Friday, August 21, 2015

Frightful Fridays! Tarrhino

Hello, and welcome back to a new Frightful Fridays! Today's monster is courtesy of Jason Mitchell, who pointed out the tire sculptures in the link below this week's image. It inspired me to create a tar-covered rhinoceros that can gore opponents and glue them to its hide and subsequently crush them.

I hope you enjoy the tarrhino, and I hope GMs will use it to literally stick it to their characters. I'll be back next time with a new monster. Thanks for reading!

This humongous, black rhinoceros drips tar that sizzles when it hits the ground.
Tarrhino      CR 7
XP 3,200
N Huge magical beast
Init –2; Senses darkvision 60 ft., low-light vision; Perception +9
AC 20, touch 6, flat-footed 20 (–2 Dex, +14 natural, –2 size)
hp 94 (9d10+45)
Fort +11, Ref +4, Will +6
DR 10/piercing; Resist acid 10, fire 10
Speed 40 ft.
Melee gore +14 (3d6+7), slam +14 (3d6+7 plus 1d6 fire and grab)
Ranged tar spit +5 (2d6+7 plus 1d6 fire)
Space 15 ft.; Reach 10 ft.
Special Attacks grab, powerful charge (6d6+14), sticky hide, tar spit
Spell-Like Abilities (CL 9th; concentration +9)
   1/day—tar pool (DC 14)
Str 25, Dex 6, Con 21, Int 2, Wis 16, Cha 11
Base Atk +9; CMB +18 (+22 grapple); CMD 26 (30 vs. disarm and trip)
Feats Diehard, Endurance, Impaling Charge, Intimidating Prowess, Power Attack
Skills Intimidate +13, Perception +9
Environment any warm land
Organization solitary, pair, or herd (3–8)
Treasure standard
Sticky Hide (Ex) A tarrhino’s hide is highly adhesive. When it strikes an opponent with its slam attack, it gains a free grapple attempt. If it succeeds, it does not gain the grappled condition, and it only deals 1d6 fire damage to a creature with which it maintains a grapple. It can adhere up to 8 Medium creatures (or an equivalent number of smaller or larger creatures) to itself. As a full round action that provokes attacks of opportunity, the tarrhino can roll, dealing its slam damage (plus 1-1/2 Strength bonus) to all creatures stuck to it.
Additionally, a creature striking a tarrhino with a manufactured melee weapon must succeed at a DC 19 Reflex save to avoid the weapon sticking to the tarrhino. Freeing a stuck weapon requires a successful disarm attempt, and the creature’s hide grants a +4 racial bonus to CMD against disarm checks.
Tar Spit (Ex) If a tarrhino’s tar spit attack hits its target’s touch AC but otherwise misses the target, it deals no damage to the target. However, the target is affected as if hit by a tanglefoot bag (with a DC 19 Reflex save to avoid becoming glued to the floor). A tarrhino’s tar spit has a range increment of 20 feet.

Ancient battles between earth and fire elementals left melted corpses behind, some of which dissolved into pools of semi-sentient tar. As animals blundered into the tar and succumbed to its sticky embrace, the slumbering sludge remembered the victims’ shapes. When the tar awoke its torpor, it chose its favorite form, that of the rhino, before leaving the pits wherein the tar slept.

Despite their elemental origins, tarrhinos must eat, and they range over large areas to hunt prey. Their preferred method of hunting is to glue a victim in place with expectorated tar and then pulverizing the victim at the end of a thunderous charge. They also enjoy fighting multiple creatures at once, so they can stick unsuspecting foes to their hides and roll around to crush those that cannot free themselves. Tarrhinos are usually covered in stuck weapons and various items, making them virtual walking treasure chests for stalwarts who can defeat them.

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