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

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5 Memory Moss<br />

Hazard (CR 5)<br />

Memory moss appears as a 1-foot square<br />

patch <strong>of</strong> black moss. It grows in temperate or<br />

warm climates and is sometimes encountered in<br />

subterranean realms (though not <strong>of</strong>ten). Memory<br />

moss cannot abide <strong>the</strong> cold or <strong>the</strong> arid clime<br />

<strong>of</strong> <strong>the</strong> desert and is never encountered in such<br />

environments.<br />

When a living creature moves within 60 feet<br />

<strong>of</strong> a patch <strong>of</strong> memory moss, it attacks by attempting<br />

to steal that creature’s memories. It can target a<br />

single creature each round. A targeted creature must<br />

succeed on a DC 16 Will save or lose all memories<br />

from <strong>the</strong> last 24 hours. This is particularly nasty<br />

to spellcasters, who lose all spells prepared within<br />

<strong>the</strong> last 24 hours that have not yet been used.<br />

Spellcasters that are not required to prepare <strong>the</strong>ir<br />

spells in advance instead lose <strong>the</strong> ability to cast <strong>the</strong>ir<br />

remaining spells for <strong>the</strong> rest <strong>of</strong> <strong>the</strong> day if <strong>the</strong>y fail <strong>the</strong><br />

save.<br />

Once a memory moss steals a creature’s<br />

memories, it sinks back down and does not attack<br />

again for 24 hours. Any creature that loses its<br />

memories to <strong>the</strong> memory moss acts as if affected by<br />

a confusion spell (caster level 8th) for <strong>the</strong> next 1d4<br />

hours. Lost memories can be regained by eating <strong>the</strong><br />

memory moss that absorbed <strong>the</strong>m. Doing so requires<br />

Ravelly Pad<br />

Medium Plant<br />

Hit Dice: 6d8+18 (45 hp)<br />

Initiative: +1<br />

Speed: Swim 5 ft. (1 square)<br />

Armor Class: 11 (+1 Dex), touch 11, flatfooted<br />

10<br />

Base Attack/Grapple: +4/+9<br />

Attack: Slam +9 melee (1d8+5)<br />

Full Attack: 4 slams +9 melee (1d8+5)<br />

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

Special Attacks: Constrict 1d8+5, improved<br />

grab, swallow whole<br />

Special Qualities: Blindsense 30 ft., lowlight<br />

vision, plant traits, resistance to fire 10,<br />

vulnerability to electricity<br />

<strong>The</strong> ravelly pad appears to be little more than<br />

a common, albeit larger than average, cluster <strong>of</strong> lily<br />

pads. Some display one or more large and colorful<br />

cup-shaped flowers. <strong>The</strong>y mostly remain still,<br />

occasionally wandering slowly to a new location,<br />

preferring freshwater to saltwater.<br />

<strong>The</strong> bulk <strong>of</strong> <strong>the</strong> creature can be found beneath<br />

<strong>the</strong> calm surface <strong>of</strong> <strong>the</strong> water, silently waiting for<br />

prey. A large oval pod hangs suspended by <strong>the</strong> wide<br />

96<br />

a DC 13 Fortitude save, with failure resulting in<br />

<strong>the</strong> creature being nauseated for 1d6 minutes and<br />

suffering 1d4 points <strong>of</strong> Constitution damage.<br />

A creature that eats <strong>the</strong> memory moss<br />

temporarily gains <strong>the</strong> memories currently stored<br />

<strong>the</strong>rein (even if <strong>the</strong>y are not <strong>the</strong> creature’s own<br />

memories). Such creatures can even cast spells if <strong>the</strong><br />

memory moss has stolen <strong>the</strong>se from a spellcasting<br />

creature. Any non-spellcaster that attempts to<br />

cast a spell gained in this way must succeed on a<br />

Concentration check (DC 10 + spell level) or <strong>the</strong><br />

spell fizzles away harmlessly. After 24 hours, <strong>the</strong><br />

memories fade (including any spells not yet cast).<br />

Creatures eating <strong>the</strong> memory moss to regain <strong>the</strong>ir<br />

own lost memories do not lose <strong>the</strong>m after 24 hours.<br />

Any amount <strong>of</strong> fire or cold damage will kill a single<br />

patch <strong>of</strong> memory moss.<br />

When first encountered, <strong>the</strong>re is a chance that<br />

<strong>the</strong> memory moss has eaten within <strong>the</strong> last day and<br />

does not attack by stealing memories. In such a case,<br />

<strong>the</strong> moss contains 2d4 spells determined randomly.<br />

When a living creature moves within 60 feet <strong>of</strong> a<br />

sated memory moss, it assumes a vaguely humanoid<br />

form and casts <strong>the</strong> stolen spells at its targets. <strong>The</strong><br />

moss casts <strong>the</strong>se spells as a sorcerer <strong>of</strong> <strong>the</strong> minimum<br />

level necessary to cast <strong>the</strong> stolen spell (save DC 10<br />

+ spell level).<br />

Saves: Fort +8, Ref +3, Will +2<br />

Abilities: Str 20, Dex 12, Con 16, Int —, Wis<br />

10, Cha 11<br />

Skills: Swim +13<br />

Feats: —<br />

Environment: Any aquatic and marsh<br />

Organization: Solitary, cluster (2-45)<br />

Challenge Rating: 5<br />

Treasure: 50% standard<br />

Alignment: Always neutral<br />

Advancement: 7-12 HD (Medium); 13-18 HD<br />

(Large)<br />

Level Adjustment: —<br />

pads, bristling with tentacle-like tendrils <strong>of</strong> various<br />

lengths that drift lazily in <strong>the</strong> current. If <strong>the</strong> ravelly<br />

pad is observed for a while, it will probably grab a<br />

fish, or o<strong>the</strong>r small animal that swims within range<br />

with a tendril, and cram it up inside <strong>the</strong> central<br />

pod. <strong>The</strong> ravelly pad dislikes bones and o<strong>the</strong>r hard<br />

objects, <strong>of</strong>ten ejecting <strong>the</strong>m from <strong>the</strong> pod if no food<br />

remains.

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