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  1. Vampire Lich Red Half-Dragon Tarrasque CR 26
  2. Always Neutral Evil Colossal Undead
  3. Init +9 (+5 dex, +4 Improved Initiative)
  4. AC 47 FF 42 Touch 7
  5. (-8 size, +5 Dex , +40 natural)
  6. HD: 48
  7. HP: 312 (48d12+0)
  8. Fort +26 Ref +33 Will +20
  9. Speed 20ft
  10. Base Atk +48 Grp +88
  11. Attack: Slam +64 4d6+24
  12. Attack: Touch (Negative energy & paralysis) +64
  13. Attack: Bite +64 4d8+24 (18-20/x2)
  14. Full Attack: Bite +64 4d8+24 (18-20/x2), 2 Horns +59 1d10+24, 2 Claws +59 1d12+24, Tail Slap +59 3d8+24
  15. Space 30 ft. (6 squares) Reach 20 ft. (4 squares)
  16. Abilities Str 59(+24) Dex 20(+5) Con -- Int 9(-1) Wis 18(+4) Cha 22(+6)
  17. Total Feats: 17 + 5Bonus feat
  18. Skill Points: 51
  19. Skills: Listen +16, Search +11, Spot +16, Survival +16
  20. Carapace(Ex): The tarrasque's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.
  21. Rush(Ex): Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.
  22. Frightful Presence(Su): Will save DC 40(+24 HD, +0 Racial, +6 Cha, +0 Feat)
  23. The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.
  24. Damage Reduction(Ex): 15/epic
  25. Spell Resistance(Ex): 32
  26. Regeneration(Ex): 40 - No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10. The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability. The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 and using a wish or miracle spell to keep it dead. If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
  27. Augmented Critical(Ex): The tarrasque's bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
  28. Improved Grab(Ex): To use this ability, the tarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
  29. Swallow Whole(Ex): The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 10+1/2 natural armor bonus). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
  30. Immunity(Ex): Fire
  31. Darkvision(Su): 60ft
  32. Low-light Vision(Ex):
  33. Breath Weapon 30ft cone of fire(Su): Reflex save DC 34(+24 HD, +0 Racial, +0 Con, +0 Feat) reduces damage by half.
  34. A half-dragon's breath weapon deals 6d8 damage
  35. Negative Energy Touch(Su): Will save DC 40(+24 HD, +0 Racial, +6 Cha, +0 Feat) for half damage
  36. A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.
  37. Fear Aura(Su): Will save DC 40(+24 HD, +0 Racial, +6 Cha, +0 Feat)
  38. Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich's level. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours.
  39. Cold Immunity(Ex):
  40. Electricity Immunity(Ex):
  41. Polymorph Immunity(Ex):
  42. Immunity to Mind-Affecting Attacks(Ex):
  43. Turn Resistance(Ex): +4 turn resistance.
  44. Cold Resistance(Ex): 10
  45. Electricity Resistance(Ex): 10
  46. Energy Drain(Su): Living creatures hit by a vampire's slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.
  47. Dominate(Su): Will save DC 40(+24 HD, +0 Racial, +6 Cha, +0 Feat)
  48. A vampire can crush an opponent's will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
  49. Children of the Night(Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
  50. Blood Drain(Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
  51. Fast Healing(Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
  52. Gaseous Form(Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
  53. Spider Climb(Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
  54. Alternate Form(Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
  55. Advancement [49-100(Colossal)]
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