Expanded Worlds
This monstrous entity called the “Father of Monsters,” arose from a union of rude matter and the fires of Hell. Typhon can change his apparent size, ranging from 9 feet (3 m) tall to heights of more than 500 feet (152 m) when fully uncoiled and standing. Typhon is imprisoned deep beneath the earth. When the earth shakes, it’s Typhon, trying to escape.
Motive: Destruction
Environment: Usually sealed beneath the ground, unless he gets free
Health: 140
Damage Inflicted: 20 points
Armor: 15
Movement: Long, long when flying
Modifications: Speed defense as level 6 due to size.
Combat: Typhon, when fully enlarged, can pummel with his wings or bite with his many snake heads at something within 200 feet (61 m) range. Damage is also inflicted on everything within short range of the target, and even those that succeed on a Speed defense roll take 6 points of damage. If Typhon focuses on a single target with its snake heads, the difficulty of the attack is reduced by two steps and the attack inflicts 30 points if successful. Typhon can breathe fire from his dragon hands, twin pillars of destruction that can reach as far as the horizon, inflicting 20 points of damage on the target and everything within immediate range. While standing on the ground, Typhon regains 5 points of health each round.
Interaction: A force of destruction, Typhon won’t negotiate with anything short of a god, and usually not even then.
Use: Volcanoes and earthquakes in a wide region are on the rise. Typhon’s imprisonment grows tenuous.
GM (Group) Intrusion: Typhon summons one or more dragons to aid it. In a game using power shifts (or divine shifts), GMs should provide the same advantage to Typhon.