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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.

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