Titan Snipe (3.5e Monster)
Rate this article |
Discuss this article
|Size/Type:||Colossal Elemental (Extraplanar)|
|Hit Dice:||48d8+576 (960 hp)|
|Speed:||20 ft. (4 squares)|
|Armor Class:||35 (–8 size, +3 Dex, +30 natural), touch 5, flat-footed 32|
|Attack:||Bite +45 melee (4d8+17, 18–20/×3) or spike +45 melee (1d10+17 piercing) or claw +45 melee (1d12+17 slashing) or tentacle +45 melee (180 ft. reach) (3d8+17 bludgeoning)|
|Full Attack:||Bite +45 melee (4d8+17, 18–20/×3) and 2 spikes +40 melee (1d10+8 piercing) and 2 claws +40 melee (1d12+8 slashing) and tentacle +40 melee (180 ft. reach) (3d8+8 bludgeoning)|
|Space/Reach:||30 ft./30 ft.|
|Special Attacks:||Augmented critical, Daunting Presence, improved grab, nightmare touch, rush, swallow whole|
|Special Qualities:||Damage reduction 15/—, Darkvision 180 ft., Fast Healing 40, immunity to poison, disease, paralysis, sleep effects, stunning, energy drain, ability damage, ability drain, not subject to critical hits or flanking, scent, spell resistance 32|
|Saves:||Fort +28, Ref +29, Will +20|
|Abilities:||Str 45, Dex 16, Con 35, Int 11, Wis 14, Cha 14|
|Skills:||Listen +26, Search +18, Spot +61, Survival +53|
|Feats:||Awesome Blow, Blind Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Hold the Line, Improved Bull Rush, Improved Darkvision (2), Improved Initiative, Iron Will, Mobility, Power Attack, Spellcasting Harrier, Superior Initiative, Track|
|Organization:||Solitary, Duo (2) or Trio (3)|
|Advancement:||49+ HD (Colossal)|
A titan snipe is a towering, vaguely humanoid-shaped dream-creature composed of the fear of giant monsters, the feeling of helplessness and the terror of being alone and lost. They are naturally drawn to powerful disturbances in the planes or reality, like moths to light.
A titan snipe gains maximum HP per HD.
The titan snipe’s natural weapons are treated as adamantine and magic weapons for the purpose of overcoming damage reduction and hardness as well as ghost touch for striking incorporeal foes. If making only a single natural attack in a round, that attack is considered its primary natural attack. It usually leads off with its bite as its primary attack when making a full attack. A titan snipe's tentacle has a melee reach of 180 feet.
Nightmare Touch (Su): The titan snipe's attacks (including the damage taken from being swallowed) deal 1d3 "Nightmare Points". When a creature's Nightmare Points equal or exceed its HD, it must make a DC 36 Will save or be sent hurtling into the plane of dreams. Creatures immune to sleep effects, that do not require sleep or are protected against planar travel (such as by a dimensional lock) are resistant to this effect. Successfully saving against the planar travel effect sets a creature's Nightmare Points to one less than its HD total. A creature may steady itself as a standard action and remove half of the Nightmare Points currently afflicting it (minimum 1) until at none. The save DC is Charisma-based. Nightmare Points vanish at a rate of 1 per hour naturally.
Daunting Presence (Su): The titan snipe can drain an opponent's will to fight by charging or attacking within 60 of it as a mind-affecting effect. Affected creatures must succeed on a DC 36 Will save or take a –2 penalty on attack rolls, saving throws, skill checks, ability checks and ability DCs and cannot benefit from morale bonuses granted by other creatures or the aid another action. Creatures remain in that condition as long as they are with 60 feet of the titan snipe and for 3 rounds afterwards. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, the titan snipe must hit a Huge or smaller opponent with its bite 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 and can try to swallow the foe the following round.
Lurk (Su):As a standard or move action, a titan snipe may lurk or return from lurking. Lurking snipes are invisible, inaudible, insubstantial, and scentless to creatures on the physical layer they occupy. Even most magical attacks have no effect on them. See invisibility and true seeing reveals lurking snipes. A lurking titan snipe can see and hear in a 90-foot radius, though material objects still block sight and sound and the creature cannot pass through force barriers, though it can otherwise move in any direction. Barring dimensional travel prevents a titan snipe from lurking or un-lurking in the area. Activating this ability never provokes attacks of opportunity.
Planar Seeker (Su): At will, as a standard action, a titan snipe may plane shift itself to any location of great temporal or dimensional disturbance or return itself back to the plane of dreams. It may choose to arrive lurking.
Rush (Ex): Once every 3 rounds, the normally slow-moving titan snipe can move at a speed of 150 feet as a move action that does not provoke attacks of opportunity.
Swallow Whole (Ex): The titan snipe can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of untyped energy damage per round from the titan snipe’s internal maelstrom. A swallowed creature can cut its way out by dealing 50 points of damage to the titan snipe’s internal lining (AC 25). The hole is sized for the creature that dealt the blow to open it and remains open until the start of the titan snipe's turn. The titan snipe’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures. A titan snipe that begins lurking drops any creature held within it. It may choose to drop held objects as well.
Skills: The titan snipe gains a bonus on skill checks equal to 1/3rd its HD total (+16) for any skill it doesn't have ranks in. It has a +8 racial bonus on Listen and Spot checks. A titan snipe gains a +8 racial bonus to stealth-based skill checks while lurking. It has full ranks in Spot and Survival.