Friday, June 29, 2018

Frightful Fridays! Blitz Bulette (Zappity Zap Lightning Death)

Hello and welcome to another Frightful Fridays! I am continuing to shuffle elemental bulettes in with other monsters, and this week I'm turning my attention to the air elemental-infused bulette. The alternate name comes from one of my Patreon patrons (I haven't brought this up in a while, but here is the link:, and I think it's reasonably appropriate. It basically takes on the form of a living lightning bolt to blast multiple foes near simultaneously.

I hope you enjoy the blitz bulette, and I'll see you next week with another monster. Thanks for reading!

Electric sparks fly from the hazy outline of this blindingly yellow bulette. The creature seems to only stand in one place for a millisecond before shifting itself several feet.
Blitz Bulette      CR 17
XP 102,400
N Huge magical beast
Init +13; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +24
AC 32, touch 18, flat-footed 22 (+9 Dex, +1 dodge, +14 natural, 2 size)
hp 262 (21d10+147)
Fort +19, Ref +21, Will +9
Defensive Abilities improved evasion, improved uncanny dodge, whirling mind; Immune electricity; Resist fire 10
Speed 60 ft.
Melee bite +28 (2d8+5 plus 6d6 electricity), 2 claws +28 (2d6+5 plus 4d6 electricity)
Space 15 ft.; Reach 10 ft.
Special Attacks lightning charge
Spell-Like Abilities (CL 21st; concentration +20)
   Constant—blur, freedom of movement
Str 21, Dex 29, Con 24, Int 3, Wis 14, Cha 8
Base Atk +21; CMB +32; CMD 48 (52 vs. trip)
Feats Acrobatic Steps, Agile Maneuvers, Combat Reflexes, Dodge, Greater Spring Attack[UW], Improved Initiative, Improved Spring Attack[UW], Mobility, Nimble Moves, Skill Focus (Acrobatics), Spring Attack, Weapon Finesse[B]
Skills Acrobatics +28 (+40 to jump), Perception +24; Racial Modifiers +8 Perception
Environment temperate plains
Organization solitary or pair
Treasure none
Lightning Charge (Ex) Three times per day, a blitz bulette can take a special charge action, allowing it to move up to four times its speed and not in a straight line. To target a creature, the bulette must move into its space, and it deals 8d6 points of electricity damage when it does so. Targeted creatures can make an attack of opportunity at a 4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the bulette and receive a DC 27 Reflex save to take half damage. A bulette must wait 1d4 rounds before using this ability again. The save DC is Constitution-based.
When a blitz bulette uses this ability and moves at least 40 feet in a straight line, it creates the equivalent of a wall of fire along the entire distance it moves in a straight line. It creates a wall for every applicable straight line it moves while using this ability.
Whirling Mind (Ex) A blitz bulette cannot maintain a particular train of thought. If it fails a Will save against a charm or compulsion spell or effect, it can attempt a new Will save against the spell or effect at the beginning of its turn with a cumulative +2 bonus on its Will save.

Blitz bulettes are infused with elemental energies from the Plane of Air, most notably the lightning that arcs throughout the plane. They retain the predatory natures of ordinary bulettes, and eat considerably more than their mundane counterparts, if only to fuel their tireless dashes through the plains where they hunt. Thunderous booms in clear skies announce the presence of blitz bulettes, and they are never capable of sneaking up on prey. However, they move at such a rapid pace, they can leap upon prey before their targets are fully aware of what is transpiring. During combat, blitz bulettes never remain in one location, and they often move at least 5 feet or bounce among their opponents, biting or slashing them as they go. They can also turn themselves into a near-literal stroke of lightning, allowing them to arc between foes and electrocute them. This constant movement makes it difficult to pinpoint their exact location, and the bulettes resist most attempts to restrain them, including magical means. Rumors speak of blitz bulettes being forced to stop moving utterly and dying seconds later in an explosion of lightning due to the strain on their bodies.

Blitz bulettes measure 20 feet in length and are thinner than typical bulettes, only weighing 1,000 pounds. They are short-lived, with their metabolisms typically burning out after 30 years.

