Thursday, November 13, 2025

The Rhedosaurus For Castles & Crusades & Amazing Adventures rpg From The Beast From 20000 Fathoms

  The Rhedosaurus, Awakened Beast of the Atomic Age



This massive, carnivorous diapsid dinosaur was thawed from Arctic ice by an atomic bomb test and now seeks to satiate its primordial hunger and find its way home. It stands approximately 40 feet tall and is 200 feet long, weighing 500 tons. The Rhedosaurus is an engine of destruction, nearly immune to conventional weapons and carrying a deadly, ancient disease in its blood.
ACHDAttDamMVSVMLALXP
02524d8 (bite) / 3d8 (tail)30' (land), 60' (swim)P12NVaries
Attributes
  • Prime Attributes: Physical (STR, DEX, CON) & Mental (INT, WIS, CHA). The Rhedosaurus is a singular, instinct-driven beast, meaning all its saves use the base 12 target number, plus its Hit Dice (25) and relevant attribute modifiers.
  • Intelligence: Low (2-4)
  • Alignment: Neutral (N)
  • Combat 
The Rhedosaurus typically attacks with its enormous bite and a sweeping tail attack. Its massive size means it can attack two different targets per round if they are within reach.
  • Bite: The creature's primary weapon, capable of biting human-sized targets and inflicting massive damage.
  • Tail Sweep: The Rhedosaurus can use its long, prehensile tail to sweep targets off their feet or smash structures. Any creature hit by a tail sweep must make a Strength save (CL 25) or be knocked prone and stunned for the next round.


 Special Abilities
  • Primordial Hide (Damage Reduction): The beast's sheer size and tough, scaly hide mean most attacks are ineffective. Normal missiles (non-magical arrows, slings, etc.) only do a maximum of 1 point of damage. The Rhedosaurus also has 3 points of damage absorption (DR 3) per physical attack.
  • Enormous Beast (Trample/Crush): Due to its immense bulk, being in melee with the Rhedosaurus is dangerous. Any human-sized or smaller creature in melee combat at the start of the Rhedosaurus's turn suffers one automatic additional attack that inflicts 1d6 damage (no attack roll needed) and requires a successful Constitution save (CL 25) or the target is knocked down.
  • Poison Blood: The Rhedosaurus's blood carries a deadly, ancient pathogen (a "deadly germ") that can infect other organisms. Any creature that deals damage to the Rhedosaurus in melee and comes into contact with its blood (including through an open wound or exposed skin) must make a Constitution save (CL 25). Failure results in a rapid, debilitating sickness: the victim becomes severely ill, suffering a cumulative -1 penalty to all stats and rolls per hour until death in 1d12 hours unless a cure disease or similar magic is used.
  • Aquatic/Amphibious: The Rhedosaurus is as comfortable in the water as it is on land and can remain submerged for extended periods.
  • Immune to Mundane Fire/Artillery: The beast is largely immune to conventional (non-magical) artillery and fire; only specialized or magical weapons can reliably harm it. For game purposes, this means mundane cannons/catapults deal half damage, and normal fire does no damage.
 Encountering the Beast
The Rhedosaurus is typically encountered near coastlines or major waterways after being awakened by unnatural events (like the aforementioned nuclear test). It is drawn towards familiar, deep fog horns, and will cause havoc in urban environments, smashing lighthouses and buildings in its confusion and rage. It is a force of nature and a representation of the fears of the Atomic Age.

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