Terrorpus

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TERRORPUS or THE EIGHT ARMED NEXUS HORROR by Reagren Wright

Even during the time of the Age of Light, it was once thought these monsters were accidentally summoned or emerged thought rifts or fluctuating dimensional portals. The truth is these creatures live within ley lines and nexus, anticipating for the arrival of unsuspecting mages and creatures of magic that seek to use the abundant P.P.E. Where they originate remains a mystery. Some speculate they are distant cousin to Alien Intelligences, others believe they are Beasts of Chaos that were never bound to the Land of the Damned. Regardless of their origin, these creatures are feared by all because of their appetite to feed on two legged mortals.
Terrorpus or as its called in elf/dragonese (the Eight Armed Nexus Horror) look like giant octopi, the only difference is they don’t live in water, have four eyes instead of two, and their creatures of magic. Like their aquatic relations, terrorpi have eight arms bearing suction cups. Their body is completely soft with no internal skeleton with a parrot like beak being the only hard part of the body. These creatures are highly intelligent and cunning ambush predators. Although they primarily consume mammalian and avian animals, their favorite prey is humanoids, specifically those who utilize ley lines and nexus points.
Terrorpi live exclusively on ley lines in their own dimensional envelope (same as a dragon’s). Unlike mortals and dragons, terrorpi require very little oxygen so they can remain in theirs for over 72 hours before having to emerge for air and/or to feed. From their dimensional cave, the terrorpi observes the ley line/nexus from the unseen and undetectable doorway. Typically, they choose a ley line/nexus they feel will be visited by magic practitioners, supernatural creatures, and/or creatures of magic. They will even make the area recognizable and inviting by decorating it with dirt and shaping in to a mound or marking it with large stones (megaliths) or fallen trees. Some even flatten and polish stones to create a sacrificial table or make false circles to trick summoners and diabolist to spend time trying to decipher the false/or real magical symbols. Once the prey comes close enough, the terrorpi will explode out of its dimensional cave, wrap up its prey, and drag him or her back into its home, where there is no escape. Only those with knowledge of dimensional magic (dragons and beings who can cast the sense and see dimensional anomaly spell or psionic ability) can see the dimensional cave and step inside. Fighting a terrorpi is extremely dangerous, not only do they possess amazing strength and fighting prowess, they can use some ley line and dimensional magic that has been lost to magical practitioners on the Palladium Fantasy world since the Elf/Dwarf wars. One must also remember these creatures live on ley lines and nexuses, so their power is already heightened.
Terrorpi want their lairs to attract attention, so if their defeated prey has any magical items or weapon on them, after they’ve consumed their flesh, terrorpi will liter the area around their cave entrance with such items, hoping others will try to such magical treasures. On the downside, this plan might backfire if someone possesses Lore: Geomancy they will identify this is as a common ambush tactic used by these predators.
Terrorpi have only two concerns, dragons and ley line storms. They fear the storms far worst then the dragons who consider the terrorpi a delicacy. In fact, anyone who consumes at least 1 lb of terrorpi flesh will receive a boast of 1D6x10 P.P.E. for one-hour. Their P.P.E. enrich flesh can provide this temporarily enhancement for at least 72 hours after the creatures’ death then it decays very rapidly (and smell very bad). Any attempt too further preserve the meat fails automatically. The flesh will only stay enriched for 72 hours and if one attempts to eat more then 1 lb, no additional P.P.E. is gained. However, one merely has to wait 24 hours and they can consume the flesh again to receive the enhancement bonus. Of course, this is only possible if one is able to kill or cut off a pound of flesh from the creature before it kills and consumes the hunter.
Terrorpi only venture away from the safety of their lairs and/or ley lines when their forced to seek out food. Mammals like horses, canines, and felines are capable of sensing these creatures so they are easily able to avoid them. Terrorpi love the highly enriched P.P.E. flesh of humanoids, creatures of magic, and supernatural beings but any mammalian and avian flesh will do. They are confident in their magical capabilities if they feel they have the upper hand, but they are not brazen enough to attack even a small village if theirs a chance one person might be able to do them harm.

