Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Archive Forums
Wiki Pages
Revised (v.3.5) System Reference Document
Epic Monsters T-W
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Morrus" data-source="post: 6159455" data-attributes="member: 1"><p><span style="font-size: 18px">THREE-HEADED SIRRUSH </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Large Magical Beast </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">45d10+855 (1,102 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+25 (+17 Dex, +8 Superior Initiative) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">120 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">50 (+17 Dex, –1 size, +24 natural) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+45/+67</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Claw +63 (3d6+18/19–20 (+1d6 on critical hit)) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">4 claws +63 melee, 3 bites +61 melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">10 ft./5 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Pounce, stunning roar </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">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 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +45, Ref +43, Will +33 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 47, Dex 45, Con 49, Int 26, Wis 43, Cha 33 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Balance +65, Climb +66, Hide +65, Intimidate +59, Jump +102, Listen +64, Move Silently +65, Search +56, Spot +64, Survival +64</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Epic Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Blinding Speed (x6), Overwhelming Critical (claw), Superior Initiative </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary, pair, or pack (1–2 three-headed sirrushes and 4–9 sirrushes). </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">28 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Usually chaotic neutral </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">46–55 HD (Large); 56–65 HD (Huge); 66+ HD (Gargantuan) </span> <br /> </td></tr></table><p> <span style="font-size: 10px">Sirrushes speak Sylvan and Draconic. </span> </p><p> <span style="font-size: 10px">A sirrush’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</span></p><p> COMBAT </p><p> <span style="font-size: 10px"><strong>Stunning Roar (Ex):</strong></span><span style="font-size: 10px"> 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 </span> </p><p> <span style="font-size: 10px"><strong>Pounce (Ex):</strong></span><span style="font-size: 10px"> 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. </span> </p><p> <span style="font-size: 10px"><strong>Headloss Resistance (Ex):</strong></span><span style="font-size: 10px"> 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). </span> </p><p> </p><p></p><p> <span style="font-size: 18px">TAYELLAH </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Gargantuan Magical Beast </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">34d10+448 (635 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+27 (+19 Dex, +8 Superior Initiative) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">100 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">44 (+19 Dex, –4 size, +15 insight, +4 natural) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+34/+57</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Claw +52 (2d8+11) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">2 claws +52 (2d8+11) melee, 3 bites +47 (2d6+5) melee, sting +39 (3d6+5 plus poison) melee</span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">20 ft./15 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Pounce, improved grab, rake 4d6+15 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">SR 34, DR 10/epic </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +31, Ref +38, Will +22 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 32, Dex 48, Con 34, Int 14, Wis 32, Cha 19 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Hide +44, Jump +39, Listen +48, Move Silently +56, Spot +48</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Combat Reflexes, Improved Initiative, Iron Will, Track, Weapon Focus (bite), Weapon Focus (claw), Weapon Finesse</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Epic Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Epic Toughness (x2), Epic Weapon Focus (bite), Epic Weapon Focus (claw), Superior Initiative,</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any temperate or cold land </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary or pair </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">24 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">None </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Always neutral </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">35–68 HD (Gargantuan); 69–102 HD (Colossal) </span> <br /> </td></tr></table><p> <span style="font-size: 10px">A tayellah’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</span></p><p> COMBAT </p><p> <span style="font-size: 10px"><strong>Poison (Ex):</strong></span><span style="font-size: 10px"> Sting, Fort save (DC 39); initial and secondary Damage 2d10 temporary Con. The save DC is Constitution-based.</span></p><p> <span style="font-size: 10px"><strong>Pounce (Ex):</strong></span><span style="font-size: 10px"> 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. </span> </p><p> <span style="font-size: 10px"><strong>Improved Grab (Ex):</strong></span><span style="font-size: 10px"> To use this ability, the tayellah must hit with two of its claw attacks. If it gets a hold, it can rake. </span> </p><p> <span style="font-size: 10px"><strong>Rake (Ex):</strong></span><span style="font-size: 10px"> 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. </span> </p><p> </p><p></p><p> <span style="font-size: 18px">THORCIASID </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Medium-Size Aberration </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">29d8+348 (478 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+22 (+14 Dex, +8 Superior Initiative) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">70 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">42 (+14 Dex, +18 natural) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+21/+27</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Forelimb +36 (0 plus ability drain) melee touch</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">2 forelimbs +36 (0 plus ability drain) melee touch, 2 antennae +30 (antenna 0 plus energy drain) melee touch</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">5 ft./5 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Ability drain, energy drain, cocoon </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">DR 10/epic, darkvision 240 ft., scent, SR 34, fire resistance 30 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +21, Ref +25, Will +25 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 22, Dex 38, Con 34, Int 25, Wis 29, Cha 31 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Bluff +42, Concentration +44, Diplomacy +38, Escape Artist +46, Hide +46, Intimidate +38, Jump +22, Listen +41, Move Silently +46, Spot +41, Survival +25</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Dodge, Expertise, Improved Disarm, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (forelimb) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Epic Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Blinding Speed, Superior Initiative </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary, pair, or infestation (4–7) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">22 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Usually neutral </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">30–36 HD (Medium-size); 37–42 HD (Large) </span> <br /> </td></tr></table><p> <span style="font-size: 10px">Thorciasids speak Common, Elven, Dwarven, and Giant. </span> </p><p> <span style="font-size: 10px">A thorciasid’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</span></p><p> COMBAT </p><p> <span style="font-size: 10px"><strong>Cocoon (Ex):</strong></span><span style="font-size: 10px"> 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. </span> </p><p> <span style="font-size: 10px"><strong>Ability Drain (Su):</strong></span><span style="font-size: 10px"> 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. </span> </p><p> <span style="font-size: 10px"><strong>Energy Drain (Su): </strong></span><span style="font-size: 10px">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.