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Tasoth (3.5e Monster)

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Author: Psysama (talk)
Contributors: Bhu
Date Created: 02/07/15
Status: Complete
Editing: Clarity edits only please
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The sneaky Tasoth from X-Com: Terror from the Deep
Tasoth
Size/Type: Medium Monstrous Humanoid (Aquatic)
Hit Dice: 4d8+8 (36 hp)
Initiative: +1
Speed: 30 ft., swim 30 ft.
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +4/+5
Attack: Bite +5 melee (1d6+1) or Plasma Pistol +6 ranged (2d10)
Full Attack: Bite +5 melee (1d6+1) or Plasma Pistol +6 ranged (2d10)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., DR 5/-, Immune to Electricity, Fire Resistance 20, Vulnerability, Amphibious
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 12, Dex 15, Con 12, Int 13, Wis 13, Cha 10
Skills: Hide +7, Listen +6, Move Silently +7, Spot +6, Swim +10
Feats: Alien Weapon Proficiency, Point Blank Shot
Environment: Any Aquatic
Organization: Single (1), Small group (3 - 10), Large group (10 - 15)
Challenge Rating: 4
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: By Character Class, usually Soldier (2 levels Strong Hero), Squad Leader (4 Levels Charismatic Hero. Squad Leaders often have Psi Implants giving them access to Psionic Dominate)
Level Adjustment:


Another of the terrors that lurk in the deep, the Tasoth are a species of engineered super-soldiers. While not as tough as Lobstermen, they combine high health with high defensive bonuses against human weaponry to create a durable and dangerous alien footsoldier.

The Tasoth are bio-engineered Lizardmen used as the spearhead of the aliens military advance.

CombatEdit

Given their obvious talent with guns, the Tasoth prefer to keep things at a range.

Vulnerability (Ex): Tasoth take +1 point of damage per die against cold attacks, +2 against Sonic. for example an attack doing 2d4 normally, would do 2d4+2 (+4 if Sonic).

Skills: Tasoth gain a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.


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