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Thessalmonster template!
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<blockquote data-quote="BOZ" data-source="post: 48001" data-attributes="member: 1241"><p><strong>THESSALMONSTER</strong></p><p></p><p>THESSALMONSTER (template)</p><p>Thessalmonsters are a family of hybridized nocturnal monsters that resemble hydras. The exact origin of these beasts and their name is unknown, and subject to speculation. The most common type of thessalmonster is the thessalhydra, and is the basis for the other types of thessalmonster.</p><p> All thessalmonsters resemble eight-headed hydras, with a large reptilian torso and tail. Each of the snake heads are on six foot long necks on a ring surrounding the center of the beast's front.</p><p> The original thessalmonster has long been extinct. This creature was genetically unstable, but was somehow able to breed with other monsters. Thus, there are four known types of thessalmonsters, including hydras, gorgons, chimerae, and even the cockatrice.</p><p></p><p>CREATING A THESSALMONSTER</p><p>"Thessalmonster" is a template that can be added to any beast or magical beast of non-good alignment (referred to hereafter as the "base creature"). The creature's type changes to "abberation." The creature's appearance changes significantly. The creature's base size increases and becomes at least Huge, possibly Gargantuan. All nonhydra base creatures are given 8 hydra heads and appropirate acidic poison bites.</p><p> The creature uses all the base creature's statistics and special abilites except as noted here.</p><p></p><p>Hit Dice: Same as the base creature +3 HD (hit die type remains 1d10)</p><p>Speed: 30 ft (the base creature does not retain any flight or swimming capabilities)</p><p>AC: Same as the base creature, plus adustments for size increase (see MM, page 12)</p><p>Attacks: Same as the base creature, plus 8 bites (special for hydra base creature)</p><p>Damage: Same as the base creature, plus bite 1d6 and 1d6 acid</p><p>Face/Reach: Same as the base creature</p><p>Special Attacks: Same as the base creature, plus acid</p><p>Special Qualitites: Same as the base creature, plus immune to acid</p><p>Saves: Same as the base creature</p><p>Abilities: Same as the base creature, plus adustments for size increase (see MM, page 12). The creature's maximum Intelligence score is 7.</p><p>Skills and Feats: Same as the base creature. Thessalmonsters also receive a +2 racial bonus to Listen and Spot checks, thanks to their multiple heads. A thessalmonster's Combat Reflexes feat allows it to use all its heads for attacks of opportunity each round.</p><p></p><p>Climate/Terrain: Same as the base creature, but prefers damp, dark places</p><p>Organization: Solitary</p><p>Challenge Rating: Same as the base creature +5</p><p>Treasure: Same as the base creature</p><p>Alignment: Same as the base creature</p><p>Advancement: Same as the base creature</p><p></p><p>SAMPLE THESSALMONSTERS</p><p></p><p>This example uses an eight-headed hydra as the base creature.</p><p></p><p>THESSALHYDRA</p><p>Gargantuan Aberration</p><p>Hit Dice: 11d10+77 (137 hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 30 ft</p><p>AC: 17 (-4 size, +1 Dex, +10 natural)</p><p>Attacks: 8 bites +12 melee, bite +7 melee, tail +7 melee</p><p>Damage: Bite 1d6+8 and 1d6 acid, bite 1d20+4 and 1d20 acid, tail 1d12+4</p><p>Face/Reach: 30 ft by 30 ft/15 ft</p><p>Special Attacks: Acid, improved grab, acidic spit</p><p>Special Qualitites: Scent, immune to acid</p><p>Saves: Fort +10, Ref +4, Will +7</p><p>Abilities: Str 27, Dex 12, Con 24, Int 3, Wis 10, Cha 9</p><p>Skills: Listen +15, Spot +15</p><p>Feats: Combat Reflexes</p><p></p><p>Climate/Terrain: Any marsh and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 12</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 12-22 HD (Gargantuan); 23-33 HD (Colossal)</p><p></p><p>Thessaldryas resemble eight-headed hyrdas, and are the only type of thessalmonster which may be confused with the original type of monster. This creature has a large, reptilian torso and tail, and measures 30 feet total in length. Eight serpentine heads form a ring surrounding a large, circular maw of jagged teeth at the front of the creature. The total length of each neck and head is six feet long. The tail is 18 feet long, and is tipped by a pair of sharp pincers.