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View Full Version : The Terratorn [monster - this time it's an earth creature that can fly]



Baron Corm
2007-04-11, 07:58 PM
Terratorn
Large Magical Beast (Earth)
Hit Dice: 18d10+90 (189 hp)
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Initiative: 3
Armor Class: 30 (-1 size, -1 Dex, +22 natural); touch 8; flat-footed 31
Base Attack/Grapple: +18/+22
Attack: Wing +29 melee (4d8+11, 15-20/x4) or bite +28 melee (6d8+16) or 2 talons +28 melee (2d10+11)
Full-Attack: 2 wings +29 melee (4d8+11, 15-20/x4) and bite +26 melee (6d8+11) and 2 talons +26 melee (2d10+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eyebeams, scream, swallow whole, improved grab
Special Qualities: Darkvision 120 ft., low-light vision, augmented critical, dust cloud, stable, damage reduction 10/-, regeneration 5, long wingspan, immunity to magic
Saves: Fort +16 Ref +10 Will +6
Abilities: Str 32, Dex 9, Con 20, Int 12, Wis 11, Cha 11
Skills: Spot +51, Listen +21, Search +22
Feats: Improved Initiative, Power Attack, Flyby Attack, Multiattack, Weapon Focus (wing)
Environment: Mountaintops
Organization: Solitary or eyrie (5-12)
Challenge Rating: 14 (amethyst-eyed 15, diamond-eyed 16)
Treasure: Two gems of the same type as its eyes
Alignment: Usually neutral
Advancement: 18-20 (Large), 21-25 (Huge)
Level Adjustment: -


The terratorn are a strange race of earth-creatures whose preferred medium is the air. They look like gigantic hawks or eagles, except that they appear to be made up of dirt and stone. The edges of the wings of a terratorn are made out of an incredibly hard, lustrous metal, similar in appearance to steel, and taper off to an extremely sharp edge; one that would bring a tear to the eye of an epic weaponsmith. Terratorns are very proud of their wings; they are shown off in mating rituals and used as their primary form of attack.

The terratorn's beak and talons are also made out of a shiny, impossibly hard metal. A terratorn's beak has incredible crushing power, which it uses to break down the rocks that it eats. The unique anatomy of the bird gives its beak perfect weight and leverage for chomping down, and it is made of such a hard metal that it is not damaged in the process. A terratorn's talons are equally strong, but are not designed solely to crush the life out of things. They serve the important purpose of holding the terratorn's prey after it swoops down on them. They are also used to grab onto the ground when the terratorn is standing, granting it incredible stability.

As if that weren't enough to cement their position at the top of the food chain, terratorns also have developed the ability to deliver a high-pitched scream at their target right before swooping down on it. This stuns and deafens the target, making it much easier to catch. If the terratorn actually screams as loud as he can, he deals sonic damage to creatures within a large radius. This scream sounds like a combination between a hawk's call and a fierce wind.

The final and perhaps most outstanding feature of a terratorn is its eyes. Each terratorn has two large magical conduits in the form of gemstones where its eyes normally would be. These gemstones are either topazes, amethysts, emeralds, sapphires, rubies or diamonds. They serve as a focusing lens, giving the terratorn incredible eyesight. Their focusing properties also allow a terratorn to concentrate its magical energies into a beam attack, which is detailed below. A terratorn has smaller versions of its eyegem scattered through its body, which reflect magical attacks. Terratorns with amethyst eyes have the respect of the other types of terratorn, and are slightly larger. The male in an amethyst-eyed terratorn eyrie (see below) is the only type of terratorn with diamond eyes.

