Megazoid

monstrosity (titan) · CR 14 · from Book of Beasts II · by Robert J. Hall
Megazoid
StatisticValue
Size/TypeColossal Magical Beast
Hit Dice20d10
Initiative-2
Speed80 ft. (16 squares)
Armor Class18 (-8 size, -2 Dex, +18 natural), touch 0, flat-footed 18
Base Attack/Grapple+20/+55
AttackBite +31 melee (4d6+19)
Full AttackBite +31 melee (4d6+19), 2 claws +29 melee (2d8+9), and tail slap +29 melee (4d6+9)
Space/Reach30 ft./30 ft.
Special AttacksBreath weapon, terrifying roar, trample 2d8+28, tail sweep
Special QualitiesDarkvision 120 ft., low-light vision, scent
SavesFort +25, Ref +10, Will +9
AbilitiesStr 48, Dex 6, Con 36, Int 3, Wis 12, Cha 18
SkillsClimb +21, Jump +21, Listen +5, Spot +5, Survival +10, Swim +21
FeatsAbility Focus (Terrifying Roar), Awesome Blow, Improved Bull Rush, Iron Will, Multiattack, Power Attack, Snatch
EnvironmentAny
OrganizationSolitary
Challenge Rating16
TreasureNone
AlignmentAlways neutral
Advancement21–40 HD (Colossal)
Level Adjustment-

Description

This immense beast possesses some of the traits of a lizard and a great ape. It stands on four heavy limbs, with a thick body and tail. The neck is oddly short, bit it has a great fanged jaw, thick brows and red eyes. The scaly flesh is covered by scraggly hairs.

This enormous creature is a transmogrified beast that combines multiple animal-like traits with unusual special attacks. Some of these monstrosities evolve naturally on alien worlds, or they can be formed through mutations as a result of intense nuclear radiation. They are capable of surviving very harsh conditions, including being frozen in ice for millions of years or travelling through outer space in a cocoon-like state.

Megazoids are typically reptile-like creatures with a coarse, scaly hide, a fanged jaw, and clawed limbs and a massive tail. Some are more insect-like in shape, and a few are capable of limited flight.

Combat

A megazoid is a fearless combatant who will seek to strike quickly and disable a foe before finishing it off. It often leads with a terror-inducing roar, then charges the nearest and largest foe. If the initial attack fails, it will use its breath weapon and resort to simple tactics such as tossing enormous objects at its opponent. Only when it is being soundly beaten will it choose to withdraw.

Breath Weapon (Ex): 100-foot line, once every 1d6 rounds, damage 6d6 fire. Reflex DC 33. The save DC is Constitution-based. (Some megazoids have electricity, sonic or cold breath weapons, but they are otherwise identical.)

Terrifying Roar (Ex): A megazoid can loose a terrifying roar every 1d4 rounds. All creatures except megazoids within 120 feet must succeed on a DC 24 Will save or become shaken for 10 rounds. The save DC is Charisma-based.

Creatures that successfully save cannot be affected by the same megazoid's terrifying roar for 24 hours.

Trample (Ex): Reflex half DC 39. The save DC is Strength-based.

Tail Sweep (Ex): The megazoid can sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 40 feet extending from an intersection on the edge of the megazoid's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the megazoid. A tail sweep automatically deals 2d8+28. Reflex half DC 39. The save DC is Strength-based.

All 820 monsters in the Netbook Bestiary