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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

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