</span></p><p> </p><p></p><p> <span style="font-size: 18px">TITAN,ELDER </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Colossal Outsider (Extraplanar)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">70d8+700 (1,015 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+0 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">150 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">58 (–8 size, +32 natural, +24 insight) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+70/+104</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px"><em>Colossal +5 warhammer </em></span><span style="font-size: 10px">+87 (4d8+30/19–20 (+2d6 on critical hit)) melee; or </span><span style="font-size: 10px"><em>Colossal +5 javelin </em></span><span style="font-size: 10px">+70 (2d10+22/19–20) ranged</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px"><em>Colossal +5 warhammer </em></span><span style="font-size: 10px">+87/+82/+77/+72 (4d8+30/19–20 (+2d6 on critical hit)) melee; or </span><span style="font-size: 10px"><em>Colossal +5 javelin </em></span><span style="font-size: 10px">+70/+65/+60/+55 (2d10+22/19–20) ranged</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">30 ft./30 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Spell-like abilities, spells </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">DR 20/epic, SR 40 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +47, Ref +37, Will +50 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 45, Dex 10, Con 31, Int 33, Wis 37, Cha 26 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">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</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">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) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Epic Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">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 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">30 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Always neutral </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">71–140 HD (Colossal) </span> <br /> </td></tr></table><p> <span style="font-size: 10px">An elder titan’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</span></p><p> COMBAT </p><p> <span style="font-size: 10px"><strong>Spell-Like Abilities: </strong>At will—<em>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; </em>3/day—<em>antilife shell, astral projection, contact other plane, greater dispel magic, greater scrying, invisibility purge, plane shift. </em>Caster level 29th; save DC 18 + spell level. The save DCs are Charisma-based.</span></p><p> <span style="font-size: 10px"><strong>Spells:</strong> 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. </span> </p><p> </p><p></p><p> <span style="font-size: 18px">TREANT,ELDER </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Colossal Plant</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">50d8+880 (1,105 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+3 (–1 Dex, +4 Improved Initiative) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">60 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">41 (–1 Dex, –8 size, +40 natural) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+37/+72</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Slam +51 (10d6+19/19–20(+1d6 on critical hit)) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">2 slams +51 (10d6+19/19–20 (+1d6 on a critical hit)) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">2 slams +49 melee </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Damage:</strong></span><br /> </td><td> <span style="font-size: 10px">Slam 10d6+19/19–20 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">30 ft./30 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Animate trees, trample, triple Damage against objects, spell-like abilities </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Plant traits, SR 29, DR 10/– </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +45, Ref +17, Will +33 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 48, Dex 8, Con 42, Int 19, Wis 33, Cha 35 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Diplomacy +61, Hide –12, Intimidate +62, Jump +31, Knowledge (any one) +57, Listen +63, Sense Motive +56, Spot +43, Survival +51</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Alertness, Endurance, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Epic Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Epic Endurance, Epic Reflexes, Epic Toughness (x4), Epic Weapon Focus (slam), Epic Will </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any forest </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary or with grove of treants </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">25 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Always neutral good </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">51–150 HD (Colossal) </span> <br /> </td></tr></table><p> <span style="font-size: 10px">Elder treants speak the language of treants, plus Common and Sylvan. </span> </p><p> COMBAT </p><p> <span style="font-size: 10px"><em><strong>Animate Trees </strong></em></span><span style="font-size: 10px"><strong>(Sp):</strong></span><span style="font-size: 10px"> 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. </span> </p><p> <span style="font-size: 10px"><strong>Trample (Ex): </strong></span><span style="font-size: 10px">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.</span></p><p> <span style="font-size: 10px"><strong>Triple Damage against Objects (Ex): </strong></span><span style="font-size: 10px">An elder treant that makes a full attack against an object or structure deals triple Damage. </span> </p><p> <span style="font-size: 10px"><strong>Plant Traits:</strong></span><span style="font-size: 10px"> Immune to poison, </span><span style="font-size: 10px"><em>sleep, </em></span><span style="font-size: 10px">paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects. </span> </p><p> <span style="font-size: 10px"><strong>Skills: </strong></span><span style="font-size: 10px">Elder treants receive skills as though they were fey. *They have a +24 racial bonus on Hide checks made in forested areas. </span> </p><p> <span style="font-size: 10px"><strong>Spell-Like Abilities: </strong></span><span style="font-size: 10px">At will—</span><span style="font-size: 10px"><em>animal messenger, command plants, speak with plants, stone tell; </em></span><span style="font-size: 10px">3/day—mass cure light wounds</span><span style="font-size: 10px">(plants only), </span><span style="font-size: 10px"><em>plant growth, sunburst, wall of thorns; </em></span><span style="font-size: 10px">1/day—</span><span style="font-size: 10px"><em>shambler. </em></span><span style="font-size: 10px">Caster level 23rd; save DC 22 + spell level. The save DCs are Charisma-based.</span></p><p> </p><p></p><p> <span style="font-size: 18px">UMBRAL BLOT (BLACKBALL) </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Medium-Size Construct </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">57d10 +120 (433 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+18 (+10 Dex, +8 Superior Initiative) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">Fly 90 ft. (perfect) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">40 (+10 Dex, +20 natural) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+42/+42</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Disintegrating touch +42 (5d6 plus disintegrating touch (Fort DC 38)) melee touch</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Disintegrating touch +42 (5d6 plus disintegrating touch (Fort DC 38)) melee touch</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">5 ft./5 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Disintegrating touch, vortex </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Blindsight 200 ft., construct traits, fast healing 10, planar travel, SR 44; acid, cold, electricity, fire, and sonic resistance 30 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +19, Ref +29, Will +29 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 10, Dex 30, Con –, Int 14, Wis 30, Cha 30 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Hide +62, Listen +52, Move Silently +62, Sense Motive +43, Spot +52, Survival +43</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Alertness, Combat Reflexes, Improved Initiative, Skill Focus (Sense Motive), Skill Focus (Survival), Stealthy, Track</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Epic Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">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</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">32 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">None </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Always neutral </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">58–63 HD (Medium-size); 64–79 HD (Large); 80–95 HD (Huge); 96–171 HD (Gargantuan) </span> <br /> </td></tr></table><p> COMBAT </p><p> <span style="font-size: 10px"><strong>Disintegrating Touch (Ex):</strong></span><span style="font-size: 10px"> 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.) </span> </p><p> <span style="font-size: 10px"><strong>Vortex (Ex):</strong></span><span style="font-size: 10px"> 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. </span> </p><p> <span style="font-size: 10px"><strong>Spell Immunities (Ex):</strong></span><span style="font-size: 10px"> In addition to the spells that an umbral blot is immune to because of its construct traits, it is immune to </span><span style="font-size: 10px"><em>disintegration </em></span><span style="font-size: 10px">spells and variations thereof. </span> </p><p> <span style="font-size: 10px"><strong>Planar Travel (Ex):</strong></span><span style="font-size: 10px"> A blackball can fold space at will, allowing it to use </span><span style="font-size: 10px"><em>ethereal jaunt, dimension door, greater teleport, </em></span><span style="font-size: 10px">or </span><span style="font-size: 10px"><em>plane shift </em></span><span style="font-size: 10px">at will as a standard action. </span> </p><p> <span style="font-size: 10px"><strong>Construct Traits:</strong></span><span style="font-size: 10px"> Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, </span><span style="font-size: 10px"><em>sleep, </em></span><span style="font-size: 10px">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. </span> </p><p> </p><p></p><p> <span style="font-size: 18px">UVUUDAUM </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Large Outsider (Evil, Extraplanar) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">38d8+646 (817 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+14 (Dex) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">80 ft., climb 40 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">52 (+14 Dex, –1 size, +29 natural) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+38/+56</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Head