Regardless of the type of waste that spawned them, toxyderms share the following traits.
Elemental: As elementals, toxyderms are immune to
poison, sleep, paralysis, and stunning. They are not subject to
critical hits, flanking, or the effects of
massive damage. They cannot be raised from the dead.
Breath Weapon (Ex): A toxyderm has a cone-shaped
breath weapon that it can use as an
attack action once every 1d4 rounds. The exact length and type of the
breath weapon varies depending on the toxyderm.
Engulf (Ex): A toxyderm can
engulf creatures at least one size smaller than itself as an
attack action. It cannot make a slam attack during a round in which it engulfs. The toxyderm merely has to move over the opponents, affecting as many as it can
cover. Opponents can make
attacks of opportunity against the engulfing toxyderm, but if they do so they are not entitled to a
saving throw. Those who do not attempt
attacks of opportunity must succeed at a Reflex save (DC 10 + 1/2 toxyderm's Hit Dice + toxyderm's Dexterity modifier) or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the toxyderm moves forward. Engulfed creatures are automatically considered grappled and take
damage from the toxyderm's slam attack every subsequent round (no
attack roll required).
Darkvision (Ex): A toxyderm can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise like normal sight, and the toxyderm can function with no light at all.
Acid (Ex): The
chemical toxyderm is made of an
acid that dissolves organic material. With each successful slam, the toxyderm deals 2d6 points of
acid damage in addition to normal slam
damage. A creature continues to take
acid damage each round until the
acid is rinsed off with water.
Chemical Toxyderm: CR 15; Huge
elemental; HD 24d8+120; hp 228; Mas -; Init +0; Spd 20 ft.;
Defense 20, touch 8, flat-footed 20 (-2 size, +12 natural); BAB +18; Grap +37; Atk +27 melee (2d6+16 plus 2d6
acid, slam) or +16 ranged; Full Atk +27/+22/+17/+12 melee (2d6+16 plus 2d6
acid, slam) or +16/+11/+6/+1 ranged; FS 15 ft. by 15 ft.; Reach 10 ft.; SQ
elemental,
engulf (DC 22),
acid,
breath weapon (DC 27),
darkvision 60 ft.; AL none; SV Fort +21, Ref +10, Will +8; AP 0; Rep +0; Str 32, Dex 11, Con 20, Int 6, Wis 11, Cha 11.
Skills: Hide -8, Listen +27, Spot +27, Swim +15.
Advancement: 25-60 HD (Huge); 61-72 HD (Gargantuan).
Advanced Chemical Toxyderm: CR 26; Gargantuan
elemental; HD 64d8+454 (includes
Toughness feats); hp 742; Mas -; Init +4 (
Improved Initiative); Spd 20 ft.;
Defense 22, touch 6, flat-footed 22 (-4 size, +16 natural); BAB +48; Grap +75; Atk +60 melee (2d8+22 plus 2d6
acid, slam) or +44 ranged; Full Atk +60/+55/+50/+45 melee (2d8+22 plus 2d6
acid, slam) or +44/+39/+34/+29 ranged; FS 20 ft. by 20 ft.; Reach 15 ft.; SQ
elemental,
engulf (DC 42),
acid,
breath weapon (DC 49),
darkvision 60 ft.; AL none; SV Fort +42, Ref +23, Will +23; AP 0; Rep +0; Str 40, Dex 11, Con 24, Int 6, Wis 11, Cha 11.
Skills: Hide -12, Listen +56, Spot +56, Swim +41.
Feats:
Alertness,
Blind-Fight,
Cleave,
Combat Reflexes,
Great Cleave,
Great Fortitude,
Improved Bull Rush,
Improved Initiative,
Iron Will,
Lightning Reflexes,
Power Attack,
Sunder,
Toughness (x2),
Weapon Focus (slam).
Disease (Ex): Hantavirus-slam. Fortitude save (DC 14) negates; incubation period 1 day; initial
damage 1d2 Str; secondary
damage 1d2 Str (temporary or permanent) and 1d2 Con (temporary or permanent).
Breath Weapon (Ex): The
garbage toxyderm can expel some of its mass in a 50-foot cone. This deals 10d6 points of bludgeoning
damage, or half
damage if a Reflex save succeeds (DC 10 + 1/2 toxyderm's Hit Dice + toxyderm's Constitution modifier). Each time the toxyderm uses its
breath weapon, it takes 20 points of
damage. Furthermore, any creature that takes
damage from the cone must succeed at a Fortitude save (DC 14) or contract a
disease (see above).
