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<blockquote data-quote="Crinos" data-source="post: 2994535" data-attributes="member: 8577"><p>And lastly, from the 2e monstrous manual/ Kara-Tur appendix, another favorite of mine, the reptillian gargantua. </p><p></p><p>Reptillian Gargantua</p><p>Collosal Magical beast</p><p>Hit Dice: 50d10+754 (1,029)</p><p>Initiative: +0</p><p>Speed: 50 ft, swim 30 ft. </p><p>Armor Class: 18 (-8 size, +16 natural)</p><p>BAB/Grapple: +50/+66</p><p> Attack: claw +72 (3d10+20 damage)</p><p>Full Attack: 2 claws +72 (3d10+20), 1 bite +70 (6d10+10)</p><p>Space/Reach: 200 ft/ 60 ft.</p><p>Special Attacks: Trample, swinging tail</p><p>Special Qualities: primitive empathy, unable to suprise, fast healing 4, Detect young</p><p>Saves: fort +27 Ref +27 will +16</p><p>Abilities: Str 50, Dex 10, Con 40, Int 5, Wis 6, Cha 7</p><p>Skills: Climb +30, Intimidate +18, jump +23, search +2, Listen +3, spot +, swim +25</p><p>Feats: (6) Power attack, Improved Bulls rush, Awesome blow, Multiattack, snatch, mighty roar*, improved multiattack*, greater mighty roar*, Stamp*, improved sunder, weapon focus (claws), greater weapon focus (claws), Toughness, Roll with it*, Improved unarmed strike, Thunderclap*, Pain Mastery*, Area attack*</p><p></p><p>note, feats marked with a * come from the supplement savage species, If your campaign doesnt use this supplement, feel free to replace them. All other feats come from the PHB or the MM. </p><p>Environment: tropical or sub tropical islands. </p><p>Organization: solitary or mated pair </p><p>Challenge Rating: 33</p><p>Treasure: nil</p><p>Alignment: usually chaotic neutral</p><p>Advancement: 51-150 (collosal)</p><p>Level Adjustment:</p><p></p><p>the creature that looms before you is a gigantic reptile, bigger than anything you've ever seen, it's mountanous form seems to blot out the sun. </p><p></p><p>Gargantua are gigantic reptillian creatures of impossible size and power. Thankfully rare and unobtrusive, these creatures can nevertheless be fierce opponents when their ire is raised, though less intelligent than humans, Gargantua have long memories and deep desires for revenge.</p><p></p><p>Gargantua are typically between 100-200 feet in height, and are semi bipedal reptillian creatures with rocky scales of dark green/black color. Reptillian Gargantua's do not speak, but rather let loose a deafening roar. They can breath both air and water. </p><p></p><p>Combat: Gargantua's lumber through their surrounding with no regard to anything else, if anything gets in their way it quickly gets crushed or dealt with by the monsters claws and teeth. </p><p></p><p>trample (Ex): as a full round action a Reptillian gargantua can move up to twice its speed and run over a creature smaller than itself. This attack deals 10d10+10 points of damage and the reflex save is DC 55 for half damage. </p><p></p><p> Swinging Tail (Ex): A Gargantua's tail swings absently in a 90 foor arc behind it, any creature standing here must make a Reflex save (DC 55) or be hit by the tail for 8d10+20 damage. </p><p></p><p>fast healing 4 (ex): A Gargantua regenerates 4 hit points per round as long as it has at least 1 hit point left. </p><p></p><p>Unable to surprise (ex): Due to its large size and weight, the gargantua is always preceding by a violent shaking of the earth (on land) or a violent chruning of the seas (in the water), as a result, gargantua's automatically fail any hide or move silently checks. </p><p></p><p>primitive empathy (su): A Gargantua is naturally empathic, able to sense the base motives of any creature it meets. It automatically knows if a creature means it harm or not, and acts accordingly. (A bluff check can be attempted at DC 50 to attempt to mask ones true intentions from the gargantua.) </p><p></p><p>Detect Young ( Su): Reptillian gargantua are connected on a primordial level (young Gargantua are around 20 feet tall (huge creatures) and only have 10 hit die, movement ratings of 30 feet, 20 feet swiming. Their claws inflict 1d10 points of damage, while their bites infilct 2d12, their tail attack also only inflicts 3d6 damage and has a range of about 20 feet. Strength and Constitution are also halved. Aside from this, they are same as the big ones.) If a Gargantua's young is taken, it will immediatly begin pursuit of the kidnapper. The Gargantua can sense its young anywhere in that particular world, and will follow it tirelessly until it reclaims them. </p><p></p><p>Source: 2nd edition Monstrous manual/ Kara Tur appendix.</p></blockquote><p></p>
