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Jason Andresen (order #1578489) - Jump page for Jubei

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Dolomite<br />

Huge Aberration (Earth)<br />

Hit Dice: 12d8+108 (162 hp)<br />

Initiative: -1<br />

Speed: 30 ft. (6 squares)<br />

AC: 29 (-2 size, -1 Dex, +22 natural),<br />

touch 7, flat-footed 29<br />

Base Attack/Grapple: +9/+27<br />

Attack: Claw +17 melee (2d6+10)<br />

Full Attack: 2 claws +17 melee (2d6+10)<br />

Space/Reach: 15 ft./15 ft.<br />

Special Attacks: Constrict 2d6+10, improved grab, rend<br />

4d6+15<br />

Special Qualities: Damage reduction 25/magic, darkvision<br />

60 ft., music sensitivity<br />

I<br />

must confess I find the dolomite, or slag hound as it<br />

is known in Rhul, to be a truly fascinating creature.<br />

These huge, jagged jumbles of rock and dirt are usually<br />

mistaken <strong>for</strong> a pile of rubble,<br />

though in reality they are slow moving,<br />

dim-witted creatures found in<br />

uninhabited rocky plains and low<br />

mountain foothills.<br />

The migration of the dolomite<br />

during its mating season once per<br />

decade is a wonder to behold (if you<br />

happen to have quite a bit of leisure<br />

time). Shambling bipedal hulks, they<br />

shuffle across the plains in slow intricate<br />

dances. Lowing softly and swinging their massive<br />

eyeless heads from side to side,<br />

the dolomites dance <strong>for</strong> a year<br />

until each has paired off<br />

with a mate.<br />

Usually they are mostly<br />

harmless—and brainless, to<br />

boot. They eat dirt <strong>for</strong> the<br />

most part, tearing up<br />

great clods of earth and<br />

stuffing them into<br />

their gigantic maws.<br />

Un<strong>for</strong>tunately,<br />

these massive and virtually<br />

indestructible monsters have<br />

also developed an insatiable hunger <strong>for</strong> magically imbued metal<br />

of all kinds. I have seen the armor of stalwart mercenaries torn<br />

Saves: Fort +15, Ref +3, Will +8<br />

Abilities: Str 30, Dex 9, Con 28,<br />

Int 3, Wis 6, Cha 10<br />

Skills: Listen +2, Search +3, Spot +6<br />

Feats: Alertness, Great Fortitude, Improved<br />

Natural Armor, Improved Natural Attack<br />

(claw), Iron Will<br />

Environment: Any plains, hills, and mountains<br />

Organization: Solitary or rutting group (5–10)<br />

Challenge Rating: 15<br />

Alignment: Always neutral<br />

Advancement: 13–24 HD (Huge); 25–36 HD<br />

(Gargantuan)<br />

Level Adjustment: —<br />

to shreds by these giants—sometimes with the mercenaries<br />

still inside! They will stop at nothing to possess—and eat—an<br />

enchanted wand, sword, or pair of bracers.<br />

Once it has devoured all it can find, the dolomite will usually<br />

move on and ignore all else.<br />

They will defend themselves if attacked but will<br />

not pursue a retreating foe. I have never seen a<br />

dolomite fall in combat, nor, oddly, have I seen<br />

the corpse of one. They leave no spoor, so<br />

what becomes of the metals they consume I<br />

cannot tell.<br />

They do have one curious weakness—music,<br />

which will cause the dolomite to stand as<br />

if entranced. Stranger still, they seem to<br />

have a taste <strong>for</strong> good music. They will<br />

not usually respond to my bawdy tavern<br />

songs (admittedly, I sing like a crow).<br />

They did respond favorably<br />

to the harping of Wythsten<br />

Farill, the famed per<strong>for</strong>mer<br />

from Five Fingers who<br />

accompanied me once<br />

on safari to chronicle<br />

my adventures. I<br />

will never <strong>for</strong>get<br />

the sight of poor<br />

Master Farill singing<br />

frantically across the<br />

steppes with several rutcrazy<br />

dolomites in tow. Oh, we told the vain young thespian all<br />

he had to do was stop singing. Eventually.<br />

38 <br />

<strong>Jason</strong> <strong>Andresen</strong> (<strong>order</strong> <strong>#1578489</strong>) 9

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