Monday, January 3, 2011

General Rules: Monsters - T'kraam (Thunderkin)

T'kraam (Thunderkin) (from the Book of Eldritch Might III)
Medium Magical Beast

Hit Dice: 6d10+12 (45 hit points)
Initiative: +4
Speed: 10 feet, fly 60 feet (good)
Armor Class: 21 (+4 Dexterity, +7 natural); touch 14, flat-footed 17
BAB/Grapple: +6/+8
Attack: Tail smash +8 melee (1d8+2 plus d6 electricity, bludgeoning, 20 x2)
Full Attack: Tail smash +8 melee (1d8+2 plus 2d6 electricity, bludgeoning, 20 x2) and bite +6 melee (1d8+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Thunderous roar
Special Qualities: Energy form, electricity immunity, flight
Saves: Fortitude +9, Reflex +9, Will +2
Abilities: Str 15, Int 12, Wis 11, Dex 18, Con 15, Cha 15
Skills: Hide +7, Listen +9, Spot +8, Tumble +7
Feats: Great Fortitude, Multiattack
Environment: Any land
Organization: Solitary or band (3 - 6)
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral evil
Advancement: 7 - 8 Hit Dixw (Medium); 9 - 18 Hit Dice (Large)

The thunderkin thrive in storms and come to the ground only to hunt. They appear to be long, flat serpents with huge heads and sail-like fins. They range in color from blue to red, although they are sometimes violet. Called T'kraam in their own strange language, these creatures inhabit storms, dancing amid the lightning. As such, they can appear anywhere, coming out of the storm-darkened sky to prey upon whatever they can find before returning to the sky.

T'kraam breed quickly and in large numbers. Though highly intelligent, they do not possess the ability to build structures or lairs. Nevertheless, they sometimes inhabit abandoned cloud giant flying fortresses or other magical aerial structures.

Combat
Thunderkin like to fly up to a foe quickly - using a flying tumble maneuver if necessary - and lash with their tails, charged with electricity. They then take on their energy form and dart away. T'kraam only use their thunderous roar ability once they are angry - usually if fighting on the defensive.

Energy Form (Su): Up to three times per day, thunderkin can take on the form of living lightning for 10 rounds. T'kraam become incorporeal but lose their Strength bonus (-2 to listed attack and damage modifiers for their tail smash, and -2 to their attack modifier and -1 to their damage modifier for their bite). Anyone touching them directly or hitting them with a weapon suffers 2d6 points of electricity damage. They can use dimension door as 10th-level sorcerers in living lighting form.

Thunderous Roar (Sp): A t'kraam can loose a roar that stuns all within 60 feet for 1 round (DC 15 Fortitude save to resist). The creature can use this ability only once every 1d4 rounds. Thunderkin are immune to the effects of the thunderous roar.

Flight (Ex): A thunderkin's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 60 feet. This buoyancy also grants it a permanent feather fall effect with personal range.

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