Epic Monsters T-W

Morrus

Well, that was fun
Staff member
THREE-HEADED SIRRUSH


Large Magical Beast
Hit Dice:
45d10+855 (1,102 hp)
Initiative:
+25 (+17 Dex, +8 Superior Initiative)
Speed:
120 ft.
AC:
50 (+17 Dex, –1 size, +24 natural)
Base Attack/Grapple:
+45/+67
Attack:
Claw +63 (3d6+18/19–20 (+1d6 on critical hit)) melee
Full Attack:
4 claws +63 melee, 3 bites +61 melee
Space/Reach:
10 ft./5 ft.
Special Attacks:
Pounce, stunning roar
Special Qualities:
Blindsight 350 ft., DR 10/epic, darkvision 60 ft., fast healing 25, low-light vision, SR 42, scent; acid, cold, electricity, fire, and sonic resistance 15
Saves:
Fort +45, Ref +43, Will +33
Abilities:
Str 47, Dex 45, Con 49, Int 26, Wis 43, Cha 33
Skills:
Balance +65, Climb +66, Hide +65, Intimidate +59, Jump +102, Listen +64, Move Silently +65, Search +56, Spot +64, Survival +64
Feats:
Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Epic Feats:
Blinding Speed (x6), Overwhelming Critical (claw), Superior Initiative
Climate/Terrain:
Any
Organization:
Solitary, pair, or pack (1–2 three-headed sirrushes and 4–9 sirrushes).
Challenge Rating:
28
Treasure:
Standard
Alignment:
Usually chaotic neutral
Advancement:
46–55 HD (Large); 56–65 HD (Huge); 66+ HD (Gargantuan)
Sirrushes speak Sylvan and Draconic.
A sirrush’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Stunning Roar (Ex): Every 1d4 rounds, a sirrush can loose a sonic attack of such volume that it stuns all creatures in a 60-foot spread for 1d4 rounds if they fail a Fortitude saving throw (DC 47, or DC 51 for a three-headed sirrush). The DC is
Pounce (Ex): If a sirrush charges or leaps upon a foe during its first round of combat, it can make a full attack even if it has already taken a move action.
Headloss Resistance (Ex): A sirrush’s thick bony plate protects its neck like a shield and provides resistance from effects that could normally behead it, such as a vorpal weapon. When a sirrush or three-headed sir-rush would otherwise lose its head, it instead makes a Fortitude saving throw (DC 10 + 1/2 HD of attacker + attacker’s Str modifier). On a failed save, the sirrush’s head leaves its shoulders normally, but on a successful save, the sirrush is unaffected by the beheading. A sirrush dies when beheaded; a three-headed sirrush goes on fighting until all its heads are lost (the only penalty it incurs is one or two fewer bite attacks when it makes a full attack).


TAYELLAH


Gargantuan Magical Beast
Hit Dice:
34d10+448 (635 hp)
Initiative:
+27 (+19 Dex, +8 Superior Initiative)
Speed:
100 ft.
AC:
44 (+19 Dex, –4 size, +15 insight, +4 natural)
Base Attack/Grapple:
+34/+57
Attack:
Claw +52 (2d8+11) melee
Full Attack:
2 claws +52 (2d8+11) melee, 3 bites +47 (2d6+5) melee, sting +39 (3d6+5 plus poison) melee
Space/Reach:
20 ft./15 ft.
Special Attacks:
Pounce, improved grab, rake 4d6+15
Special Qualities:
SR 34, DR 10/epic
Saves:
Fort +31, Ref +38, Will +22
Abilities:
Str 32, Dex 48, Con 34, Int 14, Wis 32, Cha 19
Skills:
Hide +44, Jump +39, Listen +48, Move Silently +56, Spot +48
Feats:
Combat Reflexes, Improved Initiative, Iron Will, Track, Weapon Focus (bite), Weapon Focus (claw), Weapon Finesse
Epic Feats:
Epic Toughness (x2), Epic Weapon Focus (bite), Epic Weapon Focus (claw), Superior Initiative,
Climate/Terrain:
Any temperate or cold land
Organization:
Solitary or pair
Challenge Rating:
24
Treasure:
None
Alignment:
Always neutral
Advancement:
35–68 HD (Gargantuan); 69–102 HD (Colossal)
A tayellah’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Poison (Ex): Sting, Fort save (DC 39); initial and secondary Damage 2d10 temporary Con. The save DC is Constitution-based.
Pounce (Ex): If a tayellah leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the tayellah must hit with two of its claw attacks. If it gets a hold, it can rake.
Rake (Ex): A tayellah that gets a hold can make two additional rake attacks (+44 melee) with legs it normally only uses for walking, dealing 4d6+5 points of Damage each. If the tayellah pounces on an opponent, it can also rake.


