Undead Pete
First Post
Sorry, no punch line.
Instead, I will answer that question and others in a thread inspired by Blackdirge and BOZ, among others.
I recently purchased Green Ronin's Advanced Bestiary and I love it. The very first template in the book, the Amalgam Creature, gave me the idea. Simply put, it allows you to combine ANY monster with any other monster to create an all new combo of the two.
I thought, why not try it with one of the most feared monsters in D&D and one of the most ridiculous. You may have to be a bit old school to remember the flumph, but everyone should recognize the Tarrasque.
So, without further ado, here is my first attempt. I'll add a new amalgamated creation to this thread every so often when the inspiration hits me. If anyone has a suggestion, you can email me at metsgeek@yahoo.com, or, if others own the Advanced Bestiary, I invite them to submit their own amalgams
The Anomaly
1/2 Flumph - 1/2 Tarrasque
Colossal Magical Beast
Hit Dice: 48d10 + 531 (795 hp)
Initiative: +5
Speed: 20 ft (4 squares), Fly 15 ft (poor)
AC: 25 (-8 size, +1 Dex, +22 natural), touch 3, flat-footed 24
Base Attack/Grapple: +48/+81
Attack: Bite +57 melee (4d8+17/18-20/x3)
Full Attack: Bite +57 melee (4d8+17/18-20/x3), Tentacles +55 melee (6d6+8 +6d6 acid), 2 horns +55 melee (1d10+8), 2 claws +55 melee (1d12+8), Tail Slap +55 melee (3d8+8)
Space/Reach: 30 ft/20 ft
Special Attacks: Augmented Critical, Frightful Presence, Improved Grab, Rush, Swallow Whole, Diving Charge, Nauseating Spurt
Special Qualities: Acid Resistance 10, Carapace, Damage Reduction 15/epic, Darkvision 60', Immunity to fire/poison/disease/energy drain/ability damage, Regeneration 40, Scent, Spell Resistance 32, Vulnerability
Saves: Fort +39 Ref +27 Will +21
Abilities: Str 45 Dex 12 Con 32 Int 7 Wis 13 Chr 12
Skills: Hide +6, Listen +19*, Move Silently +11, Search +8, Spot +14*, Survival +12
Feats: Alertness, Awesome Blow, Blind-fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Great Fortitude, Hover, Improved Bullrush, Improved Initiative, Iron Will, Multiattack, Power Attack, Snatch, Toughness
Environment: Any
Organization: Solitary
Challenge Rating: 21
Treasure: Standard
Languages: Celestial
Alignment: Neutral Good
Advancement: 49+ HD (Colossal)
Level Adjustment: ---
This humongous monstrosity is a floating leviathan. Peeking from under its reflective bony carapace are a pair of eyes on four foot rubbery stalks flanked by two deadly horns. Dangling from its greenish-yellow underbelly are a series of thick cartaliginous spikes as well as a set of slick acid-covered tentacles. Its gaping orifice is ringed with gnashing dagger-like teeth and a pair of razor-sharp claws that extend from its scaly arms. Belying its frightful appearance is a friendly glint in its eyes.
The Anomaly is simply the result of a poorly worded wish. Darby Thistleburr, an adventuring halfling druid, upon discovering a ring of wishes with one remaining charge, wished for an animal companion "as powerful as the Tarrasque". The nearest creature was an innocent flumph, minding its own business in its lair, who suddenly found itself morphing into this colossal mongrel. Terrified upon seeing what he had inadvertently created, Thistleburr had a massive heart attack and perished. In the years since, the Anomaly has served as a reluctant guardian to the forest in which it lives. Fortunately, its appearance frightens away most would-be aggressors since it is quite peaceful in nature.
The Anomaly is about 70 feet long, 50 feet tall but weighs only 10 tons, quite light for its size.
COMBAT
The Anomaly prefers to negotiate. If there is no other option, or when its forest is threatened and the attackers are not intimidated by its bulk, it will resort to a physical display. It prefers to initially spray its opponents with a foul-smelling, glutinous liguid that it spurts from its hindquarters. If this doesn't incapacitate its opponents, it may flee or attempt to rise above them so it may use its devastating plummet attack. In the unlikely event that the Anomaly is cornered, its base Tarrasque instincts take over and it erupts into a whirlwind of destruction, attacking anything within range mindlessly.
Acidic Tentacles (Ex): The acid from the Anomaly's tentacles is continuous, burning for 1d6 points of acid damage for 1d4 rounds after the initial attack damage. Washing the acid off requires a full round action and complete immersion in water, or a successful Heal check (DC 35).
Carapace (Ex): The Anomaly's torso is covered with a bony reflective armor. There is a 30% chance that any ray, line, cone or even magic missile will be reflected back at the caster. The reflection chance should be checked before rolling against its Spell Resistance.
