Tarnian Elite Troop

Elite Troop
Level 22 (+8)
"At last we had beaten back the assault from those horrid monstrosities...or so we thought. They were merely making room, having lost all patience for diversion. The arrival of the Elites insured that our walls would crumble in short order."
——Lord Dolmek Blotwell, acting Captain in the army of the Grim
Among the most savage and predatory of the Tarnian race, these elite units are larger by far than the lesser members of their species, bulging with both muscle, blackened scales, and the dangerous Necrotoxin. In addition to having somewhat more jagged and primal features than their lesser brethren, the Elite Troops are constantly dripping with their poisonous blood, and swarm upon their enemies without fear of death. In fact, they have learned to turn their bodies into a lethal poisonous bomb. A favored tactic of these monsters is to run into a clump of enemies and allow themselves to be destroyed, exploding in a shower of necrotic death that leaves mortal flesh and bone in a congealed, bubbling puddle on the ground. Groups of Tarnian Elite have even been known to willfully cut each other to pieces to create such a deadly attack, the demands of their master eschewing any instinct for survival. These beasts can grow to be as tall as 12 feet and weigh up to 3500 lbs.
Awareness
30
Senses
Devilsight, Scent
Initiative
27/1d6
Hitpoints: 294
Healing Value: 58
Resilience: +6
Morale
4
AC
27/39
Touch
22
Fort
24
Reflex
25
Will
24
Defenses
Resistances: Caustic (Imm), Necrotic (Imm), Lightning (DR 30), Immune Poisons & Toxins, Gaseous Effects. MR 1d10+8.
Vulnerabilities: None
Defensive Actions
Poison Blood
On a hit with a Melee attack, the Tarnian deals 20 Necrotic damage to the attacker. This is a Poison effect. (Advanced)
Attributes / Saving Throws (1 AP)
STR
24 / 30
DEX
14 / 20
CON
21 / 27
INT
16 / 19
WIS
13 / 16
CHA
17 / 20
REC 6
Actions (+3 AP)
Standard Attacks (2 AP)
+18 vs AC (ArN 7)
Claw [Opportunity]
3d8+11 (avg 24) Slashing damage
Melee Reach 5ft
+18 vs AC (ArN 7)
Poisoned Claw
Poison drips from the Tarnian's claw. On a hit, deal 5d8+11 (avg 33) Necrotic damage. This is a poison effect. (Basic)
3d8+11 (avg 24) Slashing damage
Grapple +22
Special Attacks (3 AP)
+18 vs AC (ArN 7)
Pounce
Charge and make three claw attacks on the same target. On a hit, deal 3d8+11 (avg 24) Slashing damage and the target is knocked Prone (potentially granting advantage for the second and/or third attacks). (Advanced)
+18 vs AC (ArN 7)
Rend
Make three claw attacks, on the same or different targets. On each hit, deal 3d8+11 (avg 24) Slashing damage. If two or more attacks hit the same target, deal an additional 4d8 (avg 18) damage. At the Tarnian's option, this could be a poisonous rend, changing all damage to Necrotic. (Advanced)
Poisonous Vapors [Group, Limit 1/combat]
Kill one Tarnian as the others rip it apart, forming a 100ft diameter cloud of poisonous vapors. The cloud lasts for 1 moment, granting Partial Concealment to all within it and dealing 80 Necrotic damage each round to creatures exposed to it (contact). The cloud can be dispersed by a strong wind. This is a Poison effect. (Legendary)
Immediate Actions
Necrotoxin
When the Tarnian is killed, all creatures adjacent to it suffer from one dose of Tarnian Necrotoxin. (Advanced)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
35 ft
Leaping
70 ft
Overland Movement
70 mi/day
Qualities
  • Mind Link: Tarnian's can communicate telepathically to any other Tarnian within 100ft. They can not use this ability to communicate with any other creature nor do they have a spoken language.
  • Leaping: This special movement mode allows the Tarnian to move in great leaps and bounds seemingly effortlessly. They may use this movement as part of any Charge and for Overland movement. They also gain a +5 racial bonus to Jump checks. (inc)
  • Innate Resistances: Immune to Caustic and Necrotic damage. Immune to Poisons & Toxins and Gaseous effects. Also, gain Damage Reduction to Lightning damage based on the Tarnians level.
  • Magic Resistance: 1d10+8 (inc)
  • Natural Armor: AC +5/+17, Ref +2 (inc)
Skills: Rank 3 Balance [+10], Rank 6 Climb [+18], Rank 9 Jump [+27], Rank 6 Stealth [+9], Rank 3 Swim [+12], Rank 4 Listen [+10], Rank 8 Spot [+18], Rank 6 Scent [+14], Rank 5 Hunting [+12], Rank 7 Survival [+18], Rank 5 Martial Pract. [+14], Rank 8 Coercion [+22], Rank 3 Deception [+9], Rank 5 Manipulation [+13], Rank 3 Aloofness [+9], Rank 9 Bravery [+23], Rank 6 Intuition [+14], Rank 4 Suspicion [+10]
Feats: Improved Speed [3], Fast Initiative [2], Improved Attack, Heavy Hitter [2]
Philosophies: Rank 3 Mental, Rank 6 Physical, Rank 8 Martial
Combat Training: Melee 5, Parry 3, Fort 3, Reflex 3, Will 3
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Charm
+3
Coercion
+22
Deception
+9
Manipulation
+13
Persuasion
+2
Aloofness
+9
Bravery
+23
Intuition
+14
Tolerance
+3
Suspicion
+10
Social
Composure: 28
Languages: None (See Mind Link)
Motives:
Prejudices: