3. Zonotopos y Teselaciones Zonotopales 38
3.2. Teselaciones Zonotopales
3.2.1. Teselaci´ on regular o coherente
Huge Undead (Augmented Magical Beast, Cold) Hit Dice: 7d12+3 (48 hp)
Initiative: +5
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 30 (–2 size, +5 Dex, +17 natural), touch 13, fl at-
footed 25
Base Attack/Grapple: +7/+28
Attack: 7 tongues +14 melee (2d8+9 plus paralysis) or 7 bites +15
melee (1d10+9)
Full Attack: 7 bites +15 melee (1d10+9), and 7 tongues +8 melee
(2d8+5 plus paralysis)
Space/Reach: 15 ft./10 ft. (15-foot reach with tongues)
Special Attacks: Breath weapon, command mohrgs and zombies,
create spawn, paralysis, tongue attack, unnatural aura
Special Qualities: Immunity to cold, darkvision 60 ft., fast healing
17, low-light vision, resistances (electricity 15, fi re 15), scent, turn resistance +4, undead traits
Saves: Fort +5, Ref +10, Will +4
Abilities: Str 29, Dex 20, Con —, Int 2, Wis 10, Cha 9
Skills: Climb +17, Hide +5, Jump +3, Listen +15, Move Silently
+13, Spot +15, Swim +25
Feats: Combat Refl exesB, Iron Will, Improved GrappleB,
MultiattackB, Toughness, Weapon Focus (bite)
Environment: Any
Organization: Solitary, gang (1 plus 2–12 zombies), or mob (2–4
plus 4–24 zombies).
Challenge Rating: 10
Treasure: 1/10 coins; 50% goods; 50% items Alignment: Always chaotic evil
Advancement: — Level Adjustment: —
Here is an example of a dread mohrg using a seven-headed cryohydra as the base creature.
Th e dread mohrg cryohydra is a cunning killing machine that seeks to slay all it encounters. Native to the colder climes, it was created when a normal cryohydra slew an entire village of humans. Th e dragonlike skeleton of this disgusting creature is smeared with the blood of its victims and the ichor from its own intestines. Its viscera hang from its torso and drag along the ground, while its throats loll out of its vicious jaws like ghastly tongues, promising a terrible death to any creature struck by them.
Combat
Dread mohrg cryohydras can make bite attacks or tongue attacks with all their heads at no penalty, even if they move or charge during the round. A dread mohrg cryohydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (Th e player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved
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Sunder feat. An opponent can strike at a dread mohrg cryohydra’s heads from any position in which it could strike at the creature’s body because its heads writhe and whip about in combat. An opponent can ready an action to attempt to sunder a dread mohrg cryohydra’s head when the creature bites at it.
Each of a seven-headed dread mohrg cryohydra’s heads has 6 hit points. Losing a head deals damage to the body equal to half the head’s full normal hit points. A dread mohrg cryohydra can no longer make a bite or tongue attack with a severed head but takes no other penalties. Each time a head is severed, two new heads spring from the stump in 1d4 rounds. Each of these heads has both a bite and a tongue attack. A seven-headed dread mohrg cryohydra can never have more than fourteen heads at any one time, and any extra heads it gains beyond its original number fall off within a day. To prevent a severed head from growing back into two heads, at least 5 points of fi re or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A fl aming weapon (or similar eff ect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area eff ect (such as a fi reball spell or dragon breath) may burn multiple stumps in addition to dealing damage to the dread mohrg cryohydra’s body. A dread mohrg cryohydra does not die from losing its heads until all its heads have been cut off and the stumps seared by fi re or acid.
A dread mohrg cryohydra’s body can be slain just like any other creature’s, but the creature possesses fast healing and is diffi cult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head aff ects the body. For example, area eff ects deal damage to the body, not to the heads. Targeted magical eff ects cannot sever heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.
Breath Weapon (Su): A seven-headed dread
mohrg cryohydra can breathe a jet of frost 10 feet high, 10 feet wide, and 20 feet long once every 1d4 rounds. All heads can breathe,
but they cannot attack in the round that they breathe unless under the infl uence of a haste spell or similar eff ect. Th e jet deals 21d6 points of cold damage. A successful DC 13 Refl ex save halves the damage.
Command Mohrgs and Zombies (Su): See the dread mohrg template. Create Spawn (Su): See
the dread mohrg template.
Paralysis (Ex): DC 12
Fortitude save; see the dread mohrg template.
Tongue Attack (Ex): See the dread mohrg template. Unnatural Aura (Su): See the dread mohrg template. Turn Resistance (Ex): See the dread mohrg template.
Undead Traits: A seven-headed dread mohrg cryohydra is immune
to mind-aff ecting eff ects, poison, sleep eff ects, paralysis, stunning, disease, death eff ects, and any eff ect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. Darkvision 60 ft.
Skills: A seven-headed dread mohrg cryohydra has a +2 racial
bonus on Listen and Spot checks, thanks to its multiple heads, and a +8 racial bonus on Climb, Hide, Listen, Move Silently, Spot, and Swim checks. A dread mohrg cryohydra has an additional +8 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. It can use the run action while swimming, provided it swims in a straight line.
Feats: A seven-headed dread mohrg cryohydra’s Combat
Refl exes feat allows it to use all its heads for attacks of opportunity.