[QUOTE="Crinos, post: 2994535, member: 8577"] And lastly, from the 2e monstrous manual/ Kara-Tur appendix, another favorite of mine, the reptillian gargantua. Reptillian Gargantua Collosal Magical beast Hit Dice: 50d10+754 (1,029) Initiative: +0 Speed: 50 ft, swim 30 ft. Armor Class: 18 (-8 size, +16 natural) BAB/Grapple: +50/+66 Attack: claw +72 (3d10+20 damage) Full Attack: 2 claws +72 (3d10+20), 1 bite +70 (6d10+10) Space/Reach: 200 ft/ 60 ft. Special Attacks: Trample, swinging tail Special Qualities: primitive empathy, unable to suprise, fast healing 4, Detect young Saves: fort +27 Ref +27 will +16 Abilities: Str 50, Dex 10, Con 40, Int 5, Wis 6, Cha 7 Skills: Climb +30, Intimidate +18, jump +23, search +2, Listen +3, spot +, swim +25 Feats: (6) Power attack, Improved Bulls rush, Awesome blow, Multiattack, snatch, mighty roar*, improved multiattack*, greater mighty roar*, Stamp*, improved sunder, weapon focus (claws), greater weapon focus (claws), Toughness, Roll with it*, Improved unarmed strike, Thunderclap*, Pain Mastery*, Area attack* note, feats marked with a * come from the supplement savage species, If your campaign doesnt use this supplement, feel free to replace them. All other feats come from the PHB or the MM. Environment: tropical or sub tropical islands. Organization: solitary or mated pair Challenge Rating: 33 Treasure: nil Alignment: usually chaotic neutral Advancement: 51-150 (collosal) Level Adjustment: the creature that looms before you is a gigantic reptile, bigger than anything you've ever seen, it's mountanous form seems to blot out the sun. Gargantua are gigantic reptillian creatures of impossible size and power. Thankfully rare and unobtrusive, these creatures can nevertheless be fierce opponents when their ire is raised, though less intelligent than humans, Gargantua have long memories and deep desires for revenge. Gargantua are typically between 100-200 feet in height, and are semi bipedal reptillian creatures with rocky scales of dark green/black color. Reptillian Gargantua's do not speak, but rather let loose a deafening roar. They can breath both air and water. Combat: Gargantua's lumber through their surrounding with no regard to anything else, if anything gets in their way it quickly gets crushed or dealt with by the monsters claws and teeth. trample (Ex): as a full round action a Reptillian gargantua can move up to twice its speed and run over a creature smaller than itself. This attack deals 10d10+10 points of damage and the reflex save is DC 55 for half damage. Swinging Tail (Ex): A Gargantua's tail swings absently in a 90 foor arc behind it, any creature standing here must make a Reflex save (DC 55) or be hit by the tail for 8d10+20 damage. fast healing 4 (ex): A Gargantua regenerates 4 hit points per round as long as it has at least 1 hit point left. Unable to surprise (ex): Due to its large size and weight, the gargantua is always preceding by a violent shaking of the earth (on land) or a violent chruning of the seas (in the water), as a result, gargantua's automatically fail any hide or move silently checks. primitive empathy (su): A Gargantua is naturally empathic, able to sense the base motives of any creature it meets. It automatically knows if a creature means it harm or not, and acts accordingly. (A bluff check can be attempted at DC 50 to attempt to mask ones true intentions from the gargantua.) Detect Young ( Su): Reptillian gargantua are connected on a primordial level (young Gargantua are around 20 feet tall (huge creatures) and only have 10 hit die, movement ratings of 30 feet, 20 feet swiming. Their claws inflict 1d10 points of damage, while their bites infilct 2d12, their tail attack also only inflicts 3d6 damage and has a range of about 20 feet. Strength and Constitution are also halved. Aside from this, they are same as the big ones.) If a Gargantua's young is taken, it will immediatly begin pursuit of the kidnapper. The Gargantua can sense its young anywhere in that particular world, and will follow it tirelessly until it reclaims them. Source: 2nd edition Monstrous manual/ Kara Tur appendix. [/QUOTE]
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