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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

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