Monday, January 3, 2011

General Rules: Monsters - Giant Slug

Giant Slug (from Wrath & Rage: A Guidebook to Orcs and Half-Orcs)
Huge Vermin

Hit Dice: 16d8+32 (104 hit points)
Initiative: -2
Speed: 15 feet
Armor Class: 6 (-2 size, -2 Dexterity); touch 6, flat-footed 6
BAB/Grapple: +12/+25
Attack: Bite +15 melee (2d8+7, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +15 melee (2d8+7, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 20 feet/10 feet
Special Attacks: Acid spray, rush, trample 4d6+7
Special Qualities: Darkvision 60 feet, amorphous, half-damage, tremorsense 60 feet, acid immunity, salt vulnerability, vermin traits
Saves: Fortitude +12, Reflex +3, Will +5
Abilities: Str 21, Int -, Wis 10, Dex 7, Con 14, Cha 9
Skills: Escape Artist +3 (+11 to squeeze through openings), Listen +5, Spot +5
Feats: -
Environment: Temperate and warm marsh and underground
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 17 - 32 Hit Dice (Huge); 33 - 48 (Gargantuan)

Giant predators are feared predators in warm, wet areas and through the subterranean word They hunt prey with an unerring vibration sense and overwhelm opposition with their massive bulk. An adult giant slug stands 15 feet high but can squish its form down to fit through much smaller spaces.

These eating machines are drawn to the damp, warm, filthy conditions savage humanoids love, and various tribes have tried to domesticate them - and failed - for generations. The giant slugs' aversion to salty makes them each to control, however, and more than one savage stronghold is patrolled by one that follows an endless circular track between two thick lines of rock salt.

These giant vermin, though mindless and uncontrollable, are useful enough as guard creatures around a savage humanoid settlement. They thrive in the foul environment associated with savage humanoids and are excellent deterrents to would-be intruders.

Giant leeches attack whenever hungry or threatened. Giant slugs are always hungry, roaming night and day on an endless search for food. They attack by trampling through the middle of a group and spitting acid at anything not battered senseless.

Acid Spray (Ex): A giant slug can spray acid in a cone 20 feet long, dealing 4d8 points of acid damage to everything in the area. Once it uses this ability, the giant slug can't use it again until 1d4 rounds later. The creature can also produce a concentrated stream of acid that deals 8d8 points of damage to a single target within 10 feet. In either case, a successful Dc 20 Reflex save halves the damage.

Rush (Ex): Once per minute, the normally slow-moving giant slug can move at a speed of 40 feet.

Trample (Ex): A giant slug can trample Medium or smaller creatures for 4d6+7 points of damage. Opponents who do not make attacks of opportunity against the giant slug can attempt a DC 23 Reflex save to halve the damage.

Salt Vulnerability (Ex): Giant slugs are vulnerable to salt and salt water. A flask of seawater thrown as a grenadelike weapon deals 2d4 points of damage to the creature on a direct hit or 1 point of damage on a splash. Other salt- or dehydration-based attacks, such as dust of dryness, a salt mephit's breath weapon, or the horrid wilting spell, deal double damage unless a save is allowed for half damage. A successful save halves the damage, and a failure doubles it.

Amorphous (Ex): Giant slugs have shapeless bodies and are not subject to critical hits or sneak attacks.

Half-Damage (Ex): Any nonmagical attack against a giant slug, including damage inflicted by magic weapons deals only half damage.

Vermin: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Skills: Giant slugs gain a +8 racial bonus to Escape Artist checks when attempting to squeeze through an opening.

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