Alignment: Miscreant

The Eight Attributes: I.Q.: 2D6+6 (minimum of 10), M.E.: 2D6+4, M.A.: 2D6+2, P.S.: 26+2D4, P.P.: 3D6+6, P.E.: 4D6, P.B.:1D6, Spd: 1D6 on crawling on land or 33 (23.1 mph/37.1 km) hovering.

Hit Points: 2D6x10

S.D.C.: 3D4x10+40. Each arm has 20 S.D.C. It can lose 3 arms without it affecting its main body S.D.C. or hit points. Note: In a Rifts setting simply turns S.D.C into M.D.C.

Natural Armor Rating: A.R.: 7

Average P.P.E.: 2D4x100. They also recover P.P.E at an astounding 25 points every 15 minutes and can draw upon 50 points once per melee round. They can hold an additional surplus of P.P.E equal to 5x their normal P.P.E. amount (meaning one capable of holding 600 P.P.E. can absorb up to 3000 P.P.E.. They are capable of retaining any additional surplus of P.P.E for 1 hour per P.E. attribute score.

O.C.C.s. All Terrorpi are the equivalent of 7th level wizards in the PFRPG setting. In a Rifts setting they are the equivalent of a 7th level Ley Line Walker or Temporal Raider.

O.C.C. Skill Notes: In addition to the abilities, O.C.C skills and related skills, terrorpi automatically get the following skills: Lore: Geomancy 98%, Recognize Magic 70%, Lore: Demon & Monster 80%, and a +5% bonus to all lore and anthropology skills.

Horror Factor: 15 or 17 the moment they explode out of their dimensional envelope.

Physical Appearance: Looks like a giant black octopus with four yellow slit-shaped eyes and eight arms. It has a large parrot like beak in the middle of the circle of tentacles.

Size: 30-60 feet (9.1-18.2 m) arm span.

Weight: 500-700 lbs (225-315 kg).

Average Lifespan: Unknown but there are some estimates they live between 400-600 years.

Vulnerability: They can only hover as long as they are at/on a ley line or a half-mile from a nexus point (all ley lines in PFRPG about a quarter of a mile wide). This gives them a limited range. Beyond this range they will need spell magic in order to fly, otherwise they must crawl on the ground. Furthermore, once away from a ley line they cannot replenish their P.P.E. supply. They can only draw P.P.E. from a ley lines/nexus point. They cannot get it from any other source.

Natural Abilities: Superior strength and prowess, hover and float near ley lines and nexus points, superior eyesight (equal to a bird of prey) and circular vision (can see 360 degrees around its body)-no surprise attack from behind or by most close-ranged ground attacks (they do not possess color vision, but can distinguish the polarization of light), nightvision 1000 feet (304 m), excellent sense of touch, prowl 70%/90% at night (move silently through the air), climb 85%, sense dimensional anomaly (same as psychic ability, cost no I.S.P.), see the invisible, understand all languages (but speaks in only its own), perform arm autotomy (detach an arm from its body, can do this with at least three arms without any loss of S.D.C. from its main body), bio-regenerate at a rate of 2D6 hit points/S.D.C. every hour, can grow one new arm within 36 hours, and create a Dimensional Envelope (cost half the normal amount of P.P.E., and is the equivalent of those created by dragons).

Rift and Ley Line Magic: In addition to the ley line abilities of a wizard (ley line walker or temporal raider in a Rifts setting), all terrorpi possesses the following ley line magic.
Ley Line Phantom: Duration: 35 minutes, P.P.E. 20. This ability turns the terrorpi into a faint, blue transparent ghost image. Physical attacks and the elements cannot hurt the creature in this form, but it’s free to move about, but only within the ley line (width and length). Any magic that it cast is limited to the normal range but cannot go beyond the length and width of the line; those outside the direct area of the ley line cannot be touched even if they are within the normal range of the spell. The creature can only use magical attacks, and can only be hurt or influenced by spell magic, magic weapons, and psionics. It can hover at double its normal speed without fatigue. If it is caught in this form during a ley line storm, it is forced to return to normal and loses half of its hit points (M.D.C. in a Rifts like setting).
Ley Line Tendril Bolts:
Range: 70 feet (21.3 m)
Duration: One melee round. Each four-tier blast counts as one melee attack.
Damage: 5D6, the level of damage can be regulated but the terrorpi never does it. Each blast counts as one melee attack. The casting of the spell to create this attack uses one melee attack/action to begin with.
Saving Throw: -2 penalty; a successful save means the victim only suffers half damage. This spell can only be cast while on a line (the width and length). P.P.E. 13 or by spending 26 can inflict an additional 20 points of damage. This spell creates a sphere of energy that encircles around the tip of the arm. Four bolts of mystic energy (they shoot out like miniature arcs of lightning) emit from the energy sphere simultaneously to strike four different targets, each suffering the same amount of damage. Each energy bolt strikes the four nearest enemies/opponents. When used against one opponent, only 2 energy tendrils strike, each doing damage. The other two don’t even appear. If there are 2 opponents, each will be struck twice. If there are three opponents, 2 energy tendrils will strike the nearest opponent, and one will strike each of the other and one will strike each of the other two opponents.
Cloud of Smoke: Same as the 1st level spell at 7th level, used as a means of escape or evading enemies).