Diving Charge (Ex): The Anomaly can charge its opponent from directly above with its spikes as a +59 melee attack (including the +2 charge bonus). A hit does 12d6 damages plus 6d6 acid damage. An attack of opportunity is not provoked. After a successful hit, the Anomaly may immediately move to any adjacent square.
Frightful Presence (Ex): The Anomaly can strike terror into its opponents by charging or attacking. Creatures are affected by failing a Will save (DC 35). Failure causes individuals to become shaken, remaining so as long as they are within 60 feet of the Anomaly.
Nauseating Spurt (Ex): Once a day, the Anomaly may eject a spurt of its internal fluids in a 60 foot cone. This glutinous liquid sticks to anything it touches and exudes a horrific stench for 1d4 hours. If a creature is struck, it must immediately make a Fortitude save (DC 40) or begin to vomit for the next 2d4 rounds and be sickened for 2d4 rounds after that. Any individual within a 200 foot radius must also make a Fortitude save or be sickened for 2d4 rounds. Anyone who successfully saves remains immune for 24 hours.
Regeneration (Ex): No attack whatsoever may do lethal damage to the Anomaly, even a disintegrate spell or a death effect. If it somehow fails any save against an attack that would kill it immediately, it instead takes 805 hp of non-lethal damage. It is immune to any effect that produces incurable or bleeding wounds. The Anomaly may only be slain by doing 805 points of non-lethal damage, followed by a wish or miracle spell.
Rush: Once per minute, the Anomaly may increase its speed to 150 ft for one round.
Swallow Whole: The Anomaly may attempt to swallow a snatched opponent by making a successful grapple check against any creature of Huge size or smaller. Once swallowed, the creature takes 2d8+8 points in crushing damage and 6d6 points of acidic damage. A swallowed creature can cut its way out by doing 50 points of damage to the creature's insides (AC 15). The Anomaly's gut can hold 2 Huge. 8 Large, 32 Medium, 128 Small, or 512 Tiny creatures.
Vulnerability (Ex): The Anomaly retains one weakness from its time as a flumph. If flipped over on its back, the Anomaly is virtually defenseless. It cannot exude acid, nor can it move or talk. It may only be righted if it succeeds at an Escape Artist check (DC 20) or an ally flips it back over. It can be flipped over by a successful trip attack or by failing its Fortitude save in extremely windy conditions.
Skills: * The Anomaly has a +8 racial bonus on Listen and Spot checks.
Derived from a combination of a flumph (3.5 version originally printed in Dungeon #118) and the Tarrasque (MM 3.5, pp 240-1)

Instead, I will answer that question and others in a thread inspired by Blackdirge and BOZ, among others.
I recently purchased Green Ronin's Advanced Bestiary and I love it. The very first template in the book, the Amalgam Creature, gave me the idea. Simply put, it allows you to combine ANY monster with any other monster to create an all new combo of the two.
I thought, why not try it with one of the most feared monsters in D&D and one of the most ridiculous. You may have to be a bit old school to remember the flumph, but everyone should recognize the Tarrasque.
So, without further ado, here is my first attempt. I'll add a new amalgamated creation to this thread every so often when the inspiration hits me. If anyone has a suggestion, you can email me at metsgeek@yahoo.com, or, if others own the Advanced Bestiary, I invite them to submit their own amalgams

The Anomaly
1/2 Flumph - 1/2 Tarrasque
Colossal Magical Beast
Hit Dice: 48d10 + 531 (795 hp)
Initiative: +5
Speed: 20 ft (4 squares), Fly 15 ft (poor)
AC: 25 (-8 size, +1 Dex, +22 natural), touch 3, flat-footed 24
Base Attack/Grapple: +48/+81
Attack: Bite +57 melee (4d8+17/18-20/x3)
Full Attack: Bite +57 melee (4d8+17/18-20/x3), Tentacles +55 melee (6d6+8 +6d6 acid), 2 horns +55 melee (1d10+8), 2 claws +55 melee (1d12+8), Tail Slap +55 melee (3d8+8)
Space/Reach: 30 ft/20 ft
Special Attacks: Augmented Critical, Frightful Presence, Improved Grab, Rush, Swallow Whole, Diving Charge, Nauseating Spurt
Special Qualities: Acid Resistance 10, Carapace, Damage Reduction 15/epic, Darkvision 60', Immunity to fire/poison/disease/energy drain/ability damage, Regeneration 40, Scent, Spell Resistance 32, Vulnerability
Saves: Fort +39 Ref +27 Will +21
Abilities: Str 45 Dex 12 Con 32 Int 7 Wis 13 Chr 12
Skills: Hide +6, Listen +19*, Move Silently +11, Search +8, Spot +14*, Survival +12
Feats: Alertness, Awesome Blow, Blind-fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Great Fortitude, Hover, Improved Bullrush, Improved Initiative, Iron Will, Multiattack, Power Attack, Snatch, Toughness
Environment: Any
Organization: Solitary
Challenge Rating: 21
Treasure: Standard
Languages: Celestial
Alignment: Neutral Good
Advancement: 49+ HD (Colossal)
Level Adjustment: ---
This humongous monstrosity is a floating leviathan. Peeking from under its reflective bony carapace are a pair of eyes on four foot rubbery stalks flanked by two deadly horns. Dangling from its greenish-yellow underbelly are a series of thick cartaliginous spikes as well as a set of slick acid-covered tentacles. Its gaping orifice is ringed with gnashing dagger-like teeth and a pair of razor-sharp claws that extend from its scaly arms. Belying its frightful appearance is a friendly glint in its eyes.
