Abomination of Diirinka


Large Outsider (Chaotic, Evil, Extraplanar)

Hit Dice: 20d8+120 (230 hp)
Initiative: +4
Speed: 20 ft (4 squares), burrow 20 ft (4 squares)
Armor Class: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +20/+33
Attack: Claw +28 melee (2d4+9/19-20)
Full Attack: 3 claws +28 melee (2d4+9/19-20) and 3 bites +26 melee (1d3+4 plus energy drain)
Space/Reach: 10 ft/10 ft
Special Attacks: Attach, energy drain, rend 2d4+13
Special Qualities: Alien mind, all-around vision, blindsight 60 ft, damage reduction 15/bludgeoning and good, darkvision 60 ft, earth glide, immunity to acid, cold, electricity, fire, and poison, regeneration 6, rejuvenation, spell resistance 27, spell turning, tremorsense 60 ft
Saves: Fort +18, Ref +12, Will +14
Abilities: Str 29, Dex 10, Con 22, Int 10, Wis 11, Cha 10
Skills: Hide +19, Intimidate +23, Listen +25, Knowledge (dungeoneering) +23, Move Silently +23, Search +27, Spot +29, Survival +23 (+25 following tracks, +25 underground)
Feats: Alertness, Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Iron Will, Multiattack, Power Attack

Environment: Cavern of the Abomination
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always chaotic evil
Advancement: ---
Level Adjustment: ---
 
This loathsome creature has an oblong body the size of two plow horses and is covered in a stony carapace. It has no head, but it has three dead, milk-white eyes lacking lids and pupils, spaced at equal intervals around its upper body. Three sinewy, double-jointed arms sprout from the top of the body, each ending in a sharp set of talons. Three smaller arms jut from the mid-body, one below each eye; each ends in a drooling mouth. Swirling patterns of light and dark energy ripple along the creature's skin; a close look reveals these patterns to be the images of dwarven faces writhing in torment.

The Abomination was created aeons ago by the mad derro power Diirinka. The god created this monster in answer to a plea from a treacherous dwarf who was driven to betrayal and murder by his desire to own the Axe of the Dwarvish Lords. Diirinka gave the dwarf a talisman to control the creature, though it was designed to fail and free the Abomination to run amok.

Diirinka most likely created the Abomination by corrupting a xorn with his magic. Like the xorn, the Abomination has a taste for precious metals and minerals. However, its favorite food is the life force of living creatures, dwarves in particular.

The Abomination was trapped in its cavern-dimension for centuries, until freed by a powerful wizard named Tairdo, and his goblin mistress Qamhuul, to wreak havoc among the dwarves they both hated.

The Abomination is 12 feet tall and weighs 1,800 pounds.

The Abomination speaks Abyssal, Common, Dwarven, Terran, and Undercommon.

COMBAT
The Abomination attacks with its six limbs; it can attack six different targets, but usually concentrates on only one or two. The Abomination's favorite mode of attack is to wait just beneath an earth or stone surface until a foe comes within reach, then emerge suddenly, catching its opponents by surprise. If reduces to 0 hit points, the Abomination appears to melt into the nearest stone or earthen surface.

When the Abomination is summoned but is not under someone's control, it will charge off in search of dwarven prey. It remains on the plane it has been summoned to until it has slain and consumed several dwarves, returning home when it has been satiated. After a few months of hunting, if it has not been successful, it will return home hungry.

An opponent can attack the Abomination's mouth-arms with a sunder attempt as if they were weapons. The Abomination's mouth-arms have 10 hit points each. If the Abomination is currently grappling a target with the mouth-arm that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of the Abomination's mouth-arms deals 5 points of damage to the creature. The creature regrows severed limbs in 2d6 hours.

Attach (Ex): If the Abomination hits with its bite attack, it uses its powerful jaws to latch onto the opponent's body. The Abomination may attach more than one mouth to a creature by making additional bite attacks; each mouth deals automatic bite damage and energy drain on a successful grapple check.