</p><p> Most of the beast's shiny hide is deep green in color. The undersides of the necks, torso, and tail are ocher yellow. Patches of orange hair cover the beast's chest and upper forelegs. The creature's eyes are dark red.</p><p></p><p>COMBAT</p><p>The thessalhyrda attacks with its serpentine heads, causing damage with its acidic poison. If it gets a hold with its tail attack, it puts the victim in its main mouth and bites. To sever one of its fringe heads, an opponent must hit the monster's neck with a slashing weapon for at least 12 points of damage in one blow.</p><p> Improved Grab (Ex): To use this ability, the thessalhyrda must hit with its tail attack. It it gets a hold, the main bite attack hits automatically.</p><p> Acidic Spit (Ex): Once per day, a thessalhydra can spit out a gob of acidic saliva from its central mouth. This spittle covers a 12 foot diameter circle, up to a range of 30 yards away. Creatures struck by this spit suffer 12d6 points of acid damage (Reflex save DC 16 for half).</p><p></p><p></p><p>This example uses a chimera as the base creature.</p><p></p><p>THESSALMERA</p><p>Huge Aberration</p><p>Hit Dice: 12d10+60 (126 hp)</p><p>Initiative: +0 (Dex)</p><p>Speed: 30 ft</p><p>AC: 17 (-2 size, +9 natural)</p><p>Attacks: 6-8 bites +15 melee, lion bite +13 melee, dragon bite +13 melee, tail +13 melee</p><p>Damage: Bite 1d6+8 and 1d6 acid, lion bite 3d4+4, dragon bite 2d4+4, tail 1d12+4</p><p>Face/Reach: 10 ft by 20 ft/10 ft</p><p>Special Attacks: Acid, breath weapon, improved grab</p><p>Special Qualitites: Scent, immune to petrification and acid, fire resistance 10</p><p>Saves: Fort +9, Ref +4, Will +9</p><p>Abilities: Str 27, Dex 11, Con 21, Int 4, Wis 13, Cha 10</p><p>Skills: Hide +12, Listen +14, Spot +14</p><p>Feats: Alertness, Combat Reflexes, Multiattack</p><p></p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 12</p><p>Treasure: None</p><p>Alignment: Always chaotic evil</p><p>Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)</p><p></p><p>The thessalmera is a result of crossbreeding between the thessalhyrda and the chimera. Its body is reptilian like the thessalhydra, and it has the pincer tail as well. This monster has from six to eight hydra heads, with a lion's head in the middle of them, and a red dragon's head on the beast's upper back. The lion's head is covered with auburn hair, and patches of dark red hair cover the beast's chest and upper forelegs.</p><p> The thessalmera commonly lives in swamplands, jungles, and cavers, and can endure extreme environments.</p><p></p><p>COMBAT</p><p>The thessalmera attacks with its serpentine heads, causing damage with its acidic poison. To sever one of its fringe heads, an opponent must hit the monster's neck with a slashing weapon for at least 12 points of damage in one blow. The creature also bites with its lion head in close range, and can either bite with the red dragon head, or use its breath weapon.</p><p> The thessalmera is always controlled by its lion head, and if this one is destroyed the dragon head takes over. If that head is destroyed also, the creature becomes goes into a frenzy, attacking everything nearby fearlessly and recklessly.</p><p> Breath Weapon (Su): Up to six times per day, damage 3d8, Reflex save half DC 21. Use all rules for red dragon's cone of fire.</p><p> Improved Grab (Ex): To use this ability, the thessalmera must hit with its tail attack. It it gets a hold, it can hit with any other attacks automatically.</p><p></p><p></p><p>This example uses a gorgon as the base creature.