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MONSTERS (T)

 

Tarrasque

Colossal Magical Beast
Hit Dice: 48d10+576 (840 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 35 (-8 size, +3 Dex, +30 natural)
Attacks: Bite +57 melee, 2 horns +52 melee, 2 claws +52 melee, tail slap +52 melee
Damage: Bite 4d8+17, horn 1d10+8, claw 1d12+8, tail slap 3d8+8
Face/Reach: 40 ft. by 40 ft./25 ft.
Special Attacks: Frightful presence, rush, improved grab, swallow whole, augmented criticals
Special Qualities: Damage reduction 25/+5, carapace, immunities, regeneration 40, scent, SR 32
Saves: Fort +38, Ref +29, Will +20
Abilities: Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14
Skills: Listen +21, Spot +21
Feats: Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will

Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always neutral
Advancement: 49+ HD (Colossal)

Combat

Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed at a Will save (DC 26) or become shaken, remaining shaken until they leave the area of effect.

Rush (Ex): Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.

Improved Grab (Ex): To use this ability, the tarrasque must hit a Huge or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe.

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 20) with a light piercing or slashing weapon. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold one Huge, four Large, sixteen Medium-size, or sixty-four Small or smaller creatures.

Augmented Criticals (Ex): The tarrasque threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

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.

Immunities (Ex): The tarrasque has fire, poison, and disease immunity.

Regeneration (Ex): No form of attack deals normal damage to the tarrasque. The tarrasque regenerates even if disintegrated or slain with death magic: These attack forms merely knock it unconscious and set its total subdual damage to 850 points (unless it already has more subdual damage than that). It is immune to effects that produce incurable or bleeding wounds, such as a sword of wounding, mummy rot, or a clay golem’s wound ability. The tarrasque can be permanently slain only by raising its subdual damage total to 870 points and using a wish or miracle 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 receives a +8 racial bonus to Listen and Spot checks.

The tarrasque cannot speak.

 

Tendriculos

Huge Plant
Hit Dice: 9d8+54 (94 hp)
Initiative: -1 (Dex)
Speed: 20 ft.
AC: 16 (-2 size, -1 Dex, +9 natural)
Attacks: Bite +13 melee, 2 tendrils +8 melee
Damage: Bite 2d8+9, tendril 1d6+4
Face/Reach: 10 ft. by 40 ft./15 ft.
Special Attacks: Improved grab, swallow whole, paralysis
Special Qualities: Plant, regeneration 10
Saves: Fort +12, Ref +2, Will +2
Abilities: Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3

Climate/Terrain: Temperate and warm forest, hill, and marsh
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan)

Combat

Improved Grab (Ex): To use this ability, the tendriculos must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can try to swallow the opponent. A tendriculos that hits with a tendril attack grabs as above. If it gets a hold, it picks up the opponent and transfers it to the mouth as a partial action, automatically dealing bite damage as above.

Swallow Whole/Paralysis (Ex): A tendriculos can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside the plant’s mass, the opponent must succeed at a Fortitude save (DC 19) or be paralyzed for 3d6 rounds by the tendriculos’s digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos’s interior (AC 15). Once the creature exits, the plant’s amazing regenerative capacity closes the hole; another swallowed opponent must again cut its own way out. The tendriculos’s interior can hold two Large, four Small, sixteen Tiny, or sixty-four Diminutive or smaller opponents.

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Regeneration (Ex): Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.

 

Thoqqua

Medium-Size Elemental (Earth, Fire)
Hit Dice: 3d8+3 (16 hp)
Initiative: +1 (Dex)
Speed: 30 ft., burrow 20 ft.
AC: 18 (+1 Dex, +7 natural)
Attacks: Slam +4 melee
Damage: Slam 1d6+3 and 2d6 fire
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Heat, burn
Special Qualities: Fire subtype, tremorsense, elemental
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10
Skills: Intuit Direction +4, Jump +6, Listen +6, Move Silently +5

Climate/Terrain: Any underground
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 4-9 HD (Large)

Combat

When a thoqqua is disturbed, its first instinct is to attack. Its favored tactic is to spring directly at a foe, either by bursting out of the rock or by coiling up its body and launching itself like a spring. In either case, treat the maneuver as a charge.

