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

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Discordant Fiddler<br />

Large Magical Beast (<strong>Aquatic</strong>)<br />

Hit Dice: 9d10+45 (94 hp)<br />

Initiative: +0<br />

Speed: 10 ft. (2 squares), swim 10 ft. (2<br />

squares)<br />

Armor Class: 19 (-1 size, +10 natural), touch<br />

9, flat-footed 19<br />

Base Attack/Grapple: +9/+20<br />

Attack: Claw +15 melee (2dl0+7)<br />

Full Attack: 2 claws +15 melee (2dl0+7) and<br />

2 pincers +13 melee (ld8+3)<br />

Space/Reach: 10 ft. /15 ft.<br />

Special Attack: Discordant disruption,<br />

improved grab, repel, rip, silt storm<br />

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

This crablike creature is larger than a horse.<br />

It has both a clawed and a pincered arm on ei<strong>the</strong>r<br />

side <strong>of</strong> its body. Ano<strong>the</strong>r set <strong>of</strong> limbs extends from<br />

its midsection, each limb ending in fanlike digits.<br />

Discordant fiddlers are 9-foot long crab-like<br />

creatures with hardened shells and multiple sets <strong>of</strong><br />

natural weapons. Oblong like crabs, discordant<br />

fiddlers have a claw and pincer on ei<strong>the</strong>r side <strong>of</strong><br />

<strong>the</strong>ir body. <strong>The</strong>y also have ano<strong>the</strong>r set <strong>of</strong> limbs<br />

coming from <strong>the</strong>ir midsection whose ends spread<br />

out like a fan. Although <strong>the</strong>se fanned limbs seem<br />

less daunting than <strong>the</strong> claw-pincer rip, discordant<br />

fiddlers use <strong>the</strong>ir fans to stir <strong>the</strong> sand and obscure<br />

<strong>the</strong>ir retreat. Discordant fiddlers generally lurk<br />

among coral reefs.<br />

Combat<br />

Discordant fiddlers typically rush into<br />

combat or drop from above. <strong>The</strong>y prefer to snatch<br />

up <strong>the</strong>ir prey and dissect it with <strong>the</strong>ir pincers, but<br />

if pressed <strong>the</strong>y defend <strong>the</strong>mselves with <strong>the</strong>ir silt<br />

storm ability.<br />

Discordant Disruption (Ex): As a free<br />

action, a discordant fiddler can create a piercing<br />

sonic noise that o<strong>the</strong>r creatures find horridly<br />

distracting. While using this ability, <strong>the</strong> discordant<br />

fiddler cannot move. All creatures within 30 feet<br />

<strong>of</strong> <strong>the</strong> fiddler must make a DC 19 Will save or<br />

suffer a -2 penalty to all attack rolls, ability checks,<br />

skill checks, and saving throws. Spellcasters must<br />

make a DC 19 Concentration check to cast under<br />

such conditions. <strong>The</strong> save and check DCs are<br />

Constitution-based.<br />

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

a discordant fiddler must hit an opponent with<br />

its claw attack. It can <strong>the</strong>n attempt to start a<br />

grapple as a free action without provoking attacks<br />

<strong>of</strong> opportunity. If it wins <strong>the</strong> grapple check, it<br />

89<br />

vision, resistance to cold 5, scramble<br />

Saves: Fort +11, Ref +6, Will +2<br />

Abilities: Str 24, Dex 10, Con 20, Int l, Wis<br />

8, Cha 8<br />

Skills: Hide +4, Listen +5, Spot +5, Swim +15<br />

Feats: Alertness, Improved Bull Rush,<br />

Multiattack, Power Attack<br />

Environment: Any aquatic<br />

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

Challenge Rating: 5<br />

Alignment: Always neutral<br />

Treasure: None<br />

Advancement: 10-11 HD (Large), 12-20 HD<br />

(Huge)<br />

Level Adjustment: —<br />

establishes a hold and can constrict and rip with a<br />

pincer from <strong>the</strong> same side.<br />

Constrict (Ex): On a successful grapple check,<br />

a discordant fiddler deals ld10+7 points <strong>of</strong> damage.<br />

Repel (Ex): Discordant fiddlers can use a<br />

fan to blow away smaller opponents. Targets must<br />

make a DC 21 Reflex save to avoid <strong>the</strong> effect.<br />

Those that fail are knocked back 30 feet and are<br />

prone. <strong>The</strong> save DC is Strength-based.<br />

Rip (Ex): A discordant fiddler’s pincer<br />

attacks against targets held by <strong>the</strong> claw on <strong>the</strong><br />

beast’s same side receive a +2 bonus on <strong>the</strong> attack<br />

roll, an increased threat range <strong>of</strong> 18-20, and deals<br />

triple damage on a critical hit.<br />

Silt Storm (Ex): By waving <strong>the</strong>ir fans about<br />

<strong>the</strong>m, discordant fiddler can raise <strong>the</strong> sand below<br />

<strong>the</strong>m into a thick, swirling cloud that obscures<br />

<strong>the</strong>m and <strong>the</strong> area around <strong>the</strong>m. <strong>The</strong> silt storm fills<br />

a 30 foot radius and obscures vision <strong>of</strong> all kinds.<br />

Within <strong>the</strong> cloud, a creature 5 feet away from<br />

ano<strong>the</strong>r has concealment (attacks have a 20% miss<br />

chance). Creatures far<strong>the</strong>r away from each o<strong>the</strong>r<br />

have total concealment (50% miss chance, and <strong>the</strong><br />

attacker cannot use sight to locate <strong>the</strong> target).<br />

Scramble (Ex): Discordant fiddlers can rush<br />

with amazing speed, but cannot turn when doing<br />

so. <strong>The</strong>y can run at quintuple normal speed in a<br />

straight line.<br />

Skills: A discrodant fiddler’s natural<br />

coloration and <strong>the</strong> sea life that sometimes grows<br />

on it grants it a +4 racial bonus on Hide checks.<br />

A discordant fiddler 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.<br />

5

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