spike +51 (10d6+21/19–20 plus Wisdom drain) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Head spike +51 (10d6+21/19–20 plus Wisdom drain) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">10 ft./10 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Confusion aura, spell-like abilities, Wisdom drain </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Blindsight 500 ft., DR 10/epic and good, electricity resistance 30, fast healing 20, regeneration 5, SR 39 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +40, Ref +37, Will +41 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 39, Dex 38, Con 44, Int 32, Wis 38, Cha 46 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">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</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Cleave, Combat Casting, Combat Reflexes, Great Cleave, Improved Critical (head spike), Lightning Reflexes, Power Attack </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Epic Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Epic Reflexes, Improved Combat Reflexes, Spell Stowaway </span><span style="font-size: 10px"><em>(time stop</em></span><span style="font-size: 10px">), Tenacious Magic </span><span style="font-size: 10px"><em>(haste</em></span><span style="font-size: 10px">), Tenacious Magic </span><span style="font-size: 10px"><em>(displacement</em></span><span style="font-size: 10px">), Tenacious Magic </span><span style="font-size: 10px"><em>(stoneskin</em></span><span style="font-size: 10px">) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary, pair, or madness (3–6) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">27 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Usually neutral evil </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">As character class </span> <br /> </td></tr></table><p> <span style="font-size: 10px">Uvuudaums can speak telepathically to any creature within 500 feet that has a language. </span> </p><p> <span style="font-size: 10px">A uvuudaum’s natural weapons are treated as epic and evil for the purpose of overcoming damage reduction.</span></p><p> COMBAT </p><p> <span style="font-size: 10px"><strong>Confusion Aura (Su):</strong></span><span style="font-size: 10px"> This ability operates continuously, as the </span><span style="font-size: 10px"><em>confusion </em></span><span style="font-size: 10px">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.</span></p><p> <span style="font-size: 10px"><strong>Wisdom Drain (Su):</strong></span><span style="font-size: 10px"> 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.</span></p><p> <span style="font-size: 10px"><strong>Spell-Like Abilities: </strong></span><span style="font-size: 10px">At will—</span><span style="font-size: 10px"><em>confusion, dimension door, greater dispel magic, displacement, haste, invisibility, lightning bolt, magic missile, mage armor, polymorph, shield, stoneskin, true strike, web; </em></span><span style="font-size: 10px">3/day—</span><span style="font-size: 10px"><em>chain lightning, cone of cold, disintegrate, dominate person, plane shift, prismatic spray, scrying, greater teleport, wall of force; </em></span><span style="font-size: 10px">1/day—</span><span style="font-size: 10px"><em>contingent resurrection, nailed to the sky, time duplicate </em></span><span style="font-size: 10px">(epic spells), </span><span style="font-size: 10px"><em>time stop. </em></span><span style="font-size: 10px">Caster level 27th; save DC 28 + spell level. The save DCs are Charisma-based.</span></p><p> <span style="font-size: 10px"><strong>Regeneration (Ex):</strong></span><span style="font-size: 10px"> Uvuudaums take normal damage from holy weapons, cold, and fire. </span> </p><p> </p><p></p><p> <span style="font-size: 18px">VERMIURGE </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Large Aberration </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">42d8+546 (735 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+11 (+7 Dex, +4 Improved Initiative) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">50 ft., fly 90 ft. (perfect) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">40 (+3 Dex, –1 size, +24 natural) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+31/+47</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Sting +43 (1d6+12/19–20 plus poison) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Sting +43 (1d6+12/19–20 plus poison) melee, 4 pincers +41 (2d8+6/19–20) melee, bite +40 (3d6+6 plus poison) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">5 ft./5 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Aura of doom, concealing aura, frightful presence, poison, spell-like abilities </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">DR 10/epic, darkvision 60 ft., fast healing 10, immune to all mind-affecting effects, low-light vision, SR 34; scent </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +29, Ref +21, Will +38 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 34, Dex 25, Con 36, Int 14, Wis 40, Cha 44 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Heal +24, Hide +33, Jump +45, Knowledge (nature) +34, Listen +47, Move Silently +33, Spot +47</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">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) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Epic Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Blinding Speed</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">24 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Usually lawful neutral</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">43–52 HD (Large); 53–70 HD (Huge) </span> <br /> </td></tr></table><p> <span style="font-size: 10px">Vermiurges speak Terran. </span> </p><p> <span style="font-size: 10px">A vermiurge’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</span></p><p> COMBAT </p><p> <span style="font-size: 10px"><strong>Aura of Doom (Su):</strong></span><span style="font-size: 10px"> A vermiurge is constantly affected as if by a </span><span style="font-size: 10px"><em>crown of vermin </em></span><span style="font-size: 10px">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 </span><span style="font-size: 10px"><em>crown of vermin </em></span><span style="font-size: 10px">effect. </span> </p><p> <span style="font-size: 10px"><strong>Concealing Aura (Ex):</strong></span><span style="font-size: 10px"> Its aura of doom constantly provides a vermiurge with nine-tenths concealment, so all attacks made against it have a 40% miss chance. </span> </p><p> <span style="font-size: 10px"><strong>Frightful Presence (Su):</strong></span><span style="font-size: 10px"> 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.</span></p><p> <span style="font-size: 10px"><strong>Poison (Ex):</strong></span><span style="font-size: 10px"> Sting or bite, Fort save (DC 44); initial Damage 1d6 temporary Con, secondary Damage 2d6 temporary Con. The save DC is Constitution-based.</span></p><p> </p><p></p><p> <span style="font-size: 18px">WINTERWIGHT </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Medium-Size Undead (Cold) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">32d12 (208 hp) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+12 (+8 Dex, +4 Improved Initiative) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">60 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">46 (+8 Dex, +28 natural) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+16/+37</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">+Claw +40 (3d8+21/19–20 (+1d6 on critical hit) plus blight-fire) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">2 claws +40 (3d8+21/19–20 (+1d6 on critical hit) plus blight-fire) melee, skull butt +32 (2d6+10 plus blightfire) melee</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">5 ft./5 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Rend 6d8+31, blightfire, spell-like abilities </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Undead traits, cold subtype, cold aura, SR 34, DR 10/–</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Jump +21, Intimidate +44, Knowledge (religion) +35, Listen +43, Spot +43</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Cleave, Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Epic Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Overwhelming Critical (claw), Blinding Speed, Epic Fortitude, Epic Weapon Focus (claw) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +14, Ref +18, Will +24 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 52, Dex 27, Con —, Int 10, Wis 22, Cha 28 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary or pair </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">23 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Always chaotic evil </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">33–42 HD (Medium-size); 43–55 HD (Huge) </span> <br /> </td></tr></table><p> <span style="font-size: 10px">Winterwights speak Common and Infernal. </span> </p><p> <span style="font-size: 10px">A winterwight’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</span></p><p> COMBAT </p><p> <span style="font-size: 10px"><strong>Rend (Ex):</strong></span><span style="font-size: 10px"> 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. </span> </p><p> <span style="font-size: 10px"><strong>Blightfire (Su):</strong></span><span style="font-size: 10px"> 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.