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

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5<br />

Archer Clam<br />

Huge Vermin (<strong>Aquatic</strong>)<br />

Hit Dice: 6d8+12 (39 hp)<br />

Initiative: -1<br />

Speed: 5 ft. (1 square)<br />

Armor Class: 19 (-5 Dex, -2 size, +16<br />

natural), touch 3, flat-footed 19<br />

Base Attack/Grapple: +4/+16<br />

Attack: Harpoon +7 ranged (ld8+4 plus<br />

poison)<br />

Full Attack: Harpoon +7 ranged (ld8+4<br />

plus poison)<br />

Space/Reach: 15 ft./10. ft (up to 40 ft. with<br />

harpoon)<br />

Special Attack: Clamp 3d10+4, harpoon.<br />

improved grab, poison<br />

Special Qualities: Darkvision 60 ft.,<br />

resistance to acid 5, cold 5, electricity 5, and<br />

fire 5, seal<br />

Saves: Fort +7, Ref -3, Will +1<br />

Abilities: Str 18, Dex 3, Con 14. Int —, Wis<br />

8, Cha 2<br />

Skills: Hide +8<br />

Feats: Improved Initiative B , Weapon Focus<br />

(harpoon) B<br />

Environment: Any aquatic<br />

Organization: Solitary or cluster (2-8)<br />

Challenge Rating: 5<br />

Treasure: Half standard<br />

Alignment: Always neutral<br />

Advancement: 7-12 HD (Huge) 13-24 HD<br />

(Gargantuan)<br />

Level Adjustment: —<br />

This brown and green mollusk is over ten clam (see poison, below). It also impales and<br />

feet in diameter.<br />

snares <strong>the</strong> target on a retracting cord (see improved<br />

Archer clams are giant mollusks over 10 grab). If <strong>the</strong> archer clam misses with <strong>the</strong> harpoon,<br />

feet in diameter and weighing several thousand it must wait one round before it can be used again,<br />

pounds. <strong>The</strong>ir brown and green shells are several while it reels it in. If <strong>the</strong> cord (and thusly <strong>the</strong><br />

inches thick, and in times <strong>of</strong> attack, <strong>the</strong> two halves harpoon) is severed, <strong>the</strong> archer clam will grow<br />

close completely, <strong>of</strong>fering heightened defense. ano<strong>the</strong>r cord and harpoon within 24 hours.<br />

Contrary to conventional wisdom, Archer clams An archer clam can reel in harpooned targets<br />

can move very slowly using pseudopodia (formed at a speed <strong>of</strong> 10 feet per round unless <strong>the</strong> victim<br />

from <strong>the</strong>ir fleshy inner muscles). Archer clams are can break <strong>the</strong> grapple or cut <strong>the</strong> cord. <strong>The</strong> cord is<br />

generally not aggressive until <strong>the</strong>y get hungry. immune to bludgeoning weapons and has a total <strong>of</strong><br />

Combat<br />

Archer clams hunt with a venomous harpoon<br />

consisting <strong>of</strong> a single tooth and a hollowed tube.<br />

As <strong>the</strong> tooth pierces <strong>the</strong> victim’s flesh, venom is<br />

injected through <strong>the</strong> hollow tubing that connects<br />

<strong>the</strong> harpoon to <strong>the</strong> archer clam. Once an opponent<br />

is harpooned, <strong>the</strong> archer clam reels <strong>the</strong> victim in<br />

and crushes it between its shells.<br />

Clamp (Ex): If a victim has been pulled<br />

to <strong>the</strong> archer clam with its harpoon, <strong>the</strong> archer<br />

clam can attempt to clamp down upon it, dealing<br />

3d10+4 points <strong>of</strong> bludgeoning damage with a<br />

successful grapple check.<br />

Harpoon (Ex): <strong>The</strong> barb can be launched as<br />

a harpoon with a 40-foot range. When initiating<br />

combat in this manner, <strong>the</strong> archer clam has no<br />

Dexterity penalty to its initiative check.<br />

Fur<strong>the</strong>rmore, <strong>the</strong> harpoon itself uses <strong>the</strong><br />

archer clam’s Strength modifier to attacks instead<br />

<strong>of</strong> its Dexterity modifier. When <strong>the</strong> harpoon sinks<br />

into <strong>the</strong> target, it injects a venom through <strong>the</strong><br />

hollow tube connecting <strong>the</strong> harpoon to <strong>the</strong> archer<br />

82<br />

20 hp (independent <strong>of</strong> <strong>the</strong> archer clam’s normal hp)<br />

but a single blow <strong>of</strong> 10 hp or more severs it. If <strong>the</strong><br />

target is dragged to <strong>the</strong> archer clam, it is subject to<br />

its clamp attack (see above).<br />

Improved Grab (Ex): To use this ability, an<br />

archer clam must hit an opponent with its harpoon<br />

attack. It can <strong>the</strong>n attempt to start a grapple as a free<br />

action without provoking an attack <strong>of</strong> opportunity.<br />

If it wins <strong>the</strong> grapple check, it establishes a hold<br />

and can try to harpoon <strong>the</strong> foe.<br />

Poison (Ex): Injury, Fort DC 15, initial<br />

damage 1d6 Str, secondary damage 1d2 Str. <strong>The</strong><br />

save DC is Constitution-based.<br />

Seal (Ex): An archer clam can close its shell<br />

for added protection, although it cannot see, move, or<br />

attack. When sealed, it is immune to gas effects (such<br />

as stinking cloud spells), its natural armor improves<br />

by +6, and it gains damage reduction 10/ -.<br />

Skills: <strong>The</strong> natural cover that grows on<br />

archer clams gives <strong>the</strong>m a +20 bonus to Hide<br />

checks.

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