THORCIASID


Medium-Size Aberration
Hit Dice:
29d8+348 (478 hp)
Initiative:
+22 (+14 Dex, +8 Superior Initiative)
Speed:
70 ft.
AC:
42 (+14 Dex, +18 natural)
Base Attack/Grapple:
+21/+27
Attack:
Forelimb +36 (0 plus ability drain) melee touch
Full Attack:
2 forelimbs +36 (0 plus ability drain) melee touch, 2 antennae +30 (antenna 0 plus energy drain) melee touch
Space/Reach:
5 ft./5 ft.
Special Attacks:
Ability drain, energy drain, cocoon
Special Qualities:
DR 10/epic, darkvision 240 ft., scent, SR 34, fire resistance 30
Saves:
Fort +21, Ref +25, Will +25
Abilities:
Str 22, Dex 38, Con 34, Int 25, Wis 29, Cha 31
Skills:
Bluff +42, Concentration +44, Diplomacy +38, Escape Artist +46, Hide +46, Intimidate +38, Jump +22, Listen +41, Move Silently +46, Spot +41, Survival +25
Feats:
Dodge, Expertise, Improved Disarm, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (forelimb)
Epic Feats:
Blinding Speed, Superior Initiative
Climate/Terrain:
Any
Organization:
Solitary, pair, or infestation (4–7)
Challenge Rating:
22
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
30–36 HD (Medium-size); 37–42 HD (Large)
Thorciasids speak Common, Elven, Dwarven, and Giant.
A thorciasid’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Cocoon (Ex): A thorciasid can eject a stream of noxious goo that hardens on contact, potentially fixing a subject in place and hindering its movement and actions. Using a standard action, the thorciasid makes a ranged touch attack against any foe it can see up to 60 feet away. If it succeeds at the ranged touch attack, the subject makes a grapple check against the cocoon. This is accomplished as if the thorciasid itself were making the grapple check with a competence bonus of +10, for a total check modifier of +37. On a failed check for the subject, the goo hardens into a partial cocoon, and the victim is treated as if grappled (even though the thorciasid is free to do as it desires). The subject can attempt to break the grapple of the cocoon (or use Escape Artist) each round, making an opposed grapple check against the cocoon (check modifier +37 for the cocoon). A thorciasid can reinforce a partial cocoon by spending a standard action secreting additional goo. Each action so spent provides an additional +5 to the cocoon’s grapple check modifier. Visually, the victim becomes more and more covered and is finally com-pletely encased in a cocoon. Even fully encased victims can still breathe, and a thorciasid can drain a victim’s life force at its leisure.
Ability Drain (Su): On a successful melee touch attack with a forelimb, the thorciasid permanently drains 1d4+1 points of Strength, 1d4+1 points of Dexterity, and 1 point of Constitution from the victim. The thorciasid regains 20 lost hit points with each successful ability drain.
Energy Drain (Su): On a successful melee touch attack with an antenna, the thorciasid gives the victim one negative level. Each negative level bestowed upon a victim gives the thorciasid +1 bonus to its Constitution that lasts for 24 hours. The negative levels similarly last for 24 hours, at which time the victim must make a Fortitude saving throw (DC 34) to avoid level loss. The save DC is Charisma-based.


