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<blockquote data-quote="DMEntropy" data-source="post: 1297201" data-attributes="member: 13270"><p>MARSH ENSNARER</p><p></p><p>Huge Magical Beast (Aquatic)</p><p>Hit Dice: 12d10+24 (90 hp)</p><p>Initiative: +4</p><p>Speed: Swim 40 ft</p><p>Armor Class: 18 (-2 size, +6 Natural, +4 Dex)</p><p>Base Attack/Grapple: +8 / +25</p><p>Attack: Tentacle +17 melee (1d8+9) or Bite +12 melee (2d6+9)</p><p>Full Attack: 8 Tentacles +17 melee (1d8+9) and Bite +12 melee (2d6+9)</p><p>Space/Reach: 15 ft / 10 ft</p><p>Special Attacks: Improved Grab, Constrict</p><p>Special Qualities: Scent, Tremorsense 60 ft</p><p>Saves: Fort +15, Ref +13, Will +8</p><p>Abilities: Str 28, Dex 18, Con 14, Int 1, Wis 12, Cha 2</p><p>Skills: Hide +12*, Listen +12, Spot +12</p><p>Feats: Alertness, Awesome Blow, Power Attack, Combat Reflexes, Weapon Focus (Tentacles)</p><p>Environment: Temperate or warm marshes and swamps</p><p>Organization: Solitary</p><p>Challenge Rating: 9</p><p>Treasure: None</p><p>Alignment: Always Neutral</p><p>Advancement: 13-16 HD (Huge), 17-20 HD (Colossal)</p><p>Level Adjustment: -</p><p></p><p>Description</p><p>The Marsh Ensnarer is appears as a flattened disk of pale brown rubbery flesh about 10ft across, rising from the top of its body are 8 tentacles, surrounding a circular mouth filled with needle-like teeth.</p><p></p><p>Combat</p><p>Marsh Ensnarers usually conceal themselves in pools and other areas of still water in a marsh or swamp, with only their tentacles breaking the surface of the water. When prey approaches they rise up so that the top of their body is above the water and attack with their tentacles, prey that is hit is grabbed and either constricted or carried to the mouth to be torn apart and devoured.</p><p></p><p>Improved Grab (Ex): A marsh ensnarer can make a grapple attack that does not provoke an attack of opportunity if it hits with a tentacle attack. If successful, an opponent is held and automatically takes constriction damage each round, alternatively the marsh ensnarer can transfer the opponent to their mouth with a successful grapple check where they will take automatic bite damage each round until freed.</p><p></p><p>Constrict (Ex): A marsh ensnarer that successfully grapples an opponent can deal automatic constriction damage of 1d6+9 per round. A successful attack against the tentacle (AC 20) causes the Marsh Ensnarer to release its grip on the prey.</p><p></p><p>Skills</p><p>Marsh Ensnarers receive a +8 racial bonus to Hide checks when submerged.</p></blockquote><p></p>
[QUOTE="DMEntropy, post: 1297201, member: 13270"] MARSH ENSNARER Huge Magical Beast (Aquatic) Hit Dice: 12d10+24 (90 hp) Initiative: +4 Speed: Swim 40 ft Armor Class: 18 (-2 size, +6 Natural, +4 Dex) Base Attack/Grapple: +8 / +25 Attack: Tentacle +17 melee (1d8+9) or Bite +12 melee (2d6+9) Full Attack: 8 Tentacles +17 melee (1d8+9) and Bite +12 melee (2d6+9) Space/Reach: 15 ft / 10 ft Special Attacks: Improved Grab, Constrict Special Qualities: Scent, Tremorsense 60 ft Saves: Fort +15, Ref +13, Will +8 Abilities: Str 28, Dex 18, Con 14, Int 1, Wis 12, Cha 2 Skills: Hide +12*, Listen +12, Spot +12 Feats: Alertness, Awesome Blow, Power Attack, Combat Reflexes, Weapon Focus (Tentacles) Environment: Temperate or warm marshes and swamps Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Always Neutral Advancement: 13-16 HD (Huge), 17-20 HD (Colossal) Level Adjustment: - Description The Marsh Ensnarer is appears as a flattened disk of pale brown rubbery flesh about 10ft across, rising from the top of its body are 8 tentacles, surrounding a circular mouth filled with needle-like teeth. Combat Marsh Ensnarers usually conceal themselves in pools and other areas of still water in a marsh or swamp, with only their tentacles breaking the surface of the water. When prey approaches they rise up so that the top of their body is above the water and attack with their tentacles, prey that is hit is grabbed and either constricted or carried to the mouth to be torn apart and devoured. Improved Grab (Ex): A marsh ensnarer can make a grapple attack that does not provoke an attack of opportunity if it hits with a tentacle attack. If successful, an opponent is held and automatically takes constriction damage each round, alternatively the marsh ensnarer can transfer the opponent to their mouth with a successful grapple check where they will take automatic bite damage each round until freed. Constrict (Ex): A marsh ensnarer that successfully grapples an opponent can deal automatic constriction damage of 1d6+9 per round. A successful attack against the tentacle (AC 20) causes the Marsh Ensnarer to release its grip on the prey. Skills Marsh Ensnarers receive a +8 racial bonus to Hide checks when submerged. [/QUOTE]
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