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The Drow War Book Two. The Dying Of - RoseRed

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84<br />

Special Qualities: Amphibious, construct traits,<br />

damage reduction 15/chaotic, darkvision 60 ft.,<br />

defensive armouring, fast healing 10, low-light vision,<br />

spell resistance 25, telepathy 100 ft., true seeing<br />

Saves: Fort +5, Ref +6, Will +8<br />

Abilities: Str 35, Dex 13, Con —, Int 12, Wis 17, Cha<br />

18<br />

Skills: Climb +18, Diplomacy +7, Hide +6, Listen +11,<br />

Move Silently +7, Search +7, Spot +11, Sense Motive<br />

+9, Swim +20, Use Rope +4<br />

Feats: Alertness, Great Fortitude<br />

Environment: Any aquatic and underground<br />

Organisation: Solitary<br />

Challenge Rating: 14<br />

Treasure: —<br />

Alignment: Always lawful neutral<br />

Advancement: 16–28 HD (Large); 29–45 HD (Huge)<br />

Level Adjustment: —<br />

From the back, these creatures resemble mechanical<br />

lobsters made from beaten bronze, standing nine feet<br />

tall. When viewed from the front, a mask-like human<br />

face and glowing blue eyes can be seen beneath the<br />

armoured shell, as if a person were wearing a suit of<br />

lobster-like armour. <strong>The</strong> creature has a set of human<br />

arms beneath its lobster claws, which it uses for tasks<br />

that require fine manipulation. <strong>The</strong> lobster claws have<br />

a far greater reach than is immediately apparent. <strong>The</strong><br />

bronze arms telescope out, allowing the creature to<br />

snatch up trespassers.<br />

Powerful magicians appoint the termador to guard<br />

underwater locations. When possible, they disable<br />

rather than kill intruders. Termador use their feeblemind<br />

spell-like abilities to turn intruders into docile morons,<br />

then eradicate their memories of ever having been to the<br />

location with their modify memory ability. Those who<br />

have encountered the termador – often shipwrecked<br />

sailors or treasure seekers – find themselves adrift at sea<br />

with no memory of what they have just been through or<br />

how they got to where they are now.<br />

Amphibious: Though it is designed for underwater duty,<br />

a termador functions as well on land as it does beneath<br />

the sea.<br />

Crush (Ex): A termador deals 1d6+18 damage with a<br />

successful Grapple check.<br />

Defensive Armouring (Ex): A termador’s jointed armour<br />

plates allow it to roll itself up into a ball, protecting<br />

itself from harm and allowing it to heal. It does this if it<br />

takes too much damage in combat and has no easy way<br />

to retreat. A termador can ball up or return to normal<br />

as a move action. While balled up, it gains a +8 natural<br />

armour bonus to its Armour Class and a +2 resistance<br />

bonus to Fortitude saving throws, and its fast healing<br />

ability increases from 10 to 15. However, it can take no<br />

actions at all other than to uncoil itself.<br />

Improved Grab (Ex): To use this ability, the termador<br />

must hit with a pincer attack. It can then attempt to start<br />

a grapple as a free action without provoking an attack of<br />

opportunity. If it wins the grapple check, it establishes<br />

a hold and can crush the target.<br />

Spell-like Abilities: At will, as 14 th level sorcerer<br />

– feeblemind (DC 19), modify memory (DC 18); 3/day<br />

– wall of iron, 1/day – telekinetic sphere. <strong>The</strong> save DCs<br />

are Charisma-based.<br />

Stunning Pulse (Sp): A termador disables its opponents<br />

by generating a thumping pulse of sound that hammers<br />

the water in front of it in a cone 60 feet wide at the base.<br />

It does this as a standard action. All creatures in the<br />

area of effect suffer 6d6 points of sonic damage, with a<br />

Reflex saving throw (DC 21) for half damage. Affected<br />

creatures must also make Fortitude saving throws (DC<br />

21) or be dazed for one round. Once a termador has<br />

used its stunning pulse, it cannot use it again for 1d4<br />

rounds. <strong>The</strong> save DCs are Charisma-based.<br />

Telepathy (Su): Termador can communicate with one<br />

another over distances of up to 100 feet. <strong>The</strong>y cannot<br />

use this ability to communicate with creatures other<br />

than termador.<br />

Ibon Presno Gonzalez (order #73006) 8

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