TITAN,ELDER


Colossal Outsider (Extraplanar)
Hit Dice:
70d8+700 (1,015 hp)
Initiative:
+0
Speed:
150 ft.
AC:
58 (–8 size, +32 natural, +24 insight)
Base Attack/Grapple:
+70/+104
Attack:
Colossal +5 warhammer +87 (4d8+30/19–20 (+2d6 on critical hit)) melee; or Colossal +5 javelin +70 (2d10+22/19–20) ranged
Full Attack:
Colossal +5 warhammer +87/+82/+77/+72 (4d8+30/19–20 (+2d6 on critical hit)) melee; or Colossal +5 javelin +70/+65/+60/+55 (2d10+22/19–20) ranged
Space/Reach:
30 ft./30 ft.
Special Attacks:
Spell-like abilities, spells
Special Qualities:
DR 20/epic, SR 40
Saves:
Fort +47, Ref +37, Will +50
Abilities:
Str 45, Dex 10, Con 31, Int 33, Wis 37, Cha 26
Skills:
Concentration +83, Craft (any five) +45, Decipher Script +84, Diplomacy +45, Gather Information +87, Intimidate +56, Jump +90, Knowledge (all) +66, Listen +86, Sense Motive +86, Speak Language (any five), Spellcraft +90, Spot +86
Feats:
Blind-Fight, Cleave, Expertise, Great Cleave, Improved Critical (warhammer), Improved Critical (javelin), Improved Sunder, Power Attack, Silent Spell, Still Spell, Weapon Focus (warhammer), Weapon Focus (javelin)
Epic Feats:
Automatic Silent Spell (0- through 9th level spells), Automatic Still Spell (0- through 9th level spells), Devastating Critical (warhammer), Epic Spellcasting, Epic Weapon Focus (warhammer), Epic Weapon Focus (javelin), Overwhelming Critical (warhammer), Polyglot
Climate/Terrain:
Any
Organization:
Solitary
Challenge Rating:
30
Treasure:
Standard
Alignment:
Always neutral
Advancement:
71–140 HD (Colossal)
An elder titan’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Spell-Like Abilities: At will—alter self, analyze dweomer, commune with nature, cure critical wounds, eyebite, freedom of movement, fly, fog cloud, produce flame, protection from energy, read magic, remove curse, sanctuary, sending, speak with animals, soften earth and stone, speak with plants, summon monster VI, greater teleport, wind wall; 3/day—antilife shell, astral projection, contact other plane, greater dispel magic, greater scrying, invisibility purge, plane shift. Caster level 29th; save DC 18 + spell level. The save DCs are Charisma-based.
Spells: An elder titan can use arcane spells as a 29th-level wizard or divine spells as a 29th-level cleric, from the cleric list and from the Knowledge and Magic domains. He will also possess the knowledge of at least three epic spells and the means by which to develop them, though he may not have done so himself.


TREANT,ELDER


Colossal Plant
Hit Dice:
50d8+880 (1,105 hp)
Initiative:
+3 (–1 Dex, +4 Improved Initiative)
Speed:
60 ft.
AC:
41 (–1 Dex, –8 size, +40 natural)
Base Attack/Grapple:
+37/+72
Attack:
Slam +51 (10d6+19/19–20(+1d6 on critical hit)) melee
Full Attack:
2 slams +51 (10d6+19/19–20 (+1d6 on a critical hit)) melee
Attacks:
2 slams +49 melee
Damage:
Slam 10d6+19/19–20
Space/Reach:
30 ft./30 ft.
Special Attacks:
Animate trees, trample, triple Damage against objects, spell-like abilities
Special Qualities:
Plant traits, SR 29, DR 10/–
Saves:
Fort +45, Ref +17, Will +33
Abilities:
Str 48, Dex 8, Con 42, Int 19, Wis 33, Cha 35
Skills:
Diplomacy +61, Hide –12, Intimidate +62, Jump +31, Knowledge (any one) +57, Listen +63, Sense Motive +56, Spot +43, Survival +51
Feats:
Alertness, Endurance, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Epic Feats:
Epic Endurance, Epic Reflexes, Epic Toughness (x4), Epic Weapon Focus (slam), Epic Will
Climate/Terrain:
Any forest
Organization:
Solitary or with grove of treants
Challenge Rating:
25
Treasure:
Standard
Alignment:
Always neutral good
Advancement:
51–150 HD (Colossal)
Elder treants speak the language of treants, plus Common and Sylvan.
COMBAT
Animate Trees (Sp): An elder treant can animate trees within 500 feet at will, controlling up to six trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves and fights as a treant in all physical respects. Animated trees lose their ability to move if the elder treant who animated them is incapacitated or moves out of range.
Trample (Ex): An elder treant can trample Gargantuan or smaller creatures for 8d20+40 points of Damage. Opponents who do not make attacks of opportunity against the elder treant can attempt a Reflex save (DC 54) to halve the Damage. The save DC is Strength-based.
Triple Damage against Objects (Ex): An elder treant that makes a full attack against an object or structure deals triple Damage.
Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects.
Skills: Elder treants receive skills as though they were fey. *They have a +24 racial bonus on Hide checks made in forested areas.
Spell-Like Abilities: At will—animal messenger, command plants, speak with plants, stone tell; 3/day—mass cure light wounds(plants only), plant growth, sunburst, wall of thorns; 1/day—shambler. Caster level 23rd; save DC 22 + spell level. The save DCs are Charisma-based.


