Siege Beast
From Monsterbook
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'''Siege Beast (CR 9)''' | '''Siege Beast (CR 9)''' | ||
- | *Usually N Large | + | *Usually N Large magical beast (fire) |
- | *'''Init''' ; '''Senses''' low-light vision; Listen, Spot | + | *'''Init''' -1; '''Senses''' low-light vision; Listen, Spot |
*'''Languages:''' none | *'''Languages:''' none | ||
---- | ---- | ||
- | *'''AC''' | + | *'''AC''' 18, touch 8, flat-footed 18 |
- | **( | + | **(-1 size, -1 Dex, +10 natural) |
- | *'''hp''' | + | *'''hp''' 138 (12 HD); regeneration 5 |
- | *'''Immune:''' | + | *'''Immune:''' fire |
- | *''' | + | *'''Resistance:''' sonic 10; '''SR''' +4 on saves against evocation magic |
*'''Fort''' +#, '''Ref''' +, '''Will''' + | *'''Fort''' +#, '''Ref''' +, '''Will''' + | ||
- | *Weakness: | + | *Weakness: vulnerability to cold |
---- | ---- | ||
*'''Speed''' 20 ft. | *'''Speed''' 20 ft. | ||
- | *'''Melee | + | *'''Melee''' gore, tail slap |
+ | *'''Ranged''' fire stones (1d6, +1d6 fire | ||
*'''Space''' # ft.; '''Reach''' # ft. | *'''Space''' # ft.; '''Reach''' # ft. | ||
*'''Base Atk''' +##; '''Grp''' +## | *'''Base Atk''' +##; '''Grp''' +## | ||
*'''Atk Options''' (power attack, combat expertise, smite evil) | *'''Atk Options''' (power attack, combat expertise, smite evil) | ||
- | *'''Special Actions''' | + | *'''Special Actions''' fireball, roar |
- | + | ||
- | + | ||
- | + | ||
---- | ---- | ||
*'''Abilities''' Str 23, Dex 8, Con 22, Int 3, Wis 14, Cha 6 | *'''Abilities''' Str 23, Dex 8, Con 22, Int 3, Wis 14, Cha 6 | ||
- | *'''SQ''' | + | *'''SQ''' fire nodules, fire subtype |
*'''Feats''' | *'''Feats''' | ||
*'''Skills''' | *'''Skills''' | ||
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*'''Advancement''' | *'''Advancement''' | ||
---- | ---- | ||
- | ''' | + | '''Regeneration (Ex):''' The siege beast takes normal damage from cold attacks. |
+ | '''Fire Stones (Ex/Su):''' At close range a siege beast can fire a barrage of flaming stone pellets from its siege port. These are treated as sling stones (large size) with a range increment of 30 feet and that have the ''flaming burst'' ability, dealing +1d6 fire damage per hit and an additional +1d10 fire damage on a critical hit. Only the ''flaming burst'' part of this ability is considered a supernatural effect, so in an anti-magic field, the siege beast could still inflict normal damage with its fire stones. | ||
- | + | '''Fireball (Su):''' The ability for which this beast is named, every 1d4 rounds a siege beast can launch a globule of molten flame up to a range of 600 feet that explodes in a 20-foot radius for 10d6 points of fire damage. A Reflex save (DC 19) reduces the damage by half. The save DC is Constitution-based. | |
+ | '''Roar (Su):''' The siege beast's roar can cause fear... | ||
+ | |||
+ | '''Fire Nodules (Ex):''' The lumps covering the siege beasts hide are where it stores its explosive, flaming fuel. A weapon attack that hits a siege beast causes a small fiery explosion in a 5-foot radius that deals 3d6 points of fire damage (this radius only emanates from the square that was actually struck). If the attack was a melee attack, then the attacker gets no saving throw, but any other creature in the radius can make a Reflex save (DC 19) for half damage. The save DC is Constitution-based. | ||
+ | |||
+ | |||
+ | Description | ||
+ | clumsy in melee, cannot use its tail and gore attack against the same target (both only if facing multiple foes). Stores | ||
'''Strategies and Tactics''' | '''Strategies and Tactics''' |
Revision as of 01:28, 6 November 2006
This creature resembles a dinosaur-like combination of an enormous crocodile with a four-horned bull's head. It's wrinkly, over-sized skin is reddish-brown and covered from neck to tail with numerous lumps. From the center of its back extends a large, tube-like appendage that sways back and forth and leaks out a plume of black smoke from within the beast.
Siege Beast (CR 9)
- Usually N Large magical beast (fire)
- Init -1; Senses low-light vision; Listen, Spot
- Languages: none
- AC 18, touch 8, flat-footed 18
- (-1 size, -1 Dex, +10 natural)
- hp 138 (12 HD); regeneration 5
- Immune: fire
- Resistance: sonic 10; SR +4 on saves against evocation magic
- Fort +#, Ref +, Will +
- Weakness: vulnerability to cold
- Speed 20 ft.
- Melee gore, tail slap
- Ranged fire stones (1d6, +1d6 fire
- Space # ft.; Reach # ft.
- Base Atk +##; Grp +##
- Atk Options (power attack, combat expertise, smite evil)
- Special Actions fireball, roar
- Abilities Str 23, Dex 8, Con 22, Int 3, Wis 14, Cha 6
- SQ fire nodules, fire subtype
- Feats
- Skills
- Possessions
- Advancement
Regeneration (Ex): The siege beast takes normal damage from cold attacks.
Fire Stones (Ex/Su): At close range a siege beast can fire a barrage of flaming stone pellets from its siege port. These are treated as sling stones (large size) with a range increment of 30 feet and that have the flaming burst ability, dealing +1d6 fire damage per hit and an additional +1d10 fire damage on a critical hit. Only the flaming burst part of this ability is considered a supernatural effect, so in an anti-magic field, the siege beast could still inflict normal damage with its fire stones.
Fireball (Su): The ability for which this beast is named, every 1d4 rounds a siege beast can launch a globule of molten flame up to a range of 600 feet that explodes in a 20-foot radius for 10d6 points of fire damage. A Reflex save (DC 19) reduces the damage by half. The save DC is Constitution-based.
Roar (Su): The siege beast's roar can cause fear...
Fire Nodules (Ex): The lumps covering the siege beasts hide are where it stores its explosive, flaming fuel. A weapon attack that hits a siege beast causes a small fiery explosion in a 5-foot radius that deals 3d6 points of fire damage (this radius only emanates from the square that was actually struck). If the attack was a melee attack, then the attacker gets no saving throw, but any other creature in the radius can make a Reflex save (DC 19) for half damage. The save DC is Constitution-based.
Description
clumsy in melee, cannot use its tail and gore attack against the same target (both only if facing multiple foes). Stores
Strategies and Tactics
Adventure Hooks
Ecology and Society
Environment, Typical Physical Characteristics, Alignment
Creature Lore
Knowledge (type)
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