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 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.