The Squirrasque
Posted: Wed Feb 28, 2007 6:53 am
Alright, this wasn't part of a campaign, this is just something me and a buddy did a while back to prove a point.
We were comparing the Tarrasque with some Dragons. I noticed the Very Old Gold Dragon and remembered a comment I had made to a friend in my earlier D&D days about the Tarrasque being able to easily defeat a Great Wyrm Gold. I was informed then that the Great Wyrm Gold casts spells like Wish. Well, I know better now.
Anyway, I asked my friend if he thought the Tarrasque could beat a Very Old Gold Dragon. He compared their stats, and decided yeah, the Tarrasque would waste a Very Old Gold Dragon. We made a challenge out of it. After taking a few moments to compile the necessary spells, I told him I was ready, and we went to it.
So, I go right into the melee and get beaten up for a couple rounds, let him think he's winning, then fly upward and lob the spell I wanted to use against him; Baleful Polymorph.
In my haste to select spells, though, I had forgotten to check for SR. Well, he didn't, and told me to make a caster level check. I did and rolled a twenty. I needed that or a 19 to make it, and so I get through his SR. Next are the Tarrasque's ungodly saving throws.
First, the Fort save. He rolls a one. By the gods, I just turned the Tarrasque into a Squirrel.
Still, there's a second save to be made, a Will save. He makes it. Wait, that does what now? Uh oh.
Now we have a Squirrel (Str 3, Dex 15, Con 10) with 48d10 Hit Dice (264 hp), Int 3, Wis 14, Cha 14, and all the Extraordinary and Supernatural abilities of the Tarrasque. Ladies and gentlemen, I present to you, the Squirrasque. A list of his abilities.
Augmented Critical (Ex): The Squirrasque's bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
At 1d3-4... that's still only 1 point of damage. Or, wait, does it go up to three? I'm not sure how that works.
Frightful Presence (Su): The Squirrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 Will save or become shaken, remaing in that condition as long as they remain within 60 feet of the Squirrasque. The save DC is Charisma-based.
So this veteran Fighter sees a squirrel start chewing on a nut, and is suddenly frightened for his life... yeah.
Improved Grab (Ex): To use this ability, the Squirrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
It might be the Tarrasque, but it's still a freaking squirrel. With a Strength of 3 and Tiny size, it's not going to be grappling much. Wait, swallow? Umm... we'll get to that later.
Rush (Ex): Once per minute, the normally slow-moving Squirrasque can move at a speed of 150 feet.
Can you imagine sitting on a park bench, looking across the field, and seeing a squirrel suddenly zoom toward you faster than a car? I'd be impressed.
Swallow Whole (Ex): The Squirrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the Squirrasque's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the Squirrasque's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The Squirrasque's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
What. The. Hell. Seriously. By the definition of Baleful Polymorph, it must keeps its extraordinary abilities, and this is the way the ability was written, so it can do this. It still can't grapple worth a crap, but maybe it doesn't need to. Helpless foes can't really oppose grapple checks, now can they?
So let's imagine a camp of, say, nine Frost Giants, each at 15 feet in height. One is keeping watch, the others are asleep. A little squirrel waddles into the camp, and the giant ignores it. About a minute later, he turns to check on his buddies, just in time to see the last one get swallowed whole by the squirrel. That's not nearly so impressive, though, as when one of his pals cuts his way out from the squirrel. Oh no, it's the legendary Squirrasque, run for your lives!
Damn. Let's move on, though really, after Swallow Whole, the rest just isn't as funny.
Carapace (Ex): The Squirrasque's armourlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any suck effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.
Oh yeah, the squirrel has a shiny shell. Now it looks weird and throws your Scorching Ray back in your face as well as being able to swallow a platoon of Orcs.
Regeneration (Ex): No form of attack deals lethal damage to the Squirrasque. The Squirrasque regenerates even if it fails a saving throw against a disintegrate spell or death effect. If the Squirrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10 (or 274 hp). The Squirrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability. The Squirrasque can be slain only by raising its nonlethal damage to its full normal hit points +10 (or 274 hp) and using a wish or miracle spell to keep it dead.
If the Squirrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
And when you cut its head off, it gets another one in a couple minutes.
Also, it has DR 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, it gets 40 hit points back each turn from its regeneration, and it has SR 32.
So now we have a squirrel who bites a little harder, scares people peeless when he does bite, can move really, really fast every sixty seconds, is all-but-impossible to kill, can't be touched by an assload of spells, and can swallow Nightwalkers without chewing.
This is the epic of the Squirrasque. Thank you for reading.
