by Tarnah Wright and
Tim Wallace
Thoruulock
From the depths, a
gigantic form arises. Tentacles wrap around the defenseless ship, is it a giant
squid? No! As the ship is torn apart, each tentacle plucks a thrashing figure
from the wreckage and stuffs it into one of its eight mouths. Like a connoisseur at a sushi restaurant, the creature chooses the choicest morsels before
leaving the survivors to tell tales of the eyeless beast.
© Nicholas Cloister, Monsters by Email, licensed to Timothy Wallace |
THORUULOCK CR
20
XP 307,200
N Gargantuan magical
beast (aquatic, cold)
Init +1; Senses
watersense 120 feet; Perception +24
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DEFENSE
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AC 29, touch 7, flat-footed 28 (+1 Dex, +22 natural, -4
size)
hp 356 (31d10+186)
Fort +22, Ref +18,
Will +16
DR 10/adamantine; Immune
cold
Weaknesses blindness, vulnerable to fire
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OFFENSE
--------------------
Speed 5 ft., swim 60 ft.
Melee 3 bites +36 (2d6+9), 8 tentacles +34 (2d4+4)
Space 20 ft.; Reach
20 ft. (40 ft. with tentacles)
Spell-Like Abilities (CL 15th; concentration +17)
1/day—chill metal (DC 14), creeping ice ACG (DC 16), hydraulic torrent APG, ice storm, old salt's curse ARG (DC 16)
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STATISTICS
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Str 29, Dex 13, Con 20, Int 13, Wis 22, Cha 14
Base Atk +31; CMB
+44 (+48 grapple); CMD 55 (57 vs.
grapple, can't be tripped)
Feats Blind-fight, Bonebreaker UC, Greater Blind-fight APG,
Greater Grapple, Improved Blind-fight APG,
Improved Grapple, Improved Unarmed Strike, Jawbreaker UC ,
Multiattack, Neckbreaker UC, Pinning Knockout UC, Pinning Rend UC, Rapid Grappler UC,
Stunning Fist, Stunning Pin UC,
Toughness
Skills Heal +18, Knowledge (geography) +16,
Knowledge (nature) +16, Perception +24, Stealth +13, Swim +35
Languages Aquan, Draconic
SQ tenacious grapple
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ECOLOGY
--------------------
Environment any oceans
Organization solitary
Treasure triple
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SPECIAL ABILITIES
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Blindness (Ex) A thoruulock perceives solely through its watersense
ability. It is immune to all sight-based effects and attacks, including gaze
attacks.
Bonebreaker (Ex) When a thoruulock makes a successful Stunning
Fist attempt against an opponent that is grappled, helpless, or stunned, it can
forgo any other Stunning Fist effect to deal 1d6 Strength or Dexterity damage
to that opponent.
Greater Blind-Fight (Ex) A thoruulock’s melee
attacks ignore the miss chance for less than total concealment, and it treats
opponents with total concealment as if they had normal concealment (20% miss
chance instead of 50%). It may still reroll a miss chance percentile roll as
normal.
If it successfully pinpoints an invisible or
hidden attacker, that attacker gets no advantages related to hitting it with
ranged attacks, regardless of the range. That is, it doesn’t lose its Dexterity
bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being
invisible.
Jawbreaker (Ex) When a thoruulock makes a successful
Stunning Fist attempt against an opponent that is grappled, helpless, or
stunned, instead of imparting any other Stunning Fist effect, it can cripple
that opponent's mouth, dealing normal tentacle damage and 1d4 points of bleed
damage. Until the bleed damage ends, the target is unable to use its mouth to
attack, speak clearly, and employ verbal spell components. A creature that is
immune to critical hits or that has no discernible mouth is immune to the
effects of this feat.
Neckbreaker (Ex) If a thoruulock has an opponent its size or
smaller helpless or pinned, after it initiates or maintains a grapple, it can
make a Stunning Fist attempt at a –5 penalty on the attack roll. If it succeeds,
it wrenches that opponent's neck, dealing 2d6 Strength or Dexterity damage. If
the targeted ability score is reduced to 0, any remaining damage is dealt to
that opponent's Constitution score. A creature that is immune to critical hits
or that has no discernible head and neck is immune to the effects of this feat.
Pinning Knockout (Ex) While a thoruulock has an opponent
pinned, when it succeeds at a grapple combat maneuver check to deal an opponent
nonlethal damage using a tentacle, it doubles its damage result. Any creature
that is immune to critical hits is immune to the effects of this feat.
Pinning Rend (Ex) While a thoruulock has an opponent pinned,
when it succeeds at a grapple combat maneuver check to deal an opponent damage
using a tentacle, that opponent also takes bleed damage equal to its tentacle
damage dice. Any creature that is immune to critical hits is immune to the
effects of this feat.
Rapid Grappler (Ex) Whenever a thoruulock uses Greater
Grapple to successfully maintain a grapple as a move action, it can then spend
a swift action to make a grapple combat maneuver check at a –5 penalty.
Rend Ship (Ex) As a full-round action, a thoruulock can
attempt to use four of its tentacles to grapple a ship of its size or smaller.
It makes a CMB check opposed by the ship's captain's Profession (sailor) check,
but the thoruulock gets a cumulative +4 bonus on the check for each size
category smaller than Gargantuan the ship is. If the thoruulock grapples the
ship, it holds the ship motionless; it can attack targets anywhere on or within
the ship with its tentacles, but can only attack foes on deck with its free
arms and can't attack foes at all with its beak. Each round it maintains its
hold on the ship, it automatically inflicts bite damage on the ship's hull.
Stunning Pin (Ex) Whenever a thoruulock pins an opponent, it
can spend a swift action to make a Stunning Fist attempt against that opponent.
Tenacious Grapple (Ex) A thoruulock does not gain the
grappled condition if it grapples a foe with its tentacles.
Watersense (Ex) A thoruulock can sense vibrations in water,
granting it blindsense 120 feet against creatures in contact with the same body
of water.
The thoruulock are gigantic oceanic creatures
who spend their days searching for prey large enough to satisfy their immense
hunger in the dark, cold seas. Often they'll come to the surface to attack
ships; breaking them apart and then picking the crew from the debris with their
tentacles.
It is difficult to sail through their
territory unnoticed, for despite being eyeless, they can sense everything that
moves in their waters. One must simply hope they have satisfied their hunger
already and will let you pass.
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