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| LOLWAT; Warning: D&D related! | |
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| Tweet Topic Started: Mar 7 2008, 08:41 PM (97 Views) | |
| Maltese | Mar 7 2008, 08:41 PM Post #1 |
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Fire 1, fire 2, fire 1, fire 2....
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So, on this other forum I lurk at, this guy made Resident Evil work for D&D. A bit too much. For example: Resident Evil D20 -------------------------------------------------------------------------------- Zombie, Tarrasque (Tarrasque base, Template #2) Games: N/A Colossal Aberration (T-Virus Carrier) Hit Dice: 48d8+594 (810HP) Initiative: +7 Speed: 20’ (4 squares) Armor Class: 35 (-8 size, +3 Dex, +30 natural); touch 5; flat-footed 32 Base Attack/Grapple: +48/+81 Attack: Bite +57 melee (4d8+17, 18-20/×3) Full Attack: Bite +57 melee (4d8+17, 18-20/×3), 2 Horns +52 melee (1d10+8), 2 Claws +47 melee (1d12+8) & Tail Slap +42 melee (3d8+8) Space/Reach: 30’/20’ Special Attacks: Augmented Critical, Frightful Presence, Improved Grab, Rush, Swallow Whole Special Qualities: Carapace; Aberration traits, T-Virus Carrier traits, Damage Reduction 15/epic; Immunity to Fire, Poison, Disease, Energy Drain, & Ability Damage; Regeneration 40; Scent; Spell Resistance 32; Critical Immunity Saves: Fort +38, Ref +29, Will +20 Abilities: Str 45 (+17), Dex 16 (+3), Con 35 (+12), Int 3 (-4), Wis 14 (+2), Cha 14 (+2) Skills: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks) Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (×6) Environment: any Organization: solitary Challenge Rating: 21 Treasure: N/A Alignment: always Neutral Advancement: N/A Level Adjustment: N/A • Augmented Critical (Ex): the Tarrasque’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage (3×) on a successful critical hit • Frightful Presence (Ex): the Tarrasque can inspire terror by charging or attacking; affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60’ of the Tarrasque; the save DC is Charisma-based • Improved Grab (Ex): to use this ability, the Tarrasque must hit a Huge or smaller opponent 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 & can try to swallow the foe the following round • Rush (Ex): once per minute, the normally slow-moving Tarrasque can move at a speed of 150’ for 1 round • 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 25); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; the Tarrasque’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures • Carapace (Ex): the Tarrasque’s armor-like carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, & 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. • Regeneration (Ex): no form of attack deals lethal damage to the Tarrasque; the Tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect; if the Tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals non-lethal damage equal to the creature’s full normal hit points +10; the Tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability; the Tarrasque can be slain only by raising its non-lethal damage total to its full normal hit points +10 & using a wish or miracle spell to keep it dead; if the Tarrasque loses a limb or body part, the lost portion re-grows in 1d6 minutes (the detached piece dies and decays normally); the creature can reattach the severed member instantly by holding it to the stump • Scent (Ex): the creature can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents) This is what we call "So unfair we should beat the DM into a pulp". |
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| The Ultramind12 | Mar 7 2008, 09:03 PM Post #2 |
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Fist of the North Star
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Holy shit, Regeneration is amazingly overpowered in D&D. |
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| Robtcee13 | Mar 7 2008, 09:04 PM Post #3 |
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I am a fish.
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Shit. That's massively overpowered. |
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| The Ultramind12 | Mar 7 2008, 09:10 PM Post #4 |
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Fist of the North Star
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Also huge resistance to spells... and, umm... Immunity to Fire, Poison, Disease, Energy Drain, & Ability Damage Ability damage? So... pretty much the only thing you can do is melee? Melee a fucking Tarrasque? LOLSUICIDEMUCH. Especially considering it's melee attack is... probably considerably strong then your's? |
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| Robtcee13 | Mar 7 2008, 09:18 PM Post #5 |
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I am a fish.
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Holy shit. |
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| The Ultramind12 | Mar 7 2008, 09:27 PM Post #6 |
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Fist of the North Star
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._. From what little I know about D&D I can tell that a full attack from this thing would HURT LIKE FUCKING HELL. |
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| Robtcee13 | Mar 7 2008, 09:42 PM Post #7 |
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I am a fish.
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I know nothing about D&D, but those numbers are pretty damn high. >_> |
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| The Ultramind12 | Mar 7 2008, 09:46 PM Post #8 |
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Fist of the North Star
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This thing seems more unfair than that CR 3 Giant Enemy Crab... EDIT: OH HAY. Remember how you guys bitched at me for claiming the CR 3 Giant Enemy Crab unstoppable? HERE YA FUCKING GO. |
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| The Ultramind12 | Mar 7 2008, 09:53 PM Post #9 |
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Fist of the North Star
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And in case the link to the guy clearing stating what I stated (That it attacks, then grapples and constricts, killing you) wasn't enough, here's the damn thing's stats. Large Vermin (Aquatic) Hit Dice: 7d8+35 (66 hp) Initiative: +2 Speed: 40 ft. (8 squares), swim 30 ft. (6 squares) Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17 Base Attack/Grapple: +5/+19 Attack: Claw +10 melee (1d8+9) Full Attack: 2 claws +10 melee (1d8+9) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict 1d8+9, improved grab, powerful claws Special Qualities: Amphibious, darkvision 60 ft., vermin traits Saves: Fort +10, Ref +4, Will +2 Abilities: Str 22, Dex 14, Con 21, Int --, Wis 10, Cha 2 Skills: -- Feats: -- Environment: Temperate coastal Organization: Solitary, pair, or swarm (6-10) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 8-10 HD (Large), 11-21 HD (Huge) Level Adjustment: -- This massive creature scuttles about with surprising speed and grace for its size. Its shell is brightly colored in shades of deep orange to bone white, and its twin claws are both sharp and large enough to behead a horse with one slice. Monstrous crabs are scavengers, and they feed upon the reeking bodies of dead sea creatures that wash up on shore. Despite this, they aren't above attacking still-living creatures upon sight, since monstrous crabs are always hungry. Combat A monstrous crab is straightforward in combat. It lumbers forth toward the nearest target and attacks with its claws. Once a monstrous crab has a morsel or creature in each claw, it retreats into the water to feed. Creatures held in its claws when it does so soon drown if they can't breathe water. Constrict (Ex): With a successful grapple check, a monstrous crab can crush a grabbed opponent, dealing 1d8+9 points of bludgeoning damage. Improved Grab (Ex): If a monstrous crab hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it also constricts on the same round. Powerful Claws (Ex): A monstrous crab always applies 1.5 times its Strength modifier to damage inflicted with its claws. Additionally, it gains a +4 racial bonus on grapple checks. Vermin Traits: A monstrous crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range). |
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7:19 PM Jul 10