Terratorns live together in their eyries dug deep into mountains. They only come out for hunting and warding off intruders. Eyries have 5-12 terratorns in them, composed of the male and his harem. Terratorns belonging to the same eyrie will almost always have the same gem type for their eyes. The slightly larger and stronger male has the job of protecting the eyrie and its eggs, which appear to be precious stones to ignorant and greedy onlookers, and also searching for rocks and gems inside the mountain, which terratorns eat. The female terratorns are the ones who go out and bring back small (relative to them) creatures, which terratorns also eat. If they can find one wearing armor for them to eat, that's just an added bonus. Only one or two female terratorns are out hunting at any given time, and if there are two, they hunt separately. For such large creatures, terratorns eat a surprisingly small amount. An eyrie of terratorns can exist in a mountain right next to a human settlement without the humans ever knowing.

Newly-hatched terratorns, called chicks, are vulnerable and weak; their natural armor has not yet hardened, and their natural weapons are too soft to use. They are even unable to fly more than 1/2 a square per round until they mature, and cannot walk at all. Luckily for terratorn chicks, they mature in a matter of days (1d4+3). Any thief who captures a terratorn egg because he thought it was a gem will soon enough regret it as the chick inside bursts his egg and instinctually makes his way back to his eyrie.

Terratorns speak a form of Terran (with a lot of added screeching) to each other, but they rarely speak to any non-terratorn.

A terratorn's natural weapons are treated as adamantine for the purposes of overcoming damage reduction. They are harder than adamantine, and thus also beat the damage reduction of things such as that granted by adamantine armor (but not all x/- damage reduction - a barbarian's is still not overcome).

The ultrahard material of the terratorn's beak, wings, and talons does not function at all as a weapon or workable material once taken off the terratorn, because it requires the terratorn's unique anatomy to stay compact and functional.


Combat

A terratorn hunts by swooping down on its prey, using the lesser version of its scream attack and grabbing it with its talons, then bringing the prey back to its lair. If its prey turns out to be worthy of a battle and willing to defend itself, the terratorn will land next to it and proceed to tear it apart with his full attack. If hurt, even to just 3/4 of its total hp, it will fly away and try to find easier prey.

A terratorn will generally not attack a large party, but if it is starving it may be forced to do so. In that case, it will first use its scream attack, then attempt to kill off the weakest-looking with its powerful bite attack, and then try to get off a full attack or flyby attack against whoever is left.


Severely Sharp Wings (Ex)

A terratorn's wing attack threatens a critical hit on a natural attack roll of 15-20, dealing quadruple damage on a successful critical hit. They decapitate their target on a roll of 20. They ignore damage reduction and hardness of any kind, and can even cut through a wall of force or similar effect.

Long Wingspan (Ex)

A terratorn's wing attacks increase their natural reaches by 5 ft.

Crushing Bite (Ex)

A terratorn's bite attack deals 1.5x his Strength bonus in damage instead of the usual 1x. In a full attack, it is not his primary weapon, but it still receives 1x his Strength bonus in damage. It also deals double damage from power attack.

Improved Grab (Ex)

This ability functions only when the terratorn hits with both of its talon attacks in a flyby attack.

Gripping Talons (Ex)

A terratorn has a racial +8 bonus to resist anything that would knock it off its feet or move it from its space while it is standing on the ground. A terratorn receives a racial +8 bonus on grapple checks in grapples started as a result of his improved grab.

Swallow Whole (Ex)

This may be performed when the terratorn has a creature of Medium or smaller size in its talons. The terratorn's gizzard has AC 22 and can be cut with 30 points of damage. Its earth subtype and its rocky diet gives it an extremely potent acid in its stomach along with damaging digestive boulders, dealing 4d8+12 points of acid damage and 3d8+12 points of bludgeoning damage each round.

