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Abomination of Diirinka? (merged)
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<blockquote data-quote="Mjollnir" data-source="post: 1192355" data-attributes="member: 3306"><p>Here they are:</p><p></p><p><strong>The Abomination of Diirinka</strong></p><p></p><p>CLIMATE/TERRAIN: Subterranean</p><p>FREQUENCY: Unique</p><p>ORGANIZATION: Solitary</p><p>ACTIVITY CYCLE: Any</p><p>DIET: Life energy, minerals</p><p>INTELLIGENCE: Not Ratable</p><p>TREASURE: Nil</p><p>ALIGNMENT: Chaotic Evil</p><p>No. APPEARING: 1</p><p>ARMOR CLASS: -3</p><p>MOVEMENT: 9, Br 9</p><p>HIT DICE:20 (140 hit points)</p><p>THACO: 1</p><p>No. OF ATTACKS: 6</p><p>DAMAGE/ATTACK: 2d4+4/2d4+4/2d4+4/ ld3/ ld3/ ld3</p><p>SPECIAL ATTACKS:Rend, energy drain, surprise</p><p>SPECIAL DEFENSES:Immunities, regeneration, spell turning</p><p>MAGIC RESISTANCE: 30%</p><p>SIZE: H (12’ tall)</p><p>MORALE: Fearless (19-20)</p><p>XP VALUE: 22,000</p><p></p><p>The Abomination is an otherworldly creature, loathsome to</p><p>behold. It has an oblong body and stony flesh. The creature</p><p>has three dead, white eyes spaced at equal intervals</p><p>around its upper body. The eyes have neither lids nor</p><p>pupils. Three double-jointed arms sprout from the top of</p><p>the body. Each arm bears a taloned hand. Three smaller</p><p>arms jut from the mid-body, one below each eye; each ends</p><p>in a drooling mouth.</p><p>Swirling patterns of light and dark ripple along the</p><p>Abomination’s skin. A close look reveals these patterns to</p><p>be the images of dwarven faces writhing in torment.</p><p>Combat: The Abomination can move through earth (dirt,</p><p>sand, mud, stone, or metal) freely. When moving through</p><p>earth, it can sense opponents through vibrations they</p><p>create. It can detect a motionless opponent’s heartbeat and</p><p>breathing. The creature’s favorite tactic is to rise up from</p><p>below like a fish striking an insect. The maneuver imposes</p><p>a -5 penalty to opponents’ surprise rolls.</p><p>The Abomination attacks with its six limbs; it can attack</p><p>six different targets, but usually concentrates on only one</p><p>or two. The creature’s mouths inflict only ld3 points of</p><p>damage, but once they strike a target they remain attached.</p><p>An attached mouth automatically inflicts bite damage and</p><p>drains one level of life energy per round (the same as a</p><p>wight) until the Abomination releases its hold or the oppo-</p><p>nent breaks free. A mouth can be wrenched loose by</p><p>making an attack vs. Armor Class 5 (to grab the offending</p><p>appendage) and a Bend Bars roll with a +20% bonus (rolls</p><p>of 96+ fail). The victim suffers 2d6 points of damage when</p><p>the mouth tears loose. A slashing weapon can sever an arm</p><p>with a called shot (4 attack penalty and-1 initiative</p><p>penalty) that inflicts at least 10 points of damage in a</p><p>single blow. A blow directed at an arm has no effect if it</p><p>inflicts less than 10 points of damage. Severing the arm</p><p>leaves the mouth attached to the victim, still inflicting</p><p>damage and draining energy.</p><p></p><p>The Abomination regenerates 3 hit points each round.</p><p>Severed limbs continue fighting (move 6) until the Abomi-</p><p>nation is slain.</p><p>The creature can be slain only in its home dimension. If</p><p>reduced to less than 0 hit points elsewhere, the creature</p><p>fades away and returns home, where it must rest for 2d6</p><p>hours before venturing forth again. To permanently slay</p><p>the creature it must be reduced to -20 hit points on its</p><p>home plane, and its remains must be doused with holy</p><p>water and powder from the amulet that controls it.</p><p>If the Abomination’s Magic Resistance roll fails, spells</p><p>are still turned as though the creature were wearing a ring</p><p>of spell turning.</p><p>The Abomination is immune to normal heat, cold, elec-</p><p>tricity, acid, and poison. Magical forms of these attacks (and</p><p>breath weapons) inflict half damage if the creature fails its</p><p>saving throw and no damage if its saving throw succeeds.</p><p>Only weapons of +3 or better enchantment harm the</p><p>Abomination. Edged weapons (types P and S) inflict</p><p>damage equal only to their enchantment bonus plus the</p><p>wielder’s Strength bonus.</p><p>HabitaVSociety: The derro power Diirinka created the</p><p>Abomination aeons ago in answer to a plea from Brass-</p><p>beard Moradinson, a dwarf whose desire to own the Axe of</p><p>the Dwarvish Lords drove him to betrayal and murder.</p><p>Brassbeard was given a talisman to control the creature,</p><p>but (according to Diirinka’s plan) it failed, freeing the</p><p>Abomination to run amok.</p><p>Ecology: The Abomination has a taste for minerals, which</p><p>suggests that it might have once been a xorn corrupted by</p><p>Diirinka’s magic. Its favorite food is life force, particularly</p><p>dwarven life force.</p></blockquote><p></p>