</p><p></p><p>THESSALGORGON</p><p>Gargantuan Aberration</p><p>Hit Dice: 11d10+77 (137 hp)</p><p>Initiative: +3 (Dex, Improved Initative)</p><p>Speed: 30 ft</p><p>AC: 21 (-4 size, -1 Dex, +16 natural)</p><p>Attacks: 8 bites +17 melee, bite +12 melee</p><p>Damage: Bite 1d6+13 and 1d6 acid, bite 2d6+6 and 2d6 acid</p><p>Face/Reach: 30 ft by 30 ft/15 ft</p><p>Special Attacks: Acid, breath weapon, trample 1d8+20</p><p>Special Qualitites: Scent, immune to petrification and acid</p><p>Saves: Fort +10, Ref +2, Will +8</p><p>Abilities: Str 37, Dex 8, Con 25, Int 2, Wis 12, Cha 9</p><p>Skills: Listen +16, Spot +16</p><p>Feats: Alertness, Combat Reflexes, Improved Initiative</p><p></p><p>Climate/Terrain: Temperate and warm land and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 13</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 12-22 HD (Gargantuan); 23-33 HD (Colossal)</p><p></p><p>A hybrid of the thessalhyrda and gorgon, the thessalgorgon appears most different from its thessal-kin. It has the lizard-like body and eight snake heads of the thessalhydra, with a bull's head in the middle of the serpentine heads. The entire body of this creature is covered in thick, metallic scales of a coppery green color. Thatches of dark green hair cover the top of the bull's head, the chest, and the upper forelegs. This beast does not have a tail attack. These monsters are usually found in caves in wilderness regions.</p><p></p><p>COMBAT</p><p>The thessalgorgon attacks with its serpentine heads, causing damage with its acidic poison. To sever one of its fringe heads, an opponent must hit the monster's neck with a slashing weapon for at least 12 points of damage in one blow.</p><p> Breath Weapon (Su): Turn to stone permanently, cone, 60 feet, every 1d4 rounds (but no more than four times per day); Fortitude save (DC 22).</p><p> Trample (Ex): A thessalgorgon can trample Large or smaller creatures for 1d8+20 points of damage. Opponents who do not make attacks of opportunity against the thessalgorgon can attempt a Reflex save (DC 28) to halve the damage.</p><p></p><p></p><p>This example uses a cockatrice as the base creature.</p><p></p><p>THESSALTRICE</p><p>Gargantuan Aberration</p><p>Hit Dice: 8d10+56 (100 hp)</p><p>Initiative: +0 (Dex)</p><p>Speed: 30 ft</p><p>AC: 16 (-4 size, +10 natural)</p><p>Attacks: 8 bites +14 melee, bite +9 melee</p><p>Damage: Bite 1d6+12 and 1d6 acid, bite 1d10+6 and 1d10 acid</p><p>Face/Reach: 30 ft by 30 ft/15 ft</p><p>Special Attacks: Acid, petrification</p><p>Special Qualitites: Petrification immunity, immune to acid</p><p>Saves: Fort +9, Ref +2, Will +7</p><p>Abilities: Str 34, Dex 11, Con 25, Int 2, Wis 13, Cha 9</p><p>Skills: Listen +13, Spot +13</p><p>Feats: Alertness, Combat Reflexes, Dodge</p><p></p><p>Climate/Terrain: Any temperate and warm land and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 8</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 8-16 HD (Gargantuan); 17-24 HD (Colossal)</p><p></p><p>The thessaltrice is the unlikely hybrid between the thessalhydra and cockatrice. The creature has eight fringe heads which resemble the head and neck of a cockatrice, with wattles, combs, eyes, and tongues of bright red. The green necks of these heads are covered with reddish gold feathers. Like the thessalhydra, the thessaltrice has a central maw in the middle of its fringe heads. The reptilian torso and tail of this beast are deep green with a yellow underbelly. The torso is 12 feet long, the tail is eight feet long, and the creature is six feet tall at the shoulder. Each of the cockatrice heads and neck are six feet in length.</p><p> The thessaltrice prefers warmer climates, such as tropical swamps, jungles, and caverns.</p><p></p><p>COMBAT</p><p>The thessaltrice attacks with its birdlike heads, causing damage with its acidic poison. To sever one of its fringe heads, an opponent must hit the monster's neck with a slashing weapon for at least 8 points of damage in one blow.</p><p> Petrification (Su): Once per day per head, a thessaltrice can turn beings to stone with a touch. Creatures hit by a cockatrice head must succeed at a Fortitude save (DC 21) or instantly turn to stone. This aura of petrification can extend into the Astral and Ethereal planes.</p><p> Petrification Immunity (Ex): Thessaltrices are immune to the petrifying ability of other thessaltrices and cockatrices, but other petrifying attacks affect them normally.</p><p></p><p>The thessalhydra first appeared in Monster Manual II (1983), and the thessalmera first appeared in Dragon Magazine #94 (The Ecology of the Chimera, Ed Greenwood, 1985). Thessalmonsters as a group, including the thessalgorgon and thessaltrice, first appeared in the Forgotten Realms MC3 (1989).</p></blockquote><p></p>