UMBRAL BLOT (BLACKBALL)


Medium-Size Construct
Hit Dice:
57d10 +120 (433 hp)
Initiative:
+18 (+10 Dex, +8 Superior Initiative)
Speed:
Fly 90 ft. (perfect)
AC:
40 (+10 Dex, +20 natural)
Base Attack/Grapple:
+42/+42
Attack:
Disintegrating touch +42 (5d6 plus disintegrating touch (Fort DC 38)) melee touch
Full Attack:
Disintegrating touch +42 (5d6 plus disintegrating touch (Fort DC 38)) melee touch
Space/Reach:
5 ft./5 ft.
Special Attacks:
Disintegrating touch, vortex
Special Qualities:
Blindsight 200 ft., construct traits, fast healing 10, planar travel, SR 44; acid, cold, electricity, fire, and sonic resistance 30
Saves:
Fort +19, Ref +29, Will +29
Abilities:
Str 10, Dex 30, Con –, Int 14, Wis 30, Cha 30
Skills:
Hide +62, Listen +52, Move Silently +62, Sense Motive +43, Spot +52, Survival +43
Feats:
Alertness, Combat Reflexes, Improved Initiative, Skill Focus (Sense Motive), Skill Focus (Survival), Stealthy, Track
Epic Feats:
Epic Prowess (x3), Epic Skill Focus (Hide), Epic Skill Focus (Listen), Epic Skill Focus (Sense Motive), Epic Skill Focus (Spot), Epic Toughness (x5), Superior Initiative
Climate/Terrain:
Any
Organization:
Solitary
Challenge Rating:
32
Treasure:
None
Alignment:
Always neutral
Advancement:
58–63 HD (Medium-size); 64–79 HD (Large); 80–95 HD (Huge); 96–171 HD (Gargantuan)
COMBAT
Disintegrating Touch (Ex): Any material object that comes into contact with a blackball is immediately disintegrated unless it succeeds at a Fortitude save (DC 38). A character or object that has been disintegrated by an umbral blot disappears completely, leaving behind not even dust to mark its passing. Those who make a successful saving throw still take 5d6 points of Damage from the disintegrating touch. Likewise, weapons or objects that save take a like amount of Damage. (Remember, tended or held objects save with the same bonus as their owners.)
Vortex (Ex): Normally a blackball insulates itself somehow from the air around it (otherwise it would perpetually be at the center of a howling wind-storm). If it chooses, instead of allowing the air to bend around it, the blackball can suspend this insulation, causing a sudden rush of wind to pour toward the blackball from all directions. This vortex sucks all the air from a 30-foot-by-30-foot-by-30-foot room in a single round, creating a sudden influx of air in its direction. All flying or floating creatures within 30 feet of the umbral blot who fail a Reflex save (DC 38) are swept along with the wind into contact with the blackball. Nonflying creatures within 30 feet who fail a Reflex save (DC 19) are pulled into contact with the umbral blot. Contact with an umbral blot could lead to disintegration, as noted above.
Spell Immunities (Ex): In addition to the spells that an umbral blot is immune to because of its construct traits, it is immune to disintegration spells and variations thereof.
Planar Travel (Ex): A blackball can fold space at will, allowing it to use ethereal jaunt, dimension door, greater teleport, or plane shift at will as a standard action.
Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Cannot heal Damage (though regeneration and fast healing still apply, if present). Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Not at risk of death from massive Damage, but destroyed when reduced to 0 hit points or less; cannot be raised or resurrected. Darkvision 60 ft.


