Teratodverg (3.5e Monster)
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Teratodverg | |
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Size/Type: | Medium Elemental (Earth, Water) |
Hit Dice: | 15d8+153 (210 hp) |
Initiative: | +0 |
Speed: | 20 ft |
Armor Class: | 33 (+23 natural), touch 10, flat-footed 33 |
Base Attack/Grapple: | +11/+19 |
Attack: | Clagine Spear +19 melee (1d8+12 plus 2d6 magic, 20/x3) or Slam +19 melee (1d8+8, 20/x2) |
Full Attack: | Clagine Spear +19/+14 melee (1d8+ plus 2d6 magic, 20/x3) or Two Slams +19 melee (1d8+8, 20/x2) |
Space/Reach: | 5 ft/5 ft |
Special Attacks: | Clagine Spear Rend, Hydrocrush (DC 24), Rollout |
Special Qualities: | Conditional Damage Resistance 15/-, Darkvision 60 ft, Immunities, Single Actions Only, Steady Movement, Tremorsense 60 ft |
Saves: | Fort +17, Ref +5, Will +14 |
Abilities: | Str 26, Dex 10, Con 26, Int 3, Wis 25, Cha 3 |
Skills: | Balance +18 |
Feats: | Born Tough, Iron Will, Power Attack, Improved Overrun, Blind-Fight, Ability Focus (Hydrocrush) |
Environment: | Underground |
Organization: | Solitary, Legionnaire (2-12) |
Challenge Rating: | 15 |
Treasure: | None |
Alignment: | Always True Neutral |
Advancement: | 16-30 HD (Medium) |
Level Adjustment: | — |
A shape almost appearing as a malformed dwarf rose from the much, its eyes burning with dim blue magic light and its form fluid and lumpy, like soft clay. Small shards of harder crystal mimic bones, hair, and nails, with many forming a long jagged spear of hardened mud and shattered jewels.
It is said that an imprisoned would-be god was once lost to the void, and in their solitude they attempted to create life to keep them company. However, all their creations were malformed and distorted parodies of what the creator knew in their mortal life, and he was ever disappointed in his creations. Thus he abandoned his children, which continue to spawn from the divine pits of mud and clay he originally formed them from, ever seeking purpose and wondering why they were abandoned.
Combat[edit]
Teratodvergs are dull witted and straightforward. Any tactics are hard to employ when one travels so slow, but they are persistent and they understand safety in numbers, so many attempt to overwhelm their target by mixing up their rollout to get into range, and others to attack with their hydrocrush ability.
Their clangine spears are part of them, and are incredibly brittle once out of their grasp. Treat them as a javelin with the stats of a longspear that automatically is a critical threat when thrown, but immediately breaks. The extra magic damage they deal are a property of the living magic which animates the teratodverg.
Clagine Spear Rend (Ex): If a teratodverg strikes the same creature twice with their spear in a single round, the magic energy associated with the spear overloads and explodes, dealing an additional 8d6 points of magic damage to the target.
Conditional Damage Resistance (Ex): Teratodvergs have damage resistance 15 against all sources of damage, both physical and energy damage, and even untyped damage. However, the damage resistance can be suppressed for 1 round after they take damage from any [Water] spell, from any [Acid] spell, or from being struck with an adamantine weapon. The suppression occurs after the initial strike, bringing its DR to 0. It also occurs if the teratodverg is submerged up to its waist or higher in water. Finally they have unique behavior around certain spells:
- Move earth: Knocks the teratodverg back 20 ft and prone, and deals 60 points of damage.
- soften earth and stone: Heals the teratodverg 20 hp.
- Transmute mud to rock: Petrifies the teratodverg for 1 minute.
- Transmute rock to mud: Places the teratodverg under the effect of ‘’haste’’ for 1 minute.
No saving throw is allowed against any of these effects.
Hydrocrush (Su): Teratodvergs can manifest highly pressurized water spheres and project them onto a target. A creature within 60 ft must make a Fortitude save, or take 15d6 points of magic bludgeoning damage, as well as being forced to hold their breath for a round, save for half damage. They may use this ability once every 5 rounds. The save DC is Wisdom based.
Immunities (Ex): Teratodvergs are immune to critical hits and sneak attacks. They are also immune to disease, paralysis, poison, sleep, and stunning.
Rollout (Ex): So long as teratodvergs have a straight uninerrupted line, they can curl up in a ball to travel quickly, if briefly. They can move up to three times their movement speed (60 ft) as a standard action, overruning all targets in their way. If there is a creature at the end of their rollout, they may make a single slam attack against them (with a +2 bonus for charging). After they use this, the teratodverg is dazed for 1 round as it regains its bearings.
Single Actions Only (Ex): Teratodvergs are very slow, like zombies. They can perform only a single move or full attack action each round. Though their legs are stiff, they can still perform bursts of speed when standing still to attack. Like a zombie it can move up to its speed and attack in the same round, but only by performing a partial charge.
Steady Movement (Ex): The teratodverg is very slow, but persistent. As long as it is not completely immobilized, its movement speed can never be reduced allowing it to march through difficult terrain, magical impediments such as ‘’solid fog’’, and when encumbered or in heavy armor.
Back to Main Page → 3.5e Homebrew → Monsters
Eiji-kunv [Expand] |
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Alignment | Always True Neutral + |
Author | Eiji-kun + |
Challenge Rating | 15 + |
Environment | Underground + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Undiscussed + |
Size | Medium + |
Subtype | Earth + and Water + |
Title | Teratodverg + |
Type | Elemental + |