</span></p><p> <span style="font-size: 10px"><strong>Spell-Like Abilities: </strong></span><span style="font-size: 10px">At will—</span><span style="font-size: 10px"><em>cone of cold, control weather, dimension door, spell immunity (fireball</em></span><span style="font-size: 10px">), </span><span style="font-size: 10px"><em>sleet storm </em></span><span style="font-size: 10px">(a winterwight is immune to the effects of a </span><span style="font-size: 10px"><em>sleet storm </em></span><span style="font-size: 10px">spell), </span><span style="font-size: 10px"><em>wall of ic</em></span><span style="font-size: 10px">e. Caster level 23rd; save DC 19 + spell level. The save DCs are Charisma-based.</span></p><p> <span style="font-size: 10px"><strong>Undead Traits:</strong></span><span style="font-size: 10px"> Immune to poison, </span><span style="font-size: 10px"><em>sleep, </em></span><span style="font-size: 10px">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. </span> </p><p> <span style="font-size: 10px"><strong>Cold Subtype:</strong></span> <span style="color: #000000"><span style="font-size: 10px">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). </span></span> </p><p> <span style="font-size: 10px"><strong>Cold Aura (Su):</strong></span><span style="font-size: 10px"> 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. </span> </p><p> </p><p></p><p> <span style="font-size: 18px">WORM THAT WALKS </span> </p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Medium-Size Aberration </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">HD 23d8 + 49 (152 hp)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+8 (+4 Dex, +4 Improved Initiative) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">30 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>AC:</strong></span><br /> </td><td> <span style="font-size: 10px">47 (+4 Dex, +8 </span><span style="font-size: 10px"><em>bracers</em></span><span style="font-size: 10px">, +3 </span><span style="font-size: 10px"><em>ring</em></span><span style="font-size: 10px">, +2 </span><span style="font-size: 10px"><em>amulet</em></span><span style="font-size: 10px">, +20 insight) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px"><em>+4 staff </em></span><span style="font-size: 10px">+15/+10 melee </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Damage:</strong></span><br /> </td><td> <span style="font-size: 10px"><em>+4 staff </em></span><span style="font-size: 10px">1d6+4</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">5 ft./5 ft. </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Spell-like abilities, engulf, frightful presence </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Blindsight 300 ft., SR 36, discorporate, immunities</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +11, Ref +14, Will +17 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 10, Dex 14 (18 with </span><span style="font-size: 10px"><em>glove</em></span><span style="font-size: 10px">s), Con 13 (15 with </span><span style="font-size: 10px"><em>Ioun ston</em></span><span style="font-size: 10px">e), Int 20 (26 with </span><span style="font-size: 10px"><em>headban</em></span><span style="font-size: 10px">d), Wis 12, Cha 8</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Concentration +22, Craft (alchemy) +28, Listen +24, Knowledge (arcana, local, nature, religion) +28, Listen +21, Move Silently +24, Spellcraft +28</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Brew Potion, Combat Casting, Craft Staff, Craft Wondrous Item, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Epic Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Improved Spell Capacity (10th), Improved Spell Capacity (11th) </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Climate/Terrain:</strong></span><br /> </td><td> <span style="font-size: 10px">Any </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">26 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">As character </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Any evil </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">As character </span> <br /> </td></tr></table><p> <span style="font-size: 10px">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.</span></p><p> COMBAT </p><p> <span style="font-size: 10px"><strong>Spells:</strong></span><span style="font-size: 10px"> 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. </span> </p><p> <span style="font-size: 10px"><strong>Spell-Like Abilities: </strong></span><span style="font-size: 10px">1/day—</span><span style="font-size: 10px"><em>animal growth </em></span><span style="font-size: 10px">(vermin), </span><span style="font-size: 10px"><em>animal messenger </em></span><span style="font-size: 10px">(vermin), </span><span style="font-size: 10px"><em>animal shapes </em></span><span style="font-size: 10px">(vermin), </span><span style="font-size: 10px"><em>animal trance </em></span><span style="font-size: 10px">(vermin), </span><span style="font-size: 10px"><em>colossal vermin </em></span><span style="font-size: 10px">(as </span><span style="font-size: 10px"><em>giant vermi</em></span><span style="font-size: 10px">n, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), </span><span style="font-size: 10px"><em>creeping doom, giant vermin, summon swarm </em></span><span style="font-size: 10px">(vermin), </span><span style="font-size: 10px"><em>summon vermin </em></span><span style="font-size: 10px">(as </span><span style="font-size: 10px"><em>summon nature’s ally, </em></span><span style="font-size: 10px">except it summons 10 HD of vermin per level), and </span><span style="font-size: 10px"><em>vermin plague </em></span><span style="font-size: 10px">(as </span><span style="font-size: 10px"><em>insect plagu</em></span><span style="font-size: 10px">e). Caster level 20th; save DC 9 + spell level. The save DCs are Charisma-based.</span></p><p> <span style="font-size: 10px"><strong>Engulf (Ex):</strong></span><span style="font-size: 10px"> 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. </span> </p><p> <span style="font-size: 10px"><strong>Spells:</strong></span><span style="font-size: 10px"> The worm that walks can cast any spells it could cast when a living character. It also gains several related abilities.</span></p><p> <span style="font-size: 10px"><strong>Frightful Presence (Su):</strong></span><span style="font-size: 10px"> 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. </span> </p><p> <span style="font-size: 10px"><strong>Discorporate (Ex):</strong></span><span style="font-size: 10px"> 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 </span><span style="color: #000000"><span style="font-size: 10px">worm’s continued existence. </span></span> </p><p> <span style="color: #000000"><span style="font-size: 10px"><strong>Immunities (Ex): </strong>A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.</span></span></p><p> <span style="font-size: 10px"><span style="color: #000000"><strong>Possessions: </strong></span><span style="color: #000000">Scrolls of </span><span style="color: #000000"><em>fireball </em></span><span style="color: #000000">(10th-level caster), greater </span><span style="color: #000000"><em>teleport, acid fog, incendiary cloud, shapechange, wail of the</em></span><em> banshee, clenched fist, horrid wilting, maze, summon monster I</em>X; <em>potions of cure serious wounds, alter self, haste, fly. </em>Other magic gear: <em>amulet of natural armor +2, bracers of armor +8, ring of protection +3, +4 staff</em>, <em>rod of absorption, gloves of Dexterity +4, headband of intellect +6, pink Ioun stone, wings of flying.</em></span></p><p> </p><p></p><p> <span style="font-size: 18px">CREATING A WORM THAT WALKS</span></p><p> “<span style="font-size: 10px">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. </span> </p><p> <span style="font-size: 10px"><strong>Type: </strong>The character’s type changes to aberration (it is a creature composed of hundreds of discrete crawling worms). </span> </p><p> <span style="font-size: 10px"><strong>Hit Dice:</strong> Increase to d8. </span> </p><p> <span style="font-size: 10px"><strong>AC:</strong> The mass of worms that make up this creature, each looking out for danger, in sum provide a +20 insight bonus to AC. </span> </p><p> <span style="font-size: 10px"><strong>Special Attack:</strong> A worm that walks retains all the character’s special attacks. It also gains one special attack, engulf. </span> </p><p> <span style="font-size: 10px"><strong>Engulf (Ex)</strong>: 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. </span> </p><p> <span style="font-size: 10px"><strong>Spells:</strong> A worm that walks can cast any spells it could cast as a living character. </span> </p><p> <span style="font-size: 10px"><strong>Spell-Like Abilities: </strong>1/day— <em>animal growth </em>(vermin), <em>animal messenger </em>(vermin), <em>animal shapes </em>(vermin), <em>animal trance </em>(vermin), <em>colossal vermin </em>(as <em>giant vermi</em>n, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), <em>creeping doom, giant vermin, summon swarm </em>(vermin), <em>summon vermin </em>(as <em>summon nature’s ally, </em>except it summons 10 HD of vermin per level), and <em>vermin plague </em>(as <em>insect plagu</em>e). Caster level 20th. </span> </p><p> <span style="font-size: 10px"><strong>Special Qualities:</strong> A worm that walks retains any special abilities it had in life and gains those mentioned below. </span> </p><p> <span style="font-size: 10px"><em><strong>Blindsight (Ex):</strong></em>Worms that walk have blindsight 300 ft. </span> </p><p> <span style="font-size: 10px"><em><strong>Spell Resistance (Ex):</strong></em>A worm that walks has spell resistance equal to its Challenge Rating +10. </span> </p><p> <span style="font-size: 10px"><em><strong>Frightful Presence (Su):</strong></em>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. </span> </p><p> <span style="font-size: 10px"><em><strong>Discorporate (Ex):</strong></em>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. </span> </p><p> <span style="color: #000000"><span style="font-size: 10px"><strong>Immunities (Ex): </strong>A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.