UVUUDAUM


Large Outsider (Evil, Extraplanar)
Hit Dice:
38d8+646 (817 hp)
Initiative:
+14 (Dex)
Speed:
80 ft., climb 40 ft.
AC:
52 (+14 Dex, –1 size, +29 natural)
Base Attack/Grapple:
+38/+56
Attack:
Head spike +51 (10d6+21/19–20 plus Wisdom drain) melee
Full Attack:
Head spike +51 (10d6+21/19–20 plus Wisdom drain) melee
Space/Reach:
10 ft./10 ft.
Special Attacks:
Confusion aura, spell-like abilities, Wisdom drain
Special Qualities:
Blindsight 500 ft., DR 10/epic and good, electricity resistance 30, fast healing 20, regeneration 5, SR 39
Saves:
Fort +40, Ref +37, Will +41
Abilities:
Str 39, Dex 38, Con 44, Int 32, Wis 38, Cha 46
Skills:
Balance +18, Climb +32, Concentration +58, Craft (alchemy) +52, Diplomacy +22, Escape Artist +55, Gather Information +22, Hide +51, Intimidate +59, Jump +69, Knowledge (arcana, history, local, religion, the planes) +52, Listen +55, Move Silently +55, Search +52, Sense Motive +55, Spellcraft +56, Spot +55, Swim +55, Tumble +59
Feats:
Cleave, Combat Casting, Combat Reflexes, Great Cleave, Improved Critical (head spike), Lightning Reflexes, Power Attack
Epic Feats:
Epic Reflexes, Improved Combat Reflexes, Spell Stowaway (time stop), Tenacious Magic (haste), Tenacious Magic (displacement), Tenacious Magic (stoneskin)
Climate/Terrain:
Any
Organization:
Solitary, pair, or madness (3–6)
Challenge Rating:
27
Treasure:
Standard
Alignment:
Usually neutral evil
Advancement:
As character class
Uvuudaums can speak telepathically to any creature within 500 feet that has a language.
A uvuudaum’s natural weapons are treated as epic and evil for the purpose of overcoming damage reduction.
COMBAT
Confusion Aura (Su): This ability operates continuously, as the confusion spell but with a 30-foot radius. Potential victims can make a Will save (DC 47) to resist confusion. Those affected by the aura can make a new save every 4 rounds to throw off the effect. Once it has successfully resisted, a subject remains immune to that uvuudaum’s confusion aura for 24 hours. The save DC is Charisma-based.
Wisdom Drain (Su): This effect permanently reduces a living opponent’s Wisdom score by 2d4 points when the creature hits with its head spike, or twice that amount on a critical hit. The creature regains 5 lost hit points (or 10 on a critical hit ) whenever it drains Wisdom, gaining any excess hit points as temporary hit points. Thesse temporary hit points last a maximum of 1 hour. An opponent can avoid the Wisdom drain with a Fortitude save (DC 47). The save DC is Charisma-based.
Spell-Like Abilities: At will—confusion, dimension door, greater dispel magic, displacement, haste, invisibility, lightning bolt, magic missile, mage armor, polymorph, shield, stoneskin, true strike, web; 3/day—chain lightning, cone of cold, disintegrate, dominate person, plane shift, prismatic spray, scrying, greater teleport, wall of force; 1/day—contingent resurrection, nailed to the sky, time duplicate (epic spells), time stop. Caster level 27th; save DC 28 + spell level. The save DCs are Charisma-based.
Regeneration (Ex): Uvuudaums take normal damage from holy weapons, cold, and fire.


