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

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Kelp Stalker<br />

Medium Plant (<strong>Aquatic</strong>)<br />

Hit Dice: 5d8+15 (37 hp)<br />

Initiative: +1<br />

Speed: Swim 20 ft. (4 squares)<br />

Armor Class: 19 (+1 Dex, +8 natural), touch<br />

11, flat footed 18<br />

Base Attack/Grapple: +3/+7<br />

Attack: Slam +8 melee (1d4+4)<br />

Full Attack: 2 slams +8 melee (1d4+4)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attacks: Devour<br />

Special Qualities: Damage reduction 5/<br />

slashing, darkvision 90 ft., kelp traits, low-light<br />

This vaguely humanoid-shaped mass <strong>of</strong><br />

vegetation looks like a writhing body <strong>of</strong> leaves,<br />

stalk, and shadow constantly shifting and flowing<br />

with <strong>the</strong> current.<br />

<strong>The</strong> kelp stalker is found near <strong>the</strong> coast where<br />

kelp forests are common; it is thought by many to<br />

be some sort <strong>of</strong> aquatic cousin to <strong>the</strong> shambling<br />

mound. At its heart, kelp stalkers are woven toge<strong>the</strong>r<br />

by mellorus kelp, given life through unexplained<br />

abilities inherant to mellorus kelp.<br />

Kelp stalkers are carnivorous by nature,<br />

replacing <strong>the</strong> minerals <strong>the</strong>y would normally pull<br />

from <strong>the</strong> soil with <strong>the</strong> blood <strong>of</strong> <strong>the</strong>ir victims. <strong>The</strong>y<br />

are a common threat in <strong>the</strong> kelp farms <strong>of</strong> <strong>the</strong><br />

aquatic races, especially given <strong>the</strong>ir ability to blend<br />

into vegetation. In regions where kelp farming is<br />

common, guards are posted specifically to watch for<br />

stalkers entering settled areas.<br />

Combat<br />

Kelp stalkers prefer to attack en masse, beating<br />

<strong>the</strong>ir victims into submission before devouring <strong>the</strong>m.<br />

<strong>The</strong> creatures rarely use any concerted tactics, closing<br />

instead for melee combat as quickly as possible and<br />

<strong>the</strong>n fighting to <strong>the</strong> death. Those encountered within<br />

kelp forests make use <strong>of</strong> <strong>the</strong>ir natural camouflage to<br />

surprise <strong>the</strong>ir victims, dragging <strong>the</strong>m <strong>of</strong>f one by one<br />

into <strong>the</strong> maze <strong>of</strong> kelp to consume <strong>the</strong>m. Stalkers are<br />

afraid <strong>of</strong> fire and usually flee from it (although that’s<br />

rarely a concern underwater).<br />

Devour (Ex): Once a target is rendered<br />

unconscious and <strong>the</strong>re are no o<strong>the</strong>r threats present,<br />

a kelp stalker takes its victim to <strong>the</strong> nearest kelp<br />

bed. <strong>The</strong> stalker <strong>the</strong>n lays down roots in <strong>the</strong> body,<br />

sucking out all <strong>the</strong> innards <strong>of</strong> <strong>the</strong> creature over <strong>the</strong><br />

next few days. During this time <strong>the</strong> stalker cannot<br />

move from that spot, but o<strong>the</strong>rwise acts normally.<br />

If <strong>the</strong> target is alive when <strong>the</strong> process begins, <strong>the</strong><br />

victim must make a DC 15 Fortitude save each day<br />

or take 1d6 points <strong>of</strong> Constitution drain. One day<br />

95<br />

vision, plant traits, water dependent<br />

Saves: Fort +7, Ref +4, Will +2<br />

Abilities: Str 18, Dex 13, Con 16, Int 5, Wis<br />

12, Cha 10<br />

Skills: Hide +9*, Move Silently +9, Swim +12<br />

Feats: Lightning Reflexes, Weapon Focus<br />

(slam)<br />

Environment: Any aquatic<br />

Organization: Pack (3-8)<br />

Challenge Rating: 5<br />

Treasure: None<br />

Alignment: Always neutral<br />

Advancement: 6-10 HD (Medium), 11 -15<br />

HD (Large)<br />

Level Adjustment: –<br />

<strong>of</strong> feeding heals a wounded kelp stalker <strong>of</strong> 2d8 hit<br />

points. <strong>The</strong> save DC is Constitution-based.<br />

Kelp Traits (Ex): <strong>The</strong> type <strong>of</strong> kelp used in<br />

stalker creation directly affects <strong>the</strong> abilities <strong>of</strong> that<br />

creature; it is possible to predict <strong>the</strong>se abilities with<br />

a successful DC 20 Knowledge (nature) check. For<br />

those made from something o<strong>the</strong>r than standard kelp,<br />

choose one <strong>of</strong> <strong>the</strong> following types for each group <strong>of</strong><br />

kelp stalkers. Creatures formed from different base<br />

types do not congregate toge<strong>the</strong>r.<br />

— Sourdin seagrass: <strong>The</strong> kelp stalker gains an<br />

additional +4 racial bonus to Hide checks.<br />

— Kraken bane. <strong>The</strong> kelp stalker gains a +10<br />

damage bonus against kraken, squid and aboleths.<br />

— Whalektop help: <strong>The</strong> kelp stalkers damage<br />

reduction improves to 10/slashing and its natural<br />

armor bonus improves to +10. Increase <strong>the</strong> kelp<br />

stalker’s CR by +1.<br />

— Blessed kelp. <strong>The</strong> kelp stalker’s slam attacks<br />

are treated as silver weapons for purposes <strong>of</strong><br />

overcoming damage reduction.<br />

Water Dependent (Ex): Kelp stalkers cannot<br />

survive out <strong>of</strong> water, losing all muscle control and<br />

structure if <strong>the</strong>y try to depart <strong>the</strong>ir natural medium.<br />

If somehow forced out into <strong>the</strong> air, <strong>the</strong> stalker<br />

collapses into an inert pile and is unable to move as<br />

long as it remains in a gaseous atmosphere. It also<br />

takes one point <strong>of</strong> Constitution damage per round<br />

until it returns to <strong>the</strong> water.<br />

Skills: Kelp stalkers have a +4 racial bonus on<br />

Hide and Move Silently checks. *In areas containing<br />

kelp, a kelp stalker’s racial bonus on Hide checks<br />

improves to +8, and it can hide even when being<br />

observed by o<strong>the</strong>rs.<br />

A kelp stalker has a +8 racial bonus on any<br />

Swim checks 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 it<br />

swims in a straight line.<br />

5

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