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Tremorlizard (Spheres)

Tremorlizard CR 9

XP 6,400
N Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent, tremorsense 30 ft.; Perception +16

Defense

AC 23, touch 13, flat-footed 20 (+3 Dex, +1 dodge, +10 natural, -1 size)
hp 108 (12d10+48)
Fort +12, Ref +11, Will +5

Offense

Speed 50 ft., climb 30 ft.
Melee Bite +17 (2d6+9/19-20/x3 plus trip)
Space 10 ft.; Reach 10 ft.

Might

Martial Tradition Agile Predator (Athletics x2, Scout x2); PAM Wis

Athletics Sphere – Packages climb, leap, run; Talents Expanded Training, Mighty Conditioning, Mobile Striker, Multiple Motion, Skillful Charge, Whirlwind Flip; (motion) Dizzying Tumble, Knockdown Tumble, Moving Target

  • Mobile Striker; full-round action, can move, attack action, and move
  • Skillful Charge; can make an attack action at the end of a charge
  • Whirlwind Flip; regain martial focus on a successful Acrobatics check to move through threatened area
  • (motion); while using any package’s movement, can use one (motion) talent; (motion) DC 17
    • Dizzying Tumble (motion); Will save or sicken for one round, or expend martial focus and nauseate
    • Knockdown Tumble (motion); Ref save or knocked prone
    • Moving Target (motion); gain 20% miss chance against ranged attacks, or expend martial focus after moving more than 20 ft. for 50% miss chance
    • Multiple Motion; can expend martial focus to apply two (motion) talents

Scout Sphere – Talents Find Gap, Lurker, Reflexive Stealth

  • Lurker; can stealth against special senses (ex. blindsense, tremorsense)
  • Reflexive Stealth; can stealth after succeeding on Ref save against area of effect
  • scout (swift action; Perception check -5 vs. target to gain weaknesses)
  • Find Gap; treat scouted target’s AC as 4 lower for 6 rounds

Statistics

Str 23, Dex 16, Con 18, Int 7, Wis 12, Cha 16
Base Atk +12; CMB +19; CMD +33 (+37 vs. trip)
Feats Dodge, Great Focus, Improved Natural Attack (bite), Improved Vital Strike, Skill Focus (Acrobatics), Skill Focus (Stealth), Vital Strike
Skills: Acrobatics +36, Climb +32, Perception +16, Stealth; Racial Modifiers +8 Climb
SQ hunter

Special Abilities

Hunter (Ex)

When using Survival to track prey, a tremorlizard gains a +4 on its Survival check for each tremorlizard assisting it with the aid another ability, rather than the normal +2.

Martial Practitioner: A tremorlizard is an expert practitioner and gains a martial tradition and one combat talent for each Hit Dice it possesses. Tremorlizards use Wisdom as their practitioner modifier.

Snapping Jaw (Ex)

A tremorlizard’s bite has an expanded critical range of 19-20 and an x3 critical multiplier.

About

Environment temperate or warm forests, hills, or underground
Organization solitary, pair, brood (3-12)
Treasure incidental

The sound of scrabbling claws against stone follow this massive reptile’s darting movements.

Natural born hunters, tremorlizards track, hunt, and skulk in the underground, preying upon anything too slow or too unaware of its presence. Able to move silently when stalking, or rapidly charge down prey, a tremorlizard is a deadly foe and surprisingly agile for their size. Despite being territorial, tremorlizards are intelligent and communal creatures and respect their fellow tremorlizards’ territory. They will often socialize and exchange unusual prey as delicacies.

Tremorlizards are also unusually tolerant of those who pass through the area they have claimed as territory, provided those trespassers do not disturb or take resources the tremorlizard sees as valuable, such as various colorful ores and minerals or carefully arranged corpses being saved for a later meal.

Tremorlizards are often found alone, unless during their mating season or in the especially unique circumstance of a brood hunt. A brood hunt occurs when another tremorlizard is killed or disappeared from their territory without warning. A number of tremorlizards will gather after finding another tremorlizard has been slain or otherwise vanished and intelligently investigate, usually resulting in a bloodthirsty hunt on the tracks of those they believe are responsible.

Frilled Tremorlizards: Some tremorlizards have neck frills which they can flare. These neck frills are used to intimidate lesser creatures by attempting to appear even larger than they already are. Frilled tremorlizards gain 1 free rank in Intimidate for each Hit Dice they possess, plus an additional +4 racial bonus on Intimidate checks (the average tremorlizard having a +23 bonus). In addition, frilled tremorlizard can attempt an Intimidate check to demoralize a creature as a swift action by flaring their neck frills.

Variants

Some tremorlizards have undergone extreme changes when their underground habitats intersect with powerful sources of elemental and other magics.

Frostjaw Snapper (+0 CR)

When forced to adapt to harsh elements, some tremorlizards evolve to harness and better coexist with their homes. A common variant, the frostjaw snapper, dwells in freezing cold caverns and will flash freeze prey to preserve it.

Other elemental tremorlizard variants may exist. Replace the Frost Blast (blast type) and cold resistance 20 with another blast type that deals elemental damage and appropriate resistance against that damage. For example, the heartfire monitor would possess the Fire Blast or Searing Blast (blast type) and fire resistance 20.

A frostjaw snapper is a variant tremorlizard which exchanges talents (Scout (all)), feats (Skill Focus (Stealth), Vital Strike, Improved Vital Strike), and the bite attack trip universal monster ability for the following:

Resist cold 20

Sphere-Like Abilities (CL 9; MSB +9; MSD 20; concentration +12 [+16 casting defensively]; CAM Cha)

  • At will: Destruction Sphere – Talents (blast shape) Energy Aura, Energy Strike, Sculpt Blast; (blast type) Frost Blast
  • destructive blast, close range ray (45 ft.), 5d6 damage, DC 18; use with (blast shape), inflict a (blast type); Special A frostjaw snapper cannot increase the damage dealt by its sphere-like abilities by spending an additional spell point
  • (blast shape)
    • Energy Aura (blast shape); 10-ft. radius, 5 cold damage, 3 rounds; Ref negates
    • Energy Strike (blast shape); deliver blast as part of attack action
    • Sculpt Blast (blast shape); 15-ft. burst, close range cone (45 ft.), medium range line (190 ft.); Ref half
  • (blast type)
  • Frost Blast (blast type); cold damage, Fort save or staggered for 1 round

Feats: Combat Casting, Spell Attack, Sphere Focus (Destruction)
Skills -1 Stealth (a frostjaw snapper no longer has ranks or bonuses to Stealth checks)

Special Abilities

Primal Aura (Su)

A frostjaw snapper can activate or deactivate its energy aura sphere-like ability as a free action.

Sphere-Like Abilities (Sp)

A frostjaw snapper possesses sphere-like abilities, as indicated in its stat block. The frostjaw snapper’s caster level for these sphere-like abilities is equal to its CR.

Environment temperate or warm forests, swamps, or underground

Section 15: Copyright Notice

Spheres Bestiary: Magical Beasts and Climactic Encounters, © 2021, Drop Dead Studios; Author: Steven Alpert.