Friday, June 22, 2018

Frightful Fridays! Tiny Tearers

Hello and welcome back for another monstrous Friday! I've got two monsters for you, one "inspired" by a dream/nightmare I had earlier this week, and a concept waiting for the right moment to appear on the blog. These delightfully deadly will happily carve up PCs for dinner, or just because they want to.

I hope you enjoy the death's head scarab beetle and the radervish. I'll see you next week with another monster!

A chalky white skull on this beetle’s underside contrasts with the midnight hue of the rest of its carapace.
Death's Head Scarab Beetle      CR 9
XP 6,400
N Tiny vermin
Init +10; Senses darkvision 60 ft.; Perception +1
AC 23, touch 19, flat-footed 16 (+6 Dex, +1 dodge, +4 natural, +2 size)
hp 119 (14d8+56)
Fort +13, Ref +10, Will +5
DR 10/piercing
Speed 40 ft., burrow 20 ft., climb 30 ft.
Melee bite +18 (4d6+6 plus rip flesh)
Space 2½ ft.; Reach 0 ft.
Special Attacks consume body
Str 19, Dex 23, Con 18, Int —, Wis 13, Cha 6
Base Atk +10; CMB +14; CMD 29 (37 vs. trip)
Feats Dodge[B], Improved Initiative[B], Mobility[B], Weapon Finesse[B]
Skills Acrobatics +18 (+22 to jump), Climb +14, Stealth +22; Racial Modifiers +12 Acrobatics, +8 Stealth
Environment any land
Organization solitary, pair, or abattoir (360)
Treasure incidental
Consume Body (Ex) As a full-round action that provokes attacks of opportunity, a death’s head scarab beetle can devour the entirety of a living Medium or smaller creature that has died within the past hour. The beetle heals a number of hit points equal to the creature’s maximum hit points.
Alternatively, once per week, a death’s head scarab beetle can deposit eggs in the corpse of a (formerly) living creature. The eggs rapidly develop into larvae, which grow into 2d6 full-sized beetles in 10 rounds. Dealing 20 points of energy damage to the corpse before this time has elapsed destroys the larvae. Newly grown beetles cannot use this form of the consume body ability.
Rip Flesh (Ex) When a death’s head scarab beetle successfully bites its target, the target takes 2d6 points of bleed damage, and takes 1d4 points of bleed damage to a random physical ability score (d6 result: 12 Strength, 34 Dexterity, 56 Constitution). A successful DC 21 Fortitude save halves both types of bleed damage. The save DC is Constitution-based.

Legends about death’s head scarab beetles speak of a town that fell on tough times as it suffered through a brutal winter. The townsfolk devoured their winter stores and turned their hunger toward livestock and pets, eventually running out of those as well. Faced with turning to cannibalism, the town’s leaders proposed entrapping wayward travelers as food, and the plan succeeded, keeping the town fed until spring could arrive. Their last victim just before the spring thaws cursed the townsfolk just before dying, and the spirits of the countless prior victims gave weight to the curse. As a result, the people transformed into mindless beetles with insatiable hunger and a white skull denoting them as dangerous.

Since then, death’s head scarab beetles have spread throughout the world in order to satisfy their unending craving for flesh. A single beetle can devour a human in seconds, leaving only skeletal remains in its wake. They also breed prodigiously, but they must deposit their eggs within a day of producing them, or their progeny will devour them before perishing if there is no immediate source of food available. Assassins risk their own lives to use death’s head scarab beetles to carry out larger jobs or to ensure no witnesses remain.

Death’s head scarab beetles measure 11/2 foot in length and weigh 2 pounds.