Heat (Ex): Merely touching or being touched by a thoqqua automatically deals 2d6 fire damage.

Burn (Ex): When a thoqqua hits with its slam attack, the opponent must succeed at a Reflex save (DC 13) or catch fire. The flame burns for 1d4 rounds if not extinguished sooner. The burning creature can use a full-round action to put out the flame.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Tremorsense (Ex): Thoqquas can automatically sense the location of anything within 60 feet that is in contact with the ground.

Elemental: Immune to poison, sleep, paralysis, and stunning.  Not subject to critical hits.

 

Titan

Huge Outsider (Chaotic, Good)
Hit Dice: 20d8+120 (210 hp)
Initiative: +1 (Dex)
Speed: 90 ft.
AC: 22 (-2 size, +1 Dex, +13 natural)
Attacks: Gargantuan warhammer +31/+26/+21/+16 melee; or
Huge javelin +19/+14/+9/+4 ranged
Damage: Gargantuan warhammer 4d6+19; or Huge javelin 2d6+13
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Damage reduction 15/+1, SR 25
Saves: Fort +18, Ref +13, Will +17
Abilities: Str 37, Dex 12, Con 23, Int 21, Wis 20, Cha 18
Skills: Bluff +27, Climb +21, Concentration +29, Craft (any one) +27, Jump +36, Knowledge (any one) +28, Knowledge (religion) +28, Listen +30, Perform (ballad, chant, dance, epic, harp, melody, ode, plus any other sixteen) +27, Sense Motive +28, Spot +30, Swim +36
Feats: Alertness, Blind-Fight, Cleave, Expertise, Great Cleave, Power Attack

Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Level: 21
Treasure: Triple standard
Alignment: Always chaotic good
Advancement: 21-30 HD (Huge); 31-60 HD (Gargantuan)

Titans speak Common, Celestial, Draconic, Giant, and Sylvan.

Combat

Spell-Like Abilities: At will: alter self, bless, charm person or animal, commune with nature, cure light wounds, eyebite, fire storm, halt undead, hold monster, invisibility, levitate, light, magic circle against evil, mirror image, pass without trace, persistent image, produce flame, summon nature’s ally II, remove curse, remove fear, shield, speak with plants, summon swarm, and whispering wind; 2/day-astral projection and etherealness. These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level). Once every other round, a titan can use holy smite as a 20th-level cleric.

Spells: A titan can use arcane spells as a 20th-level wizard or divine spells as a 20th-level cleric, from the cleric list and from the Chaos and Good domains.

 

Tojanida

Juvenile                                                 Adult                                                      Elder

Small Outsider (Water)                        Medium-Size Outsider (Water)          Large Outsider (Water)

Hit Dice: 3d8+6 (19 hp)                        7d8+14 (45 hp)                                      15d8+60 (127 hp)

Initiative: +1 (Dex)                                +1 (Dex)                                 +1 (Dex)

Speed:    10 ft., swim 90 ft.                   10 ft., swim 90 ft.                                   10 ft., swim 90 ft.

AC: 22 (+1 size, +1 Dex,                       23 (+1 Dex, +12 natural)                       24 (-1 size, +1 Dex, +14 natural)

                +10 natural)

Attacks: Bite +6 melee,                        Bite +10 melee, 2 claws +5 melee       Bite +20 melee, 2 claws +15 melee

2 claws +1 melee

Damage: Bite 2d6+2, claw 1d4+1       Bite 2d8+3, claw 1d6+1                        Bite 4d6+6, claw 1d8+3

Face/Reach: 5 ft. by 5 ft./5 ft.             5 ft. by 5 ft./5 ft.                                    10 ft. by 5 ft./5 ft.

