Using My Monsters

Sunday, 17 May 2015

Tomb Tapper - Thaalud - CR 18 (Huge Construct)

Weird is good in my opinion, and the Thaalud are wonderfully weird. They have never actually appeared in any of my games, though they have been hinted at a number of times when reference has been made to the mythical age before the First Age and after the Primal Wars. Some tales tell of gigantic constructs just like them watching over the deepest chambers in progenitor race ruins on Eathoran and Anathar, especially those associated with the Settari. However, it is unlikely that those telling these tales would have what it takes to enter such deadly places, so these stories cannot be trusted...

Tomb Tapper (Thaalud) – Huge Construct

A.C. 23 (Natural Armour)
Hpts: 200 (16d12+96) [112 - 288]
Speed: 40' / Burrow 20'
Initiative: +7
Proficiency Bonus: +5

Str: 26 (+8) Dex: 14 (+2) Con: 22 (+6) Int: 14 (+2) Wis: 11 (+0) Cha: 16 (+3)

Saving Throws: Strength +13, Constitution +11, Intelligence +7, Charisma +8
Skills: Perception +5

Damage Resistances: Cold, Necrotic, Lightning; Slashing, Piercing and Bludgeoning from weapons not made of Adamantium
Damage Immunity: Fire, Poison
Condition Immunity: Blinded, Charmed, Disease, Exhausted, Paralysed, Poisoned, Stunned, Unconscious; Immutable Form, See Through Illusions
Senses: Blindsight 120' (Deafened Blindness); Passive Perception: 15

Language: Telepathy 100'

CR: 18 (20,000 XP)


Adamantine Weapons: The Thaalud's natural weapons are considered to be both magical and made from Adamantium.

Immutable Form: The Thaalud is immune to all attacks that alters its physical form, including polymorph and petrification attacks.

Deafened Blindness: The Thaalud uses sounds to see with its Blindsight, so if it is deafened, it is also unable to see using that sense.

Repairing Spells: Stone Shape heals the Thaalud for 1d8 + the caster's level hit points. It may use its own innate version of this spell to heal itself for 1d8+16 points of damage.

See Through Illusions:The Thaalud is immune to all spells from the Illusion school, or which create similar effects.

Innate Spells: The Thaalud has the following innate spell like powers. Its spellcasting attribute is Intelligence (Spell Attack +7, Spell Save D.C. 15). The Thaalud is a 16th Level Spellcaster.

At-Will: Detect Magic
7x/Day: Stone Shape
3x/Day: Spike Stones (Same as Spike Growth, except it summons sharp rocks and tiny stalagmites).


The Thaalud makes either two Adamantine Maul attacks and a bite attack, or Two Slam attacks and a Bite attack.

Adamantine Maul: Melee Weapon, Reach 15' / Ranged 100', One Target, +13 to hit, Hit: 39 (2d20+16) Bludgeoning damage and target is knocked prone; Hit 5+: Target is also Stunned unless they make a D.C. 21 Constitution saving throw (lasts 2d4 rounds, Save at end of their turn ends early).
Special: The Maul may be thrown up to 100', and always returns to its owner's hand afterwards. If throwing the Maul, they may only make one attack with it.

Bite: Melee Weapon, Reach 5', One Target, +13 to hit, Hit: 32 (7d6+8) Piercing damage.

Slam: Melee Weapon, Reach 10', One Target, +13 to hit, Hit: 21 (3d8+8) Bludgeoning damage and pushes target 1d3x5'. Hit 5+: Target must make a D.C. 21 Dexterity saving throw at the end of the push or be knocked prone. 

These monsters are from the Forgotten Realms by the way. Not sure where I first saw them. Came across them today, and thought "Oooh cool!".  

 When they said, "join our band and get hammered", this is NOT what I had in mind...

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