Thanopod
Thanopods are gigantic crabs that inhabit both fresh water and the oceans and seas. Thanopods look just like regular crabs except for their enormous size and their psychic abilities. They are generally blue-green in color. They have six eyes set on stalks, which enable them to see around corners and onto ledges. They are generally 20 to 40' in diameter and stand over 12' tall. They weigh between 8 and 12 tons. Their bodies are covered by a large, chitinous shell. While most other larger crabs are distinguished by their scuttling, sideways mode of locomotion, thanopods are able to move just as quickly forward or backward.
Unlike the smaller versions of crabs, thanopods are a rarity. They tend to be found alone often on some deserted island that they claim as their "home" and control the area around them for up to 100 miles in diameter. There are often seen as the King Crab to all the smaller natural crabs and the other monstrous crabs nearby. They tend to live in large, underground sea or lake caves with the only access is via a long tunnel that is completely filled with water to prevent unwanted guests.
Thanopods rarely encountered and tend to avoid civilization. However, many times those encountered in the more civilized parts of the world are either insane from their own psychic abilities or they have young crabs that they need to feed and what better way to do that than visit a local village or small town that sits on the shore of the ocean or lakes of the world.
Thanopod
(MP: 1,385) (Legendary) 10th Rank - Neutral (Huge, 20 to 40 ft diameter) (8-12th Rank Challenge)
Health Points: 144
Attack Skill: 120/110/100 Initiative: 16/10
Attacks: Claw (10; a15); +19Str Dmg
Armor: Hard Chitinous Armor (60) ; +15 Armor Absorb vs. Slashing/Piercing Weapon type; Immune to Tiny or Small Weapon Damage; 20% Magic Resistance Physical Defense: 66 Magical Defense: 80
Divine Defense:72 Jinhu Defense: 72
Move: 40’ Luck: 8 Vision: Perfect Nightvision
Attributes: Str: 134 (19) Sta: 125 (17) Agi: 69 (3) Per: 62 (1))
Int: 69 (3), Wits: 50 (0), Will: 91 (8), Cha: 45 (-1)
Skills
Alertness 98, Evade 68, Search 95, Skepticism 85, Stealth 78, Swimming 100, Tracking 85
Creature Type: Supernatural
Treasure: Personal No; Lair Yes
Environment: oceans, seas, large lakes
Organization: solitary
Special Abilities
Burrow As a Move Action the creature can move through stone, dirt, or almost any other sort of earth except metal as easily as walking normally. This burrowing leaves behind no tunnel or hole. If the creature is within (3’ per size category beginning with small) of the surface it causes a mound of dirt to rise showing the passage of the creature.
Critical, Increased The creature causes a critical hit on a 01-10, instead of the normal 01-05.
Dominate Target Once per day as a Full Action the creature is able to attempt to dominate the will of any target that is within 25’ radius of the creature. Targets are allowed a Willpower check at a TS of X (-1 per 3 Targets Willpower Modifier to minimum 1) in order to resist the attempt. Those that fail become dominated by the creature for 3d10 turn(s). This domination allows the creature to control the thoughts and actions of the target as it sees fit; including causing the dominated creature to put itself into harm’s way. Doing so allows the target an immediate standard Willpower check to snap out of the domination in time to save itself. This is charm effect type.
Earth Connection As long as the creature is able to touch the earth it can regenerate 2d10+5 in Health or Fatigue per turn. In addition, its Strength, and all Defenses are increased by +30 and all Strength based skills gain +50 bonus.
Iron Skin Twice per day as a Basic Action for 1d10 turns the creature is able to cause its skin to become like iron granting it a 50% chance that the creature does not suffer any damage – including critical hit damage.
Psychic Crush Three times per day as a Simple Action the creature is able to psychically reach out and attempt to crush a target's mind and mental status. The thanopod can target 1 creature within 60-feet. Those targeted must succeed on an Intelligence check at a TS of 8. Those that fail will suffer psychic damage to all their mental stats equal to -5 Successes and will be Staggered for 3 turns. Each turn the target is able to attempt a new Intelligence check to end the Staggered effects.
Psionic Thrust Three times per day as a Basic Action the creature is able to create a stunning cone of thought that is 45 feet long with a spread of 25 feet. All targets caught in this cone must make an Intelligence check at a TS of 6 or be rendered dazed for d10 turns. If already dazed when target is hit with psionic thrust, the target is staggered for 2d10 turns. If a staggered target is hit with psionic thrust, the target is paralyzed for d10 turns.
Seismic Sense The creature cannot be effected by sound (sonic) attacks to deafen it as they “hear” through the movement of the earth. They can hear and understand all movement within 90’. So long as a character or opponent is on the ground the creature can pin point its exact location. It does not suffer any penalties to attack things that are invisible (including any darkness, hidden creatures, etc.) so long as the invisible being or creature is moving.