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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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.