Fetid Tyrannosaurus Zombie

undead · CR 11 · from Book of Beasts III
Fetid Tyrannosaurus Zombie
StatisticValue
Size/TypeGargantuan Undead
Hit Dice74d12 (481 hp)
Initiative+0
Speed40 ft. (8 squares)
Armor Class19 (-4 size, +0 Dex, +13 natural), touch 6, flat-footed 19
Base Attack/Grapple+37/+58
AttackBite +47 melee (2d8+14) or slam +47 melee (2d8+14)
Full AttackBite +47 melee (2d8+14) or slam +47 melee (2d8+14)
Space/Reach20 ft./15 ft.
Special Attacks―
Special QualitiesSingle actions only
SavesFort +24, Ref +24, Will +39
AbilitiesStr 38, Dex 10, Con ―, Int ―, Wis 10, Cha 1
Skills―
FeatsToughness
EnvironmentAny land
OrganizationSolitary
Challenge Rating12
TreasureNone
AlignmentAlways neutral
Advancement72–108 HD (Gargantuan)
Level Adjustment―

Description

The fetid tyrannosaurus zombie follows an instinctive behavior to bite at anything that moves.

Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Creating a Fetid Creature

"Fetid" is an inherited template that can be added to any animal that has been advanced by sufficient Hit Dice to increase at least one size category (referred to hereafter as the base creature).

A fetid creature uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type changes to magical beast. It retains any subtypes and gains the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here. Do not recalculate saves or skills.

Hit Dice: Raise any Hit Dice to d10s.

Base Attack: A fetid creature has a base attack bonus equal to its Hit Dice.

Special Attacks: A fetid creature retains all the special attacks of the base creature and gains the following special attacks.

Bile Rot (Su): If the primary attack of the fetid creature is a natural attack, any injury inflicted by the wound can result in a supernatural disease known as gaol rot. The disease has a Fortitude save with a DC equal to 10 + ½ fetid creature's HD + fetid creature's Cha modifier.

There is a different variant of this disease for each type of natural attack. The incubation period and damage for each variant depends on the type of the primary weapon as follows:

  • Bite ― incubation period 1d2 days; damage 1d6 Con.
  • Claw or sting ― incubation period 1d3 days; damage 1d8 Str.
  • Gore or tail ― incubation period 1d6 days; damage 1d6 Dex.
  • Slam or tentacle ― incubation period 1 day; damage 1d3 Str and 1d3 Con.

Stench (Su): Whenever a fetid creature is damaged with weapon, the black blood from its wound produces a vile, noxious odor. All living creatures within 10 feet of the wounded creature must succeed on a Fortitude save or be sickened for 1d8 rounds. The save DC equals 10 + ½ fetid creature's HD + fetid creature's Con modifier.

Creatures that successfully save cannot be affected by the same corrupt creature's stench for 24 hours. A delay poison or neutralize poison spell removed the effect from the sickened creature. Creatures with immunity to poison receive their normal bonus on their saving throw.

Rage (Ex): A fetid creature that takes damage in combat flies into a berserk rage on its next turn, attacking madly until either it or its opponent is dead. An enraged fetid creature gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.

Special Qualities: A fetid creature has all the special qualities of the base creature, plus the following special qualities.

  • Darkvision out to 60 feet and low-light vision.
  • Immunity to poison.
  • Undeath (Su): 1d4 rounds after being slain, a corrupt creature gains the zombie acquired template.

Challenge Rating: As base creature +5, plus +1 per 10 HD.

Also in this section of the source

Giant Horned Dragon Toad

StatisticValue
Size/TypeLarge Magical Beast
Hit Dice9d10+36 (85 hp)
Initiative+1
Speed20 ft. (4 squares), swim 30 ft.
Armor Class22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21
Base Attack/Grapple+9/+18
AttackGore +13 melee (1d8+5) or spittle +11 ranged touch attack (entangle plus 1d6 acid)
Full AttackGore +13 melee (1d8+5) or bite +13 melee (1d6+5) or spittle +11 ranged touch attack (entangle plus 1d6 acid)
Space/Reach10 ft./5 ft.
Special AttacksSpittle, improved grab, swallow whole
Special QualitiesAmphibious, blindsight 120 ft., extraordinary jump, low-light vision, immunity to acid
SavesFort +12, Ref +7, Will +5
AbilitiesStr 21, Dex 13, Con 18, Int 2, Wis 15, Cha 7
SkillsJump +20, Listen +6, Spot +6, Swim +13
FeatsAlertness, Blind-Fight, Great Fortitude, Weapon Focus (spittle)
EnvironmentWarm marshes
OrganizationSolitary or pack (2–5)
Challenge Rating7
TreasureNone
AlignmentAlways neutral
Advancement10–13 HD (Large), 14–18 HD (Huge)
Level Adjustment―

