NeoExodus Monsters of NeoExodus - Talikus.pdf

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Monsters of NeoExodus: Talikus
monsters of neoexodus:
LPJ9900
talikus
Description
The talikus is a strange flying creature of
huge size. Its body is covered by a multi-
tude of tiny scales as hard as iron, which
vary in color from bright yellow to dark
green with occasional blue, red, or deep
purple hues. This aberration is oddly
shaped, with long leathery wings
issuing from its spine and a
wide but short tail ending
in a fat purplish stub. The
talikus’ body is reminis-
cent of that of a large
bird, but with a huge
goat-shaped head where
deep fiery eyes burn
amidst an amalgam
of hard scales. The
creature’s muzzle
is short but wide,
and its
powerful jaw hides great yellow fangs.
When it opens its mouth, a thick
yellowish-green mucus-like substance
emanates from between its sharp teeth.
The male talikus also has three small
black horns protruding from the top of
its cranium, but this crown is only for
show.
A talikus walks on three muscular
black legs, which end in large eagle-
like talons. These talons are as sharp as
diamonds and the creature uses
them to hunt. Its
favorite tactic is
to grab
a
victim
— pref-
erably a
medium or large
beast — with one
of these talons, bite
the creature to para-
lyze it with its poisonous
toxin, and then take flight so it
can tear it apart bit by bit. The brown,
stubby, leathery wings that issue from
the talikus’ back allow it to soar
through the air at great speed.
Despite their savage and unpre-
dictable nature, these creatures
are extremely loyal to their
mate and stay faithful to it
until it dies. When this happens,
the survivor mourns the loss for
several months, during which time
it is particularly angry, attacking
anything that gets in its way. The
mate of a murdered talikus is espe-
Written By Richard Farrese
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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terrornomicon: Talikus
cially lethal, becoming almost fanatical in its quest to
avenge the death of its partner.
its mouth and makes its bite poisonous. Opponents
bitten by the aberration must succeed at a DC 25
Fortitude save or become paralyzed for 4d4 minutes.
A paralyzed creature remains aware of what is going
on around it, but is unable to take any action.
Typically, talikuses make their nests in remote hills
and mountains, where they can lay their eggs away
from the countless predators of the deadly Exodus
wilderness. Those that live in the deep desert,
however, bury their eggs in the sand. The gesta-
tion period of a talikus’ egg is anywhere between
five to six months. Hatchlings that are buried in the
sand eventually dig their way out, if they are strong
enough; the others perish.
On the black market of some cities and towns, the
saliva of the talikus is a prized substance worth a lot
of money. Because of this ( and also because of the
iron-hard scales of the creature, which can be used
to fashion strong suits of armor or shields ), some
bold adventurers have dedicated their lives to become
talikus hunters. Generally speaking, the career of such
a professional is short-lived, but those that make it
are regarded as brave, foolhardy, and tremendously
powerful heroes.
Because their infants are born without scales, both
parents care for the young, providing food, protec-
tion, and shelter for the first two to three years of their
lives. When they become capable of fending for them-
selves, the young talikuses leave the parental nest to
find a place — and a mate — of their own.
Snatch ( Ex ): A talikus that hits a creature of at least
Tiny size, but no larger than Large size, with a claw
attack can attempt to start a grapple as a free action
without provoking an attack of opportunity. If the
talikus achieves a hold, it can fly off with its prey and
automatically constrict its foe. Alternately, it can make
either a bite or two claw attacks each round. It can
also drop a snatched creature as a free action or use a
standard action to fling it aside.
Combat
The talikus is an extremely cunning predator and
certainly one of the most dreaded creatures in all the
lands of Exodus. Those who face these aberrations
in battle rarely live to tell about it, for the talikuses
are not only strong and savvy, but also unbelievably
cruel and savage. Afraid of nothing, talikuses usually
fight to the death — most often that of their victims
— even when confronted by great adversity. Once
they taste blood, there is no stopping them.
A flung creature travels 120 feet and takes 12d6 points
of damage upon impact. If the talikus flings it while
in flight the victim suffers this amount of damage or
falling damage, whichever is greater.
These natural hunters prowl the planet’s sky, searching
for living preys they can sink their powerful teeth
into. When hunting, the talikus uses stealth, prefer-
ring to swoop down from the sky upon unsuspecting
targets above all else. When spotted, it croaks loudly
— a dreadful sound capable of unnerving the bravest
of foes — before charging into the fray. Because
they enjoy combat, talikuses often attack the beefiest
opponents first. When they are engaged in battle
with a group of powerful adversaries, however, they
approach more carefully and work hard and intelli-
gently to separate the opposition in order to pick at the
preys one at a time.
Unnerving Croak ( Su ): A talikus communicates by
uttering abominable croaking sounds. These raspy
croaks, which seem to issue from the depths of the
abyss, can unnerve living opponents within a 90-foot
radius of the aberration. Any living creature able
to hear the croak within this area must succeed at a
DC 18 Will save to avoid the effect of the unnerving
croak. A successful save means the creature is immune
to the unnerving croak ability of any talikus for a
24-hour period. A failed save, however, unsettles the
victim, which suffers a –2 moral penalty to attack
rolls, damage rolls, as well as a –4 moral penalty on
all Will saving throws. A potential victim must be able
to hear the talikus’ cries in order to be affected by this
mind affecting, sonic effect.
Constrict ( Ex ): A talikus that successfully grabs a
target of medium or smaller size deals 6d4+8 points of
damage with a successful grapple check.
Improved Grab ( Ex ): To use this ability, the talikus
must hit with one of its claw attacks. If it gets a hold
of its target, it can constrict the opponent.
Talikus
Huge Aberration
Hit Dice: 16d8+112 ( 184 hp )
Initiative: +5 ( Dex, Improved Initiative )
Paralyzing Toxin ( Ex ): The thick mucus-like
substance produced by the talikus’ saliva glands fills
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terrornomicon: Talikus
Speed: 40 ft. ( 8 squares ), fly 120 ft. ( average ) ( 24
squares )
AC: 21 ( –2 size, + 1 Dex, +12 natural ), touch 9, flat
footed 20
Base Attack/Grapple: +10/+18
Attack: Bite +18 melee ( 4d6+8 plus paralyzation ) or
claw +16 melee ( 2d4+8 )
Full Attack: Bite +18 melee ( 4d6+8 plus paralyza-
tion ) and three claws +16 melee ( 2d4+8 )
Space/Reach: 20 ft./10 ft.
Special Attacks: Constrict, improved grab, paralyzing
toxin, snatch
Special Qualities: Darkvision 60 ft.
Saves: Fort +17, Ref +8, Will +12
Abilities: Str 27, Dex 13, Con 24, Int 11, Wis 15, Cha
11
Skills: Listen +21 and Spot +21
Feats: Improved Initiative, Multiattack, and Power
Attack
Environment: Any temperate and warm land
Organization: Solitary, mating pair, cluster ( 2-5 ),
pack ( 5-20, plus one 24 HD elder ), or swarm ( 20-40,
plus 2d4 24 HD elders, plus one 40 HD ancient )
Challenge Rating: 17
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 17-32 HD ( gargantuan ) to 33-48 HD
( colossal )
Level Adjustment:
Written by Richard Farrese
All mechanics on all pages is Open Game Content as
defined by the Open Gaming License. See page 4 for
more information.
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OPEN GAME LICENSE Version 1.0a
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System Reference Document Copyright 2000-2003, Wizards of the
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Terrornomicon: Talikus Copyright 2007, Louis Porter Jr. Design,
Inc.
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