</span></span></p><p> <span style="font-size: 10px"><strong>Saves:</strong> Same as the character. </span> </p><p> <span style="font-size: 10px"><strong>Abilities:</strong> Same as the character. </span> </p><p> <span style="font-size: 10px"><strong>Skills:</strong> Same as the character, except that a worm that walks receives a +20 racial bonus on Hide, Intuit Direction, Listen, and Move Silently checks. </span> </p><p> <span style="font-size: 10px"><strong>Feats: </strong>Same as the character. </span> </p><p> <span style="font-size: 10px"><strong>Epic Feats: </strong>Same as the character. </span> </p><p> <span style="font-size: 10px"><strong>Climate/Terrain:</strong> Any. </span> </p><p> <span style="font-size: 10px"><strong>Organization:</strong> Solitary, occasionally with minions or master. </span> </p><p> <span style="font-size: 10px"><strong>Challenge Rating:</strong> Same as the character + 3. </span> </p><p> <span style="font-size: 10px"><strong>Treasure: </strong>Same as the character. </span> </p><p> <span style="font-size: 10px"><strong>Alignment:</strong> Any evil. </span> </p><p> <span style="font-size: 10px"><strong>Advancement:</strong> By character class. </span> </p><p> </p><p></p><p> WORM THAT WALKS CHARACTERS </p><p> <span style="font-size: 10px">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: <em>limited wish, polymorph any object, summon swarm </em>(heightened to 7th level),and <em>sympathy. </em>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. </span> </p><p> </p><p></p><p> GATHERING OF MAGGOTS </p><p> <span style="font-size: 10px">Conjuration (Healing) </span> </p><p> <span style="font-size: 10px"><strong>Spellcraft DC: </strong>49 </span> </p><p> <span style="font-size: 10px"><strong>Components:</strong> V, S , D F </span> </p><p> <span style="font-size: 10px"><strong>Casting Time:</strong> 7 days </span> </p><p> <span style="font-size: 10px"><strong>Target: </strong>Dead creature touched </span> </p><p> <span style="font-size: 10px"><strong>Duration:</strong> Permanent </span> </p><p> <span style="font-size: 10px"><strong>Saving Throw: </strong>Fortitude negates (harmless) </span> </p><p> <span style="font-size: 10px"><strong>Spell Resistance:</strong> Yes (harmless) </span> </p><p> <span style="font-size: 10px"><strong>To Develop: </strong>441,000 gp; 9 days; 17,640 XP. Seeds: <em>life </em>(DC 27), <em>transform </em>(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). </span> </p><p> <span style="font-size: 10px">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.</span></p></blockquote><p></p>
[QUOTE="Morrus, post: 6159455, member: 1"] [SIZE=5]THREE-HEADED SIRRUSH [/SIZE] [TABLE="width: 679"] [TR] [TD="width: 131"] [/TD] [TD="width: 520"] [SIZE=2]Large Magical Beast [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]45d10+855 (1,102 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+25 (+17 Dex, +8 Superior Initiative) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]120 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]50 (+17 Dex, –1 size, +24 natural) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+45/+67[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Claw +63 (3d6+18/19–20 (+1d6 on critical hit)) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]4 claws +63 melee, 3 bites +61 melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]10 ft./5 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Pounce, stunning roar [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]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 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Fort +45, Ref +43, Will +33 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Str 47, Dex 45, Con 49, Int 26, Wis 43, Cha 33 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Balance +65, Climb +66, Hide +65, Intimidate +59, Jump +102, Listen +64, Move Silently +65, Search +56, Spot +64, Survival +64[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Epic Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Blinding Speed (x6), Overwhelming Critical (claw), Superior Initiative [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Any [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Solitary, pair, or pack (1–2 three-headed sirrushes and 4–9 sirrushes). [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]28 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Standard [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Usually chaotic neutral [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]46–55 HD (Large); 56–65 HD (Huge); 66+ HD (Gargantuan) [/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]Sirrushes speak Sylvan and Draconic. [/SIZE] [SIZE=2]A sirrush’s natural weapons are treated as epic for the purpose of overcoming damage reduction.[/SIZE] COMBAT [SIZE=2][B]Stunning Roar (Ex):[/B][/SIZE][SIZE=2] 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 [/SIZE] [SIZE=2][B]Pounce (Ex):[/B][/SIZE][SIZE=2] 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. [/SIZE] [SIZE=2][B]Headloss Resistance (Ex):[/B][/SIZE][SIZE=2] 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). [/SIZE] [SIZE=5]TAYELLAH [/SIZE] [TABLE="width: 679"] [TR] [TD="width: 131"] [/TD] [TD="width: 520"] [SIZE=2]Gargantuan Magical Beast [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]34d10+448 (635 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+27 (+19 Dex, +8 Superior Initiative) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]100 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]44 (+19 Dex, –4 size, +15 insight, +4 natural) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+34/+57[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Claw +52 (2d8+11) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]2 claws +52 (2d8+11) melee, 3 bites +47 (2d6+5) melee, sting +39 (3d6+5 plus poison) melee[/SIZE][SIZE=2][/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]20 ft./15 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Pounce, improved grab, rake 4d6+15 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]SR 34, DR 10/epic [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Fort +31, Ref +38, Will +22 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Str 32, Dex 48, Con 34, Int 14, Wis 32, Cha 19 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Hide +44, Jump +39, Listen +48, Move Silently +56, Spot +48[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Combat Reflexes, Improved Initiative, Iron Will, Track, Weapon Focus (bite), Weapon Focus (claw), Weapon Finesse[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Epic Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Epic Toughness (x2), Epic Weapon Focus (bite), Epic Weapon Focus (claw), Superior Initiative,[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Any temperate or cold land [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Solitary or pair [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]24 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]None [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Always neutral [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]35–68 HD (Gargantuan); 69–102 HD (Colossal) [/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]A tayellah’s natural weapons are treated as epic for the purpose of overcoming damage reduction.[/SIZE] COMBAT [SIZE=2][B]Poison (Ex):[/B][/SIZE][SIZE=2] Sting, Fort save (DC 39); initial and secondary Damage 2d10 temporary Con. The save DC is Constitution-based.[/SIZE] [SIZE=2][B]Pounce (Ex):[/B][/SIZE][SIZE=2] 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. [/SIZE] [SIZE=2][B]Improved Grab (Ex):[/B][/SIZE][SIZE=2] To use this ability, the tayellah must hit with two of its claw attacks. If it gets a hold, it can rake. [/SIZE] [SIZE=2][B]Rake (Ex):[/B][/SIZE][SIZE=2] 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. [/SIZE] [SIZE=5]THORCIASID [/SIZE] [TABLE="width: 699"] [TR] [TD="width: 131"] [/TD] [TD="width: 540"] [SIZE=2]Medium-Size Aberration [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]29d8+348 (478 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]+22 (+14 Dex, +8 Superior Initiative) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]70 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]42 (+14 Dex, +18 natural) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]+21/+27[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]Forelimb +36 (0 plus ability drain) melee touch[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]2 forelimbs +36 (0 plus ability drain) melee touch, 2 antennae +30 (antenna 0 plus energy drain) melee touch[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]5 ft./5 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]Ability drain, energy drain, cocoon [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]DR 10/epic, darkvision 240 ft., scent, SR 34, fire resistance 30 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]Fort +21, Ref +25, Will +25 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]Str 22, Dex 38, Con 34, Int 25, Wis 29, Cha 31 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]Bluff +42, Concentration +44, Diplomacy +38, Escape Artist +46, Hide +46, Intimidate +38, Jump +22, Listen +41, Move Silently +46, Spot +41, Survival +25[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]Dodge, Expertise, Improved Disarm, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (forelimb) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Epic Feats:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]Blinding Speed, Superior Initiative [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]Any [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]Solitary, pair, or infestation (4–7) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]22 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]Standard [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]Usually neutral [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 540"] [SIZE=2]30–36 HD (Medium-size); 37–42 HD (Large) [/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]Thorciasids speak Common, Elven, Dwarven, and Giant. [/SIZE] [SIZE=2]A thorciasid’s natural weapons are treated as epic for the purpose of overcoming damage reduction.