Special Attack: Improved grab,         Improved grab, ink cloud                    Improved grab, ink cloud

                                ink cloud

Special Qualities: All-around             All-around vision, acid and cold       All-around vision, acid and cold

vision, acid and cold immunity,         immunity, fire and electricity              immunity, fire and electricity

fire and electricity resistance 20        resistance 20                                         resistance 20

Saves: Fort +5, Ref +4, Will +4           Fort +7, Ref +6, Will +6                       Fort +13, Ref +10, Will +10

Abilities: Str 14, Dex 13, Con 15,        Str 16, Dex 13, Con 15,                         Str 22, Dex 13, Con 19,

                Int 10, Wis 12, Cha 9            Int 10, Wis 12, Cha 9                            Int 10, Wis 12, Cha 9

Skills: Hide +11, Intuit Direction        Escape Artist +11, Hide +11,              Escape Artist +19, Hide +15,

+7, Listen +7, Search +6, Spot +9      Intimidate +5, Intuit Direction +11,    Intimidate +17, Intuit Direction

                                                                Listen +11, Search +6, Spot +13         +19, Knowledge (Plane of Water)

                                                                                                                                +13, Listen +19, Search +6, Spot

+20

Feats:     Blind-Fight                            Blind-Fight, Dodge                              Blind-Fight, Cleave, Dodge,

                                                                                                                                Power Attack

Climate/Terrain:    Any aquatic          Any aquatic and underground          Any aquatic and underground

                and underground

Organization: Solitary or clutch (2-4) Solitary or clutch (2-4)                        Solitary or clutch (2-4)

Challenge Rating: 3                              5                                                              9

Treasure:               Standard                                Standard                                                                Standard

Alignment:            Always neutral     Always neutral                                     Always neutral

Advancement: 4-6 HD (Small)            8-14 HD (Medium-size)                       16-24 HD (Large);

25-32 HD (Gargantuan)

Tojanidas speak Aquan and can be loquacious, but usually only on the subject of food.

Improved Grab (Ex): To use this ability, the tojanida must hit with a bite or claw attack. If it gets a hold, it automatically deals that weapon’s damage each round the hold is maintained. Underwater, a tojanida can tow a grabbed victim of its own size or smaller at top speed. A favorite tactic is to grab a single opponent, then withdraw, hauling the opponent away from its allies.

All-Around Vision (Ex): Tojanidas’ multiple apertures allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Opponents gain no flanking bonuses when attacking a tojanida.

Ink Cloud (Ex): A tojanida can emit a spherical cloud of jet-black ink with a radius of 30 feet once per minute as a free action. The effect is otherwise similar to fog cloud cast by an individual of a level equal to the tojanida’s Hit Dice. Out of water, the ink emerges in a stream up to 30 feet long, which the tojanida can squirt into an opponent’s eyes. The affected creature must succeed at a Reflex save or be blinded for 1 round. The save DC is 13 against a juvenile, 15 against an adult, and 19 against an elder.

 

Treant

Huge Plant
Hit Dice: 7d8+35 (66 hp)
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 20 (-2 size, -1 Dex, +13 natural)
Attacks: 2 slams +12 melee
Damage: Slam 2d6+9
Face/Reach: 10 ft. by 10 ft./"15_ft.
Special Attacks: Animate trees, trample, double damage against objects
Special Qualities: Plant, fire vulnerability, half damage from piercing
Saves: Fort +10, Ref +1, Will +6
Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 15, Cha 12
Skills: Hide 9*, Intimidate +8, Knowledge (any one) +8, Listen +9, Sense Motive +9, Spot +9, Wilderness Lore +9
Feats: Iron Will, Power Attack

Climate/Terrain: Any forest
Organization: Solitary or grove (4-7)
Challenge Rating: 8
Treasure: Standard
Alignment: Always neutral good
Advancement: 8-16 HD (Huge); 17-21 HD ­(Gargantuan)

Treants speak their own language, plus Common and Sylvan.

Combat

Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements.

Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 and fights as a treant in all respects. Animated trees lose their ability to move if the treant who animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak as cast by a 12th-level druid.

