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  1. #141
    Community Member Satyriasys's Avatar
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    Quote Originally Posted by Annex View Post
    She came off as smart, and I was really disappointed when she did not retreat to fight another day. (I would have allowed players to save the charmed Phiarlan operatives at the expense of allowing Malicia to escape and become a foil in subsequent adventures.)
    Apparently she did survive because she shows up later in Wrath of the Flame.

  2. #142
    Community Member bennyson's Avatar
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    That is true, Killing a demon that it not native to the material plane will return to their own plane.

    Malicia didn't need to worry much about herself "dieing" because she wouldn't really die, just beaten to the point of being banished back to Shavarath. The only way to kill a demon permanently is to slay it on its own plane. In Malicia's case, it was Shavarath, so her true, final death, was there.

  3. #143
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    Quote Originally Posted by Satyriasys View Post
    Apparently she did survive because she shows up later in Wrath of the Flame.
    outsiders get banished, not killed, if they're in the material plane

  4. #144
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    i'd like to see mobs doing (Even more than now) what we do: Attack the healer - the casters - the ranged - the melees (and the rouge if it's sneaking) in that order. I've noticed monsters rushing past me to kill (currently playing a ranger, a pally and a wizard, all pure builds) the healer in the group, but not that often

  5. #145
    Community Member JKissel's Avatar
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    Cool Bad Guys get no respect!!

    Short & simple Bring on the ANTI PALADINES!!

  6. #146
    Community Member JKissel's Avatar
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    Default So You think you are tough

    So You just Killed a Minor God & you are so proud of yourself...



    Tarrasque


    Size/Type:
    Colossal Magical Beast

    Hit Dice:
    48d10+594 (858 hp)

    Initiative:
    +7

    Speed:
    20 ft. (4 squares)

    Armor Class:
    35 (-8 size, +3 Dex, +30 natural), touch 5, flat-footed 32

    Base Attack/Grapple:
    +48/+81

    Attack:
    Bite +57 melee (4d8+17/18-20/×3)

    Full Attack:
    Bite +57 melee (4d8+17/18-20/×3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8)

    Space/Reach:
    30 ft./20 ft.

    Special Attacks:
    Augmented critical, frightful presence, improved grab, rush, swallow whole

    Special Qualities:
    Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 32

    Saves:
    Fort +38, Ref +29, Will +20

    Abilities:
    Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14

    Skills:
    Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)

    Feats:
    Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6)

    Environment:
    Any

    Organization:
    Solitary

    Challenge Rating:
    20

    Treasure:
    None

    Alignment:
    Always neutral

    Advancement:
    49+ HD (Colossal)

    Level Adjustment:


    The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons.

    The tarrasque cannot speak.

    Combat

    The tarrasque attacks with its claws, teeth, horns, and tail.

    The tarrasque’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.

    Augmented Critical (Ex)

    The tarrasque’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

    Frightful Presence (Su)

    The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.

    Improved Grab (Ex)

    To use this ability, the tarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

    Rush (Ex)

    Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.

    Swallow Whole (Ex)

    The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

    Carapace (Ex)

    The tarrasque’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

    Regeneration (Ex)

    No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 868 hp). The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.

    The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 hit points) and using a wish or miracle spell to keep it dead.

    If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

    Skills

    The tarrasque has a +8 racial bonus on Listen and Spot checks.

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