Ulmaxes
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Got in a silly mood and decided to play around with Monster Creation.
I'm currently looking into doing a lvl 20+ campaign, somewhat focused around the beings who created (or ARE) the Tarrasque(s).
Thought about making some Spawn to serve as lower-level encounters while the gang is warming up.
My main suspection is that this is too powerful for CR 15 with the abilities, but I bring it to you as-is for your scrutiny and criticism.
So without further ado...I give you the Tarrasque Spawn.
This hulking reptilian beast thrashes about wildly, destroying everything in its wake and giving no ground.
CR 15
N Huge magical beast
Init: 5; Senses: low-light vision, scent; Perception +28
Aura: frightful presence 80 ft (DC 30)
DEFENSE
AC: 32 (+5 Dex, +19 natural, -2 Size)
HP: 390 (20d10+180); regeneration 5
Fort +24, Ref +17, Will +6
DR: 10/adamantine; Immune: bleed, mind affecting effects, permanent wounds; Resist: acid 20, fire 20 ; SR 26
OFFENSE
Speed: 35ft
Melee: Bite +30 (2d8+10 plus grab), 2 claws +30 (1d8+10), 1 gore +30 (2d6+10), tail slap +30 (2d6+10)
Ranged: 3 Spines +25 (1d10+5/x3)
Space: 15ft; Reach: 15ft (30 with tail slap)
Special Attacks: burst, spines, swallow whole
STATISTICS
Str 30, Dex 20, Con 28, Int 3, Wis 11, Cha 10
Base Atk: +20 ; CMB: +32; CMD: 47
Feats: Blind-Fight, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Natural Attack (Bite), Power Attack, Run
Skills: Acrobatics +9 (+28 when jumping), Perception +28
Racial Modifiers: +5 Perception, +18 Acrobatics (Jump)
Languages: Aklo (can’t speak)
SQ: fledgling carapace, strong leaper, tarrasque heritage
SPECIAL ABILITIES
Fledging Carapace (Su): A Tarrasque Spawn’s scales have a 50% chance to deflect cones, lines, rays, and magic missile spells, rendering the creature partially immune to such effects. If the effect deflected is a line or ray, there is a 10% chance that the effect is reflected in full back at the caster. If the effect was a magic missile, the chance of the effect being reflected back on the caster is increased to 30%.
Strong Leaper (Ex) A Tarrasque Spawn uses its Strength to modify Acrobatics checks made to jump, and has a +12 racial bonus on Acrobatics checks made to jump.
Regeneration (Ex:): Few forms of attack can suppress a Tarrasque Spawn’s regeneration. If the spawn fails a save against an effect that would kill it instantly that does not involve destroying its body, it rises from death and completely reforms 3d4 rounds later with 1 hit point if no further damage is inflicted upon its remains. A Tarrasque Spawn’s regeneration can only be stopped by utterly destroying every last bit of its remains; It can regenerate even from the dust left by disintegration. If a wish or miracle spell is cast by an epic-level caster, the creature remains dead permanently.
Finally, any ability damage or energy drain dealt to a Tarrasque Spawn begins healing 1d8 rounds after being dealt, and any successful petrifaction or polymorph effects are reversed after 1d4 rounds.
Rush (Ex): Once per minute for 1 round, a Tarrasque Spawn can move at a speed of 80ft. This increases its Acrobatics bonus on check made to Jump appropriately.
Spines (Ex): The Spawn can loose a volley of six spear-like spines form its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine- all targets must be within 15 feet of each other. The spines have a range increment of 60 feet.
Tarrasque Heritage (Ex): A Tarrasque Spawn’s specific origin is unknown, but their inherit link to the Tarrasque is undeniable. Although thankfully not as powerful as its superior, it still boasts considerable defenses alongside its legendary Regeneration ability. The Tarrasque Spawn gains a +8 racial bonus on saves against ability damage, energy drain, petrifaction, and polymorph.
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Although not the indestructible engine of obliteration that the Tarrasque is, this Spawn continues its horrifying tradition of disaster.
Just as elusive as the Tarrasque, a Spawn has the mysterious ability to find the most isolated and undiscoverable place in a given region and hide there for centuries.
Few foes have ever had the misfortune of crossing the creature, and fewer still can claim to have bested it. Many intriped adventureres and kingdoms have sought the end of these creatures, only to find themselves fighting an endless battle that almost always ends in the Spawn's favor.
Unlike the true Tarrasque however, these creatures are not without their losses. A few key warriors have found ways to permanently stop the beasts, though the tools are hopelessly beyond most mortals.
Although no wiser than the Tarrasaque, a Spawn's innate senses keep it focused on the greatest present danger and constantly aware of the best escape route/hiding place, if the situation should call for it.
I suspect the wordy-ness of the Special Abilities will be one of the first to feel the axe, but the Tarrasque's has a decent block of text too.