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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Asrai<br />
Tiny Fey (<strong>Aquatic</strong>)<br />
Hit Dice: 1d6+l (4 hp)<br />
Initiative: +4<br />
Speed: 20 ft. (4 squares), swim 50 ft. (10<br />
squares)<br />
Armor Class: 18 (+2 size, +4 Dex, +2<br />
natural), touch 16, flat-footed 14<br />
Base Attack/Grapple: +0/-11<br />
Attack: Touch +6 melee touch (1d4 cold)<br />
Full Attack: Touch +6 melee touch (1d4<br />
cold)<br />
Space/Reach: 2-1⁄2 ft./0 ft.<br />
Special Attacks: Cold, spell-like abilities,<br />
spells<br />
Special Qualities: Damage reduction 5/cold<br />
iron, low-light vision, spell resistance 17,<br />
water dependent<br />
This being looks like a 1-foot tall female elf<br />
with delicate features, emerald eyes, long golden<br />
hair, and pale blue skin.<br />
Asrai dwell in crystal clear lakes, ponds, and<br />
rivers far from civilized lands. <strong>The</strong>y spend most<br />
<strong>of</strong> <strong>the</strong>ir time in <strong>the</strong> water frolicking and playing,<br />
and splashing <strong>the</strong> various woodland creatures<br />
that venture near <strong>the</strong> water for a drink. <strong>The</strong>y are<br />
protective <strong>of</strong> <strong>the</strong>ir aquatic homes, however, and<br />
attack en masse any foolish human so oafish as to<br />
enter <strong>the</strong> water without asking permission <strong>of</strong> <strong>the</strong><br />
asrai first.<br />
Though asrai can survive on land for a<br />
short amount <strong>of</strong> time, <strong>the</strong>y prefer not to risk such<br />
ventures, so any encounter with an asrai is almost<br />
always in <strong>the</strong> water. <strong>The</strong>y make <strong>the</strong>ir homes<br />
in giant seashells or natural underwater caves,<br />
usually under a canopy <strong>of</strong> aquatic plants, algae,<br />
and seaweed so enemies cannot easily find <strong>the</strong>m.<br />
Male asrai are thought to exist, though none<br />
have ever been encountered. Asrai speak Sylvan<br />
and Common.<br />
Combat<br />
An asrai only engages in combat if her body<br />
<strong>of</strong> water is threatened, or if any intelligent nonfey<br />
creature enters <strong>the</strong> water without permission.<br />
Once in combat, an asrai prefers to attack with her<br />
magic, using her cold touch only as a last resort.<br />
If she faces overwhelming odds, an asrai seeks<br />
escape, <strong>of</strong>ten using her fog cloud or obscuring mist<br />
ability to cover her exit.<br />
83<br />
Saves: Fort +1, Ref +6, Will +3<br />
Abilities: Str 5, Dex 18, Con 13, Int 10, Wis<br />
13, Cha 14<br />
Skills: Concentration +5, Hide +16,<br />
Knowledge (arcana) +2, Knowledge<br />
(nature) +2, Listen +3, Sense Motive +5,<br />
Spellcraft +4, Spot +3, Swim +12<br />
Feats: Weapon Finesse<br />
Environment: Cold and temperate aquatic<br />
Organization: Solitary or colony (2-12)<br />
Challenge Rating: 5<br />
Treasure: None<br />
Alignment: Always chaotic neutral<br />
Advancement: 2-3 HD (Tiny)<br />
Level Adjustment: +3<br />
Cold (Su): <strong>The</strong> touch <strong>of</strong> an asrai is<br />
supernaturally cold. All damage dealt from an<br />
asrai’s natural attacks is cold damage. This ability<br />
is constant, but <strong>the</strong> asrai can suppress or resume it<br />
at will as a free action.<br />
Spell-Like Abilities: 2/day—control water<br />
(DC 18), fog cloud, obscuring mist. Caster level<br />
5th. <strong>The</strong> save DCs are Charisma-based.<br />
Spells: An asrai casts spells as a 5th-level<br />
sorcerer. <strong>The</strong> save DCs are Charisma-based.<br />
Typical Sorcerer Spells Known (6/7/5 per<br />
day; caster level 5th): 0—dancing lights, daze (x2,<br />
DC 12), detect magic, flare (DC 12), resistance,<br />
touch <strong>of</strong> fatigue (DC 12); 1st—hypnotism (DC<br />
13), obscuring mist, reduce person (DC 13), sleep<br />
(DC 13); 2nd—hideous laughter (DC 14), touch <strong>of</strong><br />
idiocy.<br />
Water Dependent (Su): An asrai that<br />
moves more than 50 feet from her water source,<br />
can survive on land for 1 hour per 2 points <strong>of</strong><br />
Constitution (after that, refer to <strong>the</strong> suffocation<br />
rules on page 32 or in <strong>the</strong> DMG). Lost Constitution<br />
points are immediately restored if she is returned<br />
to <strong>the</strong> water. If her Constitution reaches 0, she dies,<br />
her form collapsing into a puddle <strong>of</strong> water.<br />
Skills: An asrai has a +8 racial bonus on any<br />
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<br />
it swims in a straight line. Asrai use <strong>the</strong>ir Dexterity<br />
modifier (instead <strong>of</strong> Strength modifier) on Swim<br />
checks.<br />
5