6 minute read
Lasher Beast
Large Aberration
Hit Dice: 6d8+12 (39 hp),dying/dead –3/–15 Initiative: +0 Speed: 40 feet AC: 18 (–1 size,+9 natural),touch 9,flat-footed 18 Base Attack/Grapple: +4/+10 Attack: Lashing tendrils +6 melee (1d6+4 plus poison) Full Attack: 2 lashing tendrils +6 melee (1d6+4 plus poison) and bite +1 melee (1d8+1) Space/Reach: 5 feet/10 feet (Face/Reach:5 feet by 5 feet/10 feet) Special Attacks: Grasping hooks,poison Special Qualities: Blindsight 60 feet,DR 5/magic (or 5/+1), immunity to poison,light sensitivity Saves: Fort +9,Ref+2,Will +6 Abilities: Str 15,Dex 10,Con 15,Int 7,Wis 13,Cha 8 Skills: Listen +5,Sneak* +11,Spot +6 Feats: Great Fortitude,Opportunistic Attack†,Weapon
Advertisement
Focus (lashing tendrils),Weapon Specialization (lashing tendrils)
Environment: Any subterranean Organization: Solitary,pair,or pack (3–24) Challenge Rating: 4 Treasure: Standard Advancement: 7–12 HD (Large);13–20 HD (Huge) Level Adjustment: +4
This monster has dull,grey skin,an eyeless,beaked face, and long arms that end in fleshy tendrils.In battle,it lashes its enemy with these tendrils,exposing the foe to a variety of toxins delivered by means ofsmall hooks within them.A lasher beast can use these hooks to capture its opponents, holding them in place while it continues to pump venom into them.
Lasher beasts dwell in caverns and passages beneath the earth,where they hunt a variety ofmonsters.They are not normally aggressive toward humanoid explorers,but they experience a strange reaction to light sources.They are eyeless,but their skin is sensitive to light ofany sort.They do not take damage from this sensitivity under most circumstances,but the discomfort annoys them and causes them to seek out and extinguish all but the dimmest lights.For this reason,lasher beasts commonly attack adventurers and other surface-dwellers who wander into their territories.
While they are too simple to establish a formal culture or civilization,lasher beasts usually congregate in large caverns where they hunt as packs.They are fiercely territorial among themselves and have been known to wage small wars for control ofhunting grounds.During these chaotic melees,lasher beasts sometimes strike out at all creatures they encounter, making them unpredictable and potentially deadly enemies.
The lasher beasts’ primary value lies in their ability to synthesize a wide variety oftoxins.Their tendrils have a number ofglands that produce poison at a prodigious rate when these creatures engage in battle.A creature may suffer from a poison that saps its strength from one blow and then be exposed to one that drains its agility on the next attack. Some animal handlers have learned to control the poisons a captive lasher beast produces by varying its diet.Since these monsters break down food and use it in part to create their venom,feeding them a specific blend ofherbs and alchemical mixtures can yield particular types ofpoison.
Combat
In battle,a lasher beast prefers to focus on a single target to slowly overwhelm with its poison.It prefers to attach both sets ofits tendrils to a single victim,pumping him full of poison while gnawing on him with bite attacks.
Taking advantage oftheir natural camouflage,lasher beasts usually lurk near well-traveled pathways in their native environment.They wait for a solitary target to pass by before attacking.They sometimes attack obviously powerful or heavily armed targets in hopes ofquickly subduing them with poison.
Explorers must take particular care to avoid attracting lasher beasts with a light source.These monsters attack anyone bearing a torch or similar item in preference to other opponents.Luckily,illusions and other tricks can deflect their attention. * Skills (Ex): A lasher beast’s dull grey hide allows it to hide in underground areas with relative ease.It gains a +15 racial bonus to all Sneak checks to hide from sight while in a subterranean environment,for a total skill modifier of+11 after accounting for size.
Grasping Hooks (Ex): A lasher beast’s tendrils are sown with sharp,vicious hooks that allow it to catch and hold creatures it attacks.Ifthe creature hits an opponent with its tendril attack,it may initiate a grapple as a free action that does not provoke an attack ofopportunity.Should the lasher get a hold,it automatically deals tendril damage and exposes its target to its poison on its action as long as it maintains the hold.The lasher’s opponents suffer a –4 competence penalty to all grapple checks to break free because ofthese hooks.A lasher beast can sink both sets oftendrils into one target or it may take hold oftwo separate opponents.