Also, for reference, I couldn't find any stats for a squirrel, so I used the stats for the weasel.
We were comparing the Tarrasque with some Dragons. I noticed the Very Old Gold Dragon and remembered a comment I had made to a friend in my earlier D&D days about the Tarrasque being able to easily defeat a Great Wyrm Gold. I was informed then that the Great Wyrm Gold casts spells like Wish. Well, I know better now.
Anyway, I asked my friend if he thought the Tarrasque could beat a Very Old Gold Dragon. He compared their stats, and decided yeah, the Tarrasque would waste a Very Old Gold Dragon. We made a challenge out of it. After taking a few moments to compile the necessary spells, I told him I was ready, and we went to it.
So, I go right into the melee and get beaten up for a couple rounds, let him think he's winning, then fly upward and lob the spell I wanted to use against him; Baleful Polymorph.
In my haste to select spells, though, I had forgotten to check for SR. Well, he didn't, and told me to make a caster level check. I did and rolled a twenty. I needed that or a 19 to make it, and so I get through his SR. Next are the Tarrasque's ungodly saving throws.
First, the Fort save. He rolls a one. By the gods, I just turned the Tarrasque into a Squirrel.
Still, there's a second save to be made, a Will save. He makes it. Wait, that does what now? Uh oh.
Now we have a Squirrel (Str 3, Dex 15, Con 10) with 48d10 Hit Dice (264 hp), Int 3, Wis 14, Cha 14, and all the Extraordinary and Supernatural abilities of the Tarrasque. Ladies and gentlemen, I present to you, the Squirrasque. A list of his abilities.
Augmented Critical (Ex): The Squirrasque's bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
At 1d3-4... that's still only 1 point of damage. Or, wait, does it go up to three? I'm not sure how that works.
Frightful Presence (Su): The Squirrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 Will save or become shaken, remaing in that condition as long as they remain within 60 feet of the Squirrasque. The save DC is Charisma-based.
So this veteran Fighter sees a squirrel start chewing on a nut, and is suddenly frightened for his life... yeah.
Improved Grab (Ex): To use this ability, the Squirrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
It might be the Tarrasque, but it's still a freaking squirrel. With a Strength of 3 and Tiny size, it's not going to be grappling much. Wait, swallow? Umm... we'll get to that later.
Rush (Ex): Once per minute, the normally slow-moving Squirrasque can move at a speed of 150 feet.
Can you imagine sitting on a park bench, looking across the field, and seeing a squirrel suddenly zoom toward you faster than a car? I'd be impressed.
Swallow Whole (Ex): The Squirrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the Squirrasque's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the Squirrasque's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The Squirrasque's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
What. The. Hell. Seriously. By the definition of Baleful Polymorph, it must keeps its extraordinary abilities, and this is the way the ability was written, so it can do this. It still can't grapple worth a crap, but maybe it doesn't need to. Helpless foes can't really oppose grapple checks, now can they?
So let's imagine a camp of, say, nine Frost Giants, each at 15 feet in height. One is keeping watch, the others are asleep. A little squirrel waddles into the camp, and the giant ignores it. About a minute later, he turns to check on his buddies, just in time to see the last one get swallowed whole by the squirrel. That's not nearly so impressive, though, as when one of his pals cuts his way out from the squirrel. Oh no, it's the legendary Squirrasque, run for your lives!
Damn. Let's move on, though really, after Swallow Whole, the rest just isn't as funny.
Carapace (Ex): The Squirrasque's armourlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any suck effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.
Oh yeah, the squirrel has a shiny shell. Now it looks weird and throws your Scorching Ray back in your face as well as being able to swallow a platoon of Orcs.
Regeneration (Ex): No form of attack deals lethal damage to the Squirrasque. The Squirrasque regenerates even if it fails a saving throw against a disintegrate spell or death effect. If the Squirrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10 (or 274 hp). The Squirrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability. The Squirrasque can be slain only by raising its nonlethal damage to its full normal hit points +10 (or 274 hp) and using a wish or miracle spell to keep it dead.
If the Squirrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
And when you cut its head off, it gets another one in a couple minutes.
Also, it has DR 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, it gets 40 hit points back each turn from its regeneration, and it has SR 32.
So now we have a squirrel who bites a little harder, scares people peeless when he does bite, can move really, really fast every sixty seconds, is all-but-impossible to kill, can't be touched by an assload of spells, and can swallow Nightwalkers without chewing.
This is the epic of the Squirrasque. Thank you for reading.
Also, for reference, I couldn't find any stats for a squirrel, so I used the stats for the weasel.