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CR 12 Creature?
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<blockquote data-quote="Herzog" data-source="post: 5822025" data-attributes="member: 25696"><p>Final changes and included description of 'standard' abilities:</p><p></p><p></p><p>Zargon (Tentacled Horror)</p><p>CR 12(?)</p><p>Huge Aberration</p><p>HD 16d8+70+16 (168 hp)</p><p>Init +3</p><p>Spd 30 ft</p><p>AC: 25 (+3 DEX; -2 Size; +14 NA)</p><p>Bab/Grapple: +12/+28 (+8 size,+8 STR)</p><p>Full attack: 6 tentacles(+18/2d6+8), bite (+16/2d6+4)</p><p>(zargon also has 6 tentacles on which it walks, but cannot attack with these)</p><p>Size/Reach 15/15</p><p>SA: Improved Grab, Constrict (2d6+8), Power Grapple, Fling Opponent, Hostage Shield, Dispelling Roar, Vampiric Horn</p><p>SQ Tremorsense, Darkvision 60', Immune to poison, acid resistance 10, fire resistance 10, electricity resistance 10, cold resistance 10</p><p>AL: CE</p><p>DR: 10/good</p><p>Saves: Will +13;Ref +10;Fort+10 </p><p>STR 26 DEX 16 CON 20 INT 14 WIS 16 CHA 14</p><p>Feats: Power Attack, Multiattack, Lighting Reflexes, Combat Reflexes, Improved Natural Attack (tentacle), Improved Thoughness</p><p>Skills: Bluff +13, Intimidate +25, Knowledge (Arcana) +14, Listen +15, Sense Motive +17, Spot +15</p><p></p><p>Improved Grab (Ex): To use this ability, Zargon must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Zargon has the option to conduct the grapple normally, or simply use the tentacle to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks, but is not considered grappled itself.</p><p></p><p>Power Grapple (Ex): If Zargon uses two tentacles to grapple an opponent, the penalty for holding the creature is negated (he doesn't take the -20 to not be considered grappling himself).</p><p></p><p>Constrict (Ex): Zargon deals automatic tentacle damage with a successful grapple check.</p><p></p><p>Fling Opponent (Ex): In place of a tentacle attack, Zargon can hurl a pinned opponent at another opponent whom it currently does not grapple. Treat this as a ranged touch attack with a range increment of 10' (starting at Zargon's normal reach of 15'). This ends the grapple with the pinned opponent. Both the pinned opponent and the target of this attack take 2d6+16 points of damage from the impact and end up prone. The target of this attack can attempt a Reflex save (DC 26 [Str based DC]) for half damage and to avoid being knocked prone. </p><p></p><p>Hostage Shield (Ex): Whenever Zargon is pinning an opponent, as an immediate action, it can negate a single successful attack (melee or ranged) against itself and redirect it at the pinned opponent, who suffers the full normal effect of the attack. Only one pinned opponent can be used as a hostage shield.</p><p></p><p>Dispelling Roar (Su): As a standard action, Zargon can emit a supernatural roar that functions like a targetted dispel (caster level 10) on any creature and object within the 20' cone. Zargon only uses this when it is hindered by magical effects its normal attacks cannot cope with, since it means giving up all other attacks.</p><p></p><p>Vampiric Horn (Su): If Zargon has taken damage, it can bring any pinned opponent up to its horn and drain life energy. This requires a successfull grapple check to move the opponent into position. It then drains 1d12+2 (CHA based bonus dmg) hp from the opponent, which are directly used to heal his wounds. Zargon cannot use this ability to gain more than his maximum number of hitpoints.</p><p></p><p>The tentacles of Zargon can be sundered similar to those of the Kraken or the necks of the Hydra.</p><p>Sundering a tentacle provokes an attack of oppertunity (unless the attacker has improved sunder).</p><p>Each tentacle has 20 hp (and has DR 10/good just like the body). Damage to the tentacle is not counted against Zargons hp until the tentacle is sundered. If Zargon looses a tentacle, it takes 10 hp of damage.</p><p>A sundered tentacle remains alive for 10 minutes after being seperated from Zargon. Treat as Medium Constrictor Snake without a bite attack and with DR 10/good. If the tentacle takes an additional 19 points of damage or more (standard hp for the snake) it stops moving.</p><p>If Zargon looses a Foot Tentacle it's speed is reduced by 5'.</p><p></p><p>Zargon typically uses the attack of oppertunity triggered by the sunder attempt to initiate a grapple. If the attack hits and the grapple succeeds, the opponent cannot finish the sunder attempt if he would be unable to attack with the weapon used when grappled.</p></blockquote><p></p>
