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Immortals Handbook - Epic Bestiary (Epic Monster Discussion)
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<blockquote data-quote="dante58701" data-source="post: 3334883" data-attributes="member: 40336"><p><strong>I present MOTHRA!!!</strong></p><p></p><p>Macrobe Moth</p><p>Macro-Diminutive Vermin</p><p>Hit Dice: 256d8+3,840 (4,864 hp)</p><p>Initiative: +0</p><p>Speed: 240 ft., Fly 960 ft (clumsy)</p><p>Armor Class: 109 (-64 size, +163 natural), touch -54, flat-footed 109</p><p>Base Attack/Grapple: +192/+255</p><p>Attack: Slam +227 melee (8d6+35)</p><p>Full Attack: Slam +227 melee (8d6+35) or 2 wings +226 melee (4d8+35)</p><p>Space/Reach: 510 ft./ 340 ft.</p><p>Special Attacks: Hurricane force winds, trample</p><p>Special Qualities: Vermin traits</p><p>Saves: Fort +145, Reflex +124, Will +124</p><p>Abilities: Str 81, Dex 10, Con 40, Int —, Wis 10, Cha 2</p><p>Skills: —</p><p>Feats: —</p><p>Environment: Any warm or temperate</p><p>Organization: Solitary</p><p>Challenge Rating: 59</p><p>Treasure: None</p><p>Alignment: Always neutral.</p><p>Advancement: 257-511 HD (Macro-Diminutive), 512-768 HD (Macro-Tiny)</p><p>Level Adjustment: —</p><p></p><p>This winged insectoid is fuzzy and grey.</p><p></p><p>Much like their more common, and much smaller, kindred, macrobe moths are typically nocturnal and attracted to bright lights.</p><p></p><p>A macrobe moth cannot speak, although it can communicate with other moths via aerial maneuvers and pheromones. </p><p></p><p>A macrobe moth is roughly 512 ft. in length, with a 1,024 ft. wingspan, and weighs about 64 Kilotons (128,000,000 pounds).</p><p></p><p>Combat</p><p></p><p>A macrobe moth attacks by slamming into them with their heads, blasting them with hurricane force winds created by their wings and/or hitting them with their wings, while in flight, or by trampling opponents underfoot.</p><p></p><p>Hurricane Force Winds (Ex): While flying, as a free action, a macrobe moth can create hurricane force winds with it's wings. A macrobe moth can also create these wind in conjunction with it's wing attacks. These winds are of no consequence to the macrobe moth as it is simply uneffected by them. </p><p></p><p>Hurricane Force Winds: All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Listen checks are impossible: All characters can hear is the roaring of the wind. Hurricane-force winds often fell trees.</p><p></p><p>Wind Force Wind Speed Ranged Attacks Normal/Siege Weapons 1 Creature Size 2 Wind Effect on Creatures Fort Save DC</p><p>Hurricane 75–174 mph Impossible/–8 Medium or smaller Blown away 20</p><p> Large Knocked down</p><p> Huge Checked</p><p> Gargantuan None</p><p></p><p>1 The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.</p><p></p><p>2 Flying or airborne creatures are treated as one size category smaller than their actual size, so an airborne Gargantuan dragon is treated as Huge for purposes of wind effects.</p><p></p><p>Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6×5 feet.</p><p></p><p>Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet.</p><p></p><p>Blown Away: Creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting. </p><p></p><p>Trample (Ex): As a full-round action, a macrobe moth can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. It merely has to move over the opponents in its path; any creature whose space is completely covered by the macrobe moth’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the macrobe moth moves over all the squares it occupies. </p><p></p><p>If the macrobe moth moves over only some of a target’s space, the target can make an attack of opportunity against the macrobe moth at a –4 penalty. A macrobe moth that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer. A macrobe moth's trample attack deals bludgeoning damage (8d6+52).</p><p></p><p>Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves (DC 173) to take half damage. A trampling macrobe moth can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength-based.</p><p></p><p>This thing is intended for the basis of my Demiurge.</p></blockquote><p></p>
[QUOTE="dante58701, post: 3334883, member: 40336"] [b]I present MOTHRA!!![/b] Macrobe Moth Macro-Diminutive Vermin Hit Dice: 256d8+3,840 (4,864 hp) Initiative: +0 Speed: 240 ft., Fly 960 ft (clumsy) Armor Class: 109 (-64 size, +163 natural), touch -54, flat-footed 109 Base Attack/Grapple: +192/+255 Attack: Slam +227 melee (8d6+35) Full Attack: Slam +227 melee (8d6+35) or 2 wings +226 melee (4d8+35) Space/Reach: 510 ft./ 340 ft. Special Attacks: Hurricane force winds, trample Special Qualities: Vermin traits Saves: Fort +145, Reflex +124, Will +124 Abilities: Str 81, Dex 10, Con 40, Int —, Wis 10, Cha 2 Skills: — Feats: — Environment: Any warm or temperate Organization: Solitary Challenge Rating: 59 Treasure: None Alignment: Always neutral. Advancement: 257-511 HD (Macro-Diminutive), 512-768 HD (Macro-Tiny) Level Adjustment: — This winged insectoid is fuzzy and grey. Much like their more common, and much smaller, kindred, macrobe moths are typically nocturnal and attracted to bright lights. A macrobe moth cannot speak, although it can communicate with other moths via aerial maneuvers and pheromones. A macrobe moth is roughly 512 ft. in length, with a 1,024 ft. wingspan, and weighs about 64 Kilotons (128,000,000 pounds). Combat A macrobe moth attacks by slamming into them with their heads, blasting them with hurricane force winds created by their wings and/or hitting them with their wings, while in flight, or by trampling opponents underfoot. Hurricane Force Winds (Ex): While flying, as a free action, a macrobe moth can create hurricane force winds with it's wings. A macrobe moth can also create these wind in conjunction with it's wing attacks. These winds are of no consequence to the macrobe moth as it is simply uneffected by them. Hurricane Force Winds: All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Listen checks are impossible: All characters can hear is the roaring of the wind. Hurricane-force winds often fell trees. Wind Force Wind Speed Ranged Attacks Normal/Siege Weapons 1 Creature Size 2 Wind Effect on Creatures Fort Save DC Hurricane 75–174 mph Impossible/–8 Medium or smaller Blown away 20 Large Knocked down Huge Checked Gargantuan None 1 The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants. 2 Flying or airborne creatures are treated as one size category smaller than their actual size, so an airborne Gargantuan dragon is treated as Huge for purposes of wind effects. Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6×5 feet. Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet. Blown Away: Creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting. Trample (Ex): As a full-round action, a macrobe moth can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. It merely has to move over the opponents in its path; any creature whose space is completely covered by the macrobe moth’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the macrobe moth moves over all the squares it occupies. If the macrobe moth moves over only some of a target’s space, the target can make an attack of opportunity against the macrobe moth at a –4 penalty. A macrobe moth that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer. A macrobe moth's trample attack deals bludgeoning damage (8d6+52). Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves (DC 173) to take half damage. A trampling macrobe moth can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength-based. This thing is intended for the basis of my Demiurge. [/QUOTE]
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