I hope you enjoy the terrorpin, and I'll see you later with another monster.
This creature looks
like a gigantic, ponderous, armor-plated turtle. Its most formidable features
are its powerful jaw and mouth lined with serrated edges, seemingly capable of
crushing anything.
Terrorpin CR 12
XP 19,200
N Gargantuan construct
Init –1; Senses darkvision 60 ft., low-light
vision, tremorsense 120 ft.; Perception +4
DEFENSE
AC 27, touch 5,
flat-footed 27 (–1 Dex, +22 natural, –4 size)
hp 148 (16d10+60)
Fort +5, Ref +4, Will +9
Defensive Abilities
fortification (25%), retraction; DR
10/adamantine; Immune construct
traits, cold, electricity, fire; Resist
acid 20
OFFENSE
Speed 20 ft.,
swim 40 ft.
Melee bite +22
(3d6+10 plus grab), slam +22 (4d6+10)
Space 20 ft.; Reach 15 ft.
Special Attacks
constrict (3d6+10), sundering bite, trample (4d6+15, DC 28)
STATISTICS
Str 31, Dex 9, Con —, Int —, Wis 19, Cha 4
Base Atk +16; CMB +30 (+34 grapple); CMD 39 (43 vs. trip)
Skills Swim +18
SQ frenzy
ECOLOGY
Environment any
Organization
solitary or pair
Treasure none
SPECIAL ABILITIES
Frenzy (Ex) When
a terrorpin takes any acid damage or is reduced to less than half its hit
points, its base speed increases to 60 feet. Additionally, while in this state,
it can trample and then make a bite attack from the location its trample ends. A
frenzied terrorpin incurs a –2 penalty to its AC.
Retraction (Ex)
If commanded, a terrorpin can retract its head into its armored shell,
increasing its fortification to 50%. However, it cannot make bite attacks and
is effectively blind (50% miss chance) when it makes slam attacks.
Sundering Bite (Ex)
A terrorpin can make a sunder attempt with its bite attack against an
opponent's weapon or armor without provoking attacks of opportunity. It
bypasses hardness as if it were using an adamantine weapon.
Terrorpins are constructed guardian creatures with
similarities to golems, but are powered by clockwork or steam-driven mechanisms
rather than elemental spirits. Their creators have a modicum of control over
the constructs and can transfer that control to another creature during the
crafting process. Terrorpins often have internal cavities where their
controllers can sit in comfort, untouchable by opponents until the terrorpins
have been utterly destroyed. When they are operating on standing orders, they
have some autonomy and might attempt to destroy weapons proving particularly
effective against them. Terrorpins give the illusion of being lumbering
monstrosities, but, when they take sufficient damage or when acid harms their
internal systems, energy reserves kick in and allow them to rampage through
opponents. A terrorpin’s controller can override this rampage; otherwise, it
requires healing the creature to restore it to its normal ponderous state.
Standard terrorpins stand only 18 feet tall, but their necks
give them extra reach. They typically weigh over 10 tons. While rituals are
unnecessary to create the constructs, the adamantine and intricate machinery
that go into building them cost 40,000 gp, and a craftsperson must have the
Craft Construct feat.