by
Adam Frank and Tim Wallace
Nharmyth
Beneath the still ocean
waters what appears to be a group of manta rays cut through the water and surround
the boat. As they breach the surface, shattering the tranquility of the scene you
notice that what you took for a sea skate’s head was instead a mass of horns and
tentacles. In the center you see a single jet black orb that seems to function as
an eye. A small mouth atop the eye gapes hungrily.
© Nicholas Cloister, Monsters by Email, licensed to Timothy Wallace |
NHARMYTH CR 8
XP 4,800
NE Medium aberration (aquatic)
Init +7; Senses darkvision
60 ft., watersense 60 ft., true seeing; Perception +14
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 14 (+7 Dex, +4 natural)
hp 117 (12d8+36)
Fort +7, Ref +11, Will +7
Immune poison; Resist
cold 10
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OFFENSE
--------------------
Speed 5 ft., swim 60 ft.
Melee gore +16 (4d6+7), tentacle +11 (1d4+3 plus poison)
Special Attacks agonizing venom, aquatic juggernaut
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STATISTICS
--------------------
Str 24, Dex 24, Con 16, Int 13, Wis 9, Cha 9
Base Atk +9; CMB
+16 (+18 overrun); CMD 33 (35 vs. overrun,
can't be tripped)
Feats Bloody
Assault, Charge
Through, Combat Expertise, Eldritch
Claws, Improved Overrun, Power Attack
Skills Acrobatics +7 (–5 to jump), Disguise +11, Intimidate
+14, Perception +14, Survival +14, Swim +30
Languages Aboleth, Aklo, Aquan, Undercommon
SQ dense horns
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ECOLOGY
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Environment any aquatic
Community solitary, pair, or pack (3–6)
Treasure none (eye and horns have value)
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SPECIAL ABILITIES
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Agonizing Venom (Ex) Any creature failing its saving throw
against the nharmyth’s poison is sickened with pain for 1 minute. A second, third,
and fourth failed saving throw mean the creature is also staggered for 1 minute,
nauseated for 1 minute, and helpless for 1 minute, respectively. This is a pain
effect.
Aquatic Juggernaut (Ex) A nharmyth may make a ram attack in the
water as if it were a
ship.
To ram a target, the nharmyth must move at least 30 feet and end in a square adjacent
to the target. The nharmyth then makes a charge combat maneuver check—if this check
equals or exceeds the target's AC, the nharmyth hits its target, inflicting gore
damage plus an additional 3d6 points of damage to the target, as well as minimum
gore damage to the ramming nharmyth.
Bloody Assault (Ex) A nharmyth can choose to take a –5 penalty
on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed
damage with its melee attacks, in addition to the normal damage dealt by the weapon.
A creature continues to take bleed damage every round at the start of its turn.
Bleed damage can be stopped by a DC 15 Heal
check or through any magical healing. Bleed damage from this feat does not stack
with itself. The must choose to use this feat before making the attack roll, and
its effects last until its next turn (although the bleeding lasts until healed,
as normal).
Charge Through (Ex) When making a charge, the nharmyth can
attempt to overrun one creature in the path of the charge as a free action. If it
successfully overruns that creature, it can complete the charge. If the overrun
is unsuccessful, the charge ends in the space directly in front of that creature.
Dense Horns (Ex) While not as dense as adamantine, nharmyth horns
have a natural ability to bypass hardness when sundering weapons or attacking objects,
ignoring hardness less than 10.
Eldritch Claws (Su) A nharmyth’s natural weapons are considered
both magic and silver for purpose of overcoming damage reduction.
Poison (Ex) Tentacle—injury; save Fort DC 19; frequency
1/round for 6 rounds; effect 1d3 Con; cure 2 consecutive saves.
Watersense (Ex) A nharmyth can sense vibrations in water, granting
it blindsense 30 feet against creatures in contact with the same body of water.
Often initially confused with manta rays or dolphins,
many ships will continue into their territory unheeded. These creatures were born
from the Old Gods when they fell into the sea; it is said their bodies decayed,
and the decaying goliaths formed the first nharmyth.
Some of the most perceptive creatures under the
waves, the nharmyth can see though any magical illusion with their eye located in
their center mass. It is also said they know where any potential prey is within
over ten yards even without looking at it. They are agile swimmers but all but useless
on land. It is not uncommon for a nharmyth to attack a boat with its sharp horns
and use their tentacles to devour their prey.
The nharmyth’s tentacles all contain a burning
toxin that is said to cause such pain that those who come into contact with it are
unable to move and all they can do is scream in agony. A victim will be afflicted
for generally no longer than a day, but those who survive the stinging lash will
have an unsightly scar that will last the rest of the survivor’s days.
Recently a thriving trade has sprung up around
their horns and eyes. The horns themselves are used in dozens of magical concoctions
as well as being well suited to making weapons. The eyes have the ability to see
through illusions, and find all things hidden a limited number of times.
When a nharmyth dies there is a 50% chance that
it will spawn 1d3 infant nharmyth (see below) in 1d6 days. More are born as they
were originally created. When one perishes others may grow from the corpse of the
parent.
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NEW WONDROUS ITEM: NHARMYTH
EYE
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Price 3,850 gp; Aura
moderate divination; CL 10th; Weight —
This
dark orb can only be harvested from the corpse of a nharmyth. A newly harvested
nharmyth eye has 1d3 charges. By focusing
on the eye, the bearer can expend 1 charge to benefit from the effects of the spell
true seeing. When all its charges are
expended, the orb quickly decomposes. A character holding the orb when the last
charge is expended must immediately save against blinding sickness.
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NEW SPECIAL MATERIAL:
NHARMYTH HORN
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Weapons
fashioned from nharmyth horn have a natural ability to bypass hardness when sundering
weapons or attacking objects, ignoring hardness less than 10 (see Additional Rules).
Nharmyth horn is so costly that weapons made from it are always of masterwork quality;
the masterwork cost is included in the prices given below. Thus, nharmyth horn weapons
and ammunition have a +1 enhancement bonus on attack rolls. Items without metal
parts cannot be made from nharmyth horn. An arrow could be made of nharmyth
horn, but a quarterstaff could not.
Type of Nharmyth Horn
Item
|
Item Price Modifier
|
Ammunition
|
+30 gp per item
|
Weapon
|
+1,500 gp
|
INFANT NHARMYTH
CR 4
XP 1,200
NE Small aberration (aquatic)
Init +4; Senses darkvision
60 ft., tremorsense 60 ft., true seeing; Perception +7
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DEFENSE
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AC 18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size)
hp 36 (5d8+10)
Fort +3, Ref +5, Will +3
Immune poison; Resist
cold 5
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OFFENSE
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Speed 5 ft., swim 40 ft.
Melee gore +8 (4d4+4), tentacle +3 (1d3+2)
Special Attacks aquatic juggernaut
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STATISTICS
--------------------
Str 18, Dex 19, Con 14, Int 13, Wis 9, Cha 8
Base Atk +3; CMB
+6 (+8 overrun); CMD 20 (22 vs. overrun,
can't be tripped)
Feats Combat Expertise, Improved Overrun, Power Attack
Skills Acrobatics +4 (-8 to jump), Disguise +4, Intimidate
+7, Perception +7, Survival +7, Swim +20
Languages Aboleth, Aklo, Aquan, Undercommon
SQ dense horns
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