This red root vegetable bobs up and down in the air as its leaves whirl rotor-like above it.
Radervish      CR 7
XP 3,200
N Tiny plant
Init +9; Senses low-light vision; Perception +3
AC 20, touch 18, flat-footed 14 (+5 Dex, +1 dodge, +2 natural, +2 size)
hp 82 (11d8+33)
Fort +10, Ref +10, Will +6
Defensive Abilities evasion, uncanny dodge; Immune plant traits
Speed 20 ft., fly 50 ft. (good)
Melee 2 leaf blades +15 (2d64 plus 2d4 bleed)
Space 2½ ft.; Reach 0 ft. (5 ft. with leaf blades)
Str 2, Dex 21, Con 16, Int 5, Wis 17, Cha 10
Base Atk +8; CMB +11; CMD 18
Feats Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Weapon Finesse, Whirlwind Attack[B]
Skills Acrobatics +20 (+16 to jump), Fly +20
Languages Sylvan, Treant (can’t speak)
SQ camouflage
Environment temperate forests
Organization solitary, pair, or flight (3–12)
Treasure none
Camouflage (Ex) A radervish looks like a normal plant when at rest. A DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the radervish.

Fixtures of fey gardens and forests featuring other intelligent plant life, radervishes are excitable plants that throw themselves into battle to protect their homes. The leaves protruding from their tops move independently of their bodies, allowing them to spin them rapidly to keep themselves aloft. These leaves also have razor-sharp edges, making them formidable foes as they open up terrible wounds in their prey.

Radervishes in the employ of intelligent creatures overcome their impulsiveness and heed their masters. If they are given orders to do so, they remain still long enough to surprise prey. When left to their own devices, though, they give little thought to their own lives when attacking opponents. They enjoy putting themselves in the center of combat where their leafy blades can bite into as many targets as possible.

Radervishes measure 1-foot in diameter, and their leaves stretch to 6 feet. They only weigh several ounces. Surprisingly, dead radervishes are just as edible as regular radishes.

Radervish Plant Companions
Druids and other characters who can gain plant companions can choose a radervish as a companion. A radervish companion is not quite as intelligent as its wild cousins.

Starting Statistics: Size Tiny; Speed 20 ft., fly 30 ft. (good); AC +2 natural armor; Attack 2 leaf blades (1d6); Ability Scores Str 2, Dex 17, Con 14, Int 2, Wis 13, Cha 10; Special Qualities low-light vision, 5-foot reach with leaf blades.
4th-Level Advancement: Attack 2 leaf blades (2d6 plus 2d4 bleed); Ability Scores Dex +4, Con +2.

Friday, June 15, 2018

Frightful Fridays! Glacier Bulette

Hello and welcome back to Frightful Fridays! As implied (or promised or threatened) earlier, I had more elemental bulettes in my mind after working on the stone bulette. The glacier bulette is essentially a massive shell of ice surrounding an extremely large bulette specimen. Of course, as a creature with the cold subtype, it has vulnerability to fire, but using fire to defeat this bulette might be more dangerous than not, since it gains quite a bit of momentum when temporarily freed from its icy shell.

I hope you enjoy the glacier bulette. I'll be back next week with another monster!

