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Bestomper

A giant levitating foot with eyes on each toe and a slobbering mouth on its ball

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class20
Hit Dice11*
Number Appearing1
Attacks1 stomp, 1 bite, 1 eye beam
Damage3d6 stomp, 2d6 bite, or eye beam (see below)
Movementfly 20'
Save AsMagic-User: 11
Morale11
XP1670
Treasure TypeNone

The bestomper resembles a giant foot, about 8 feet long and 4 feet wide, except that each toe bears an unblinking eye, and on the ball of the foot a slobbering mouth gapes to reveal jagged teeth. While the bestomper is agitated, a wail emits from its mouth in a 90-degree arc. All creatures with 40 feet must save vs. Magic or fall prone for 1d6 rounds.

The bestomper hovers over the ground by magical levitation. Suddenly, it leaps 20 feet in any direction to bring down the full force of its heel on an unlucky victim. Alternatively, it may tilt forward to apply its mouth to a victim, usually targeting the head of humanoids. 5% of the time when it bites down, it decapitates the victim (on a natural 20). Any successful bite attack heals the bestomper by 1d6 points of damage.

The hide of the bestomper is a tough leather that resists blows and slashes, but its eyes are more delicate. The toes wriggle about, making them 20% harder to hit (AC 24), but deling 10 points of damage incapacitates the eye, leaving it unable to use its unique energy beam. Eye blasts automatically hit so long as there is line of sight. The victim can only hope to resist the magical effect with a saving throw.

Each toe has a single type of energy beam, different from the others. It is assumed the bestomper changes which 5 types it has available on a daily basis.

Special Abilities

Wail: While agitated, emits a wail in a 90-degree arc. All creatures within 40 feet must save vs. Magic or fall prone for 1d6 rounds.
Levitation: Hovers over the ground by magical levitation. Can leap 20 feet in any direction.
Decapitation: 5% of the time when it bites down, it decapitates the victim (on a natural 20).
Healing Bite: Any successful bite attack heals the bestomper by 1d6 points of damage.
Vulnerable Eyes: Eyes are 20% harder to hit (AC 24). Dealing 10 points of damage incapacitates an eye, leaving it unable to use its unique energy beam.
Eye Beams:

Eye blasts automatically hit so long as there is line of sight. The victim can only hope to resist the magical effect with a saving throw. Use the following table to randomly determine the type of energy beam for each toe:

  1. Paralyzation — the victim is held in place
  2. Weaken — the victim is enfeebled
  3. Confusion — a 10’ wide by 20’ long beam clouds the minds of targets
  4. Fire — a column of fire does 3d6 points of damage
  5. Dispel Magic — a wave of anti-magic envelopes the victim, disabling any magic effects and enchantments on items
  6. Freeze — a blast of ice does 2d6 points of damage and stuns the victim for one round
  7. Blindness — the eyes of the victim fill with energy and burst, producing permanent blindness
  8. Disintegrate — the victim and all items held are turned into pure energy that dissipates into thin air
  9. Death — the target’s eyes close, limbs slump and the lifeless body tumbles
  10. Slow — the victim find the world passing by at twice the speed, allowing only half the number of usual actions