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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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