[QUOTE="Mjollnir, post: 1192355, member: 3306"] Here they are: [B]The Abomination of Diirinka[/B] CLIMATE/TERRAIN: Subterranean FREQUENCY: Unique ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Life energy, minerals INTELLIGENCE: Not Ratable TREASURE: Nil ALIGNMENT: Chaotic Evil No. APPEARING: 1 ARMOR CLASS: -3 MOVEMENT: 9, Br 9 HIT DICE:20 (140 hit points) THACO: 1 No. OF ATTACKS: 6 DAMAGE/ATTACK: 2d4+4/2d4+4/2d4+4/ ld3/ ld3/ ld3 SPECIAL ATTACKS:Rend, energy drain, surprise SPECIAL DEFENSES:Immunities, regeneration, spell turning MAGIC RESISTANCE: 30% SIZE: H (12’ tall) MORALE: Fearless (19-20) XP VALUE: 22,000 The Abomination is an otherworldly creature, loathsome to behold. It has an oblong body and stony flesh. The creature has three dead, white eyes spaced at equal intervals around its upper body. The eyes have neither lids nor pupils. Three double-jointed arms sprout from the top of the body. Each arm bears a taloned hand. Three smaller arms jut from the mid-body, one below each eye; each ends in a drooling mouth. Swirling patterns of light and dark ripple along the Abomination’s skin. A close look reveals these patterns to be the images of dwarven faces writhing in torment. Combat: The Abomination can move through earth (dirt, sand, mud, stone, or metal) freely. When moving through earth, it can sense opponents through vibrations they create. It can detect a motionless opponent’s heartbeat and breathing. The creature’s favorite tactic is to rise up from below like a fish striking an insect. The maneuver imposes a -5 penalty to opponents’ surprise rolls. The Abomination attacks with its six limbs; it can attack six different targets, but usually concentrates on only one or two. The creature’s mouths inflict only ld3 points of damage, but once they strike a target they remain attached. An attached mouth automatically inflicts bite damage and drains one level of life energy per round (the same as a wight) until the Abomination releases its hold or the oppo- nent breaks free. A mouth can be wrenched loose by making an attack vs. Armor Class 5 (to grab the offending appendage) and a Bend Bars roll with a +20% bonus (rolls of 96+ fail). The victim suffers 2d6 points of damage when the mouth tears loose. A slashing weapon can sever an arm with a called shot (4 attack penalty and-1 initiative penalty) that inflicts at least 10 points of damage in a single blow. A blow directed at an arm has no effect if it inflicts less than 10 points of damage. Severing the arm leaves the mouth attached to the victim, still inflicting damage and draining energy. The Abomination regenerates 3 hit points each round. Severed limbs continue fighting (move 6) until the Abomi- nation is slain. The creature can be slain only in its home dimension. If reduced to less than 0 hit points elsewhere, the creature fades away and returns home, where it must rest for 2d6 hours before venturing forth again. To permanently slay the creature it must be reduced to -20 hit points on its home plane, and its remains must be doused with holy water and powder from the amulet that controls it. If the Abomination’s Magic Resistance roll fails, spells are still turned as though the creature were wearing a ring of spell turning. The Abomination is immune to normal heat, cold, elec- tricity, acid, and poison. Magical forms of these attacks (and breath weapons) inflict half damage if the creature fails its saving throw and no damage if its saving throw succeeds. Only weapons of +3 or better enchantment harm the Abomination. Edged weapons (types P and S) inflict damage equal only to their enchantment bonus plus the wielder’s Strength bonus. HabitaVSociety: The derro power Diirinka created the Abomination aeons ago in answer to a plea from Brass- beard Moradinson, a dwarf whose desire to own the Axe of the Dwarvish Lords drove him to betrayal and murder. Brassbeard was given a talisman to control the creature, but (according to Diirinka’s plan) it failed, freeing the Abomination to run amok. Ecology: The Abomination has a taste for minerals, which suggests that it might have once been a xorn corrupted by Diirinka’s magic. Its favorite food is life force, particularly dwarven life force. [/QUOTE]
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