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Meglar
Huge Monstrous Humanoid
HD: 12d8+60 (114 hp)
Initiative: -1
Speed: 30 ft., burrow 5 ft.
Armor Class: 17 (-2 size, -1 Dex, +10 natural), touch 7, flat-footed 17
Base Attack/Grapple: +12/+28
Attack: Slams +18 melee (1d8+8) or Huge club +18 melee (2d6+12)
Full Attack: 2 slams +18 melee (1d8+8), bite +16 melee (2d6+4) or Huge club +18/+13/+8 melee (2d6+12), bite +16 melee (2d6+4)
Face/Reach: 10 ft. by 10 ft./15 ft. (bite 5 ft.)
Special Attacks: Breath weapon (stinking cloud), swallow whole
Special Qualities: Blindsense (10 ft.), darkvision, low-light vision, secondary brain, stability
Saves: Fort +9, Ref +7, Will +11
Abilities: Str 26, Dex 8, Con 20, Int 6, Wis 12, Cha 7
Skills: Balance +7, Hide -9, Listen +6, Spot +11
Feats: Awesome Blow, Cleave, Combat ReflexesB, Improved Bull Rush, Iron WillB, Multiattack, Power Attack
Environment: Any forest, mountain, or swamp
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Often neutral evil
Advancement: --
Level Adjustment: --

Illustration by Scott Purdy, used with permission. A larger version is available at Scott's website.

This creature is taller than a hill giant but built very squat, with massive legs and a tail. Instead of a normal head and face, its spined neck ends in a raw orifice containing a toothy maw.
   A meglar is an ugly giantish creature with habits similar to a tarrasque: it wakes up, eats a lot, then hibernates in a collapsed burrow for months or years at a time, only to wake again or possibly spawn multiple smaller versions of itself. Its body requires an enormous amount of food to survive, so they eat voraciously for a few days then settle down for a long sleep. Their hunger drives them to eat almost anything living in reach, whether plant or animal, living or carrion, which leaves behind a path of stripped vegetation and only the fastest animals that could escape its reach. Though they tend to be evil by nature, these tendencies are secondary to their driving hunger; it is rare for a meglar to eat just enough to be sated but not so much for it to hibernate, and at these times its instinctive cruelty (particularly with whatever "food" remains nearby) comes to the fore.
   On the rare times a meglar eats enough to be able to reproduce, it digs itself a hole and during its next hibernation its own young consume it from within, bursting forth from its earthbound husk months later when there is nothing left for them to eat. These young meglars are the size of ogres (and use ogre statistics, treating armor as natural armor, only developing their breath weapon and swallow whole abilities once they're mature) and go their separate ways, for they don't like rivals for their prey (and immature meglars taste horrible, especially to other meglars).
   Meglars are not very smart and rarely use any kind of weapon, but sometimes a clever one finds a petrified tree or long chunk of rock that's good for smashing open things like goblin nests and granaries.
   Meglars have a simple language of a handful of words. It sounds similar to Giant, and a speaker of Giant can communicate in a very limited fashion with meglars. Because of this link, some believe that meglars are some kind of cursed giant race, even more strange than the fomorians.

Combat

A meglar attacks anything smaller than itself that looks edible. When dealing with multiple enemies it uses its breath weapon on some of them to give it time to grab and swallow another creature. Because it takes energy to fight, a meglar prefers inert food or easy prey (like herd animals and peasants) to killing and eating predators (including adventurers), it's possible to distract or bribe a meglar with a horse or some conjured food, though once they're finished eating they offering they're likely to try to eat whoever gave it to them.

   Blindsense (Ex): Although it can see normally (it has many tiny eyes of various sizes on its chest and upper body) , the meglar also maneuvers and fights as well as a sighted creature by using sensory pits on its skin to detect scent and vibration. It does not need to make Spot or Listen checks to pinpoint the location of a creature within range (10 ft.) of its blindsense. Any creature it cannot actually see still has total concealment against it and it has the normal miss chance when attacking these foes. Poor visibility still affects its movement. It is denied its Dex bonus against creatures it cannot see.
   Breath Weapon (Ex): A meglar's upper mouth can breathe a noxious cloud of vapor (identical to a stinking cloud) once every 1d4 rounds. This cloud is a 10 ft. cube and persists for 1 minute. The meglar often uses this breath several times in succession to block part of a narrow valley or fill a cave with choking stench while it naps. The upper mouth is not fast enough to bite in combat, though outside of combat the creature stuffs food into both of its mouths. Fortitude DC 21 negates (with effects continuing as long as the creature remains within the cloud). The DC is Constitution-based.
   Secondary Brain (Ex): The meglar's brain is located in its chest cavity, but it has a small secondary brain in its "head." This extra brain gives it Combat Reflexes and Iron Will as bonus feats. If it loses this second brain (such as from decapitation), it loses both of these bonus feats.
   Stability (Ex): A meglar's tail and thick lower body gives it a +8 racial bonus to Balance checks (included in the above totals) and to checks made to resist being bull rushed or tripped when standing on the ground.
   Swallow Whole (Ex): The meglar can use its lower mouth to swallow opponents it holds with a second successful grapple check after a grab. The opponent can be up to two sizes smaller than the meglar. A trapped opponent suffers 2d6+8 points of bludgeoning damage and 1d6+2 acid damage each round within the meglar's stomach. A swallowed opponent can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage (AC 15). Once the opponent exits, muscular action closes the hole; any other swallowed opponent must cut its own way out.


   This content is produced under version 1.0a and/or draft versions of the Open Game License and the System Reference Document by permission of Wizards of the Coast.
   Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: The illustration of the meglar.
   Designation of Open Game Content: Subject to the Designation of Product Identity above, the entirety of "Monster of the Month: Meglar" is Open Game Content. "Monster of the Month: Meglar" Copyright © 2005 Sean K Reynolds. All rights reserved.
    Open Game License