Siege Beast
From Monsterbook
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 lumpy bulbs. 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 10)
- Usually N Large magical beast (fire)
- Init -1; Senses low-light vision; Listen +2, Spot +15
- Languages: common
- AC 20, touch 8, flat-footed 20
- (-1 size, -1 Dex, +12 natural)
- hp 138 (12 HD); regeneration 5
- Immune: fire
- Resistance: sonic 10; SR +4 on saves against evocation magic
- Fort +14, Ref +7, Will +6
- Weakness: vulnerability to cold
- Speed 20 ft.
- Melee gore +18 (1d8+6) and tail slap +13 (1d8+3)
- Ranged firestones +13/+8/+3 (1d6+3, +1d6 fire)
- Rapid Shot firestones +11/+11/+6/+1 (1d6+3, +1d6 fire)
- Space 10 ft.; Reach 5 ft.
- Base Atk +12; Grp +22
- Special Actions fireball, roar
- Abilities Str 23, Dex 8, Con 22, Int 3, Wis 14, Cha 6
- SQ fireburst skin, fire subtype
- Feats alertness, endurance, point blank shot, rapid shot, weapon focus (fire stones)
- Skills spot 11(+15), survival 4(+6)
- Advancement13-18 HD (Large), 19-24 HD (Huge)
Regeneration (Ex): The siege beast takes normal damage from cold attacks.
Firestones (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 22) reduces the damage by half. The save DC is Constitution-based.
Roar (Su): As a free action once per round the siege beasts roar causes 1d8 sonic damage to all living creatures within 20-feet. Any creature that takes damage must succeed at a Fortitude save (DC 22) or be stunned for one round. The save DC is Constitution-based.
Fireburst Skin (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 22) for half damage. The save DC is Constitution-based.
The siege beast is a large clumsy creature that is normally docile but can be trained as an instrument of war. It has keen eyesight and the ability to launch fireballs over great distances. However it is an awkward melee combatant. A siege beast cannot use its gore and tail attack against the same target, so it may only make multiple attacks if facing multiple opponents.
Strategies and Tactics
A siege beast that has been trained for war normally follows the orders of its master. Left to its own devices, it normally will not fight unless it is threatened.
Long range: Bombard enemies with fireballs.
Close range: Target enemies with firestones while waiting on fireballs.
Melee: Begin every round with a roar, then gore any nearby enemy. If facing more than one enemy, gore one and tail slap another.
Adventure Hooks
A rogue needs help from adventurers to steal a siege beast egg from its volcanic lair. The mother follows the thieves and begin bombarding their home city.
A skilled alchemist is working on a new incendiary concoction. He explains to the adventurers that he needs an intact fire nodule from the skin of a siege beast as a sample.
An ice devil forces a herd of siege beasts into service. They are marching towards an elven stronghold and laying waste to the forest along the way.
Ecology and Society
Siege beasts usually live near volcanoes or desert regions. They eat sulfur, various minerals, bat guano, oils, coal, and several types of plants. They do not eat meat. Their bodies produce extremely volatile liquid that are stored in the lumps in their skin. These explode if ruptured or deflate when the siege beast uses its siege tube to throw firestones or fireballs.
Siege beasts form strong family bonds. A male and female siege beast will mate for life unless one of them dies. The mating process is a loud and explosive ritual, that bears children infrequently. A pair of siege beasts usually produce one offspring every 10 or 12 years. The average siege beast is 8 feet long, 5 feet high at the shoulder, and weighs up to 8000 pounds.
Siege Beast Lore
Knowledge (nature)
DC 15: This beast is magically enhanced with fire magic. This result reveals all magical beast traits and fire subtype traits.
DC 22: It can launch flaming bullets and fireballs from the siege tube on its back.
DC 27: It stores explosive fire in the nodules growing all over its skin. Those will explode if they are ruptured.
DC 32: Only cold can permanently kill the beast.