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TanketAn extremely heavily armored helm with diamond shell crystals.

Tanket (CR 20)

XP 307,200
CE Large Aberration
Init -2; Senses Darkvision 60 ft., low-light vision; Perception +18


AC 47, touch 7; flat-footed 47 (-2 dex, +40 natural, -1 size)
hp 486 [612] (36d8+324)
Fort +22, Ref +12, Will +22
DR 10/-;
Earth 20, Ice 20, Water 20;
SR 31;
Strong Physical


Speed 30 ft.
Melee 2 Slams +39 (4d8+13/19-20 plus Berserk)
Space 10 ft.; Reach 10 ft.
Special Attacks Berserk (DC 30 Will save), Delay Buster, Rush Attack


Str 36, Dex 6, Con 27, Int 5, Wis 14, Cha 10
Base Atk +27; CMB +41; CMD 48
Feats All-Consuming Swing, Bull Rush Strike, Cleave, Cleaving Finish, Devastating Strike, Diehard, Endurance, Great Cleave, Great Fortitude, Greater Bull Rush, Improved Bull Rush, Improved Critical (Slam), Improved Natural Attack (Slam), Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike, Toughness
Skills Acrobatics +15, Perception +18, Survival +18


Berserk (Ex)

Slam – injury; save Will DC 30; frequency for 1d6+1 rounds; berserk status effect; cure 1 save. The save DC is Wisdom-based

Delay Buster (Su)

The tanket bumps into his opponent delaying their next turn. This attack confers a -20 Initiative penalty for the next round upon an opponent struck by a successful melee attack; affected creatures must make a Will save (DC 30) to negate it; the save DC is Wisdom-based

Rush Attack (Su)

Once every 1d2 rounds, rhe tanket rushes into his opponent delaying their next turn. If he succeeds at a melee attack, it deals 8d8+26 points of bludgeoning damage; in addition, an opponent struck by this attack must make a Fortitude save (DC 41) or be inflicted with Berserk status and a -20 Initiative penalty for the next round; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity.