28.03.2013 Views

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 ...

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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: —

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!