Devon
First Post
Hi, folks,
Here's something I just came up with. Let me know what you think if you get a chance.
- Devon
Terrinaur
Large aberration
Hit Dice: 8d8 +32 (68 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 21 (-1 Size, +2 Dex, +10 natural)
Attacks: 2 slams +12 melee, bite +7 melee; or gore+12 melee
Damage: slam 1d8+6, bite 2d6+3; gore 2d8+9
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special attacks: eye powers, mind fog, trample 2d8+9
Special Qualities:
Saves: Fort +6, Ref +4, Will +8
Abilities: Str 24, Dex 14, Con 18, Int 6, Wis 14, Cha 14
Skills: Spot +10, Listen +9, Search +8, Jump +12
Feats: Power Attack
Climate/Terrain: any land or underground
Organization: solitary
Challenge Rating: 7
Treasure: standard
Alignment: usually evil
Advancement: 9 - 16 HD (Large), 17 - 24 HD (Huge)
This bizarre creature, with two great horns and an immense, goatish eye, weakens the minds of its opponents before it stuns and tramples them.
The terrinaur is a large, squat, barrel-chested beast with two long, sharp horns coming out of its shoulders and a snake-like appendage which extends from between them. It has short, massive goatish legs with cloven hooves. Its long, muscular forearms have an extra joint, and seem to point backwards before bending forward. It has an immense, yellow goatish eye which takes up most of the space in its chest cavity, and two smaller eyes on stalks emerging from its snaky head, which has two independent jaws aligned horizontally instead of vertically. Its has a thick, grayish rhinoceros hide, with dense tufts of hair along its arms and legs.
The terrinaur ambulates by knuckling like an ape, although its short legs ensure that it can keep its terrible, goatish eye faced forward. It consumes its prey with its snake-like head.
Fiends and spellcasters have been known to domesticate terrinaurs, giving them the power of invisibility, and stationing them at key points in strongholds and dungeons so that they can weaken the mental resistance of their opponents, making them more susceptible to illusions and mind-affecting powers. Some simply keep them as pets, basking in the euphoric feeling of the mind fog.
Combat:
A terrinaur will usually charge strait into combat, trampling as it goes. It will instinctively stun and divide opponents using its eye powers, making them more easy to trample.
Eye Powers (Su): The terrinaur's central eye can cast color spray or fear, as the spells, once a round, even when the terrinaur is attacking physically or moving at full speed. The effects function as if cast by an 8th-level sorceror (save DC 16).
Mind Fog (Su): The terrinaur naturally radiates a barely-perceptible aura of energy which acts as the spell mind fog. Creatures within a 20-foot radius suffer a -10 competence penalty to all Wisdom checks and Will saves (a creature who succeeds at a Will save, DC 16, is not affected and need not make further saves even if it remains in the vicinity of the terrinaur). Affected creatures suffer the penalty as long as they remain within 20 feet of the terrinaur, and for 2d6 rounds thereafter. This is a supernatural, mind-affecting ability.
Trample (Ex): The terrinaur can trample a creature at least one size category smaller than itself for automatic gore damage. Opponents who do not make attacks of opportunity against the terrinaur can attempt a Reflex save (DC 21) to halve the damage.
Skills: The terrinaur receives a +3 racial bonus to Spot and Search checks due to its multiple eyes.
Here's something I just came up with. Let me know what you think if you get a chance.
- Devon
Terrinaur
Large aberration
Hit Dice: 8d8 +32 (68 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 21 (-1 Size, +2 Dex, +10 natural)
Attacks: 2 slams +12 melee, bite +7 melee; or gore+12 melee
Damage: slam 1d8+6, bite 2d6+3; gore 2d8+9
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special attacks: eye powers, mind fog, trample 2d8+9
Special Qualities:
Saves: Fort +6, Ref +4, Will +8
Abilities: Str 24, Dex 14, Con 18, Int 6, Wis 14, Cha 14
Skills: Spot +10, Listen +9, Search +8, Jump +12
Feats: Power Attack
Climate/Terrain: any land or underground
Organization: solitary
Challenge Rating: 7
Treasure: standard
Alignment: usually evil
Advancement: 9 - 16 HD (Large), 17 - 24 HD (Huge)
This bizarre creature, with two great horns and an immense, goatish eye, weakens the minds of its opponents before it stuns and tramples them.
The terrinaur is a large, squat, barrel-chested beast with two long, sharp horns coming out of its shoulders and a snake-like appendage which extends from between them. It has short, massive goatish legs with cloven hooves. Its long, muscular forearms have an extra joint, and seem to point backwards before bending forward. It has an immense, yellow goatish eye which takes up most of the space in its chest cavity, and two smaller eyes on stalks emerging from its snaky head, which has two independent jaws aligned horizontally instead of vertically. Its has a thick, grayish rhinoceros hide, with dense tufts of hair along its arms and legs.
The terrinaur ambulates by knuckling like an ape, although its short legs ensure that it can keep its terrible, goatish eye faced forward. It consumes its prey with its snake-like head.
Fiends and spellcasters have been known to domesticate terrinaurs, giving them the power of invisibility, and stationing them at key points in strongholds and dungeons so that they can weaken the mental resistance of their opponents, making them more susceptible to illusions and mind-affecting powers. Some simply keep them as pets, basking in the euphoric feeling of the mind fog.
Combat:
A terrinaur will usually charge strait into combat, trampling as it goes. It will instinctively stun and divide opponents using its eye powers, making them more easy to trample.
Eye Powers (Su): The terrinaur's central eye can cast color spray or fear, as the spells, once a round, even when the terrinaur is attacking physically or moving at full speed. The effects function as if cast by an 8th-level sorceror (save DC 16).
Mind Fog (Su): The terrinaur naturally radiates a barely-perceptible aura of energy which acts as the spell mind fog. Creatures within a 20-foot radius suffer a -10 competence penalty to all Wisdom checks and Will saves (a creature who succeeds at a Will save, DC 16, is not affected and need not make further saves even if it remains in the vicinity of the terrinaur). Affected creatures suffer the penalty as long as they remain within 20 feet of the terrinaur, and for 2d6 rounds thereafter. This is a supernatural, mind-affecting ability.
Trample (Ex): The terrinaur can trample a creature at least one size category smaller than itself for automatic gore damage. Opponents who do not make attacks of opportunity against the terrinaur can attempt a Reflex save (DC 21) to halve the damage.
Skills: The terrinaur receives a +3 racial bonus to Spot and Search checks due to its multiple eyes.
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