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|This material is published under the OGL 1.0a.|
|Size/Type:||Medium Elemental (Earth, Fire)|
|Hit Dice:||3d8+3 (16 hp)|
|Speed:||30 ft., burrow 20 ft.|
|AC:||18 (+1 Dex, +7 natural)|
|Attacks:||Slam +4 melee|
|Damage:||Slam 1d6+3 and 2d6 fire|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||Heat, burn|
|Special Qualities:||Fire subtype, tremorsense, elemental|
|Saves:||Fort +4, Ref +4, Will +2|
|Abilities:||Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10|
|Skills:||Intuit Direction +4, Jump +6, Listen +6, Move Silently +5|
|Organization:||Solitary or pair|
|Advancement:||4-9 HD (Large)|
When a thoqqua is disturbed, its first instinct is to attack. Its favored tactic is to spring directly at a foe, either by bursting out of the rock or by coiling up its body and launching itself like a spring. In either case, treat the maneuver as a charge.
Heat (Ex): Merely touching or being touched by a thoqqua automatically deals 2d6 fire damage.
Burn (Ex): When a thoqqua hits with its slam attack, the opponent must succeed at a Reflex save (DC 13) or catch fire. The flame burns for 1d4 rounds if not extinguished sooner. The burning creature can use a full-round action to put out the flame.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Tremorsense (Ex): Thoqquas can automatically sense the location of anything within 60 feet that is in contact with the ground.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
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