VERMIURGE


Large Aberration
Hit Dice:
42d8+546 (735 hp)
Initiative:
+11 (+7 Dex, +4 Improved Initiative)
Speed:
50 ft., fly 90 ft. (perfect)
AC:
40 (+3 Dex, –1 size, +24 natural)
Base Attack/Grapple:
+31/+47
Attack:
Sting +43 (1d6+12/19–20 plus poison) melee
Full Attack:
Sting +43 (1d6+12/19–20 plus poison) melee, 4 pincers +41 (2d8+6/19–20) melee, bite +40 (3d6+6 plus poison) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Aura of doom, concealing aura, frightful presence, poison, spell-like abilities
Special Qualities:
DR 10/epic, darkvision 60 ft., fast healing 10, immune to all mind-affecting effects, low-light vision, SR 34; scent
Saves:
Fort +29, Ref +21, Will +38
Abilities:
Str 34, Dex 25, Con 36, Int 14, Wis 40, Cha 44
Skills:
Heal +24, Hide +33, Jump +45, Knowledge (nature) +34, Listen +47, Move Silently +33, Spot +47
Feats:
Alertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (pincers), Improved Critical (sting), Improved Initiative, Multiattack, Power Attack, Weapon Focus (pincers), Weapon Focus (sting)
Epic Feats:
Blinding Speed
Climate/Terrain:
Any
Organization:
Solitary
Challenge Rating:
24
Treasure:
Standard
Alignment:
Usually lawful neutral
Advancement:
43–52 HD (Large); 53–70 HD (Huge)
Vermiurges speak Terran.
A vermiurge’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Aura of Doom (Su): A vermiurge is constantly affected as if by a crown of vermin spell (epic spell) cast by a 42nd-level caster. As per the spell, a vermiurge may completely suppress the aura of insects as desired. A vermiurge’s aura of doom constantly replenishes itself at a rate of 200 vermin per round (unlimited duration). When vermin die off either by being slain or by dealing Damage to another creature, the aura does not permanently collapse, even if all the vermin are slain or if all 1,000 vermin deal their Damage in 1 round. As soon as any vermin are replenished, they participate normally in the crown of vermin effect.
Concealing Aura (Ex): Its aura of doom constantly provides a vermiurge with nine-tenths concealment, so all attacks made against it have a 40% miss chance.
Frightful Presence (Su): This ability takes effect automatically when the vermiurge first engages its aura of doom. It affects only opponents with fewer Hit Dice or levels than the creature has. The affected creature must make a successful Will save (DC 48) or become shaken. Success indicates that the target is immune to that creature’s frightful presence for one day. The save DC is Charisma-based.
Poison (Ex): Sting or bite, Fort save (DC 44); initial Damage 1d6 temporary Con, secondary Damage 2d6 temporary Con. The save DC is Constitution-based.


WINTERWIGHT


Medium-Size Undead (Cold)
Hit Dice:
32d12 (208 hp)
Initiative:
+12 (+8 Dex, +4 Improved Initiative)
Speed:
60 ft.
AC:
46 (+8 Dex, +28 natural)
Base Attack/Grapple:
+16/+37
Attack:
+Claw +40 (3d8+21/19–20 (+1d6 on critical hit) plus blight-fire) melee
Full Attack:
2 claws +40 (3d8+21/19–20 (+1d6 on critical hit) plus blight-fire) melee, skull butt +32 (2d6+10 plus blightfire) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Rend 6d8+31, blightfire, spell-like abilities
Special Qualities:
Undead traits, cold subtype, cold aura, SR 34, DR 10/–
Skills:
Jump +21, Intimidate +44, Knowledge (religion) +35, Listen +43, Spot +43
Feats:
Cleave, Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw)
Epic Feats:
Overwhelming Critical (claw), Blinding Speed, Epic Fortitude, Epic Weapon Focus (claw)
Saves:
Fort +14, Ref +18, Will +24
Abilities:
Str 52, Dex 27, Con —, Int 10, Wis 22, Cha 28
Climate/Terrain:
Any
Organization:
Solitary or pair
Challenge Rating:
23
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
33–42 HD (Medium-size); 43–55 HD (Huge)
Winterwights speak Common and Infernal.
A winterwight’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
COMBAT
Rend (Ex): If the winterwight hits with both of its claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 6d8+31 points of Damage.
Blightfire (Su): When a winterwight deals Damage to a living opponent, a night-black flame begins to burn on the opponent’s body. If the opponent fails a Fortitude save (DC 35), it takes 4 points of permanent Constitution drain. The opponent must continue to save every round for the next 4 rounds (5 rounds total) to avoid being permanently drained of an additional 4 points of Constitution per round. The creature regains 10 lost hit points whenever it drains 4 points of Constitution, gaining any excess hit points as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blightfire, only icy fragments of the victim remain. The save DC is Charisma-based.
Spell-Like Abilities: At will—cone of cold, control weather, dimension door, spell immunity (fireball), sleet storm (a winterwight is immune to the effects of a sleet storm spell), wall of ice. Caster level 23rd; save DC 19 + spell level. The save DCs are Charisma-based.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive Damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Cold Subtype: Immunity to cold. Vulnerability to fire (takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure).
Cold Aura (Su): A 10-foot-radius spread cold aura surrounds a winterwight. All creatures of the cold sub-type in the field (including the winterwight) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to cold Damage take 2d10 points of cold Damage each round they remain within the cold aura.