Attacks per Melee: Six physical or three by magic.

Damages: A hit from a tentacle arm does 3D6 damage (don’t forget P.S. attribute damage), being crushed by a tentacle does 3D6 per melee round, bite 4D6. It can also pick up boulders and tree branches as clubs (add 4D6 damage to a tentacle arm attack) or throw rocks and trees (6D6 damage). Its grip is almost unbreakable. Each tentacle possesses the same P.S. attribute strength. The more tentacles ensnare an object, the accumulative effect of strength will occur. For example, a P.S. of 30 means two arms will have a P.S. of 60 together. This is why a single opponent almost has no chance against this monster.

Bonuses: +1 on initiative (+6 for its first attack out of its dimensional envelope), +4 to strike, +6 to parry, +6 to save vs. all magic, and +8 to save vs. Horror Factor.

Magic: Equal to a 7th level wizard (ley line walker or temporal raider in Rifts). All terrorpi know the following spells: decipher magic, see aura, mystic alarm, energy field, eyes of thoth, tongues, impervious to energy, teleport (lesser), time slip, wink out, time capsule, protection circle: simple, banishment, dimensional pocket, mystic portal, amulet, time hole, protection circle: superior, talisman, close rift, dimensional portal, dimensional teleport, teleport (self) and teleport: superior. In a Rifts setting, in addition to the spells mentioned above, they would also possess 7th level equivalent Rift and Ley Line and/or Temporal Magic spells. The following spells would also be possessed; instill knowledge, energize spell, plane skip, re-open gateway (rift), rift teleportation, world bizarre, d-step, realm of chaos, reality flux, warped space, astral hole, bottomless pit, circle of travel, and void. Furthermore, regardless of the setting, these creatures know an additional 10 spells from levels 1-15. These spells can be just about anything. It takes a 14 or better to save vs. a terropi’s magic.

Psionics: None

Value: Their flesh is heavily sought after by alchemists and men of magic however since it can only last 3 days (72 hours) before rotting into putrid flesh, the value decreases by 50% after 24 hours and 85% after 48. Base value: 20,000 gold for one pound of flesh. Additional pounds of flesh will not be purchased from the same creature because it all rots at the same time. Nothing will keep the flesh from rotting unless kept in something that delays the passages of time (time capsule for example).

Habitat: They live on ley lines and nexus points. They also prefer to live where the lines will be frequented by men of magic, supernatural creatures, and creatures of magic.

Range: They can be found anywhere in the world, but they don’t want to be found to easy and end up having to defend themselves from a massive attack.

Languages: They understand all known languages, but they speak in their own tongue. The only way to communicate with them is to use a tongue spell. Speaking with one is the only way to delay the inevitable confrontation (remember, they want to eat mortals, especially mages).

Enemies: Dragons. They seek out terrorpi to feast on. They are so fearful of dragons they won’t harm anyone wearing the medallion shaped gateway symbol worn my followers and priests of the Dragonwright. Those who are exceptionally cunning might be able to “convince” a terrorpus that they are followers of the religion but the creature is going to need more then words alone, like physical evidence or knowledge of the religion.

Allies: None. However, they “might” be convinced by a magic wielder who offers to teach them a spell they have no knowledge of, but its going to have to be a very unique one.

Favorite Weapons: None, relies on its natural and magic abilities.