Dungeons and Dragons Remorhaz 3.5 PBP RPG

Wed, 22nd August, 2018 - 7:02 am GMT
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Remorhaz

Remorhaz

Huge Magical Beast

Hit Dice:

7d10+35 (73 hp)

Initiative:

+1

Speed:

30 ft. (6 squares), burrow 20 ft.

Armor Class:

20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19

Base Attack/Grapple:

+7/+23

Attack:

Bite +13 melee (2d8+12)

Full Attack:

Bite +13 melee (2d8+12)

Space/Reach:

15 ft./10 ft.

Special Attacks:

Improved grab, swallow whole

Special Qualities:

Darkvision 60 ft., heat, low-light vision, tremorsense 60 ft.

Saves:

Fort +10, Ref +6, Will +3

Abilities:

Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10

Skills:

Listen +8, Spot +8

Feats:

Awesome Blow, Improved Bull Rush, Power Attack

Environment:

Cold desert

Organization:

Solitary

Challenge Rating:

7

Treasure:

None

Alignment:

Usually neutral

Advancement:

8-14 HD (Huge); 15-21 HD (Gargantuan)

Level Adjustment:

-

A remorhaz is whitish-blue in color but pulses with a reddish glow from the heat its body produces. The creature is a little more than 20 feet long, with a body about 5 feet wide. It weighs about 10,000 pounds.

Remorhazes cannot speak.

Combat

Remorhazes hide under the snow and ice until they hear movement above them, then attack from below and surprise prey.

Improved Grab (Ex): To use this ability, a remorhaz must hit an opponent least one size category smaller than itself with its bite attack. It can then attempt to start a grapple 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 opponent the following round.

Swallow Whole (Ex): When a remorhaz begins its turn with a grappled opponent in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 8d6 points of fire damage per round from the remorhaz's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge remorhaz's interior can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Heat (Ex): An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the remorhaz's heat. This heat can melt or char weapons; any weapon that strikes a remorhaz is allowed a DC 18 Fortitude save to avoid destruction. The save DC is Constitution-based. Skills: Remorhazes have a +4 racial bonus on Listen checks.


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Yes, I would be open for suggestions for Tazskan's level up by the way.

From what I can gather he gets:
(1) extra d8 hit points, is it better to roll or take average rounded up?
(2) One extra cantrip to use: Any suggestions here?
(3) At level 10 Tazskan gets the Otherworldly patron feature, what exactly does this feature entail?

Everything else stays the same for Tazskan, unfortunately, still only able to fire off two eldritch beams (That becomes 3 when he arrives at level 11).
Still has the same number of spells, and spell slots, nothing different here. Ten spells, two slots, each up to 5th level only.
Proficiency stays the same, but can he learn something else? In downtime?

I will wrap up Tazskan's time at the party, now in main thread.

I'm going to roll some practice die rolls now with the "Shall I tweak rolls box left unchecked." Just to see what happens.

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