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 />
Bog Beast<br />
Large Monstrous Humanoid<br />
Hit Dice: 5d8+20 (42 hp)<br />
Initiative: +0<br />
Speed: 30 ft. (6 squares)<br />
Armor Class: 14 (-1 size, +5 natural), touch<br />
9, flat-footed 14<br />
Base Attack/Grapple: +5/+14<br />
Attack: Claw +9 melee (1d6+5)<br />
Full Attack: 2 claws +9 melee (1d6+5)<br />
Space/Reach: 10 ft./10 ft.<br />
Special Attacks: Disease, improved grab,<br />
rend 2d6+7<br />
Special Qualities: Darkvision 60 ft., lowlight<br />
vision<br />
<strong>The</strong> bog beast is a large, shaggy, fur-covered,<br />
vaguely humanoid creature that makes its home in<br />
bogs and swamps. It has two large upright tusks<br />
<strong>of</strong> pale white protruding from its mouth. Its hands<br />
sport sharp claws with filthy nails. Its eyes are dull<br />
brown in color and its fur is brownish-yellow. <strong>The</strong><br />
bog beast stands over 9 feet tall and weighs around<br />
1,100 pounds. It makes its lair amid overgrown<br />
swamplands and attacks just about any creature<br />
that travels too close to its lair.<br />
Combat<br />
Bog beasts attack with <strong>the</strong>ir claws, fighting<br />
to <strong>the</strong> death. A creature killed by a bog beast<br />
is dragged back to <strong>the</strong> beast’s lair, where it is<br />
devoured.<br />
Flora and Fauna<br />
84<br />
Saves: Fort +5, Ref +4, Will +5<br />
Abilities: Str 20, Dex 11, Con 18, Int 5, Wis<br />
12, Cha 9<br />
Skills: Listen +7, Spot +7<br />
Feats: Alertness, Power Attack<br />
Environment: Temperate and warm marsh<br />
Organization: Solitary or pack (2-5)<br />
Challenge Rating: 5<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: 6-10 HD (Large); 11-15 HD<br />
(Huge)<br />
Level Adjustment: —<br />
Disease (Ex): Filth fever—claw, Fortitude<br />
DC 16, incubation period 1d3 days; damage 1d3<br />
Dex and 1d3 Con. <strong>The</strong> save DC is Constitutionbased.<br />
Improved Grab (Ex): To use this ability, a<br />
bog beast must hit an opponent <strong>of</strong> up to Large size<br />
with both claw attacks. It can <strong>the</strong>n attempt to start<br />
a grapple as a free action without provoking an<br />
attack <strong>of</strong> opportunity. If it wins <strong>the</strong> grapple check,<br />
it establishes a hold and rends.<br />
Rend (Ex): A bog beast grappling an<br />
opponent latches onto <strong>the</strong> opponent’s body and<br />
tears <strong>the</strong> flesh. This attack automatically deals an<br />
additional 2d6+7 points <strong>of</strong> damage each round.<br />
Blood Floater: Considered a sign <strong>of</strong> bad luck by most aquatic species, <strong>the</strong> blood floater is a plant<br />
that takes root in <strong>the</strong> bodies <strong>of</strong> dead creatures as <strong>the</strong>y drift through <strong>the</strong> sea. <strong>The</strong>ir seeds lodge in corpses<br />
and use those nutrients to grow, eventually sprouting a number <strong>of</strong> roots through <strong>the</strong> body and a handful<br />
<strong>of</strong> stalks, each tipped in a bright red flower that smell as blood to aquatic creatures. <strong>The</strong> flowers are<br />
poisonous if ingested.<br />
If <strong>the</strong> creature consuming <strong>the</strong> plants fails a Fortitude save (DC 16), <strong>the</strong>y inflict 1d6 points <strong>of</strong> initial<br />
and secondary Constitution damage. <strong>The</strong> blood floater uses its attractive flowers to fool sea creatures<br />
into digesting its poison, ga<strong>the</strong>ring more corpses for its seeds. This grisly ptactice sometimes leads to<br />
large floating piles <strong>of</strong> corpses as <strong>the</strong> blood floaters increase in number. <strong>The</strong>se plants are also common in<br />
aquatic cemeteries. Collecting this poison involves a successful Survival check <strong>of</strong> DC 16, or a Knowledge<br />
(nature) check <strong>of</strong> DC 14, and takes one hour to produce a single dose. <strong>The</strong> poison has a market value <strong>of</strong><br />
20 gp in flower form and 100 gp in processed, oil form.