Poison (Ex): Unlike other creatures that deliver a poison attack,a lasher beast uses a wide variety ofvenom.Its poison glands create variable poisonous mixtures that have different effects on targets each round.These poisons always require a Fortitude save (DC 15) to resist;each time a target fails its save,randomly determine the exact nature ofthe poison by rolling 1d4 and referring to the following table.A lasher beast’s poisons are delivered via injury in amounts too small and weak to deal any secondary damage.
d4 Damage
1 1d3 points oftemporary Strength damage 2 1d3 points oftemporary Dexterity damage 3 1d3 points oftemporary Constitution damage 4 1 point oftemporary damage to Strength, Dexterity,and Constitution
Light Sensitivity (Ex): Lasher beasts find all but the dimmest light distasteful and annoying.They attack creatures that carry light sources in preference to other opponents and even strike at creatures that linger near illumination—their simple minds draw a connection between the disturbance and the creatures they find close to it.Ifexposed to sunlight or some other intense source ofbright light,a lasher beast takes 1d4 points ofdamage per round until it finds protection from the light.Merchants who bring lasher beasts to the surface usually use thick cloaks and coverings to protect them.
Immunity to Poison (Ex): As a side effect ofthe variety of toxic materials that flow through their systems,lasher beasts have developed immunity to all poisons.They automatically succeed at any Fortitude save to resist the effect ofvenom.
Part One: Monsters of the DiamondThrone 57 Lasher Beast Poisons
Some enterprising and criminal-minded merchants capture lasher beasts and use them to create poisons they can sell on the black market.Ifit is fed a carefully designed diet ofmeats, spices,and chemicals,a lasher beast can create specifically designed poisons for use on weapons or in food and drink. Devising the proper diet to create a poison requires a Knowledge (dangerous beasts) check (DC 25) and one week of experimentation and observation.With a successful check,a character can create an injury or ingested poison that deals 1d2 points oftemporary ability score damage as its primary and secondary effects and has a Fortitude save DC of13.The creator chooses the affected ability when creating the poison.One dose oflasher beast poison costs 25 gp in raw materials to produce,primarily rare and expensive herbs and foods to feed the creature.A single dose costs 50 gp on the open market.
Lasher Beast Antidote
Underworld explorers have discovered that a steady diet of lasher beast flesh can help them develop a strong resistance to a variety ofpoisons.A lasher beast’s body is rife with noxious chemicals,but only at its tendrils are they concentrated in strong enough quantities to pose a true risk to anyone who eats them.By ingesting a small amount oflasher beast flesh each day,a humanoid’s body slowly builds up improved defenses against poison.A humanoid following this regimen for seven consecutive days gains a +2 circumstance bonus on all Fortitude saves against poison as long as she continues to eat lasher beast flesh on a daily basis.
A one-day dose oflasher beast flesh costs 10 gp and weighs 1 lb.The first time a character ingests this flesh,she must succeed at a Fortitude save (DC 10) or take 1 point oftemporary Constitution damage as her body adjusts to the substance.
Lasher Beast Encounter (EL 6)
A small group ofalchemists keeps several lasher beasts in a cellar beneath their workshop.These researchers sell the usual range ofuseful alchemical items,but this activity is a front for their dealings with assassins,thieves,and other outlaws.They specialize in crafting poisons and antidotes,endeavors that would be impossible without their lasher beasts.
Recently,one ofthe alchemists’ customers—the leader ofa gang ofthieves—has launched a plan to ruin the alchemists after they sold him a batch ofimproperly crafted poison.He and his minions sneak into the workshop,break the lock on the lasher beasts’ pen,and unleash the monsters while the streets near the shop are crowded with people.
Ifthe heroes intervene,first and foremost they must deal with the lasher beasts—but they may also become embroiled in the simmering war between the alchemists and the gang ofthieves. Both sides may see the PCs as a threat,with the thieves blaming them for ruining their scheme for revenge and the alchemists enraged that strangers are interfering in their business.