Games: RE0
Large Aberration (T-Virus Carrier)
Hit Dice: 10d8+50 (95HP)
Initiative: -3
Speed: 30’ (6 squares)
Armor Class: 14 (-1 size, -3 Dex, +8 natural); touch 6; flat-footed 14
Base Attack/Grapple: +6/+20
Attack: Claw +15 melee (1d8+10)
Full Attack: 2 Claws +15 melee (1d8+10)
Space/Reach: 10’/10’
Special Attacks: Claw, Improved Grab, Powerful Charge
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 5/concussion, Immunities, Frightful Presence, Flanking Vulnerability
Saves: Fort +14, Ref +2, Will +7
Abilities: Str 31 (+10), Dex 5 (-3), Con 21 (+5), Int 2 (-4), Wis 10 (+0), Cha 6 (-2)
Skills: Balance +1, Intimidate +5, Jump +14, Move Silently +4, Spot +2, Survival +10
Feats: Awesome Blow, Improved Bull Rush, Improved Overrun, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 9
Treasure: N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
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Claw (Ex): unlike most creatures’ Claw attacks, the Proto-Tyrant’s Claws can deal either piercing or slashing, as chosen by the Proto-Tyrant prior to each attack
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Improved Grab (Ex): to use this ability, the Proto-Tyrant must hit with its Slam 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 Claw
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Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Proto-Tyrant to make a single Claw attack (piercing, like a gore attack) with a +15 attack bonus that deals 2d8+20 points of damage
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Immunities (Ex): the Proto-Tyrant has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, the Proto-Tyrant is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage
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Frightful Presence (Ex): the Proto-Tyrant can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20’ of the Proto-Tyrant; the save DC is Constitution-based
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Flanking Vulnerability (Ex): the Proto-Tyrant takes 50% more damage from attacks made while flanked, but only from half of the flanking opponents; the opponent that the Proto-Tyrant did not attack in any particular round (or the opponent that it attacked first, in the case of multiple attacks per round) is the one who can inflict more damage