When attached, the Abomination is effectively grappling its prey, and can be struck with a weapon or grappled itself. A creature can wrench a mouth-arm loose by making a successful grapple check; however the creature takes 2d6 points of damage in the process.

Energy Drain (Su): Living creatures hit by the Abomination's bite attack gain one negative level. The DC is 26 for the Fortitude save to remove a negative level. The save DC is Constitution-based.

Draining completely destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic. If the Abomination destroys a dwarf this way, the victim's tortured visage appears on the Abomination's body.

Rend (Ex): If the Abomination hits with two or more bite attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d4+13 points of damage.

Alien Mind (Ex): Any attempt to establish a telepathic link to the Abomination's mind (via detect thoughts, a psionic ability, dominate monster, and so on) automatically fails.

All-Around Vision (Ex): The Abomination's symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. The Abomination can't be flanked.

Earth Glide (Ex): The Abomination can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing the burrowing Abomination flings the Abomination back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Regeneration (Ex): Good-aligned bludgeoning weapons, holy water, and spells or effects with the good descriptor deal normal damage to the Abomination.

Rejuvenation (Su): The Abomination may only be permanently destroyed on its home plane. If the Abomination is reduced to -10 or fewer hit points on another plane, it dissipates and reforms on its home plane 2d6 hours later. Reducing the Abomination's hit points to -10 or lower on its home plane incapacitates it but doesn't destroy it. However, dousing its remains with holy water and powder from the amulet that controls it will kill it.

Spell Turning (Su): The Abomination is permanently protected by a spell turning effect (caster level 20th). Any targeted spell that the Abomination successfully resists is turned back at the caster. The caster becomes either the spell's target or the point of origin for the spell's effect, as appropriate.


Amulet of the Abomination (major artifact)
The derro power Diirinka crafted this jewel for Brassbeard Moradinson, the dwarf who murdered his uncle Irontooth to get the Axe of the Dwarvish Lords. The amulet of the Abomination is about the size of a walnut and consists of a single piece of clear crystal cut into the likeness of a dwarf's head; however, the piece has no curves, so only angles and facets define the head's contours. The crystalline material looks and feels something like diamond. It is tougher, but less bright. The amulet has no pin or chain; it has to be carried in a pouch or tucked into the user's clothing.

By holding the amulet and concentrating on it, the bearer can summon the Abomination of Diirinka, which arrives one round later. If the Abomination has recently been slain outside its home plane, it will not appear until it has recovered (see rejuvenation, above). The summoning attempt will fail if the Abomination is on a plane other than its home plane. When the Abomination appears, it appears in any location the bearer can see, regardless of the distance, as chosen by the bearer.

Once the Abomination appears, it must succeed on a DC 35 Will save or be under control of the amulet's wielder for 10 minutes. While under the wielder's control, the Abomination performs any action the wielder desires, including returning to its home dimension, so long as the action is within the Abomination's capabilities. The wielder can issue commands only when the Abomination is within sight; if the Abomination is not within the wielder's sight it will follow its last instruction to the best of its ability.

If the Abomination succeeds on its saving throw or if the control's duration runs out, the Abomination will act of its own accord. If the duration runs out and the Abomination is in sight, the wielder may attempt to regain control for another 10 minutes, forcing the Abomination to make another Will save.

Each time the amulet is used to summon or gain control of the Abomination, the DC for the Will save decreases by 1. If the amulet is not used for 100 years, the save DC increases to its maximum of 35.

The Abomination is considered a summoned creature for the purposes of spells such as protection from evil and magic circle against evil. Any effect that blocks mental control or mind-affecting effects also blocks the amulet wielder's control over the Abomination.

The Amulet of the Abomination can be destroyed only by an epic good-aligned weapon forged by dwarves, or a wish or miracle spell cast by a dwarven spellcaster.
 
1999 Wizards of the Coast, Inc.
Originally found in Axe of the Dwarvish Lords (1999, Skip Williams).