[/SIZE] COMBAT [SIZE=2][B]Cocoon (Ex):[/B][/SIZE][SIZE=2] 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. [/SIZE] [SIZE=2][B]Ability Drain (Su):[/B][/SIZE][SIZE=2] 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. [/SIZE] [SIZE=2][B]Energy Drain (Su): [/B][/SIZE][SIZE=2]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.[/SIZE] [SIZE=5]TITAN,ELDER [/SIZE] [TABLE="width: 679"] [TR] [TD="width: 131"] [/TD] [TD="width: 520"] [SIZE=2]Colossal Outsider (Extraplanar)[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]70d8+700 (1,015 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+0 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]150 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]58 (–8 size, +32 natural, +24 insight) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+70/+104[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2][I]Colossal +5 warhammer [/I][/SIZE][SIZE=2]+87 (4d8+30/19–20 (+2d6 on critical hit)) melee; or [/SIZE][SIZE=2][I]Colossal +5 javelin [/I][/SIZE][SIZE=2]+70 (2d10+22/19–20) ranged[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2][I]Colossal +5 warhammer [/I][/SIZE][SIZE=2]+87/+82/+77/+72 (4d8+30/19–20 (+2d6 on critical hit)) melee; or [/SIZE][SIZE=2][I]Colossal +5 javelin [/I][/SIZE][SIZE=2]+70/+65/+60/+55 (2d10+22/19–20) ranged[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]30 ft./30 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Spell-like abilities, spells [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]DR 20/epic, SR 40 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Fort +47, Ref +37, Will +50 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Str 45, Dex 10, Con 31, Int 33, Wis 37, Cha 26 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]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[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]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) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Epic Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]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 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Any [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Solitary [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]30 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Standard [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Always neutral [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]71–140 HD (Colossal) [/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]An elder titan’s natural weapons are treated as epic for the purpose of overcoming damage reduction.[/SIZE] COMBAT [SIZE=2][B]Spell-Like Abilities: [/B]At will—[I]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; [/I]3/day—[I]antilife shell, astral projection, contact other plane, greater dispel magic, greater scrying, invisibility purge, plane shift. [/I]Caster level 29th; save DC 18 + spell level. The save DCs are Charisma-based.[/SIZE] [SIZE=2][B]Spells:[/B] 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. [/SIZE] [SIZE=5]TREANT,ELDER [/SIZE] [TABLE="width: 679"] [TR] [TD="width: 129"] [/TD] [TD="width: 522"] [SIZE=2]Colossal Plant[/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]50d8+880 (1,105 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]+3 (–1 Dex, +4 Improved Initiative) [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]60 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]41 (–1 Dex, –8 size, +40 natural) [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]+37/+72[/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Slam +51 (10d6+19/19–20(+1d6 on critical hit)) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]2 slams +51 (10d6+19/19–20 (+1d6 on a critical hit)) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Attacks:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]2 slams +49 melee [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Damage:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Slam 10d6+19/19–20 [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]30 ft./30 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Animate trees, trample, triple Damage against objects, spell-like abilities [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Plant traits, SR 29, DR 10/– [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Fort +45, Ref +17, Will +33 [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Str 48, Dex 8, Con 42, Int 19, Wis 33, Cha 35 [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Diplomacy +61, Hide –12, Intimidate +62, Jump +31, Knowledge (any one) +57, Listen +63, Sense Motive +56, Spot +43, Survival +51[/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Alertness, Endurance, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam) [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Epic Feats:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Epic Endurance, Epic Reflexes, Epic Toughness (x4), Epic Weapon Focus (slam), Epic Will [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Any forest [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Solitary or with grove of treants [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]25 [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Standard [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Always neutral good [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]51–150 HD (Colossal) [/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]Elder treants speak the language of treants, plus Common and Sylvan. [/SIZE] COMBAT [SIZE=2][I][B]Animate Trees [/B][/I][/SIZE][SIZE=2][B](Sp):[/B][/SIZE][SIZE=2] 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. [/SIZE] [SIZE=2][B]Trample (Ex): [/B][/SIZE][SIZE=2]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.[/SIZE] [SIZE=2][B]Triple Damage against Objects (Ex): [/B][/SIZE][SIZE=2]An elder treant that makes a full attack against an object or structure deals triple Damage. [/SIZE] [SIZE=2][B]Plant Traits:[/B][/SIZE][SIZE=2] Immune to poison, [/SIZE][SIZE=2][I]sleep, [/I][/SIZE][SIZE=2]paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects. [/SIZE] [SIZE=2][B]Skills: [/B][/SIZE][SIZE=2]Elder treants receive skills as though they were fey. *They have a +24 racial bonus on Hide checks made in forested areas. [/SIZE] [SIZE=2][B]Spell-Like Abilities: [/B][/SIZE][SIZE=2]At will—[/SIZE][SIZE=2][I]animal messenger, command plants, speak with plants, stone tell; [/I][/SIZE][SIZE=2]3/day—mass cure light wounds[/SIZE][SIZE=2][/SIZE][SIZE=2](plants only), [/SIZE][SIZE=2][I]plant growth, sunburst, wall of thorns; [/I][/SIZE][SIZE=2]1/day—[/SIZE][SIZE=2][I]shambler. [/I][/SIZE][SIZE=2]Caster level 23rd; save DC 22 + spell level. The save DCs are Charisma-based.[/SIZE] [SIZE=5]UMBRAL BLOT (BLACKBALL) [/SIZE] [TABLE="width: 679"] [TR] [TD="width: 129"] [/TD] [TD="width: 522"] [SIZE=2]Medium-Size Construct [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]57d10 +120 (433 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]+18 (+10 Dex, +8 Superior Initiative) [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Fly 90 ft. (perfect) [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]40 (+10 Dex, +20 natural) [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]+42/+42[/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Disintegrating touch +42 (5d6 plus disintegrating touch (Fort DC 38)) melee touch[/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Disintegrating touch +42 (5d6 plus disintegrating touch (Fort DC 38)) melee touch[/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]5 ft./5 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Disintegrating touch, vortex [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Blindsight 200 ft., construct traits, fast healing 10, planar travel, SR 44; acid, cold, electricity, fire, and sonic resistance 30 [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Fort +19, Ref +29, Will +29 [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Str 10, Dex 30, Con –, Int 14, Wis 30, Cha 30 [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Hide +62, Listen +52, Move Silently +62, Sense Motive +43, Spot +52, Survival +43[/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Alertness, Combat Reflexes, Improved Initiative, Skill Focus (Sense Motive), Skill Focus (Survival), Stealthy, Track[/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Epic Feats:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]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[/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Any [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Solitary [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]32 [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]None [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]Always neutral [/SIZE] [/TD] [/TR] [TR] [TD="width: 129"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 522"] [SIZE=2]58–63 HD (Medium-size); 64–79 HD (Large); 80–95 HD (Huge); 96–171 HD (Gargantuan) [/SIZE] [/TD] [/TR] [/TABLE] COMBAT [SIZE=2][B]Disintegrating Touch (Ex):[/B][/SIZE][SIZE=2] 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.) [/SIZE] [SIZE=2][B]Vortex (Ex):[/B][/SIZE][SIZE=2] 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. [/SIZE] [SIZE=2][B]Spell Immunities (Ex):[/B][/SIZE][SIZE=2] In