WORM THAT WALKS


Medium-Size Aberration
Hit Dice:
HD 23d8 + 49 (152 hp)
Initiative:
+8 (+4 Dex, +4 Improved Initiative)
Speed:
30 ft.
AC:
47 (+4 Dex, +8 bracers, +3 ring, +2 amulet, +20 insight)
Attacks:
+4 staff +15/+10 melee
Damage:
+4 staff 1d6+4
Space/Reach:
5 ft./5 ft.
Special Attacks:
Spell-like abilities, engulf, frightful presence
Special Qualities:
Blindsight 300 ft., SR 36, discorporate, immunities
Saves:
Fort +11, Ref +14, Will +17
Abilities:
Str 10, Dex 14 (18 with gloves), Con 13 (15 with Ioun stone), Int 20 (26 with headband), Wis 12, Cha 8
Skills:
Concentration +22, Craft (alchemy) +28, Listen +24, Knowledge (arcana, local, nature, religion) +28, Listen +21, Move Silently +24, Spellcraft +28
Feats:
Brew Potion, Combat Casting, Craft Staff, Craft Wondrous Item, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness
Epic Feats:
Improved Spell Capacity (10th), Improved Spell Capacity (11th)
Climate/Terrain:
Any
Organization:
Solitary
Challenge Rating:
26
Treasure:
As character
Alignment:
Any evil
Advancement:
As character
A worm that walks rarely speaks, although it retains knowledge of all languages it knew in life, as well as any it has learned since.
COMBAT
Spells: A worm that walks can cast any spells it could cast as a character. This sample worm was a 23rd-level wizard (spells per day: 4/12/6/6/6/5/5/5/5/4/1/1). The last spell slots are 10th-level and 11th-level slots, respectively, and are available for 0–9th level meta-magic spells.
Spell-Like Abilities: 1/day—animal growth (vermin), animal messenger (vermin), animal shapes (vermin), animal trance (vermin), colossal vermin (as giant vermin, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), creeping doom, giant vermin, summon swarm (vermin), summon vermin (as summon nature’s ally, except it summons 10 HD of vermin per level), and vermin plague (as insect plague). Caster level 20th; save DC 9 + spell level. The save DCs are Charisma-based.
Engulf (Ex): A worm that walks can choose to engulf an opponent who is no more than one size category larger than itself. The worm attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of vermin, taking 100 points of damage. A victim who spends a full-round action can break free of the embrace and move up to half its speed away from the worm if desired, but can do nothing else. Otherwise, each round a victim remains embraced, it takes another 100 points of Damage. Constructs are immune to this attack.
Spells: The worm that walks can cast any spells it could cast when a living character. It also gains several related abilities.
Frightful Presence (Su): When a worm that walks engulfs a victim, witnesses must make a Will save (DC 10 + 1/2 the worm’s HD + the worm’s Cha modifier). Those who make the save are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to10 points are panicked. Those who fail by 11 or more points are cowering. All these conditions last for 1d4 rounds. Those who have seen a worm use this attack before gain a +5 bonus on their saving throws. The victim of the worm’s engulf attack has a –5 penalty on his or her saving throw.
Discorporate (Ex): If gravely threatened, a worm can discorporate as a free action, simply falling into a pile of individual vermin that slither quickly away. So long as any of the component vermin survive, they can breed and create a new body to house the wizard’s intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, the worm stands a good chance of losing all its equipment. However, discorporation almost assures that at least one maggot (if not dozens) will manage to crawl away, and so provide for the worm’s continued existence.
Immunities (Ex): A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.
Possessions: Scrolls of fireball (10th-level caster), greater teleport, acid fog, incendiary cloud, shapechange, wail of the banshee, clenched fist, horrid wilting, maze, summon monster IX; potions of cure serious wounds, alter self, haste, fly. Other magic gear: amulet of natural armor +2, bracers of armor +8, ring of protection +3, +4 staff, rod of absorption, gloves of Dexterity +4, headband of intellect +6, pink Ioun stone, wings of flying.


