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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Combat<br />
<strong>The</strong> ravelly pad is a mindless eating machine,<br />
concerned first with filling its big belly, and second<br />
with protecting itself. It attacks anything that comes<br />
within reach, and will attempt to pack whatever<br />
creatures will fit into its stomach, killing whatever<br />
won’t fit to attract animals that will. Because <strong>of</strong> <strong>the</strong><br />
creature’s discriminate eating habits, <strong>the</strong>re is usually<br />
a bit <strong>of</strong> treasure to be found nearby in <strong>the</strong> silt amidst<br />
<strong>the</strong> bones <strong>of</strong> former meals.<br />
Constrict (Ex): A ravelly pad deals 1d8+5<br />
points <strong>of</strong> damage with a successful grapple check.<br />
Improved Grab (Ex): To use this ability, a<br />
ravelly pad must hit with its slam 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 wins <strong>the</strong><br />
grapple check, it establishes a hold and can constrict<br />
or attempt to swallow <strong>the</strong> foe in <strong>the</strong> following<br />
round.<br />
Swallow Whole (Ex): A ravelly pad can try<br />
to swallow a grabbed opponent <strong>of</strong> Small or smaller<br />
size by making a successful grapple check. Once<br />
inside <strong>the</strong> plant’s mass, <strong>the</strong> swallowed creature<br />
Sea Walker<br />
Large Magical Beast<br />
Hit Dice: 9d10+9 (58 hp)<br />
Initiative: +3<br />
Speed: 30 ft. (6 squares)<br />
Armor Class:18 (-1 size, +3 Dex, +6 natural),<br />
touch 12, flat-footed 15<br />
Base Attack/Grapple: +9/+15<br />
Attack: Bite +10 melee (2d8+3)<br />
Full Attack: Bite +10 melee (2d8+3)<br />
Space/Reach: 10 ft./5 ft. (10 ft. with bite)<br />
Special Attacks: —<br />
Special Qualities: Darkvision 60 ft., low-light<br />
vision, water walk<br />
Saves: Fort +7, Ref +11, Will -2<br />
Abilities: Str 15, Dex 17, Con 13, Int 2, Wis<br />
3, Cha 2<br />
This long-necked reptile uses vestigial wings<br />
and a flap <strong>of</strong> skin upon its back as sails <strong>of</strong> a sort to<br />
almost skate across <strong>the</strong> surface <strong>of</strong> <strong>the</strong> lake.<br />
Combat<br />
<strong>The</strong> sea walker can be a deadly foe,<br />
especially when <strong>the</strong> wind is in its favor (and a sea<br />
walker generally waits to attack large prey until it<br />
has a favorable path). It sweeps by boats and uses<br />
its long neck to reach onto <strong>the</strong> deck and pluck<br />
unfortunate sailors away.<br />
Water Walk (Ex): A sea walker can walk<br />
over water as though with a water walk spell.<br />
97<br />
takes 2d6 points <strong>of</strong> acid damage per round. A<br />
swallowed creature can climb out <strong>of</strong> <strong>the</strong> plant<br />
with a successful grapple check. This returns it to<br />
<strong>the</strong> plant’s maw, where ano<strong>the</strong>r successful grapple<br />
check is needed to get free. A swallowed creature<br />
can also cut its way out by using a light slashing or<br />
piercing weapon to deal 10 points <strong>of</strong> damage to <strong>the</strong><br />
ravelly pad’s interior (AC 10). Once a swallowed<br />
creature cuts an exit, <strong>the</strong> plant can no longer use this<br />
attack.<br />
A Medium ravelly pad’s expanding interior<br />
can hold 1 Small, 4 Tiny, 16 Diminutive, or 32 Fine<br />
creatures.<br />
Blindsense (Ex): In addition to using its<br />
rudimentary eyes, a ravelly pad can sense <strong>the</strong> minute<br />
electrical impulses created by moving muscles<br />
within 30 feet.<br />
Skills: A ravelly pad has a +8 racial bonus on<br />
any 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 it<br />
swims in a straight line.<br />
Skills: Listen +3, Spot +5<br />
Feats: Alertness, Combat Reflexes, Lightning<br />
Reflexes, Skate-By Attack (see below)<br />
Environment: Any aquatic<br />
Organization: Solitary, pair, pod (1-8) or<br />
cluster (9-20)<br />
Challenge Rating: 5<br />
Treasure: Standard<br />
Alignment: Always neutral<br />
Advancement: 10-18 HD (Large); 19-27 HD<br />
(Huge)<br />
Level Adjustment: —<br />
Skate-By-Attack<br />
[General]<br />
You are skilled at making fast attacks while<br />
walking on <strong>the</strong> surface <strong>of</strong> water.<br />
Prerequisites: Water walk, as a spell,<br />
spell-like ability, or supernatural or extraordinary<br />
ability.<br />
Benefit: When walking across <strong>the</strong> surface<br />
<strong>of</strong> water and using <strong>the</strong> charge action, you may<br />
move and attack as if with a standard charge and<br />
<strong>the</strong>n move again (continuing <strong>the</strong> straight line <strong>of</strong><br />
<strong>the</strong> charge). Your total movement for <strong>the</strong> round<br />
can’t exceed double your normal land speed. You<br />
do not provoke an attack <strong>of</strong> opportunity from <strong>the</strong><br />
opponent that you attack.<br />
5