addition to the spells that an umbral blot is immune to because of its construct traits, it is immune to [/SIZE][SIZE=2][I]disintegration [/I][/SIZE][SIZE=2]spells and variations thereof. [/SIZE] [SIZE=2][B]Planar Travel (Ex):[/B][/SIZE][SIZE=2] A blackball can fold space at will, allowing it to use [/SIZE][SIZE=2][I]ethereal jaunt, dimension door, greater teleport, [/I][/SIZE][SIZE=2]or [/SIZE][SIZE=2][I]plane shift [/I][/SIZE][SIZE=2]at will as a standard action. [/SIZE] [SIZE=2][B]Construct Traits:[/B][/SIZE][SIZE=2] Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, [/SIZE][SIZE=2][I]sleep, [/I][/SIZE][SIZE=2]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. [/SIZE] [SIZE=5]UVUUDAUM [/SIZE] [TABLE="width: 679"] [TR] [TD="width: 131"] [/TD] [TD="width: 520"] [SIZE=2]Large Outsider (Evil, Extraplanar) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]38d8+646 (817 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+14 (Dex) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]80 ft., climb 40 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]52 (+14 Dex, –1 size, +29 natural) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+38/+56[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Head spike +51 (10d6+21/19–20 plus Wisdom drain) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Head spike +51 (10d6+21/19–20 plus Wisdom drain) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]10 ft./10 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Confusion aura, spell-like abilities, Wisdom drain [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Blindsight 500 ft., DR 10/epic and good, electricity resistance 30, fast healing 20, regeneration 5, SR 39 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Fort +40, Ref +37, Will +41 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Str 39, Dex 38, Con 44, Int 32, Wis 38, Cha 46 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]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[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Cleave, Combat Casting, Combat Reflexes, Great Cleave, Improved Critical (head spike), Lightning Reflexes, Power Attack [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Epic Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Epic Reflexes, Improved Combat Reflexes, Spell Stowaway [/SIZE][SIZE=2][I](time stop[/I][/SIZE][SIZE=2]), Tenacious Magic [/SIZE][SIZE=2][I](haste[/I][/SIZE][SIZE=2]), Tenacious Magic [/SIZE][SIZE=2][I](displacement[/I][/SIZE][SIZE=2]), Tenacious Magic [/SIZE][SIZE=2][I](stoneskin[/I][/SIZE][SIZE=2]) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Any [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Solitary, pair, or madness (3–6) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]27 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Standard [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Usually neutral evil [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]As character class [/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]Uvuudaums can speak telepathically to any creature within 500 feet that has a language. [/SIZE] [SIZE=2]A uvuudaum’s natural weapons are treated as epic and evil for the purpose of overcoming damage reduction.[/SIZE] COMBAT [SIZE=2][B]Confusion Aura (Su):[/B][/SIZE][SIZE=2] This ability operates continuously, as the [/SIZE][SIZE=2][I]confusion [/I][/SIZE][SIZE=2]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.[/SIZE] [SIZE=2][B]Wisdom Drain (Su):[/B][/SIZE][SIZE=2] 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.[/SIZE] [SIZE=2][B]Spell-Like Abilities: [/B][/SIZE][SIZE=2]At will—[/SIZE][SIZE=2][I]confusion, dimension door, greater dispel magic, displacement, haste, invisibility, lightning bolt, magic missile, mage armor, polymorph, shield, stoneskin, true strike, web; [/I][/SIZE][SIZE=2]3/day—[/SIZE][SIZE=2][I]chain lightning, cone of cold, disintegrate, dominate person, plane shift, prismatic spray, scrying, greater teleport, wall of force; [/I][/SIZE][SIZE=2]1/day—[/SIZE][SIZE=2][I]contingent resurrection, nailed to the sky, time duplicate [/I][/SIZE][SIZE=2](epic spells), [/SIZE][SIZE=2][I]time stop. [/I][/SIZE][SIZE=2]Caster level 27th; save DC 28 + spell level. The save DCs are Charisma-based.[/SIZE] [SIZE=2][B]Regeneration (Ex):[/B][/SIZE][SIZE=2] Uvuudaums take normal damage from holy weapons, cold, and fire. [/SIZE] [SIZE=5]VERMIURGE [/SIZE] [TABLE="width: 679"] [TR] [TD="width: 131"] [/TD] [TD="width: 520"] [SIZE=2]Large Aberration [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]42d8+546 (735 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+11 (+7 Dex, +4 Improved Initiative) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]50 ft., fly 90 ft. (perfect) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]40 (+3 Dex, –1 size, +24 natural) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+31/+47[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Sting +43 (1d6+12/19–20 plus poison) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Sting +43 (1d6+12/19–20 plus poison) melee, 4 pincers +41 (2d8+6/19–20) melee, bite +40 (3d6+6 plus poison) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]5 ft./5 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Aura of doom, concealing aura, frightful presence, poison, spell-like abilities [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]DR 10/epic, darkvision 60 ft., fast healing 10, immune to all mind-affecting effects, low-light vision, SR 34; scent [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Fort +29, Ref +21, Will +38 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Str 34, Dex 25, Con 36, Int 14, Wis 40, Cha 44 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Heal +24, Hide +33, Jump +45, Knowledge (nature) +34, Listen +47, Move Silently +33, Spot +47[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]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) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Epic Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Blinding Speed[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Any [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Solitary [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]24 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Standard [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Usually lawful neutral[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]43–52 HD (Large); 53–70 HD (Huge) [/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]Vermiurges speak Terran. [/SIZE] [SIZE=2]A vermiurge’s natural weapons are treated as epic for the purpose of overcoming damage reduction.[/SIZE] COMBAT [SIZE=2][B]Aura of Doom (Su):[/B][/SIZE][SIZE=2] A vermiurge is constantly affected as if by a [/SIZE][SIZE=2][I]crown of vermin [/I][/SIZE][SIZE=2]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 [/SIZE][SIZE=2][I]crown of vermin [/I][/SIZE][SIZE=2]effect. [/SIZE] [SIZE=2][B]Concealing Aura (Ex):[/B][/SIZE][SIZE=2] Its aura of doom constantly provides a vermiurge with nine-tenths concealment, so all attacks made against it have a 40% miss chance. [/SIZE] [SIZE=2][B]Frightful Presence (Su):[/B][/SIZE][SIZE=2] 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.[/SIZE] [SIZE=2][B]Poison (Ex):[/B][/SIZE][SIZE=2] Sting or bite, Fort save (DC 44); initial Damage 1d6 temporary Con, secondary Damage 2d6 temporary Con. The save DC is Constitution-based.[/SIZE] [SIZE=5]WINTERWIGHT [/SIZE] [TABLE="width: 679"] [TR] [TD="width: 131"] [/TD] [TD="width: 520"] [SIZE=2]Medium-Size Undead (Cold) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]32d12 (208 hp) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+12 (+8 Dex, +4 Improved Initiative) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]60 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]46 (+8 Dex, +28 natural) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+16/+37[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]+Claw +40 (3d8+21/19–20 (+1d6 on critical hit) plus blight-fire) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]2 claws +40 (3d8+21/19–20 (+1d6 on critical hit) plus blight-fire) melee, skull butt +32 (2d6+10 plus blightfire) melee[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]5 ft./5 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Rend 6d8+31, blightfire, spell-like abilities [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Undead traits, cold subtype, cold aura, SR 34, DR 10/–[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Jump +21, Intimidate +44, Knowledge (religion) +35, Listen +43, Spot +43[/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Cleave, Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Epic Feats:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Overwhelming Critical (claw), Blinding Speed, Epic Fortitude, Epic Weapon Focus (claw) [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Fort +14, Ref +18, Will +24 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Str 52, Dex 27, Con —, Int 10, Wis 22, Cha 28 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Any [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Solitary or pair [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]23 [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Standard [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]Always chaotic evil [/SIZE] [/TD] [/TR] [TR] [TD="width: 131"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 520"] [SIZE=2]33–42 HD (Medium-size); 43–55 HD (Huge) [/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]Winterwights speak Common and Infernal. [/SIZE] [SIZE=2]A winterwight’s natural weapons are treated as epic for the purpose of overcoming damage reduction.