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#zaarg
thecreaturecodex · 3 years
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Zaarg
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Image accessed at Club Des Monstres here
[I have not seen Warlords of Atlantis, but it looks very strange. It’s basically a bootleg version of the Doug McClure Edgar Rice Burroughs adaptations, like At the Earth’s Core or Land that Time Forgot. Different studio, no source novel, but similar lost-world-with-monsters vibe. And Warlords of Atlantis has got lots of monsters! A plesiosaur, a giant octopus, killer coelocanths, and two wholly original critters, of which the zaargs are one.]
Zaarg CR 10 N Magical Beast This wide, heavy set creature looks like an immense turtle made of stone. It has a tail ending in a spiked ball, and has large tusks protruding from the corners of its mouth.
Zaargs are enormous creatures bearing a resemblance to great, rock-shelled turtles. They are slow and steady, and difficult to deter once they have made up their mind on a course of attack. A zaarg can climb even sheer surfaces with ease, and they use this ability to scale vertical cliffs and walls in pursuit of prey. Zaargs are nomadic creatures, and may visit the same castle as a part of its foraging route, climbing up to eat a defender or two like a bear raiding a beehive. Zaargs do not bother with stealth, and can be surprisingly noisy. They yowl like wild cats.
A zaarg is an omnivore, but they prefer meat if they can get it. They often grind up rocks and swallow them, incorporating bits of stone into their shells, claws, teeth and even digestive tract. They are irritable between each other, but have difficulty in actually doing any permanent physical damage; thus fights between zaargs are more prolonged wrestling contests that end with one party retreating rather than battles to the death.
Zaarg     CR 10 XP 9,600 N Gargantuan magical beast (earth) Init +3; Senses darkvision 60 ft., low-light vision, Perception +9 Defense AC 26, touch 5, flat-footed 26 (-4 size, -1 Dex, +21 natural) hp 125 (10d10+70) Fort +14, Ref +6, Will +6 DR 10/adamantine; Resist cold 20, electricity 20, fire 20 Defensive Abilities stalwart Offense Speed 30 ft., climb 20 ft. Melee bite +12 (2d6+6 plus grab), 2 claws +12 (1d8+6), tail slap +10 (2d8+9 plus stun) Space 20 ft.; Reach 15 ft. Special Attacks powerful blows (tail slap), swallow whole (AC 25, 24 hp, 2d6+9 bludgeoning) Statistics Str 23, Dex 8, Con 25, Int 2, Wis 12, Cha 9 Base Atk +10; CMB +20 (+22 bull rush, +24 grapple); CMD 29 (31 vs. bull rush) Feats Improved Bull Rush, Improved Initiative, Iron Will, Multiattack, Power Attack Skills Climb +30, Perception +9; Racial Modifiers +16 Climb SQ armored stomach, spider climb Ecology Environment any mountains and underground Organization solitary, pair or dole (3-6) Treasure none Special Abilities Armored Stomach (Ex) A zaarg’s stomach gains a +4 bonus to its AC and has double the normal hit points when determining the success of a creature trying to cut its way free. Spider Climb (Su) A zaarg is treated as being under the effects of a spider climb spell as a supernatural ability. Stalwart (Ex) If a zaarg makes a Fortitude or Will saving throw against a spell or effect that has a reduced effect on a successful save, it instead avoids the effect entirely. A helpless zaarg cannot use this ability. Stun (Ex) A creature struck by a zarrg’s tail slap must succeed a DC 21 Fortitude save or be stunned for 1 round. The save DC is Strength based.
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