[QUOTE="BOZ, post: 48001, member: 1241"] [b]THESSALMONSTER[/b] THESSALMONSTER (template) Thessalmonsters are a family of hybridized nocturnal monsters that resemble hydras. The exact origin of these beasts and their name is unknown, and subject to speculation. The most common type of thessalmonster is the thessalhydra, and is the basis for the other types of thessalmonster. All thessalmonsters resemble eight-headed hydras, with a large reptilian torso and tail. Each of the snake heads are on six foot long necks on a ring surrounding the center of the beast's front. The original thessalmonster has long been extinct. This creature was genetically unstable, but was somehow able to breed with other monsters. Thus, there are four known types of thessalmonsters, including hydras, gorgons, chimerae, and even the cockatrice. CREATING A THESSALMONSTER "Thessalmonster" is a template that can be added to any beast or magical beast of non-good alignment (referred to hereafter as the "base creature"). The creature's type changes to "abberation." The creature's appearance changes significantly. The creature's base size increases and becomes at least Huge, possibly Gargantuan. All nonhydra base creatures are given 8 hydra heads and appropirate acidic poison bites. The creature uses all the base creature's statistics and special abilites except as noted here. Hit Dice: Same as the base creature +3 HD (hit die type remains 1d10) Speed: 30 ft (the base creature does not retain any flight or swimming capabilities) AC: Same as the base creature, plus adustments for size increase (see MM, page 12) Attacks: Same as the base creature, plus 8 bites (special for hydra base creature) Damage: Same as the base creature, plus bite 1d6 and 1d6 acid Face/Reach: Same as the base creature Special Attacks: Same as the base creature, plus acid Special Qualitites: Same as the base creature, plus immune to acid Saves: Same as the base creature Abilities: Same as the base creature, plus adustments for size increase (see MM, page 12). The creature's maximum Intelligence score is 7. Skills and Feats: Same as the base creature. Thessalmonsters also receive a +2 racial bonus to Listen and Spot checks, thanks to their multiple heads. A thessalmonster's Combat Reflexes feat allows it to use all its heads for attacks of opportunity each round. Climate/Terrain: Same as the base creature, but prefers damp, dark places Organization: Solitary Challenge Rating: Same as the base creature +5 Treasure: Same as the base creature Alignment: Same as the base creature Advancement: Same as the base creature SAMPLE THESSALMONSTERS This example uses an eight-headed hydra as the base creature. THESSALHYDRA Gargantuan Aberration Hit Dice: 11d10+77 (137 hp) Initiative: +1 (Dex) Speed: 30 ft AC: 17 (-4 size, +1 Dex, +10 natural) Attacks: 8 bites +12 melee, bite +7 melee, tail +7 melee Damage: Bite 1d6+8 and 1d6 acid, bite 1d20+4 and 1d20 acid, tail 1d12+4 Face/Reach: 30 ft by 30 ft/15 ft Special Attacks: Acid, improved grab, acidic spit Special Qualitites: Scent, immune to acid Saves: Fort +10, Ref +4, Will +7 Abilities: Str 27, Dex 12, Con 24, Int 3, Wis 10, Cha 9 Skills: Listen +15, Spot +15 Feats: Combat Reflexes Climate/Terrain: Any marsh and underground Organization: Solitary Challenge Rating: 12 Treasure: None Alignment: Always neutral Advancement: 12-22 HD (Gargantuan); 23-33 HD (Colossal) Thessaldryas resemble eight-headed hyrdas, and are the only type of thessalmonster which may be confused