CREATING A WORM THAT WALKS
Worm that walks” is a template that can be added to any evil wizard or sorcerer. It uses all the original character’s statistics, special abilities, and equipment, except as noted here.
Type: The character’s type changes to aberration (it is a creature composed of hundreds of discrete crawling worms).
Hit Dice: Increase to d8.
AC: The mass of worms that make up this creature, each looking out for danger, in sum provide a +20 insight bonus to AC.
Special Attack: A worm that walks retains all the character’s special attacks. It also gains one special attack, engulf.
Engulf (Ex): A worm that walks can choose to engulf an opponent who is no more than one size category larger than itself. The worm attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of vermin, taking 100 points of Damage as the biting vermin nibble away. A victim who spends a full-round action can break free of the embrace and move up to half its speed away from the worm if desired, but can do nothing else. Otherwise, each round a victim remains embraced, it takes another 100 points of Damage. Constructs are immune to this attack.
Spells: A worm that walks can cast any spells it could cast as a living character.
Spell-Like Abilities: 1/day— animal growth (vermin), animal messenger (vermin), animal shapes (vermin), animal trance (vermin), colossal vermin (as giant vermin, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), creeping doom, giant vermin, summon swarm (vermin), summon vermin (as summon nature’s ally, except it summons 10 HD of vermin per level), and vermin plague (as insect plague). Caster level 20th.
Special Qualities: A worm that walks retains any special abilities it had in life and gains those mentioned below.
Blindsight (Ex):Worms that walk have blindsight 300 ft.
Spell Resistance (Ex):A worm that walks has spell resistance equal to its Challenge Rating +10.
Frightful Presence (Su):When a worm that walks engulfs a victim, witnesses must make a Will save (DC 10 + 1/2 the worm’s HD + the worm’s Cha modifier). Those who make the save are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to 10 points are panicked. Those who fail by 11 or more points are cowering. All these conditions last for 1d4 rounds. Those who have seen a worm use this attack before gain a +5 bonus on their saving throws. The victim of the worm’s engulf attack has a –5 penalty on his or her saving throw.
Discorporate (Ex):If gravely threatened, a worm can discorporate as a free action, simply falling into a pile of individual vermin that slither quickly away. So long as any of the component vermin survive, they can breed and create a new body to house the wizard’s intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, the worm stands a good chance of losing all its equipment. However, discorporation almost assures that at least one maggot (if not dozens) will manage to crawl away, and so provide for the worm’s continued existence.
Immunities (Ex): A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.
Saves: Same as the character.
Abilities: Same as the character.
Skills: Same as the character, except that a worm that walks receives a +20 racial bonus on Hide, Intuit Direction, Listen, and Move Silently checks.
Feats: Same as the character.
Epic Feats: Same as the character.
Climate/Terrain: Any.
Organization: Solitary, occasionally with minions or master.
Challenge Rating: Same as the character + 3.
Treasure: Same as the character.
Alignment: Any evil.
Advancement: By character class.


WORM THAT WALKS CHARACTERS
By making eldritch preparations on a burial plot, a powerful spellcaster can improve the likelihood of a worm that walks emerging from the ground. The body is buried in an elaborate ritual that, the spellcaster hopes, will attract a critical mass of worms or maggots. The spellcaster performing the ritual must spend 10,000 gp in rare reagents for the ceremony. Furthermore, the ritual drains 2,000 XP from the spell-caster and requires the following spells: limited wish, polymorph any object, summon swarm (heightened to 7th level),and sympathy. Even if the ritual is performed correctly, there is only a chance that the deceased spellcaster will arise as a worm that walks. For each prepared but uncast arcane spell the deceased had at the moment of death (or unused spell slots if a spontaneous caster), there’s a 1% chance that a worm that walks will slither from the grave soil in 1d4 days. Some worms that walk arise spontaneously from ordinary burial plots, but such an event is exceedingly rare. And an epic spell can create worms that walk every time without fail.


GATHERING OF MAGGOTS
Conjuration (Healing)
Spellcraft DC: 49
Components: V, S , D F
Casting Time: 7 days
Target: Dead creature touched
Duration: Permanent
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 441,000 gp; 9 days; 17,640 XP. Seeds: life (DC 27), transform (DC 21). Factors: change creature type to aberration (+5 DC); add worm that walks’ spell-like, extraordinary, and supernatural abilities (+40 DC). Mitigating factors: increase casting time by 10 minutes (–20 DC); increase casting time by 7 days (–14 DC).
When this spell is cast, worms or maggots slither and crawl their way inexorably toward the corpse touched. Over the course of the next week, they consume the flesh of the corpse, and when the last bit of the corpse is devoured, the creature is returned to a semblance of life as a worm that walks.
 

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