What appears to be an oversized toad has a dark, scaly flesh and a head covered in horns and knobs. Its eyes are predatory and protected by thick ridges. The wide jaw is lined by many short but wicked-looking fangs.

This creature combines draconic traits with those of a giant horned toad. The flesh of this beast is exceptionally tough, and is covered by a multitude of hard knobs and horned protrusions, particularly across the crest and along the limbs and sides. The hide has a dark gray hue with a slight hint of green that grows more prominent along the back and face. Three particularly large horns protrude upward along the crest, and the eye sockets are protected by thick, knobby ridges. The jaw stretches the full width of its large, oval face, and is lined by many short fangs that are used to hold and crush prey. Unlike a normal toad, this creature retains its short tail into adulthood.

The giant horned dragon toad are the dominant predator along the shorelines of Gaol, where they live within the thick crystalline growths that cloak the black seas. Their unusual sight permits them to see clearly through the dark waters, allowing them to hunt where other creatures would be blind. Unlike most creatures of Gaol, the giant horned dragon toad can occasionally be found elsewhere. But they are usually quite rare, and favor exceptionally salty inland seas in warmer climes.

Combat

Giant horned dragon toads are not particular about their prey, as long as it can be swallowed and digested in their highly acidic gullet. They attack by spitting a large globule of viscous fluid that hardens into a tough shell about its victim. This shell begins the process of digesting a creature, secreting acid that dissolves flesh. The toad then swallows the victim whole, without chewing. Digestion can require many days, and after a large meal a giant horned dragon toad won't need to eat again for weeks.

Spittle (Ex): Once every three rounds, a giant horned dragon toad can deliver a globule of sticky acid spit to a single opponent within 40 feet. The toad makes a ranged touch attack with a range increment of 10 feet; if it hits a creature of size smaller than itself, the target is entangled. A creature hit by the sticky spit is dealt 1d6 points of acid damage each round for 9 rounds, unless the spit is removed.

An entangled creature can escape with a successful DC 18 Escape Artist check or burst it with a DC 20 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check includes a +2 racial bonus.

Improved Grab (Ex): To use this ability, a giant horned dragon toad must hit with its bite attack. It can then attempt to start a grapple attack as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Swallow Whole (Ex): A giant horned dragon toad can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d6+5 points of nonlethal crushing damage plus 4 points of acid damage per round from the toad's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large giant horned dragon toad's interior can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive or smaller opponents.

Extraordinary Jump (Ex): As a move action a giant horned dragon toad can long jump 30 feet without requiring a Jump skill check. It always lands on its feet as long as the surface is nearly level.

Skills: A giant horned dragon toad has a +10 racial bonus on Jump checks. It has a +4 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.

Advanced Benefits

In addition to the standard changes due to Hit Dice advancement, giant horned dragon toads also gain the following special benefits.

  • The Escape Artist DC to escape the spittle entangle is equal to 10 + ½ HD + Constitution modifier.
  • The Strength DC to burst the spittle entangle is equal to 10 + ½ HD + Constitution modifier.
  • The acid damage of the spittle entangle lasts for anumber of rounds equal to the Hit Dice.
  • 12–17 HD ― The giant horned dragon toad can use its spittle special attack every two rounds.
  • 14+ HD ― The giant horned dragon toad can long jump 40 feet due to its extraordinary jump special quality.
  • 14+ HD ― The gizzard of the giant horned dragon toad inflicts 2d6 + Str modifier nonlethal damage plus 8 points of acid damage per round. The gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.
  • 18+ HD ― The giant horned dragon toad can use its spittle special attack every round.

All 820 monsters in the Netbook Bestiary