Monday, January 3, 2011

General Rules: Monsters - Teekon

Teekon (modified for rules compliance from Mercenaries)
Huge Animal

Hit Dice: 10d8+60 (105 hit points)
Initiative: -1 (Dexterity)
Speed: 20 feet
Armor Class: 15 (-1 Dexterity, -2 size, +8 natural); touch 7, flat-footed 15
BAB/Grapple: +7/+20
Attack: Bite +11 melee (2d8+7, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +11 melee (2d8+7, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 20 feet/5 feet
Special Attacks: Gnash
Special Qualities: Scent
Saves: Fortitude +13, Reflex +6, Will +5
Abilities: Str 20, Int 2, Wis 10, Dex 9, Con 22, Cha 4
Skills: Listen +7, Spot +7
Feats: Endurance, Iron Will, Skill Augmentation (Listen and Spot), Weapon Focus (Bite)
Environment: Tropical or warm forest or jungle
Organization: Solitary or herd (2 - 9)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11 - 13 HD (Large)

Teekons are large reptiliam creatures with a typical adult measuring about 20 feet long from tip to tail, with rounded snouts and thick, spayed legs with their bellies barely hovering over the ground as they move. Their size, strength, stamina, even temper, and low center of gravity make them useful as military mounts and beasts of burden; two Medium humanoids can ride on a teekon's back at any time. They are hardy enough to function well in any kind of environment and climate except the sub-arctic, and it is not at all unusual to see teekons plodding through deserts and jungles alike.

Only three disadvantages prevent these creatures from ubiquitous service in armies in all corners of the world. First, they are slow, and not useful for armies looking to travel light and move quickly. Second, they are expensive to acquire, both because they are so large and strong and because they occur naturally in impenetrable jungles and swamps, making capturing them a difficult proposition. They have never been bred in captivity. Finally, teekons are expensive to maintain, since they require large amounts of forage.

Combat
You cannot execute a trample attack while mounted on a teekon because they simply cannot move quickly enough. Teekons don't gallop so much as they plod. Otherwise, all rules regarding mounted combat apply.

Teekons are placid by nature, and they won't engage in combat unless attacked first, even when their riders plunge them into the midst of battle, If provoked into melee, they bite with their massive jaws.

Gnash (Ex): If a teekon bites a foe, it tries to clamp its opponent between its teeth and shake it to cause extra damage. Whenever a teekon makes a successful bite attack, it makes an opposed grapple check against its target. If it succeeds in grappling, it automatically deals an additional 2d4+4 damage. In subsequent rounds, it has the option of automatically dealing gnash damage (but no bite damage) instead of attempting another bite attack. In this instance, it continues shaking its target in its jaws rather than letting go to bite again.

Any attempt to break free is a full-round action, requiring an opposed grapple check or a DC 18 Escape Artist check. If successful, the subject is freed from the teekon's jaws, but falls prone in front of the creature.

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