T O P I C R E V I E W |
Krandor |
Posted - 01 Sep 2003 : 03:27:34 If I was able to pit theses three "titans" against each other, who do you think would win in the end.
Fiendwurm VS Hellfire Wurm VS Tarrasque?
Also, is the Hell W a dragon even though it is called a wurm? |
13 L A T E S T R E P L I E S (Newest First) |
Cult_Leader |
Posted - 08 Sep 2003 : 14:05:00 The tarasq is the best way to fo if making a beat on said creatures. If you read the books really really closely. Its states that you better have a true wish in back up to keep the tar dead. Yeah. A wish. Not a handy dandy sword. My god char in an epic level campaine was put to the test against one and... sad to say. He was ate. Yeah ate. So don't worry about them other creatures. Sure the tar might end up in the abyss, But thats ok. cause it will just go to sleep like FOREVER until something just happens to wake it up. Yeah. Big old beastie. I was thinking about making a a chron where some people would get to fight one way way way way way ... ummm *three hours later* way way way way way later in the game. |
Bookwyrm |
Posted - 08 Sep 2003 : 02:36:40 You can't post images here, unfortunately (or fortunately, depending on the experiences of the person involved). You can, however, post links. |
Krandor |
Posted - 08 Sep 2003 : 01:07:00 quote: Originally posted by MuadDib
Thanks a lot!
Looking at it, I would have to go with Tarrasque...it just seems too powerful
Is there anyway or anywhere we can get pics of what the respective monsters look like? It just says Collosal beast and I want to see what it looks like...
I have pictures of the three. How I can post them is the question... |
MuadDib |
Posted - 07 Sep 2003 : 12:29:18 I managed to find a pick of the beast, and wow, not what i expected, but fearsome nonetheless
My money is still on the tarrasque |
Cyric |
Posted - 07 Sep 2003 : 08:46:57 I would say Fiend Wurm he looks very powerful to |
MuadDib |
Posted - 07 Sep 2003 : 06:27:17 Thanks a lot!
Looking at it, I would have to go with Tarrasque...it just seems too powerful
Is there anyway or anywhere we can get pics of what the respective monsters look like? It just says Collosal beast and I want to see what it looks like... |
Krandor |
Posted - 06 Sep 2003 : 16:23:05 quote: Originally posted by MuadDib
Can you please also post some info on the tarrasque?
I would really like to read more about it...
Alrighty, here be it.
Tarrasque Colossal Magical Beast Hit Dice - 48d10+576 (840) Initiative - +7 AC - 35 Attacks - Bite +57, 2 Horns +52, 2 Claws +52, Tail Slap +52 Dmg - Bite 4d8+17, Horn 1d10+8, Claw 1d12+8, Tail Slap 3d8+8 Special Attacks: Frightful Presence - Will save of DC 26 or opponents become shaken. Remain shaken until they leave the area. Rush - Once per minute, the normally slow-moving Tarrasque can move at a speed of 150 feet. Improved Grab - It must hit a Huge or smaller creature with a Bite attack. If it does, it gets a chance to swallow it. Swallow Whole - Can try to swallow a creature Huge or smaller then it. Once inside, the opponent takes 2d8+8 points of crushing dmg plus 2d8+6 of acid dmg per round. A swallowed creature can cut its way out by dealing 50 points of dmg to the Tar's digestive tract.(AC 20) Augmented Criticals - The Tar threatens a critical hit on a natural attack roll of 18-20, dealing triple dmg on a successful critical hit.
Special Qualities - Carapace - The Tar's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones and even magic missile spells. There is a 30% chance of reflecting the spell back at the caster. Otherwise, nothing happens. Immunities - Tar's has fire, psn and disease immunity. Regeneration - No form of attack deals normal dmg to the Tar. The Tar regenerates even if "disintegrated" or slain with death magic. These attack merely reduce it to -10 hit points. It is immune to effects the produce incurable or bleeding wounds, such as a "Sword of wounding", mummy rot or a clay golem's wound ability. The Tar can be permanently slain only by reducing it to -30 hit points and using a "wish" or "miracle" spell to keep it dead... If the Tar loses a limb or a body part, the lost portion regrows in 1d6 minutes. Regeneration of 40 per round. Dmg reduction - 25/+5. Spell Res - 32. Saves: Fort +38, Ref +29, Will +20 Feats: Blind Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will. |
MuadDib |
Posted - 02 Sep 2003 : 05:58:50 Can you please also post some info on the tarrasque?
I would really like to read more about it... |
Krandor |
Posted - 01 Sep 2003 : 17:59:40 As for the Wurm
Huge Dragon (fire) HP - 333 AC - 36
Ini - +4 Attacks : Bite +30 and 2 Claws +25 Dmg - Bite 2d8+9, 2 claw 2d6+4
Special Attacks : Breath Weapon: 50 foot cone of internal flame. Deals 14d10 points of dmg. Creatures may make a Reflex save of DC 29 to take half. One-half of this attack is infernal power and is therefore not subject to reduction by protective elemental magic. Most wait 1d4 turns to use again.