The Anomaly is simply the result of a poorly worded wish. Darby Thistleburr, an adventuring halfling druid, upon discovering a ring of wishes with one remaining charge, wished for an animal companion "as powerful as the Tarrasque". The nearest creature was an innocent flumph, minding its own business in its lair, who suddenly found itself morphing into this colossal mongrel. Terrified upon seeing what he had inadvertently created, Thistleburr had a massive heart attack and perished. In the years since, the Anomaly has served as a reluctant guardian to the forest in which it lives. Fortunately, its appearance frightens away most would-be aggressors since it is quite peaceful in nature.
The Anomaly is about 70 feet long, 50 feet tall but weighs only 10 tons, quite light for its size.
COMBAT
The Anomaly prefers to negotiate. If there is no other option, or when its forest is threatened and the attackers are not intimidated by its bulk, it will resort to a physical display. It prefers to initially spray its opponents with a foul-smelling, glutinous liguid that it spurts from its hindquarters. If this doesn't incapacitate its opponents, it may flee or attempt to rise above them so it may use its devastating plummet attack. In the unlikely event that the Anomaly is cornered, its base Tarrasque instincts take over and it erupts into a whirlwind of destruction, attacking anything within range mindlessly.
Acidic Tentacles (Ex): The acid from the Anomaly's tentacles is continuous, burning for 1d6 points of acid damage for 1d4 rounds after the initial attack damage. Washing the acid off requires a full round action and complete immersion in water, or a successful Heal check (DC 35).
Carapace (Ex): The Anomaly's torso is covered with a bony reflective armor. There is a 30% chance that any ray, line, cone or even magic missile will be reflected back at the caster. The reflection chance should be checked before rolling against its Spell Resistance.
Diving Charge (Ex): The Anomaly can charge its opponent from directly above with its spikes as a +59 melee attack (including the +2 charge bonus). A hit does 12d6 damages plus 6d6 acid damage. An attack of opportunity is not provoked. After a successful hit, the Anomaly may immediately move to any adjacent square.
Frightful Presence (Ex): The Anomaly can strike terror into its opponents by charging or attacking. Creatures are affected by failing a Will save (DC 35). Failure causes individuals to become shaken, remaining so as long as they are within 60 feet of the Anomaly.
Nauseating Spurt (Ex): Once a day, the Anomaly may eject a spurt of its internal fluids in a 60 foot cone. This glutinous liquid sticks to anything it touches and exudes a horrific stench for 1d4 hours. If a creature is struck, it must immediately make a Fortitude save (DC 40) or begin to vomit for the next 2d4 rounds and be sickened for 2d4 rounds after that. Any individual within a 200 foot radius must also make a Fortitude save or be sickened for 2d4 rounds. Anyone who successfully saves remains immune for 24 hours.
Regeneration (Ex): No attack whatsoever may do lethal damage to the Anomaly, even a disintegrate spell or a death effect. If it somehow fails any save against an attack that would kill it immediately, it instead takes 805 hp of non-lethal damage. It is immune to any effect that produces incurable or bleeding wounds. The Anomaly may only be slain by doing 805 points of non-lethal damage, followed by a wish or miracle spell.
Rush: Once per minute, the Anomaly may increase its speed to 150 ft for one round.
Swallow Whole: The Anomaly may attempt to swallow a snatched opponent by making a successful grapple check against any creature of Huge size or smaller. Once swallowed, the creature takes 2d8+8 points in crushing damage and 6d6 points of acidic damage. A swallowed creature can cut its way out by doing 50 points of damage to the creature's insides (AC 15). The Anomaly's gut can hold 2 Huge. 8 Large, 32 Medium, 128 Small, or 512 Tiny creatures.
Vulnerability (Ex): The Anomaly retains one weakness from its time as a flumph. If flipped over on its back, the Anomaly is virtually defenseless. It cannot exude acid, nor can it move or talk. It may only be righted if it succeeds at an Escape Artist check (DC 20) or an ally flips it back over. It can be flipped over by a successful trip attack or by failing its Fortitude save in extremely windy conditions.
Skills: * The Anomaly has a +8 racial bonus on Listen and Spot checks.
Derived from a combination of a flumph (3.5 version originally printed in Dungeon #118) and the Tarrasque (MM 3.5, pp 240-1)
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