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Suped-up Monsters and NPCs: Mountaindell and more (updated 04/22/04)
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<blockquote data-quote="Iron Sheep" data-source="post: 1401428" data-attributes="member: 4965"><p><strong>Ti-khana War Seismosaurus</strong></p><p></p><p>I won't be using this against my players, however...</p><p></p><p>----</p><p><strong>Ti-khana War Seismosaurus</strong></p><p><strong>Colossal Magical Beast (Augmented Animal)</strong></p><p><strong>Hit Dice:</strong> 33d8+375 (523 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 30 ft.</p><p><strong>AC:</strong> 16 (-8 size, +0 Dex, +14 natural), touch 2, flat-footed 16</p><p><strong>Base Attack/Grapple:</strong> +33/+65</p><p><strong>Attack:</strong> Tail slap +41 melee (8d8+24)</p><p><strong>Full Attack:</strong> Tail slap +41 melee (8d8+24) and bite +36 (4d6+8 and poison)</p><p><strong>Space/Reach:</strong> 30 ft./30 ft.</p><p><strong>Special Attacks:</strong> Poison, psionics, trample</p><p><strong>Special Qualities:</strong> Combative mount, darkvision 60 ft., low-light vision, scent, spell resistance 28</p><p><strong>Saves:</strong> Fort +29, Ref +16, Will +13</p><p><strong>Abilities:</strong> Str 43, Dex 11, Con 32, Int 3, Wis 16, Cha 14</p><p><strong>Skills:</strong> Listen +23, Spot +23</p><p><strong>Feats:</strong> Alertness, Awesome Blow, Diehard, Endurance, Improved Bull Rush, Improved Natural Attack, Power Attack, Run, Toughness x4</p><p><strong>Environment:</strong> Warm forests, plains, hills and marsh</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 15</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always Chaotic Evil</p><p><strong>Advancement:</strong> 34-65 HD (Colossal)</p><p></p><p></p><p>The massive ti-khana war seismosaurus is a creation of insane yuan-ti mages in ancient jungle cities. When equipped with a howdah it makes an excellent platform for archers and mages. Its thunderous tail slap and deadly venom make it a fearsome opponent, without even considering its psionic abilities.</p><p></p><p>Fortunately for those who oppose the yuan-ti, the expense and effort required to feed and train a ti-khana war seismosaurus are prohibitive except for the wealthiest or most dedicated yuan-ti cults.</p><p></p><p>A ti-khana war seismosaurus looks much like a normal seismosaurus, although its mouth sports two huge snake-like fangs. They are slightly larger than a normal seismosaurus, making them amongst the largest creatures to stride the land.</p><p></p><p></p><p><strong>Combat</strong></p><p></p><p>More than a dumb beast, the ti-khana war seismosaurus has a dim, evil intellect and can be a cunning combatant. They usually follow their rider's commands, but when acting on their own they love to close and then activate their <em>aversion</em> ability, taking attacks of opportunity against fleeing foes as it chases them down and tramples them underfoot.</p><p></p><p><strong>Poison (Ex):</strong> bite, Fort DC 37 for 1d6 Con primary and secondary.</p><p></p><p><strong>Psionics (Sp):</strong> At will--<em>detect poison</em>, <em>aversion</em> (Will DC 17). Caster level 19th and 16th, respectively.</p><p></p><p><strong>Trample (Sp):</strong> As a standard action a ti-khana war seismosaurus can trample opponents of Gargantuan size or smaller. This attack does 10d10+24 bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 41) for half damage.</p><p></p><p><strong>Combative mount (Ex):</strong> A rider on a trained warbeast gets a +2 circumstance bonus on all Ride checks. A trained warbeast is proficient with light, medium and heavy armour. </p><p></p><p><strong>Skills:</strong> A ti-khana war seismosaurus has a +1 racial bonus on Listen and Spot checks.</p></blockquote><p></p>
[QUOTE="Iron Sheep, post: 1401428, member: 4965"] [b]Ti-khana War Seismosaurus[/b] I won't be using this against my players, however... ---- [B]Ti-khana War Seismosaurus[/B] [B]Colossal Magical Beast (Augmented Animal)[/B] [B]Hit Dice:[/B] 33d8+375 (523 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 30 ft. [B]AC:[/B] 16 (-8 size, +0 Dex, +14 natural), touch 2, flat-footed 16 [B]Base Attack/Grapple:[/B] +33/+65 [B]Attack:[/B] Tail slap +41 melee (8d8+24) [B]Full Attack:[/B] Tail slap +41 melee (8d8+24) and bite +36 (4d6+8 and poison) [B]Space/Reach:[/B] 30 ft./30 ft. [B]Special Attacks:[/B] Poison, psionics, trample [B]Special Qualities:[/B] Combative mount, darkvision 60 ft., low-light vision, scent, spell resistance 28 [B]Saves:[/B] Fort +29, Ref +16, Will +13 [B]Abilities:[/B] Str 43, Dex 11, Con 32, Int 3, Wis 16, Cha 14 [B]Skills:[/B] Listen +23, Spot +23 [B]Feats:[/B] Alertness, Awesome Blow, Diehard, Endurance, Improved Bull Rush, Improved Natural Attack, Power Attack, Run, Toughness x4 [B]Environment:[/B] Warm forests, plains, hills and marsh [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 15 [B]Treasure:[/B] None [B]Alignment:[/B] Always Chaotic Evil [B]Advancement:[/B] 34-65 HD (Colossal) The massive ti-khana war seismosaurus is a creation of insane yuan-ti mages in ancient jungle cities. When equipped with a howdah it makes an excellent platform for archers and mages. Its thunderous tail slap and deadly venom make it a fearsome opponent, without even considering its psionic abilities. Fortunately for those who oppose the yuan-ti, the expense and effort required to feed and train a ti-khana war seismosaurus are prohibitive except for the wealthiest or most dedicated yuan-ti cults. A ti-khana war seismosaurus looks much like a normal seismosaurus, although its mouth sports two huge snake-like fangs. They are slightly larger than a normal seismosaurus, making them amongst the largest creatures to stride the land. [B]Combat[/B] More than a dumb beast, the ti-khana war seismosaurus has a dim, evil intellect and can be a cunning combatant. They usually follow their rider's commands, but when acting on their own they love to close and then activate their [I]aversion[/I] ability, taking attacks of opportunity against fleeing foes as it chases them down and tramples them underfoot. [B]Poison (Ex):[/B] bite, Fort DC 37 for 1d6 Con primary and secondary. [B]Psionics (Sp):[/B] At will--[I]detect poison[/I], [I]aversion[/I] (Will DC 17). Caster level 19th and 16th, respectively. [B]Trample (Sp):[/B] As a standard action a ti-khana war seismosaurus can trample opponents of Gargantuan size or smaller. This attack does 10d10+24 bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 41) for half damage. [B]Combative mount (Ex):[/B] A rider on a trained warbeast gets a +2 circumstance bonus on all Ride checks. A trained warbeast is proficient with light, medium and heavy armour. [B]Skills:[/B] A ti-khana war seismosaurus has a +1 racial bonus on Listen and Spot checks. [/QUOTE]
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