Crush - Allows the dragon to land on a creature three or more sizes smaller then itself as a standard action. Each creature has to make a reflex save of DC 29 or be pinned. If pinned they automatically take 2d8+13 points of dmg. Afterwards the attack is a normal grapple attack (bonus +40). While pinned the opponent takes crush dmg each round.
Frightful presence - Each creature with 240 feet of it that have fewer hit dice or levels then it must make a Will Save of DC 31. Creatures that fail with a 4 pr fewer Hit dice are panicked for 4d6 rounds. Those with 5 or more are shaken for 4d6 rounds.
Spell Like Abilities - At will - Blasphemy, charm person, demand, Desecrate, dictum, Fire Strom, Greater Dispelling, Hold Person, Improved Invisibility, Misdirection, Pyrotechnics, Sending, Suggestion, Teleport without Error, True Seeing, Unholy Aura, Unhallow, Wall of Fire.
DR 20/+5
Fiendish form - Makes an illusion of any demon or tiefling.
Immunities - Sleep and Paralysis,
Infernal Aura - Any creature within 5 feet of the Dragon automatically take 5d4 points of dmg per round. Dragon can suppress this if it desires.
Summon Baatezu - Once per day, may summon 1 Barbazu, Cornugon, or Gelugon with no failure. Summoned creatures return from where they came in one hour. Those summoned cannot use their own summoning spells for 1 hour.
Snatch and Fling - A creature flung by Hellfire wyrm after being snatched is tossed 100 feet and takes 10d6 dmg.
24-46 HD |
Krandor |
Posted - 01 Sep 2003 : 17:57:10 quote: Originally posted by Cardinal Deimos
Excuse me gentle sirs, Could you guide me to the tomes which contain the beasts Hellfirewurm and Fiendwurm? I have never heard of such creatures and would like more info on them as to make a better guess
You seem to know what the Tarq is so here is a little info on the other two.
Fiend Wurm - Gargantuan Magical Beast HP - 375 AC - 27
Initiative: +5 Speed: 60 ft in ground or above ground Attack: Bite +33 melee Dmg: Bite 2d8+19 Face/reach: 10 ft by 40 ft/10 ft
Special Attacks: Death rift - When it dies, all creatures within 5 feet of the wurm most make a reflex save of 31 or is drawn into the Fiendwurm's collapsing portal and is teleported to the Abyss. When this occurs, the body and portal of the Wurm are destroyed, so those taken to the Abyss must find another means of escape.
Demonic Belch - Three times per day. Bring 1d4 demons to aid it. They arrive unharmed but the Wurm may attack them if they seem to be easier prey then the opponents. Roll a d% (d100) to determine what type of demon arrives. 01-50 (Jovocs) 51-75 (Quasits) 76-100 (Vrocks). They cannot use their own summoning abilities for 1 hour after being summoned. Wurm must wait 1d4 turns before using this again.
Improved Grab: If Fiendwurm his an opponent that is at least one size category smaller then itself with a bite attack, it can attempt to grapple it as a free action without provoking an attack of opportunity (grapple bonus +49). Also, it can deal normal grapple dmg (automatic bite dmg).
Swallow Whole: Swallow an opponent two sizes smaller then itself with a successful grapple check. Once inside, the opponent take 2d8+13 of bludgeoning dmg and 1d8 points of acid dmg per round in its gizzard. 1 successful grapple check allows the consumed to climb out of the gizzard and return to the Fiendwurm's mouth. Another success grapple check allows the creature to get free. Or, the player may deal 25 dmg to the creatures gizzard (AC 20), cutting a hole in it and escaping. After the player escapes, the hole disappears.
Special Qualities Acidic Hide: 3d6 dmg vs organic creature or 5d8 vs metal creaure/object or 1d10 vs stone.
Portal - In the gizzard of the wurm is a portal to the abyss realm. Those swallowed must make a reflex save of DC31 or you fall into the portal. If the portal is closed, then the wurm dies but does not implode.
Also, acid immunity, dark vision, DR 15/-, Tremorsense.
HD - 25-72 |
Krandor |
Posted - 01 Sep 2003 : 17:08:41 quote: Originally posted by Cardinal Deimos
Excuse me gentle sirs, Could you guide me to the tomes which contain the beasts Hellfirewurm and Fiendwurm? I have never heard of such creatures and would like more info on them as to make a better guess
They are located in the MM 2.
As for more info, I will. |
The Cardinal |
Posted - 01 Sep 2003 : 09:18:11 Excuse me gentle sirs, Could you guide me to the tomes which contain the beasts Hellfirewurm and Fiendwurm? I have never heard of such creatures and would like more info on them as to make a better guess |
The Sage |
Posted - 01 Sep 2003 : 06:18:03 It is really all dependent upon their individual statistics and what size category (advancement HD) they encounter each other in (at least from a mechanics viewpoint).
Perhaps you should also detail their individual advancement category (and HD) so that a more accurate determination can be attempted.
Or simply say you wish to use these creatures as detailed in the MM.
|
|
|