Eyebeams (Su)

A terratorn may produce two rays from its eyes every 2d4 rounds. They must both be fired at the same time. These beams effectively do the same thing twice to one target. Only one ranged touch attack is necessary to hit with both. All eyebeams have a range of 300 feet. The terratorn's caster level is equal to his HD, and save DC's are Constitution-based. Though his eyebeams may mimic spell-like abilities, they are supernatural abilities and thus not subject to spell resistance. The terratorn has access to a single type of beam (which are different colors) depending on the gem which composes its eyes:

Topaz (yellow): chain lightning - this functions as the spell, except that it requires a ranged touch attack (for the primary target only, who doesn't receive a reflex save). The "chain" does not look like a yellow ray; lightning appears to jump from creature to creature as normal. The two rays fired by topaz combine to cast chain lightning only once instead of the usual twice.

Emerald (green): acid arrow - deals 4d4 damage, and 4d4 damage each round it remains, due to there being two rays.

Ruby (red): scorching ray - all rays must be fired at the same target. This ability only requires the normal one attack roll. It deals the damage of 6 scorching rays, which appear to be coming from only two rays.

Amethyst (purple): disintegrate - this allows a Fortitude save as normal. The two rays fired by Amethyst combine to cast disintegrate only once instead of the normal twice. A terratorn with amethysts for eyes has 1 more HD than it usually would. This allows it to advance past 25 HD, if it would have had 25 HD.

Sapphire (blue): cone of cold and slow - each spell only affects one target (the same one). No reflex save is allowed for cone of cold, assuming the ranged touch attack roll is successful, although a will save is allowed for slow. Each spell affects the target once.

Diamond (clear; visible, but see-through): polar ray - 2d6 cold damage per caster level (maximum 50d6) due to there being two rays. A terratorn with diamonds for eyes has 2 HD more than it usually would. This allows it to advance past 25 HD, if it would have had 24 or 25 HD. A terratorn with diamonds for eyes has damage reduction 15/- instead of 10/-.

Immunity to Magic (Ex)

A terratorn is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A move earth spell drives the terratorn back 120 feet and deals 3d12 points of damage to it.

A disintegrate spell slows the terratorn (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.

An earthquake spell cast directly at a terratorn stops it from moving on its next turn and deals 5d10 points of damage. This might cause the terratorn to fall from the sky if he is flying, and take appropriate falling damage. The terratorn gets no saving throw against any of these effects.

Any magical attack against a terratorn that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the terratorn to exceed its full normal hit points, it gains any excess as temporary hit points. A terratorn gets no saving throw against magical attacks that deal acid damage.

Scream (Ex)

A terratorn can unleash a scream so powerful that it threatens to tear asunder any who are nearby. Any creature within 120 ft. of the terratorn when he screams takes 1d6 sonic damage per HD of the terratorn, with a Fortitude save for half damage (DC is Constitution-based). Any creature that fails its save is also stunned for 1 round and deafened permanently. A creature that makes its save is deafened for 4d6 rounds. Being unable to hear does not protect a creature from this attack. It may be performed every 1d4 rounds. A lesser version may be activated as a free action as part of a flyby attack (at any point during the attack). This lesser version's only effects are stunning creatures within a 60 ft. cone for 1 round and deafening them for 2d6 rounds on a failed Fortitude save. Terratorns are immune to scream.

Dust Cloud (Su)

A terratorn emits a cloud of powdered rock and gems while flying which allow it to appear as a cloud of dust instead of a creature. Creatures must make a DC 30 Spot check to notice the terratorn when he is emitting this cloud. The terratorn doesn't have to make Move Silently checks when flying unless he has been recognized as a creature, because his wings flapping through the air sound like a dust cloud should.

Regeneration (Ex)

A terratorn heals 5 hit points of damage per round as long as it has not gone too long without eating. A terratorn can regrow lost limbs in 2d6 rounds as long as he eats a large (or large quantity of) boulder(s), metal object(s) or gemstone(s) after he loses the limb. The terratorn takes lethal damage from a different damage type depending on its eye gem:

Ruby - cold and electricity
Sapphire - fire
Diamond - fire
Amethyst - cold and electricity
Topaz - cold
Emerald - fire and electricity

Skills

Terratorns receive a racial +30 bonus on Spot checks.