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

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Adithari<br />

Large Giant<br />

Hit Dice: 6d8+18 (45 hp)<br />

Initiative: -1<br />

Speed: 30 ft. (6 squares)<br />

Armor Class: 17 (-1 size, -1 Dex, +9<br />

natural), touch 8, flat-footed 17<br />

Base Attack/Grapple: +4/+13<br />

Attack: Claw +8 melee (1d6+5)<br />

Full Attack: 2 claws +8 melee (1d6+5)<br />

Space/Reach: 10 ft./10 ft.<br />

Special Attacks: Exude koulusk swarm<br />

Special Qualities: Fast healing 4, hold<br />

breath, low-light vision<br />

Adithari are amphibious armored giants<br />

infested with tiny vermin.<br />

Standing roughly 8 feet tall and weighing<br />

around 400 pounds, an adithari is an imposing<br />

sight. Its body is covered with a spiny, rust-colored<br />

exoskeleton, riddled with small holes around its<br />

chest and arms. Its skull is large, with two small<br />

cracks for its eyes and bone over its mouth. An<br />

adithari’s arms hang low, each ending in three<br />

thick fingers. An average adithari lives about thirty<br />

years.<br />

Adithari have a symbiotic relationship with<br />

maggotlike insects called koulusks, which live<br />

inside <strong>the</strong> holes <strong>of</strong> adithari exoskeletons. When<br />

an adithari is ready to feed, <strong>the</strong>se inch-long grubs<br />

swarm out and devour <strong>the</strong> adithari’s prey. Once<br />

<strong>the</strong> koulusks have had <strong>the</strong>ir fill, <strong>the</strong>y return to <strong>the</strong><br />

adithari, releasing secretions <strong>the</strong> adithari absorbs.<br />

As an adithari ages, <strong>the</strong> number <strong>of</strong> koulusks<br />

sharing <strong>the</strong> exoskeleton grows to such an extent<br />

that, in order to give <strong>the</strong> koulusks sufficient<br />

living space, <strong>the</strong> adithari is forced to tear at its<br />

exoskeleton to create wider openings. Despite an<br />

adithari’s ability to heal rapidly, this process is<br />

very painful, and is usually accompanied by loud<br />

wails that can be heard across great distances.<br />

When not hunting, adithari avoid contact<br />

with o<strong>the</strong>r creatures, and live in simple burrows<br />

or caves laden with <strong>the</strong> stinking carcasses <strong>of</strong> <strong>the</strong>ir<br />

victims. Though <strong>the</strong>y can brea<strong>the</strong> underwater, most<br />

only descend to riverbeds or lake bottoms when<br />

81<br />

Saves: Fort +8, Ref +1, Will +1<br />

Abilities: Str 21, Dex 9, Con 17, Int 4, Wis<br />

9, Cha 6<br />

Skills: Listen +4, Spot +4, Swim +8<br />

Feats: Alertness, Endurance, Power Attack<br />

Environment: Temperate and warm<br />

aquatic, hills, marshes, and plains<br />

Organization: Solitary<br />

Challenge Rating: 5<br />

Treasure: Standard<br />

Alignment: Usually chaotic evil<br />

Advancement: By character class<br />

Level Adjustment: +4<br />

hiding from powerful attackers, or when hunting<br />

aquatic creatures. <strong>The</strong>y are marginally intelligent,<br />

but have no real society, and are slow-witted and<br />

violent. In general, adithari refuse to converse<br />

with anything <strong>the</strong>y think <strong>the</strong>y can kill. <strong>The</strong> rare<br />

exception is when a particularly smart and capable<br />

female becomes a witch doctor; such an adithari<br />

usually lives in isolation, but some serve or work<br />

alongside o<strong>the</strong>r evil creatures.<br />

Adithari speak a crude dialect <strong>of</strong> Giant.<br />

Combat<br />

Adithari claw and swipe at <strong>the</strong>ir opponents,<br />

only unleashing <strong>the</strong>ir koulusks if <strong>the</strong>y are<br />

surrounded or o<strong>the</strong>rwise outmatched.<br />

Exude Koulusk Swarm (Su): As a standard<br />

action, an adithari can send forth a swarm <strong>of</strong><br />

koulusks to attack its foes. <strong>The</strong> koulusks live<br />

inside <strong>the</strong> adithari’s exoskeleton, which it can tear<br />

open to spill <strong>the</strong> koulusks into its space. Treat <strong>the</strong><br />

koulusks as a locust swarm without a fly speed (see<br />

<strong>the</strong> description <strong>of</strong> <strong>the</strong> locust swarm in <strong>the</strong> <strong>Monster</strong><br />

Manual). <strong>The</strong> koulusks do not harm <strong>the</strong> adithari,<br />

and <strong>the</strong> adithari can draw <strong>the</strong>m back inside its<br />

exoskeleton as a standard action at any time it<br />

shares space with part <strong>of</strong> <strong>the</strong> swarm. <strong>The</strong> koulusks<br />

disperse 2 rounds after <strong>the</strong> adithari’s death.<br />

Hold Breath (Su): An adithari can hold its<br />

breath for a number <strong>of</strong> minutes equal to thirty times<br />

its Constitution score before it risks drowning.<br />

5

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