
Organization: Solitary, pair, or patch (3-20)<br />
Challenge Rating: 4<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: 8-14 HD (Medium); 15-21 HD<br />
(Large)<br />
Level Adjustment: —