This towering iceberg stands on four legs. Icy spikes protrude from its hide, and chunks of ice calve from its body at random intervals.
Glacier Bulette      CR 12
XP 19,200
N Colossal magical beast (cold)
Init 3; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft. (120 ft. on ice); Perception +14
AC 27, touch 1, flat-footed 27 (3 Dex, +28 natural, 8 size)
hp 168 (16d10+80); fast healing 5 (while standing on ice or snow or in wintry precipitation)
Fort +15, Ref +7, Will +11
Defensive Abilities impenetrable hide; DR 10/—; Immune cold
Weaknesses vulnerability to fire
Speed 20 ft., burrow 20 ft. (40 ft. through ice and snow only); ice glide, icewalking
Melee bite +22 (3d8+19/1920 plus grab), 2 claws +21 (2d6+13)
Space 30 ft.; Reach 20 ft.
Special Attacks ice spray, savage bite, swallow whole (6d6 cold damage, AC 24, 16 hp), trample (6d6+19, DC 31)
Str 37, Dex 5, Con 20, Int 2, Wis 19, Cha 10
Base Atk +16; CMB +37 (+39 bull rush, +41 grapple); CMD 44 (46 vs. bull rush, 48 vs. trip)
Feats Awesome Blow, Crippling Critical[APG], Critical Focus, Dazzling Display, Improved Bull Rush, Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (bite)
Skills Climb +17, Intimidate +20, Perception +14, Stealth -19 (-3 in icy conditions), Swim +17; Racial Modifiers +16 Stealth in icy conditions
Environment any cold
Organization solitary or pair
Treasure none
Ice Glide (Ex) A burrowing glacier bulette can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing bulette flings the bulette back 30 feet, stunning the creature for 1 round, unless it succeeds on a DC 15 Fortitude save.
Ice Spray (Ex) As a full-round action that provokes attacks of opportunity, a glacier bulette can shake loose icy spikes it has accumulated on its body. All creatures within 30 feet of the bulette take 12d6 points of cold and piercing damage (Reflex DC 23 halves). Creatures that take attacks of opportunity do not receive Reflex saves to avoid the damage. The save DC is Constitution-based.
A glacier bulette can only use this ability once per day, but if it stands on ice or snow or is in wintry precipitation, it regains the use of this ability after 1d6+1 rounds.
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces a glacier bulette climbs must be icy. The bulette can move across icy surfaces without penalty and doesn’t need to make Acrobatics checks to run or charge on ice.
Impenetrable Hide (Ex) The ice forming a glacier bulette’s outer shell grants it considerable protection. It gains DR 10/. When the bulette must attempt a Reflex save to avoid taking energy damage, other than fire damage, from an area of effect spell or effect, it makes a Fortitude save instead; if it succeeds on the Fortitude save, it takes no damage, and if it fails it takes half damage). Finally, when targeted by a ranged spell or effect with a single target, the spell or effect has a 50% chance of deflecting off the bulette. If the bulette has an attack of opportunity remaining, it can deflect the spell or effect back to its source.
If a glacier bulette takes at least 40 points of fire damage in one round, it reduces all the benefits of its impenetrable hide (DR 5/, 25% chance of deflecting a single-target spell or effect, takes full damage on a failed Fortitude save) until the end of its next turn. If the bulette takes at least 80 points of fire damage in one round, it loses all benefits of its impenetrable hide until the end of its next turn.
Savage Bite (Ex) A glacier bulette applies 11/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 1920.
Vulnerability to Fire (Ex) If a glacier bulette takes 40 points of fire damage in a round, it gains the benefits of the haste spell for 1 round. The duration of this benefit increases by 1 round for every 20 additional points of fire damage the bulette takes that round. If the bulette takes fire damage while hasted in subsequent rounds, any additional duration overlaps with rather than adds to the current duration.

Glacier bulettes enjoy their lonely existences in the polar regions of the world where they charge at ancient glaciers to bring avalanches down upon themselves. They are cantankerous at best when other creatures intrude on their solitude, and, while they have animal intelligence, they instinctively know to bury themselves in snow and ice to launch surprise attacks on their foes. Despite their massive size, they are ponderous creatures and move almost as slowly as their namesakes. When fire melts their dense icy hides, though, their speed increases drastically, and they use this increased speed to charge at and crush opposition.

Glacier bulettes stand 30 feet tall, measure 40 feet from snout to tail, and weigh 10 tons. Their slow metabolisms help guarantee some longevity, with the oldest bulettes reaching 500 years of age.

Friday, June 8, 2018

Frightful Fridays! Triangulene

Hello and welcome back for another edition of Frightful Fridays! This week's monster is a strange two-dimension being which can inflict some pain on its 3-D foes. The triangulene also introduces some weird effects, centered around the number 3. Hopefully, using this monster will not cause math anxiety, especially when it comes to applying damage reduction and resistances.

If you decide to inflict one (or three) of these on your players, I'd love to hear about it. I'll see you next week with another monster. Thanks for reading!

