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