LOTRfan
2013-06-29, 11:07 AM
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Tea-rannosaurus Rex
Huge Magical Beast
Hit Dice: 22d10+132 (253 hp)
Initiative: -3
Speed: 40 ft. (8 squares)
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 10, flatfooted ---
Base Attack/Grapple: +22/+39
Attack: Bite +30 melee (3d6+13)
Full Attack: Bite +30 melee (3d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Laser Monocle, Swallow Whole
Special Qualities: After You, Chivalrous Aura, Lowlight Vision, Refreshing Earl Grey, Scent, Spell Resistance 29, Telepathy 100 ft.
Saves: Fort +22, Ref +16, Will +11
Abilities: Str 28, Dex 12, Con 21, Int 13, Wis 15, Cha 10
Skills: Diplomacy +29, Listen +31, Sense Motive +27
Feats: Cleave, Great Cleave, Improved Toughness, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Bite)
Epic Feats: Epic Fortitude
Environment: Warm Plains
Organization: Solitary, or Tea Party (1 plus 4-5 Humanoid guests of 6th level or higher)
Challenge Rating: 14
Treasure: Double Standard
Alignment: Usually Lawful Neutral
Advancement: 22-44 HD (Huge); 45-66 HD (Gargantuan)
Level Adjustment: -----
The massive creature in front of you looks like an oddly tame, mustached Tyrannosaurus Rex. He doesn’t seem ferocious at all; he is sitting down at a table, adorning a bowler hat and monocle. Before you can react, you can hear a voice in your head; it’s asking if you would like to sit down and have a bit of tea.
After You (Su): Tea-rannosaurs are compelled to fight in a gentlemanly manner. They always give their combatant the opportunity to fight first (taking a -4 penalty to all Initiative rolls), and they can never sneak attack their opponents. Tea-rannosaurs never flank their opponents, and will forgo attacking a flatfooted enemy. As long as they follow these compulsions, a Tea-rannosaur is immune to sneak attack damage and is never considered flatfooted.
Chivalrous Aura (Su): All those who come within 30 ft. of a Tea-rannosaur must make a Will save (DC 26) each round or be affected by the Tea-rannosaur’s aura. All those who fail the saves find themselves simply unable to raise their weapons against the Tea-rannosaur or any other creature within the aura. In addition, those who speak in a rude manner while within the aura must make an additional save or take a -2 morale penalty to all attack rolls, saving throws, and skill checks for the next 24 hours. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, a tea-rannosaur must hit an opponent of up to one size category smaller 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, it grabs a hold and can attempt to swallow the foe the following round.
Laser Monocle (Su): Once every 1d4 rounds, a Tea-rannosaurus who is wearing a monocle can focus his ungentlemanly hostility into a single attack. This is a ray attack that has a maximum of 80 ft., and those hit by the ray suffers 6d6 points of fire damage.
Refreshing Earl Grey (Su): As a standard action, a Tea-rannosaurus Rex can fill any cup presented to it with magically created earl grey tea by sticking its claw into the cup. The Tea-rannosaur can determine its temperature, the amount of milk inside (if any) and the amount of sugar used in its creation. This is not standard earl grey; anyone who uses Detect Magic senses that the tea has a moderate aura of Conjuration (Healing). Those who drink the tea are treated as if being affected by a Cure Critical Wounds spell with a caster level of 15th. This is an at-will special ability.
Swallow Whole (Ex): A tea-rannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tea-rannosaur’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge tea-rannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. Most view the act of eating their guests very distasteful, however.
Skills: Tea-rannosaurs have a +4 bonus on Listen and Diplomacy checks.
Tea-rannosaurus Rex
Huge Magical Beast
Hit Dice: 22d10+132 (253 hp)
Initiative: -3
Speed: 40 ft. (8 squares)
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 10, flatfooted ---
Base Attack/Grapple: +22/+39
Attack: Bite +30 melee (3d6+13)
Full Attack: Bite +30 melee (3d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Laser Monocle, Swallow Whole
Special Qualities: After You, Chivalrous Aura, Lowlight Vision, Refreshing Earl Grey, Scent, Spell Resistance 29, Telepathy 100 ft.
Saves: Fort +22, Ref +16, Will +11
Abilities: Str 28, Dex 12, Con 21, Int 13, Wis 15, Cha 10
Skills: Diplomacy +29, Listen +31, Sense Motive +27
Feats: Cleave, Great Cleave, Improved Toughness, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Bite)
Epic Feats: Epic Fortitude
Environment: Warm Plains
Organization: Solitary, or Tea Party (1 plus 4-5 Humanoid guests of 6th level or higher)
Challenge Rating: 14
Treasure: Double Standard
Alignment: Usually Lawful Neutral
Advancement: 22-44 HD (Huge); 45-66 HD (Gargantuan)
Level Adjustment: -----
The massive creature in front of you looks like an oddly tame, mustached Tyrannosaurus Rex. He doesn’t seem ferocious at all; he is sitting down at a table, adorning a bowler hat and monocle. Before you can react, you can hear a voice in your head; it’s asking if you would like to sit down and have a bit of tea.
After You (Su): Tea-rannosaurs are compelled to fight in a gentlemanly manner. They always give their combatant the opportunity to fight first (taking a -4 penalty to all Initiative rolls), and they can never sneak attack their opponents. Tea-rannosaurs never flank their opponents, and will forgo attacking a flatfooted enemy. As long as they follow these compulsions, a Tea-rannosaur is immune to sneak attack damage and is never considered flatfooted.
Chivalrous Aura (Su): All those who come within 30 ft. of a Tea-rannosaur must make a Will save (DC 26) each round or be affected by the Tea-rannosaur’s aura. All those who fail the saves find themselves simply unable to raise their weapons against the Tea-rannosaur or any other creature within the aura. In addition, those who speak in a rude manner while within the aura must make an additional save or take a -2 morale penalty to all attack rolls, saving throws, and skill checks for the next 24 hours. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, a tea-rannosaur must hit an opponent of up to one size category smaller 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, it grabs a hold and can attempt to swallow the foe the following round.
Laser Monocle (Su): Once every 1d4 rounds, a Tea-rannosaurus who is wearing a monocle can focus his ungentlemanly hostility into a single attack. This is a ray attack that has a maximum of 80 ft., and those hit by the ray suffers 6d6 points of fire damage.
Refreshing Earl Grey (Su): As a standard action, a Tea-rannosaurus Rex can fill any cup presented to it with magically created earl grey tea by sticking its claw into the cup. The Tea-rannosaur can determine its temperature, the amount of milk inside (if any) and the amount of sugar used in its creation. This is not standard earl grey; anyone who uses Detect Magic senses that the tea has a moderate aura of Conjuration (Healing). Those who drink the tea are treated as if being affected by a Cure Critical Wounds spell with a caster level of 15th. This is an at-will special ability.
Swallow Whole (Ex): A tea-rannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tea-rannosaur’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge tea-rannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. Most view the act of eating their guests very distasteful, however.
Skills: Tea-rannosaurs have a +4 bonus on Listen and Diplomacy checks.