This bronze, equilateral triangle fades in and out of view as its two-dimensionality renders it invisible from certain viewpoints.
Triangulene      CR 9
XP 6,600
N Medium construct (extraplanar)
Init +9; Senses darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +9
Defensive Abilities 3vasion
AC 24, touch 15, flat-footed 18 (+5.1 Dex, +9 natural)
hp 99 (12d10+33)
Fort +6, Ref +9, Will +6
DR 9/adamantine, slashing, and two-dimensional; Immune construct traits; Resist acid 9, cold 12, electricity 21, fire 15
Speed 30 ft.
Melee 3 slams +18 (3d6+3/18/x3 plus 3d3 bleed)
Special Attacks unlink
Str 15, Dex 21, Con —, Int 9, Wis 12, Cha 15
Base Atk +12; CMB +15; CMD 30
Feats Great Fortitude, Improved Initiative, Skill Focus (Perception), Toughness, Weapon Fin3sse, Weapon Focus (slam)
Skills Acrobatics +15, Disguise +3, Escape Artist +9, Perception +9, Stealth +15; Racial Modifiers +6 Acrobatics, +3 Escape Artist, +9 Stealth
SQ tripartite enforcement, two-dimensional
Languages Flatlander, Triangulene
Environment any (flatland dimension)
Organization solitary or trio
Treasure none
Tripartite Enforcement (Ex) An attack roll results in a success against a triangulene when the d20 roll is divisible by 3 (a 20 is an automatic miss). The attack roll must also be an 18 on the d20 (which is always an automatic hit against the triangulene), or the roll must equal or exceed the triangulene’s Armor Class. The above restrictions apply as well to confirming critical threats against the triangulene. Damage dealt to the triangulene is reduced to the nearest multiple of 3 (this ability applies after reducing damage for a successful save).
When a triangulene attacks, it receives 3 d20s and chooses the best result; it must also roll a number divisible by 3 on its attack roll to ensure a successful attack against a target. A roll of 18 on the d20 is an automatic hit against its target. The triangulene’s damage increases to the nearest multiple of 3. Likewise, when it inflicts bleed damage, the bleed damage increases to the nearest multiple of 3.
Two-Dimensional (Ex) A triangulene’s two-dimensionality makes it effectively invisible from beyond 60 feet. Additionally, it can position itself as a swift action to make itself invisible to all creatures in a 30-foot cone. This form of invisibility cannot be detected with see invisibility or true seeing.
Unlink (Ex) As a move action, a triangulene can unlink its three sides to become a line. This renders it invisible to all creatures (this invisibility also cannot be detected with see invisibility or true seeing) and increases its reach to 15 feet, but it can only make a single slam attack which deals piercing damage on its turn. It can return to its normal form as a move action.

Triangulenes hail from an alternate plane of existence where everything exists in two dimensions. When the triangulenes’ flatland dimension suffered an accidental incursion from a three-dimensional plane, the inhabitants were baffled by and fearful of the deific intruders. The plane’s leading arcane researchers realized they had encountered three-dimensional beings for the first time and decided to send a squad of intrepid triangulenes to travel beyond their realm and investigate. Triangulenes try to remain hidden observers, but they resort to violence if nec3ssary. Their strange interactions with multi-dimensional planes afford them several protections they take advantage of against their foes. Communicating with them is possible, but they speak in a strange cadence and employ abstract mathematical concepts in conversation.

Triangulene trios which have spent considerable time in three-dimensional often merge together to form pyrrhamids.

Triangulenes all have three sides measuring 6 feet in length, and they weigh a mere 3 pounds.

Friday, June 1, 2018

Frightful Fridays! Stone Bulette (PLUS: news about a design contest)

Hello, and welcome back for another week of Frightful Fridays!

Before I get to this week's monster, I want to direct your attention to a design contest I'm helping out with. You can find the announcement here: I hope you'll consider entering! I'm looking forward to seeing the community's creativity.

Now for today's monster, which is the stone bulette, a larger and slightly less aggressive relative to the standard bulette. This bulette can only jump in place, but it tends to knock everyone down when it does. It can also launch stones from its stomach with about as much force as cannon fire. If the bulette happens to have swallowed a PC, the poor character may find him- or herself ejected along with the stone.

I hope you enjoy the stone bulette, and I'll see you next week with another monster!