Trample (Ex): A treant or animated tree can trample Medium-size or smaller creatures for 2d12+5 points of damage. Opponents who do not make attacks of opportunity against the treant or animated tree can attempt a Reflex save (DC 20) to halve the damage.

Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Fire Vulnerability (Ex): A treant or animated tree takes double damage from fire attacks unless the attack allows a save, in which case it takes double damage on a failure and no damage on a success.

Half Damage from Piercing (Ex): Piercing weapons deal only half damage to treants, with a minimum of 1 point of damage.

Skills: Treants receive skills as though they were fey. *They have a +16 racial bonus to Hide checks made in forested areas.

 

Triton

Medium-Size Outsider (Water)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: Swim 40 ft.
AC: 16 (+6 natural)
Attacks: Trident +4 melee; or heavy crossbow +3 ranged
Damage: Trident 1d8+1; or heavy crossbow 1d10
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 12, Dex 10, Con 12, Int 13, Wis 13, Cha 11
Skills: Craft (any one) +4, Hide +6, Listen_+7, Ride +6, Spot +7
Feats: Mounted Combat

Climate/Terrain: Any aquatic
Organization: Company (2-5), squad (6-11), or band (20-80)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral good
Advancement: 4-9 HD (Medium-size)

Tritons speak Common and Aquan.

Combat

Spell-Like Abilities: A triton can use summon nature’s ally III once per day as the spell cast by a 5th-level sorcerer, often choosing water elementals for their companions.

 

Troglodyte

Medium-Size Humanoid ­(Reptilian)
Hit Dice: 2d8+4 (13 hp)
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 15 (-1 Dex, +6 natural)
Attacks: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee; or javelin +1 ranged
Damage: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6
Face/Reach: 5 ft. by 5 ft./5 ft. (10 ft. with longspear)
Special Attacks: Stench, darkvision 90 ft.
Saves: Fort +5, Ref -1, Will_+0
Abilities: Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills: Hide +6*, Listen_+3
Feats: Multiattack, Weapon Focus (javelin)

Climate/Terrain: Any mountains and underground
Organization: Clutch (2-5), squad (6-11 plus 1-2 giant lizards), or band (20-80 plus 20% noncombatants plus 3-13 giant lizards)
Challenge Rating: 1
Treasure: 50% coins; 50% goods; 50% items
Alignment: Always chaotic evil
Advancement: By character class

Troglodytes speak Draconic.

Combat

Half of a group of troglodytes are armed only with claws and teeth; the rest carry one or two javelins and longspears. They normally conceal themselves, launch a volley of javelins, then close to attack. If the battle goes against them, they retreat and attempt to hide.

Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musklike chemical that nearly every form of animal life finds offensive. All creatures (except troglodytes) within 30 feet of the troglodyte must succeed at a Fortitude save (DC 13) or suffer  a –2 morale penalty on attack rolls, weapon damage rolls, checks, and saving throws. The affect lasts 10 rounds.  Once a character has succumbed to a particular troglodyte’s stench ability, or made a successful saving throw against it, the character cannot be affected by the same troglodytes stench ability for 24 hours.

Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with surroundings like a chameleon and conferring a +4 racial bonus to Hide checks. *In rocky or subterranean settings, this bo­nus improves to +8.

Troglodyte Characters

A troglodyte’s favored class is cleric. Troglodyte clerics can choose any two of the following domains: Chaos, Death, Destruction, and Evil.

 

Troll

Large Giant
Hit Dice: 6d8+36 (63 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 18 (-1 size, +2 Dex, +7 natural)
Attacks: 2 claws +9 melee, bite +4 melee
Damage: Claw 1d6+6, bite 1d6+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Regeneration 5, scent, darkvision 90 ft.
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills: Listen +5, Spot +5
Feats: Alertness, Iron Will

Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class

Trolls speak Giant.

Combat

Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Scrags

On land, scrags have a speed of 20 feet, and their swimming speed is 40 feet. They regenerate only if mostly immersed in water. Scrags are otherwise identical with their landbound cousins.