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<br />
Sharkman<br />
Large Monstrous Humanoid (<strong>Aquatic</strong>)<br />
Hit Dice: 8d8+40 (76 hp)<br />
Initiative: +0<br />
Speed: 30 ft. (6 squares), swim 30 ft. (6<br />
squares)<br />
Armor Class: 15 (-1 size, +6 natural), touch 9,<br />
flat-footed 15<br />
Base Attack/Grapple: +8/+17<br />
Attack: Bite +12 melee (1d10+7/19-20) or<br />
short spear +7 ranged (1d8+5)<br />
Full Attack: Bite +12 melee (1d10+5/19-20)<br />
and short spear +7 melee (1d8+2); or short<br />
spear +7 ranged (1d8+5)<br />
Space/Reach: 10 ft./10 ft.<br />
Special Attacks: Blood frenzy, improved grab<br />
A large, heavy-bodied creature emerges into<br />
view, looking for all <strong>the</strong> world like a bipedal shark.<br />
Its toothy maw grins at you savagely, and it moves<br />
clumsily on two muscular legs. As you watch, two<br />
arms with clawed hands unfold from its sides.<br />
Combat<br />
Sharkmen’s tactics are crude; in combat,<br />
sharkmen will gang up on wounded foes, biting and<br />
ripping at any available flesh until opponents are<br />
dead. <strong>The</strong>y are not known for <strong>the</strong>ir discipline, and<br />
have been known to break <strong>of</strong>f combat to swallow<br />
bloody gobbets <strong>of</strong> flesh — even that <strong>of</strong> <strong>the</strong>ir allies<br />
— before moving on to ano<strong>the</strong>r foe. <strong>The</strong>y are <strong>of</strong>ten<br />
employed by cephalarcane (page 169).<br />
Blood Frenzy (Ex): When a sharkman that<br />
has not fed for at least four hours smells fresh blood,<br />
it immediately goes into a killing frenzy, attacking<br />
<strong>the</strong> nearest foe or, if no foe is within 30 feet, <strong>the</strong><br />
nearest creature.<br />
While frenzied, a sharkman gains +4 to<br />
Strength, +4 to Constitution, a +2 morale bonus on<br />
Will saves, and -2 to Armor Class. A frenzy lasts for a<br />
number <strong>of</strong> rounds equal to 3 + <strong>the</strong> sharkman’s (newly<br />
adjusted) Con modifier. A sharkman cannot end its<br />
blood lust voluntarily. After a frenzy, a sharkman is<br />
fatigued for <strong>the</strong> remainder <strong>of</strong> <strong>the</strong> encounter.<br />
After it has killed an opponent, a frenzied<br />
sharkman must succeed on a Will save (DC 15, +1<br />
per hour that has passed since it last fed) or else stay<br />
and feed on <strong>the</strong> body for 2d4 rounds. While feeding,<br />
a sharkman is considered to be dazed. A sharkman’s<br />
frenzy ends immediately after feeding.<br />
Improved Grab (Ex): To use this ability, a<br />
sharkman must hit with its bite 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 deals bite<br />
78<br />
Special Qualities: Amphibious, blindsense 30<br />
ft., darkvision 60 ft., fast healing 1, keen scent,<br />
water dependant<br />
Saves: Fort +7, Ref +6, Will +5<br />
Abilities: Str 21, Dex 11, Con 20, Int 7, Wis<br />
8, Cha 6<br />
Skills: Listen +5, Spot +5, Survival +1*, Swim<br />
+14<br />
Feats: Alertness, Improved Critical (bite),<br />
Power Attack<br />
Environment: Any aquatic or warm marsh<br />
Organization: Solitary, pair, shiver (3-6),<br />
school (7-12), raiding party (8-16), or reef<br />
(10-40 plus 50% non combatants and 1 leader<br />
<strong>of</strong> 3rd to 5th level)<br />
Challenge Rating: 4<br />
Treasure: Standard<br />
Alignment: Usually lawful evil<br />
Advancement: By character class<br />
Level Adjustment: +5<br />
damage every round it maintains <strong>the</strong> grapple. A<br />
sharkman may release a held opponent as a free<br />
action.<br />
Amphibious (Ex): A sharkman can brea<strong>the</strong><br />
both air and water.<br />
Blindsense (Ex): A sharkman can locate<br />
creatures underwater within a 30-foot radius.<br />
This ability works only when <strong>the</strong> sharkman is<br />
underwater.<br />
Keen Scent (Ex): A sharkman can notice<br />
creatures by scent in a 90-foot radius; <strong>the</strong>y can smell<br />
fresh blood within 180 feet. Underwater, this scent<br />
ability extends to 150 feet; fur<strong>the</strong>rmore, a sharkman<br />
can detect blood in <strong>the</strong> water at ranges over a mile. A<br />
sharkman can track bleeding creatures by scent.<br />
Water Dependant (Ex): When not in <strong>the</strong><br />
water, a sharkman must succeed on a Fortitude<br />
save (DC 15, +1 per hour out <strong>of</strong> <strong>the</strong> water) each<br />
hour or take 1d8 points <strong>of</strong> nonlethal damage from<br />
dehydration. When not in <strong>the</strong> water, a sharkman<br />
suffers a -2 circumstance penalty to AC and on<br />
Reflex saves.<br />
Skills: A sharkman 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 it<br />
swims in a straight line.<br />
* A sharkman tracking a creature by scent<br />
while underwater has a +4 racial bonus on Survival<br />
checks.<br />
Sharkman Characters<br />
A sharkman’s favored class is barbarian, and<br />
most leaders are barbarians. Many also become<br />
fighters, and some rare few take levels in ranger,<br />
usually choosing humanoids as <strong>the</strong>ir favored enemies.