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 />
Diseased Boar<br />
Large Animal<br />
Hit Dice: 9d8+ 63 (103 hp)<br />
Initiative: -1<br />
Speed: 40 ft. (8 squares), swim 30 ft. (6<br />
squares)<br />
Armor Class: 15 (-1 size, -1 Dex, +7<br />
natural), touch 8, flat-footed 15<br />
Base Attack/Grapple: +6/+18<br />
Attack: Gore +13 melee (2d8+12)<br />
Full Attack: Gore +13 melee (2d8+12)<br />
Space/Reach: 10 ft./5 ft.<br />
Special Attacks: Ferocity, stench, tidal<br />
surge<br />
Special Qualities: Low-light vision, scent<br />
Saves: Fort +13, Ref +5, Will +4<br />
Some boars are too mean to die. <strong>The</strong>y just<br />
live on, growing bigger and nastier. When <strong>the</strong>ir<br />
bulk becomes almost too great for <strong>the</strong>ir legs to<br />
support <strong>the</strong>m, <strong>the</strong>y retreat into <strong>the</strong> swamp to<br />
wallow in <strong>the</strong> mud, and let <strong>the</strong> water carry most<br />
<strong>of</strong> <strong>the</strong>ir weight. Over <strong>the</strong> decades, thousands<br />
<strong>of</strong> diseases and parasites flourish on <strong>the</strong> beast’s<br />
rank hide. Eventually, roots and grass are no<br />
longer enough for <strong>the</strong> beast. <strong>The</strong> last sound many<br />
unfortunate swampfolk hear is a muffled, watery<br />
snorting before <strong>the</strong> boar devours <strong>the</strong>m.<br />
<strong>The</strong> death <strong>of</strong> a diseased boar is a great event<br />
in <strong>the</strong> swamp. When such a beast dies, it releases<br />
all <strong>the</strong> foulness and pestilence that it harbored<br />
within its flesh. <strong>The</strong> grave <strong>of</strong> a diseased boar is<br />
<strong>the</strong> epicenter <strong>of</strong> a miasma <strong>of</strong> disease and insects<br />
and foul rot. If a boar dies near a village or fishing<br />
ground, it can be disastrous. Swamp dwellers must<br />
<strong>the</strong>refore chase <strong>the</strong> boars into <strong>the</strong> uninhabited areas<br />
<strong>of</strong> <strong>the</strong> wilderness before killing <strong>the</strong>m. Those brave<br />
enough to “course <strong>the</strong> boar” win great acclaim.<br />
Combat<br />
Diseased boars spend <strong>the</strong> majority <strong>of</strong> <strong>the</strong>ir<br />
lives in water, and normally attack by lunging out<br />
<strong>of</strong> <strong>the</strong> water, goring its prey, <strong>the</strong>n sinking back.<br />
90<br />
Abilities: Str 26, Dex 9, Con 24, Int 2, Wis<br />
13, Cha 6<br />
Skills: Jump +12, Listen +10, Spot +8,<br />
Swim +16<br />
Feats: Alertness, Improved Bull Rush,<br />
Improved Overrun, Power Attack<br />
Environment: Any marsh<br />
Organization: Solitary<br />
Challenge Rating: 5<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: 10-18 HD (Large), 18-27<br />
(Huge)<br />
Level Adjustment: —<br />
Ferocity (Ex): A diseased boar is such a<br />
tenacious combatant it continues to fight without<br />
penalty even when disabled or dying.<br />
Stench (Ex): Diseased boars are home to<br />
thousands <strong>of</strong> diseases, and <strong>the</strong> stench and foulness<br />
surrounding a diseased boar is palpable. All living<br />
creatures (except diseased boars) within 10 feet<br />
<strong>of</strong> a diseased boar must succeed on a DC 21<br />
Fortitude save or be nauseated for 1d4 rounds.<br />
<strong>The</strong> save DC is Constitution-based. Creatures that<br />
successfully save cannot be affected by <strong>the</strong> same<br />
diseased boar’s stench for 24 hours. Creatures with<br />
immunity to disease are unaffected.<br />
Tidal Surge (Ex): A diseased boar can make<br />
a charge attack while moving through water, which<br />
creates a small tidal wave. Anyone within 10 feet<br />
<strong>of</strong> a charging diseased boar in a river or lake must<br />
succeed on a DC 22 Fortitude save or be knocked<br />
down. <strong>The</strong> save DC is Strength-based.<br />
Skills: A diseased boar has a +8 racial bonus<br />
on any Swim check to perform some special action<br />
or avoid a hazard. It can always choose to take 10<br />
on a Swim check, even if distracted or endangered.<br />
It can use <strong>the</strong> run action while swimming, provided<br />
it swims in a straight line.