[QUOTE="Herzog, post: 5822025, member: 25696"] Final changes and included description of 'standard' abilities: Zargon (Tentacled Horror) CR 12(?) Huge Aberration HD 16d8+70+16 (168 hp) Init +3 Spd 30 ft AC: 25 (+3 DEX; -2 Size; +14 NA) Bab/Grapple: +12/+28 (+8 size,+8 STR) Full attack: 6 tentacles(+18/2d6+8), bite (+16/2d6+4) (zargon also has 6 tentacles on which it walks, but cannot attack with these) Size/Reach 15/15 SA: Improved Grab, Constrict (2d6+8), Power Grapple, Fling Opponent, Hostage Shield, Dispelling Roar, Vampiric Horn SQ Tremorsense, Darkvision 60', Immune to poison, acid resistance 10, fire resistance 10, electricity resistance 10, cold resistance 10 AL: CE DR: 10/good Saves: Will +13;Ref +10;Fort+10 STR 26 DEX 16 CON 20 INT 14 WIS 16 CHA 14 Feats: Power Attack, Multiattack, Lighting Reflexes, Combat Reflexes, Improved Natural Attack (tentacle), Improved Thoughness Skills: Bluff +13, Intimidate +25, Knowledge (Arcana) +14, Listen +15, Sense Motive +17, Spot +15 Improved Grab (Ex): To use this ability, Zargon must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Zargon has the option to conduct the grapple normally, or simply use the tentacle to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks, but is not considered grappled itself. Power Grapple (Ex): If Zargon uses two tentacles to grapple an opponent, the penalty for holding the creature is negated (he doesn't take the -20 to not be considered grappling himself). Constrict (Ex): Zargon deals automatic tentacle damage with a successful grapple check. Fling Opponent (Ex): In place of a tentacle attack, Zargon can hurl a pinned opponent at another opponent whom it currently does not grapple. Treat this as a ranged touch attack with a range increment of 10' (starting at Zargon's normal reach of 15'). This ends the grapple with the pinned opponent. Both the pinned opponent and the target of this attack take 2d6+16 points of damage from the impact and end up prone. The target of this attack can attempt a Reflex save (DC 26 [Str based DC]) for half damage and to avoid being knocked prone. Hostage Shield (Ex): Whenever Zargon is pinning an opponent, as an immediate action, it can negate a single successful attack (melee or ranged) against itself and redirect it at the pinned opponent, who suffers the full normal effect of the attack. Only one pinned opponent can be used as a hostage shield. Dispelling Roar (Su): As a standard action, Zargon can emit a supernatural roar that functions like a targetted dispel (caster level 10) on any creature and object within the 20' cone. Zargon only uses this when it is hindered by magical effects its normal attacks cannot cope with, since it means giving up all other attacks. Vampiric Horn (Su): If Zargon has taken damage, it can bring any pinned opponent up to its horn and drain life energy. This requires a successfull grapple check to move the opponent into position. It then drains 1d12+2 (CHA based bonus dmg) hp from the opponent, which are directly used to heal his wounds. Zargon cannot use this ability to gain more than his maximum number of hitpoints. The tentacles of Zargon can be sundered similar to those of the Kraken or the necks of the Hydra. Sundering a tentacle provokes an attack of oppertunity (unless the attacker has improved sunder). Each tentacle has 20 hp (and has DR 10/good just like the body). Damage to the tentacle is not counted against Zargons hp until the tentacle is sundered. If Zargon looses a tentacle, it takes 10 hp of damage. A sundered tentacle remains alive for 10 minutes after being seperated from Zargon. Treat as Medium Constrictor Snake without a bite attack and with DR 10/good. If the tentacle takes an additional 19 points of damage or more (standard hp for the snake) it stops moving. If Zargon looses a Foot Tentacle it's speed is reduced by 5'. Zargon typically uses the attack of oppertunity triggered by the sunder attempt to initiate a grapple. If the attack hits and the grapple succeeds, the opponent cannot finish the sunder attempt if he would be unable to attack with the weapon used when grappled. [/QUOTE]
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