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 />
Kari Dragon<br />
Large Magical Beast<br />
Hit Dice: 6d10+12 (45 hp)<br />
Initiative: +2<br />
Speed: 10 ft. (2 squares), swim 30 ft. (6<br />
squares)<br />
Armor Class: 19 (-1 size, +2 Dex, +8<br />
natural), touch 11, flat-footed 17<br />
Base Attack/Grapple: +6/+14<br />
Attack: Bite +10 melee (2d8+6)<br />
Full Attack: Bite +10 melee (2d8+6)<br />
Space/Reach: 10 ft./5 ft.<br />
Special Attacks: Improved grab, paralysis,<br />
worry<br />
Special Qualities: Darkvision 60 ft, lowlight<br />
vision, mirror image<br />
Kari dragons are large reptiles that prey upon<br />
<strong>the</strong> creatures <strong>of</strong> <strong>the</strong> wetlands. Part alligator, part<br />
monitor, this massive predator is a skilled hunter.<br />
Its dark green and mottled brown scales make<br />
<strong>the</strong> perfect camouflage, while <strong>the</strong>ir mirror image<br />
ability allows <strong>the</strong>m to deftly move in for <strong>the</strong> kill.<br />
Combat<br />
Kari dragons are naturally camouflaged for<br />
<strong>the</strong>ir environment. Even <strong>the</strong> skresh (pg 100) and<br />
quisloi (pg 51) find <strong>the</strong>m incredibly difficult to<br />
hunt because <strong>of</strong> <strong>the</strong>ir skill at remaining hidden.<br />
Instinct helps <strong>the</strong> kari dragon select locations<br />
likely to have prey nearby. When <strong>the</strong> prey is within<br />
ten feet, <strong>the</strong> kari dragon activates its mirror image<br />
ability. Five kari dragons (one real, four illusory)<br />
suddenly emerge from <strong>the</strong> swamp and attack.<br />
Improved Grab (Ex): To use this ability, a<br />
kari dragon must hit with its bite attack. It can <strong>the</strong>n<br />
attempt to start a grapple as a free action without<br />
provoking an attack <strong>of</strong> opportunity. If it succeeds<br />
on <strong>the</strong> grapple check, it can worry <strong>the</strong> opponent.<br />
Paralysis (Ex): A creature bitten by a kari<br />
dragon must succeed on a DC 17 Fortitude save<br />
or be paralyzed for 1d4 hours. <strong>The</strong> save DC is<br />
Constitution-based. A kari dragon secretes enough<br />
saliva to paralyze two victims per day.<br />
Worry (Ex): A kari dragon deals 2d10+5<br />
points <strong>of</strong> damage with a successful grapple check.<br />
Mirror Image (Su): Once per day, as a free<br />
action, a kari dragon can create mirror images as<br />
<strong>the</strong> spell (caster level 8th). It can end <strong>the</strong> effect as<br />
a free action as well.<br />
Skills: A kari dragon has a +4 racial bonus on<br />
Hide, Listen, Move Silently, and Spot checks.<br />
94<br />
Saves: Fort +7, Ref +7, Will +3<br />
Abilities: Str 19, Dex 14, Con 15, Int 9, Wis<br />
12, Cha 9<br />
Skills: Hide +7, Listen +7, Move Silently<br />
+10, Spot +7, Swim +12<br />
Feats: Power Attack, Weapon Focus (bite),<br />
Stealthy<br />
Environment: Any marsh<br />
Organization: Solitary, pair<br />
Challenge Rating: 5<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: 7-12 HD (Large), 13-18 HD<br />
(Huge)<br />
Level Adjustment: —<br />
A kari dragon 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 />
Kari Hide Armor<br />
If <strong>the</strong> preservation spell is cast on a recently<br />
slain kari dragon, any hide armor crafted from it<br />
grants <strong>the</strong> wearer <strong>the</strong> ability to cast mirror image<br />
once per day as a free action (caster level 8th).<br />
Fur<strong>the</strong>rmore, armor made from kari dragon hide<br />
operates as normal hide armor though it grants a<br />
+5 armor bonus, ra<strong>the</strong>r than a +3 armor bonus.<br />
Such armor has a value <strong>of</strong> 10,000 gp.<br />
Preservation<br />
Transmutation<br />
Level: Drd 3<br />
Components: V, S, F<br />
Casting Time: One hour<br />
Range: Touch<br />
Target: One corpse <strong>of</strong> an animal or magical beast<br />
touched<br />
Duration: Permanent<br />
Saving Throw: Will negates (object)<br />
Spell Resistance: No<br />
This spell is cast on <strong>the</strong> corpse <strong>of</strong> a recently<br />
slain creature (dead for no more than 30 minutes<br />
at <strong>the</strong> time <strong>of</strong> casting). If <strong>the</strong> creature’s hide or<br />
natural weapons had magical, supernatural, or<br />
extraordinary properties, <strong>the</strong>y are preserved, and<br />
remain even after a smith makes weapons or<br />
armor from <strong>the</strong> creature’s body. While <strong>the</strong> spell is<br />
permanent, <strong>the</strong> effect may be discharged upon use,<br />
depending on <strong>the</strong> creature and <strong>the</strong> ability.