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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.

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