This four-legged stone behemoth stands firmly on the ground beneath it. A rumble akin to a rockslide emanates from its stomach.
Stone Bulette      CR 11
XP 12,800
N Gargantuan magical beast
Init +1; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +15
AC 25, touch 7, flat-footed 24 (+1 Dex, +18 natural, 4 size)
hp 147 (14d10+70)
Fort +14, Ref +10, Will +10
Defensive Abilities fortification (50%), rockhead; DR 10/—; Immune acid, bleed, petrification
Speed 40 ft., burrow 40 ft.; earth glide
Melee bite +20 (3d6+13/1920 plus grab), 2 claws +19 (2d8+9)
Ranged gut stone +13 (4d6+9)
Space 20 ft.; Reach 15 ft.
Special Attacks gut stone, leap, savage bite, siege bulette, swallow whole (4d6 bludgeoning damage, AC 19, 14 hp), trample (3d6+13, DC 26)
Str 29, Dex 12, Con 20, Int 3, Wis 19, Cha 8
Base Atk +14; CMB +27 (+31 grapple or sunder); CMD 38 (42 vs. bull rush, 40 vs. sunder, 46 vs. trip)
Feats Deadly Finish[UC], Greater Sunder, Improved Sunder, Iron Will, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Acrobatics +10 (+14 to jump), Perception +15
SQ stability
Environment any land
Organization solitary or pair
Treasure incidental
Gut Stone (Ex) A stone bulette can spit out a rock from its stomach with incredible force. The bulette’s gut stone has a range increment of 60 feet and receives a +2 racial modifier on attack rolls. Creatures swallowed whole when the bulette launches a gut stone must succeed at a DC 22 Reflex save or fly out with the stone, taking damage as if falling for the number of feet the bulette launches the stone.
Alternatively, the bulette can use a specialized gizzard to grind the stone into smaller rocks to create a 30-foot cone that deals 4d6 bludgeoning damage to all creatures caught in the area (Reflex DC 22 for half). This use of the bulette’s gut stone has no effect on creatures it has swallowed whole.
The save DCs are Constitution-based. A stone bulette typically starts an encounter with 4 gut stones. It can take a full-round action to burrow into the ground to replenish its supply, but it cannot use these new gut stones until 1d4 rounds later.
Leap (Ex) A stone bulette can leap in place as a move action, which provokes attacks of opportunity. When it lands, all creatures within 30 feet of it fall prone. Creatures that don’t take attacks of opportunity can attempt a DC 26 Reflex save to remain standing. The save DC is Strength-based.
Rockhead (Ex) A stone bulette has delayed reactions to mind-affecting spells and effects and to the notion it is dying. A mind-affecting spell or effect doesn’t begin to affect the bulette until the beginning of the originating creature’s next turn. At the beginning of the bulette’s turn, it attempts another Will save (if applicable) against any delayed mind-affecting spells or effects.
Additionally, when a stone bulette is brought below 0 hit points but not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, it immediately falls unconscious and begins dying.
Savage Bite (Ex) A stone bulette’s applies 11/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 1920.
Siege Bulette (Ex) A stone bulette ignores up to 10 points of hardness when damaging objects. If it charges or makes a full attack against an object or structure, it deals double damage.
Stability (Ex) A stone bulette receives a +4 bonus to CMD against bull rush and trip combat maneuvers.

Stone bulettes resulted from further arcane experimentation with the base stock, infusing earth elemental traits into the newer creations. These bulettes move through rock and soil as if it were water and leave faint “ripples” in the ground as signs of imminent attacks.

While stone bulettes are more patient than their terrestrial kin and wait for opportunities to attack, they often enter a frenzied state where they devour everything in their paths. They consume all material they encounter, but prefer stone over metal and flesh. Their strange stomachs shape stone into smooth, weighty rocks with which they can pepper prey from great distances. These bulettes don’t wait long before closing with distant foes as they charge into battle, crushing and swallowing their opponents. Victims unfortunate enough to land in a stone bulette’s stomach find themselves unwitting projectile material when the bulette launches one of its gut stones.

Stone bulettes become especially angered when they come across structures larger than themselves and repeatedly ram these affronts until nothing is left but piles of rubble, which the bulettes usually ingest. Likewise, if a weapon continually penetrates their rocky hide, they focus their attacks on the offending item until they satisfactorily destroy it. Clever tacticians aware of a stone bulette’s hunting grounds can use the beast as an uncontrollable siege weapon, with all the terrible implications of doing so.

A stone bulette typically measures 20 feet from maw to tail and weighs in at a massive 3 tons.