Garbage Toxyderm: CR 11; Huge
elemental; HD 18d8+90; hp 171; Mas -; Init -2; Spd 20 ft., burrow 10 ft.;
Defense 16, touch 6, flat-footed 16 (-2 size, -2 Dex, +10 natural); BAB +13; Grap +30; Atk +20 melee (2d6+13 plus
disease, slam) or +9 ranged; Full Atk +20/+15/+10 melee (2d6+13 plus
disease, slam) or +9/+4/-1 ranged; FS 15 ft. by 15 ft.; Reach 10 ft.; SQ
elemental,
engulf (DC 17),
disease,
breath weapon (DC 24),
darkvision 60 ft.; AL none; SV Fort +16, Ref +4, Will +6; AP 0; Rep +0; Str 28, Dex 7, Con 20, Int 6, Wis 11, Cha 11.
Skills: Hide -10, Listen +21, Spot +21, Swim +13.
Advancement: 19-40 HD (Huge); 41-54 HD (Gargantuan).
Advanced Garbage Toxyderm: CR 18; Gargantuan
elemental; HD 42d8+294; hp 483; Mas -; Init -2; Spd 20 ft., burrow 10 ft.;
Defense 18, touch 4, flat-footed 18 (-4 size, -2 Dex, +14 natural); BAB +32; Grap +57; Atk +41 melee (2d8+19 plus
disease, slam) or +26 ranged; Full Atk +41/+36/+31/+25 melee (2d8+19 plus
disease, slam) or +26/+21/+16/+11 ranged; FS 20 ft. by 20 ft.; Reach 15 ft.; SQ
elemental,
engulf (DC 29),
disease,
breath weapon (60-foot cone; DC 38),
darkvision 60 ft.; AL none; SV Fort +37, Ref +14, Will +16; AP 0; Rep +0; Str 36, Dex 7, Con 24, Int 6, Wis 11, Cha 11.
Skills: Hide -14, Listen +39, Spot +39, Swim +33.
Radiation (Ex): The area within a quarter-mile of a
nuclear toxyderm is considered highly irradiated (see
Radiation Sickness, below), so characters receive a low exposure to radiation if they remain in the area for less than a minute and a moderate exposure if they stay longer. If the
nuclear toxyderm hits a creature with a slam attack, that creature receives a severe exposure to radiation.
Chain Reaction (Su): If the
nuclear toxyderm is reduced to 0 or fewer
hit points, it explodes in a blinding flash of light that deals 400 points of
damage to everything (creatures and objects alike) within 400 feet and 100 points of
damage to everything within a mile; a successful Reflex save halves the
damage (DC 10 + 1/2 toxyderm's Hit Dice + toxyderm's Dexterity modifier). This explosion generally results in a milehigh mushroom cloud and a highly radioactive crater a quarter-mile across.
Nuclear Toxyderm: CR 20; Gargantuan
elemental; HD 30d8+180; hp 305; Init +0; Spd 30 ft.;
Defense 21, touch 6, flat-footed 21 (-4 size, +15 natural); BAB +22; Grap +47; Atk +32 melee (2d8+19 plus
radiation, slam) or +18 ranged; Full Atk +32/+27/+22/+17 melee (2d8+19 plus
radiation, slam) or +18/+13/+8/+3 ranged; FS 20 ft. by 20 ft.; Reach 15 ft.; SQ
elemental,
radiation,
engulf (DC 25),
breath weapon (DC 32),
chain reaction,
darkvision 60 ft.; AL none; SV Fort +26, Ref +12, Will +12; AP 0; Rep +0; Str 36, Dex 11, Con 24, Int 13, Wis 11, Cha 11.
Skills: Hide -12, Listen +33, Spot +33, Swim +31.
Advancement: 31-64 HD (Gargantuan); 65-90 HD (Colossal).
Advanced Nuclear Toxyderm: CR 35; Colossal
elemental; HD 90d8+840 (includes
Toughness feats); hp 1,245; Init +4 (
Improved Initiative); Spd 30 ft.;
Defense 22, touch 2, flatfooted 22 (-8 size, +20 natural); BAB +65; Grap +47; Atk +75 melee (4d6+25 plus
radiation, slam) or +57 ranged; Full Atk +75/+70/+65/+60 melee (4d6+25 plus
radiation, slam) or +57/+52/+47/+42 ranged; FS 30 ft. by 30 ft.; Reach 15 ft.; SQ
elemental,
radiation,
engulf (DC 55),
breath weapon (DC 64),
chain reaction,
darkvision 60 ft.; AL none; SV Fort +26, Ref +12, Will +12; AP 0; Rep +0; Str 44, Dex 11, Con 28, Int 13, Wis 11, Cha 11.
Skills: Hide -16, Listen +75, Spot +75, Swim +75.
Feats:
Alertness,
Blind-Fight,
Cleave,
Combat Reflexes,
Great Cleave,
Great Fortitude,
Improved Bull Rush,
Improved Initiative,
Iron Will,
Lightning Reflexes,
Power Attack,
Sunder,
Toughness (x10),
Weapon Focus (slam).
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