with the original type of monster. This creature has a large, reptilian torso and tail, and measures 30 feet total in length. Eight serpentine heads form a ring surrounding a large, circular maw of jagged teeth at the front of the creature. The total length of each neck and head is six feet long. The tail is 18 feet long, and is tipped by a pair of sharp pincers. Most of the beast's shiny hide is deep green in color. The undersides of the necks, torso, and tail are ocher yellow. Patches of orange hair cover the beast's chest and upper forelegs. The creature's eyes are dark red. COMBAT The thessalhyrda attacks with its serpentine heads, causing damage with its acidic poison. If it gets a hold with its tail attack, it puts the victim in its main mouth and bites. To sever one of its fringe heads, an opponent must hit the monster's neck with a slashing weapon for at least 12 points of damage in one blow. Improved Grab (Ex): To use this ability, the thessalhyrda must hit with its tail attack. It it gets a hold, the main bite attack hits automatically. Acidic Spit (Ex): Once per day, a thessalhydra can spit out a gob of acidic saliva from its central mouth. This spittle covers a 12 foot diameter circle, up to a range of 30 yards away. Creatures struck by this spit suffer 12d6 points of acid damage (Reflex save DC 16 for half). This example uses a chimera as the base creature. THESSALMERA Huge Aberration Hit Dice: 12d10+60 (126 hp) Initiative: +0 (Dex) Speed: 30 ft AC: 17 (-2 size, +9 natural) Attacks: 6-8 bites +15 melee, lion bite +13 melee, dragon bite +13 melee, tail +13 melee Damage: Bite 1d6+8 and 1d6 acid, lion bite 3d4+4, dragon bite 2d4+4, tail 1d12+4 Face/Reach: 10 ft by 20 ft/10 ft Special Attacks: Acid, breath weapon, improved grab Special Qualitites: Scent, immune to petrification and acid, fire resistance 10 Saves: Fort +9, Ref +4, Will +9 Abilities: Str 27, Dex 11, Con 21, Int 4, Wis 13, Cha 10 Skills: Hide +12, Listen +14, Spot +14 Feats: Alertness, Combat Reflexes, Multiattack Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: 12 Treasure: None Alignment: Always chaotic evil Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan) The thessalmera is a result of crossbreeding between the thessalhyrda and the chimera. Its body is reptilian like the thessalhydra, and it has the pincer tail as well. This monster has from six to eight hydra heads, with a lion's head in the middle of them, and a red dragon's head on the beast's upper back. The lion's head is covered with auburn hair, and patches of dark red hair cover the beast's chest and upper forelegs. The thessalmera commonly lives in swamplands, jungles, and cavers, and can endure extreme environments. COMBAT The thessalmera attacks with its serpentine heads, causing damage with its acidic poison. To sever one of its fringe heads, an opponent must hit the monster's neck with a slashing weapon for at least 12 points of damage in one blow. The creature also bites with its lion head in close range, and can either bite with the red dragon head, or use its breath weapon. The thessalmera is always controlled by its lion head, and if this one is destroyed the dragon head takes over. If that head is destroyed also, the creature becomes goes into a frenzy, attacking everything nearby fearlessly and recklessly. Breath Weapon (Su): Up to six times per day, damage 3d8, Reflex save half DC 21. Use all rules for red dragon's cone of fire. Improved Grab (Ex): To use this ability, the thessalmera must hit with its tail attack. It it gets a hold, it can hit with any other attacks automatically. This example uses a gorgon as the base creature. THESSALGORGON Gargantuan Aberration Hit Dice: 11d10+77 (137 hp) Initiative: +3 (Dex, Improved Initative) Speed: 30 ft AC: 21 (-4 size, -1 Dex, +16 natural) Attacks: 8 bites +17 melee, bite +12 melee Damage: Bite 1d6+13 and 1d6 acid, bite 2d6+6 and 2d6 acid Face/Reach: 30 ft by 30 ft/15 ft Special Attacks: Acid, breath weapon, trample 1d8+20 Special Qualitites: Scent, immune to petrification and