The Beastmaster - 3e custom monsters
Euglassi Terror


Ancestor of the Sarlis | Ancient Defender | Animari | Antalotion | Arach-Thalos | Artic Beholder | Astral Giant | Augusti Tyrannis | Azimuth | Bak'juum | Beholithid | Bhagrhi Guard | Bheall | Blinking Spirit | Boarverine | Bone Dancer | Brackish Naga | Brain Leech | Bringer of the Plague | Bronze Golem | Butcher Bug | Cehram | Chaos Slime | Chulkharachatk | Cinderelle | Crackmonger | Crimson | Cromizard | Crystalline Beholder | Cura-kana | Dahlia | Darken Terror | Demiholders | Dire Brain Mole | Dire Cassowary | Dire Shrew | Dream Filcher | Eadar | Entolith | Eqaeros | Ethereal Giant | Euglassi Terror | Filcherani | Filcher Spider | Fly | Fodarick | Frostskull | Frukuku | Gelatinous Dragon | Glops | Glowbeetle | Gothfara | Gnass'Ti | Grasping Cluster | Graveyard Guardian | Hakuna | Hoji Krakhoruz | Horror Serpent | Ice Mummy | Illithiobat | Illusionary Dragon | Illutach | Inro | Jiuiliu Hounds | J'udgerii | Jyartau | Kahjinh | Kai-chini | Ka-zou-pkal-hla | Kxacchtahl | Lifeless Liberator | Luxvrakax | Maaegio RaKK | Magrako | Maintainer | Malevolant Playmate | Malicrocious | Massacumber | Mau | Mauorahn | Mudjagh | Nammayl Herhyrll | Nanobeholder | Necromantic Dragon | Noiroit | Onyx Serpent | Op-cha-chl-olp-chah | Orolathea | Osaki | Oyukurii | Phazango | Plebian Vampire | Prismatic Butterfly | Propagator Swarm | Pryzm Golem | Pseudooze | Psianatrix | Psibleed | Psionic Splinter | Psychic Beholders | Qel'tu'E | Rah'khuti | Raptivator | Rayu | Reality Render | Reizvolloth | Rime Hunter | Rokaijaihn | Rygylions | Shadow of Merdrayth | Skelek | Skelos-Flora | Sleeper Puff | Slider Rat | Snoo | Sphiz | Stone Dragon | Ssychkick | Syijo Slyvu | Thermostalk | Thoul | Tikapik | Trichronifics | Tyhistlar | Uulturex | Uyoroka | Vegenesque | Violetjay | VrGu | Wallozar | Whiphoorwhill | Wretched Ghoul | Xaghtaa'H | Xainyaer | Xaothoid | X'chil'e | Yijiuji Hounds | Zaskalahka | Zy'Larjk

By Norman's Golden Cow

Gargantuan Magical Beast (Cold)
Hit Dice: 28d10+196 (350 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft., swim 80ft.
AC: 27 (-4 size, +1 Dex, +20 natural armor)
Attacks: 2 claws +35, bite +33, tail slap +33
Damage: claw 2d6+11, bite 2d8+5, tail slap 1d8+5
Face/Reach: 20ft. x 40ft. / 15ft.
Special Attacks: Frightful presence, improved grab, pounce, swallow whole
Special Qualities: Cold subtype, darkvision 60ft., DR 20/+3, low-light vision, scent
Saves: Fort +23, Ref +17, Will +14
Abilities: Str 32, Dex 12, Con 24, Int 16, Wis 16, Cha 14
Skills: Jump +27, Listen +14, Spot +14, Swim +33
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Iron Will, Multi-attack, Power Attack, Snatch
Climate/Terrain: any cold, underground, or mountain
Organization: solitary, pair
Challenge Rating: 19
Treasure: none
Alignment: usually chaotic neutral
Advancement: 29-32 HD (gargantuan), 32-48 HD (colossal)

Anyone that even speaks of the northern icelands of Dorisek mentions the Euglassi Terror. Their accounts may be of how their ship was dashed to pieces by a would-be iceberg. Some mention how they witnessed the devouring of polar bear or wooly mastodon at the unfrozen water's edge by an enormous chunk of ice. Few people though have ever caught a complete glimpse of this creatures. The Euglassi Terror's origins are the topic of thousand year old legends and folklore. Some claim that they were created by the gods to be the steeds of their great warriors. Others claim that they were dragons who became disenchanted with their power, and wished their draconic heritage away. Even their name reflects the elven view, for euglassi means "willingly forgotten." No matter what origin someone holds to be true, everyone reveres these creatures. A euglassi terror appears much as great white wyrm may, however lacking wings. Over the millennia, their breath weapon, if the legends of the dragons are true, has slowly dissappeared along with any spellcasting ability that they might have had. A euglassi terror's legs are rippled with taught muscle, which aids them both in their swimming, as well as leaping abilities.

Most euglassi terrors wait silently amidst the snow banks, or just inside the water's edge, for prey to come near. They have been known to let themselves go adrift and float amongst other icebergs. However, they always use surprise and their leaping ability to gain an advantage on their prey, often waiting to the last possible moment before pouncing.
Frightful presence (Ex): At times, even the mere sight of a euglassi terror can strike fear into those around it. The ability takes effect automatically when the terror charges or attacks. Any creature within 90ft. of the terror is subject to the effect if they have fewer HD than the terror.
A potentially affected creature can attempt a will save (DC 26) or be shaken for 5d6 rounds. A creature that succeeds cannot be affected by the same terror's frightful presence for 24 hours.
Improved grab (Ex): If the terror hits a large or smaller creature with its bite attack, it may attempt to swallow the creature.
Pounce: The power legs of the terror allow it to bound upon unsuscpecting prey. If the terror leaps upon a creature in the first round of combat, it can make a full attack even if it has already taken a move action.
Swallow whole (Ex): As per the tarrasque entry's swallow whole, but with the following changes: a large or smaller creature, 1d8+8 bludgeoning and 1d8+6 acid damage, and the terror's gullet/stomach can only hold 2 large OR 4 medium OR 8 small or smaller creatures.
Cold subtype: A euglassi terror is immune to cold, but takes double damage from fire unless a saving throw for half damage is allowed. In that case, the creature takes half damage on success, and double damage on failure.
Skills: A euglassi terror receives a +8 racial bonus to balance, jump, and swim for virtue of its long powerful tail (already added in). In addition, a euglassi terror gains a +12 racial bonus to hide in snowy areas, and this increases to +16 bonus if they remain still for 3 rounds.