[/SIZE] COMBAT [SIZE=2][B]Rend (Ex):[/B][/SIZE][SIZE=2] 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. [/SIZE] [SIZE=2][B]Blightfire (Su):[/B][/SIZE][SIZE=2] 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.[/SIZE] [SIZE=2][B]Spell-Like Abilities: [/B][/SIZE][SIZE=2]At will—[/SIZE][SIZE=2][I]cone of cold, control weather, dimension door, spell immunity (fireball[/I][/SIZE][SIZE=2]), [/SIZE][SIZE=2][I]sleet storm [/I][/SIZE][SIZE=2](a winterwight is immune to the effects of a [/SIZE][SIZE=2][I]sleet storm [/I][/SIZE][SIZE=2]spell), [/SIZE][SIZE=2][I]wall of ic[/I][/SIZE][SIZE=2]e. Caster level 23rd; save DC 19 + spell level. The save DCs are Charisma-based.[/SIZE] [SIZE=2][B]Undead Traits:[/B][/SIZE][SIZE=2] Immune to poison, [/SIZE][SIZE=2][I]sleep, [/I][/SIZE][SIZE=2]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. [/SIZE] [SIZE=2][B]Cold Subtype:[/B][/SIZE][SIZE=2] [/SIZE][COLOR=#000000][SIZE=2]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). [/SIZE][/COLOR] [SIZE=2][B]Cold Aura (Su):[/B][/SIZE][SIZE=2] 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. [/SIZE] [SIZE=5]WORM THAT WALKS [/SIZE] [TABLE="width: 686"] [TR] [TD="width: 101"] [/TD] [TD="width: 557"] [SIZE=2]Medium-Size Aberration [/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]HD 23d8 + 49 (152 hp)[/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]+8 (+4 Dex, +4 Improved Initiative) [/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]30 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]AC:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]47 (+4 Dex, +8 [/SIZE][SIZE=2][I]bracers[/I][/SIZE][SIZE=2], +3 [/SIZE][SIZE=2][I]ring[/I][/SIZE][SIZE=2], +2 [/SIZE][SIZE=2][I]amulet[/I][/SIZE][SIZE=2], +20 insight) [/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Attacks:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2][I]+4 staff [/I][/SIZE][SIZE=2]+15/+10 melee [/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Damage:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2][I]+4 staff [/I][/SIZE][SIZE=2]1d6+4[/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]5 ft./5 ft. [/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]Spell-like abilities, engulf, frightful presence [/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]Blindsight 300 ft., SR 36, discorporate, immunities[/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]Fort +11, Ref +14, Will +17 [/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]Str 10, Dex 14 (18 with [/SIZE][SIZE=2][I]glove[/I][/SIZE][SIZE=2]s), Con 13 (15 with [/SIZE][SIZE=2][I]Ioun ston[/I][/SIZE][SIZE=2]e), Int 20 (26 with [/SIZE][SIZE=2][I]headban[/I][/SIZE][SIZE=2]d), Wis 12, Cha 8[/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]Concentration +22, Craft (alchemy) +28, Listen +24, Knowledge (arcana, local, nature, religion) +28, Listen +21, Move Silently +24, Spellcraft +28[/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]Brew Potion, Combat Casting, Craft Staff, Craft Wondrous Item, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness [/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Epic Feats:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]Improved Spell Capacity (10th), Improved Spell Capacity (11th) [/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Climate/Terrain:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]Any [/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]Solitary [/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]26 [/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]As character [/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]Any evil [/SIZE] [/TD] [/TR] [TR] [TD="width: 101"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 557"] [SIZE=2]As character [/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]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.[/SIZE] COMBAT [SIZE=2][B]Spells:[/B][/SIZE][SIZE=2] 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. [/SIZE] [SIZE=2][B]Spell-Like Abilities: [/B][/SIZE][SIZE=2]1/day—[/SIZE][SIZE=2][I]animal growth [/I][/SIZE][SIZE=2](vermin), [/SIZE][SIZE=2][I]animal messenger [/I][/SIZE][SIZE=2](vermin), [/SIZE][SIZE=2][I]animal shapes [/I][/SIZE][SIZE=2](vermin), [/SIZE][SIZE=2][I]animal trance [/I][/SIZE][SIZE=2](vermin), [/SIZE][SIZE=2][I]colossal vermin [/I][/SIZE][SIZE=2](as [/SIZE][SIZE=2][I]giant vermi[/I][/SIZE][SIZE=2]n, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), [/SIZE][SIZE=2][I]creeping doom, giant vermin, summon swarm [/I][/SIZE][SIZE=2](vermin), [/SIZE][SIZE=2][I]summon vermin [/I][/SIZE][SIZE=2](as [/SIZE][SIZE=2][I]summon nature’s ally, [/I][/SIZE][SIZE=2]except it summons 10 HD of vermin per level), and [/SIZE][SIZE=2][I]vermin plague [/I][/SIZE][SIZE=2](as [/SIZE][SIZE=2][I]insect plagu[/I][/SIZE][SIZE=2]e). Caster level 20th; save DC 9 + spell level. The save DCs are Charisma-based.[/SIZE] [SIZE=2][B]Engulf (Ex):[/B][/SIZE][SIZE=2] 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. [/SIZE] [SIZE=2][B]Spells:[/B][/SIZE][SIZE=2] The worm that walks can cast any spells it could cast when a living character. It also gains several related abilities.[/SIZE] [SIZE=2][B]Frightful Presence (Su):[/B][/SIZE][SIZE=2] 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. [/SIZE] [SIZE=2][B]Discorporate (Ex):[/B][/SIZE][SIZE=2] 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 [/SIZE][COLOR=#000000][SIZE=2]worm’s continued existence. [/SIZE][/COLOR] [COLOR=#000000][SIZE=2][B]Immunities (Ex): [/B]A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.[/SIZE][/COLOR] [SIZE=2][COLOR=#000000][B]Possessions: [/B][/COLOR][COLOR=#000000]Scrolls of [/COLOR][COLOR=#000000][I]fireball [/I][/COLOR][COLOR=#000000](10th-level caster), greater [/COLOR][COLOR=#000000][I]teleport, acid fog, incendiary cloud, shapechange, wail of the[/I][/COLOR][I] banshee, clenched fist, horrid wilting, maze, summon monster I[/I]X; [I]potions of cure serious wounds, alter self, haste, fly. [/I]Other magic gear: [I]amulet of natural armor +2, bracers of armor +8, ring of protection +3, +4 staff[/I], [I]rod of absorption, gloves of Dexterity +4, headband of intellect +6, pink Ioun stone, wings of flying.[/I][/SIZE] [SIZE=5]CREATING A WORM THAT WALKS[/SIZE] “[SIZE=2]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. [/SIZE] [SIZE=2][B]Type: [/B]The character’s type changes to aberration (it is a creature composed of hundreds of discrete crawling worms). [/SIZE] [SIZE=2][B]Hit Dice:[/B] Increase to d8. [/SIZE] [SIZE=2][B]AC:[/B] The mass of worms that make up this creature, each looking out for danger, in sum provide a +20 insight bonus to AC. [/SIZE] [SIZE=2][B]Special Attack:[/B] A worm that walks retains all the character’s special attacks. It also gains one special attack, engulf. [/SIZE] [SIZE=2][B]Engulf (Ex)[/B]: 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. [/SIZE] [SIZE=2][B]Spells:[/B] A worm that walks can cast any spells it could cast as a living character. [/SIZE] [SIZE=2][B]Spell-Like Abilities: [/B]1/day— [I]animal growth [/I](vermin), [I]animal messenger [/I](vermin), [I]animal shapes [/I](vermin), [I]animal trance [/I](vermin), [I]colossal vermin [/I](as [I]giant vermi[/I]n, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), [I]creeping doom, giant vermin, summon swarm [/I](vermin), [I]summon vermin [/I](as [I]summon nature’s ally, [/I]except it summons 10 HD of vermin per level), and [I]vermin plague [/I](as [I]insect plagu[/I]e). Caster level 20th. [/SIZE] [SIZE=2][B]Special Qualities:[/B] A worm that walks retains any special abilities it had in life and gains those mentioned below. [/SIZE] [SIZE=2][I][B]Blindsight (Ex):[/B][/I]Worms that walk have blindsight 300 ft. [/SIZE] [SIZE=2][I][B]Spell Resistance (Ex):[/B][/I]A worm that walks has spell resistance equal to its Challenge Rating +10. [/SIZE] [SIZE=2][I][B]Frightful Presence (Su):[/B][/I]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. [/SIZE] [SIZE=2][I][B]Discorporate (Ex):[/B][/I]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. [/SIZE] [COLOR=#000000][SIZE=2][B]Immunities (Ex): [/B]A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.[/SIZE][/COLOR] [SIZE=2][B]Saves:[/B] Same as the character. [/SIZE] [SIZE=2][B]Abilities:[/B] Same as the character. [/SIZE] [SIZE=2][B]Skills:[/B] Same as the character, except that a worm that walks receives a +20 racial bonus on Hide, Intuit Direction, Listen, and Move Silently checks. [/SIZE] [SIZE=2][B]Feats: [/B]Same as the character. [/SIZE] [SIZE=2][B]Epic Feats: [/B]Same as the character. [/SIZE] [SIZE=2][B]Climate/Terrain:[/B] Any. [/SIZE] [SIZE=2][B]Organization:[/B] Solitary, occasionally with minions or master. [/SIZE] [SIZE=2][B]Challenge Rating:[/B] Same as the character + 3. [/SIZE] [SIZE=2][B]Treasure: [/B]Same as the character. [/SIZE] [SIZE=2][B]Alignment:[/B] Any evil. [/SIZE] [SIZE=2][B]Advancement:[/B] By character class. [/SIZE] WORM THAT WALKS CHARACTERS [SIZE=2]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: [I]limited wish, polymorph any object, summon swarm [/I](heightened to 7th level),and [I]sympathy. [/I]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. [/SIZE] GATHERING OF MAGGOTS [SIZE=2]Conjuration (Healing) [/SIZE] [SIZE=2][B]Spellcraft DC: [/B]49 [/SIZE] [SIZE=2][B]Components:[/B] V, S , D F [/SIZE] [SIZE=2][B]Casting Time:[/B] 7 days [/SIZE] [SIZE=2][B]Target: [/B]Dead creature touched [/SIZE] [SIZE=2][B]Duration:[/B] Permanent [/SIZE] [SIZE=2][B]Saving Throw: [/B]Fortitude negates (harmless) [/SIZE] [SIZE=2][B]Spell Resistance:[/B] Yes (harmless) [/SIZE] [SIZE=2][B]To Develop: [/B]441,000 gp; 9 days; 17,640 XP. Seeds: [I]life [/I](DC 27), [I]transform [/I](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). [/SIZE] [SIZE=2]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.[/SIZE] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Wiki Pages
Revised (v.3.5) System Reference Document
Epic Monsters T-W
Top