acid Saves: Fort +10, Ref +2, Will +8 Abilities: Str 37, Dex 8, Con 25, Int 2, Wis 12, Cha 9 Skills: Listen +16, Spot +16 Feats: Alertness, Combat Reflexes, Improved Initiative Climate/Terrain: Temperate and warm land and underground Organization: Solitary Challenge Rating: 13 Treasure: None Alignment: Always neutral Advancement: 12-22 HD (Gargantuan); 23-33 HD (Colossal) A hybrid of the thessalhyrda and gorgon, the thessalgorgon appears most different from its thessal-kin. It has the lizard-like body and eight snake heads of the thessalhydra, with a bull's head in the middle of the serpentine heads. The entire body of this creature is covered in thick, metallic scales of a coppery green color. Thatches of dark green hair cover the top of the bull's head, the chest, and the upper forelegs. This beast does not have a tail attack. These monsters are usually found in caves in wilderness regions. COMBAT The thessalgorgon attacks with its serpentine heads, causing damage with its acidic poison. To sever one of its fringe heads, an opponent must hit the monster's neck with a slashing weapon for at least 12 points of damage in one blow. Breath Weapon (Su): Turn to stone permanently, cone, 60 feet, every 1d4 rounds (but no more than four times per day); Fortitude save (DC 22). Trample (Ex): A thessalgorgon can trample Large or smaller creatures for 1d8+20 points of damage. Opponents who do not make attacks of opportunity against the thessalgorgon can attempt a Reflex save (DC 28) to halve the damage. This example uses a cockatrice as the base creature. THESSALTRICE Gargantuan Aberration Hit Dice: 8d10+56 (100 hp) Initiative: +0 (Dex) Speed: 30 ft AC: 16 (-4 size, +10 natural) Attacks: 8 bites +14 melee, bite +9 melee Damage: Bite 1d6+12 and 1d6 acid, bite 1d10+6 and 1d10 acid Face/Reach: 30 ft by 30 ft/15 ft Special Attacks: Acid, petrification Special Qualitites: Petrification immunity, immune to acid Saves: Fort +9, Ref +2, Will +7 Abilities: Str 34, Dex 11, Con 25, Int 2, Wis 13, Cha 9 Skills: Listen +13, Spot +13 Feats: Alertness, Combat Reflexes, Dodge Climate/Terrain: Any temperate and warm land and underground Organization: Solitary Challenge Rating: 8 Treasure: None Alignment: Always neutral Advancement: 8-16 HD (Gargantuan); 17-24 HD (Colossal) The thessaltrice is the unlikely hybrid between the thessalhydra and cockatrice. The creature has eight fringe heads which resemble the head and neck of a cockatrice, with wattles, combs, eyes, and tongues of bright red. The green necks of these heads are covered with reddish gold feathers. Like the thessalhydra, the thessaltrice has a central maw in the middle of its fringe heads. The reptilian torso and tail of this beast are deep green with a yellow underbelly. The torso is 12 feet long, the tail is eight feet long, and the creature is six feet tall at the shoulder. Each of the cockatrice heads and neck are six feet in length. The thessaltrice prefers warmer climates, such as tropical swamps, jungles, and caverns. COMBAT The thessaltrice attacks with its birdlike heads, causing damage with its acidic poison. To sever one of its fringe heads, an opponent must hit the monster's neck with a slashing weapon for at least 8 points of damage in one blow. Petrification (Su): Once per day per head, a thessaltrice can turn beings to stone with a touch. Creatures hit by a cockatrice head must succeed at a Fortitude save (DC 21) or instantly turn to stone. This aura of petrification can extend into the Astral and Ethereal planes. Petrification Immunity (Ex): Thessaltrices are immune to the petrifying ability of other thessaltrices and cockatrices, but other petrifying attacks affect them normally. The thessalhydra first appeared in Monster Manual II (1983), and the thessalmera first appeared in Dragon Magazine #94 (The Ecology of the Chimera, Ed Greenwood, 1985). Thessalmonsters as a group, including the thessalgorgon and thessaltrice, first appeared in the Forgotten Realms MC3 (1989). [/QUOTE]
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