The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
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