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Masher

by Jamie Baty

DMR2 78
Colossal Vermin (Aquatic)
Hit Dice: 20d8+120 (210 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armour Class: 12 (-8 size, +10 natural), touch 2, flat-footed 12
Base Attack/Grapple: +15/+46
Attack: Bite +22 melee (3d8 +15)
Full Attack: Bite +22 melee (3d8 +15) and sting +21 melee (2d6 +7 plus poison)
Space/Reach: 20 ft./15 ft.
Special Attacks: Poison
Special Qualities: Blindsight 30ft,scent, tremorsense 120ft
Saves: Fort +18, Ref +6, Will +5
Abilities: Str 41, Dex 10, Con 22, Int 0, Wis 8, Cha 5
Skills: Climb +24, Intimidate +6, Listen +8, Spot +8, Swim +25
Feats: Awesome Blow, Cleave, Die Hard, Endurance, Great Cleave, Improved Bull Rush, Power Attack
Environment: Any aquatic
Organisation: Solitary
Challenge Rating: 19
Treasure: None
Alignment: Always neutral
Advancement: 21-40 HD (Colossal)
Level Adjustment: -

Mashers are segmented sea worms, averaging 100 ft in length and resembling millipedes in form. They are black and crawl about the ocean floor eating coral and any other scraps of food. These worms are blind, but can sense the presence of other creatures by detecting scents and vibrations in the water.
Most of the time, mashers are solitary and non-aggressive unless frightened or surprised, and will only attack in self-defence. During the masher's breeding season, things change quickly. The creatures become very aggressive, their colour changes to a dull red and they congregate together (guided by scents carried in the ocean currents) to temporarily form huge, fearsome, writhing masses.
Mashers are tamed and used as beasts of burden by the kna, who remove their stingers to make them less dangerous.

Combat
The masher has a ferocious bite, but it also possesses a stinger that contains a powerful poison.

Poison (Ex): The poison from the masher's stinger causes the victim 2d6 Con Damage (primary and secondary) if a fortitude save (DC 25, Con based) is failed.

Blindsight (Ex): Using non-visual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a masher manoeuvres and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the masher must have line of effect to a creature or object to discern that creature or object. The masher usually does not need to make Spot or Listen checks to notice creatures within 30ft.

Scent (Ex): This special quality allows a masher to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Tremorsense (Ex): A masher is sensitive to vibrations in the ground and water and can automatically pinpoint the location of anything within 120ft.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision (unless otherwise noted) and any treasure they possess (which is usually none) consists of the property of former victims.