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<blockquote data-quote="the Jester" data-source="post: 6109254" data-attributes="member: 1210"><p><strong><span style="font-size: 18px">CRAWLING APOCALYPSE </span> </strong></p><p><strong> Source:</strong> 3e Sandstorm.</p><p> </p><p>A crawling apocalypse is a relic of an ancient era. Found in what are now desert wastes, crawling apocalypses are self-impelled weapons from ancient wars fought eons ago. Now bereft of purpose, some of these things have gone mad, while others still seek to destroy long-vanished adversaries, annihilating whatever crosses their path. </p><p> </p><p>A crawling apocalypse appears to be a nest of withered, desiccated tentacles topped by a barrel-like body surmounted by two huge staring orbs. Ancient cerements caked with desert dirt and sand swath a crawling apocalypse's form.</p><p></p><p><strong><span style="font-size: 15px">Decrepit Crawling Apocalypse --- Level 10 Soldier </span></strong> </p><p>Huge elemental magical beast (undead) --- XP 500 </p><p>HP 102; Bloodied 51 Initiative +7</p><p>AC 25; Fortitude 23; Reflex 20; Will 22 Perception +10</p><p>Speed 6, burrow 5 (tunneling)</p><p>Resist 10 necrotic; Vulnerable 10 fire</p><p></p><p><strong>TRAITS </strong></p><p><strong>Despair (fear) * Aura 4</strong></p><p> Living creatures in the aura suffer a -2 penalty on attack rolls.</p><p></p><p><strong>Regeneration</strong></p><p> The crawling apocalypse regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the crawling apocalypse takes fire damage, its regeneration does not function on its next turn.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Barbed Tentacles * At Will</strong></p><p> Attack: Melee 3 (one creature); +15 vs. AC.</p><p> Hit: 2d10+7 damage, and the target takes ongoing 5 damage and is marked by the crawling apocalypse (save ends both).</p><p></p><p><strong>(close) Storm of Tentacles * Recharge 5 6</strong></p><p> Attack: Close burst 2 (each enemy in burst); +15 vs. AC.</p><p> Hit: 2d6+4 damage and the target falls prone.</p><p>---</p><p>Str 22 Dex 10 Wis 20</p><p>Con 14 Int 18 Cha 20 </p><p>Alignment unaligned Languages usually one or more extinct languages</p><p></p><p><strong><span style="font-size: 15px">Crawling Apocalypse Destroyer --- Level 18 Soldier </span></strong> </p><p>Huge elemental magical beast (undead) --- XP 8,000 </p><p>HP 170; Bloodied 85 Initiative +11</p><p>AC 33; Fortitude 31; Reflex 28; Will 30 Perception +15</p><p>Speed 6, burrow 5 (tunneling)</p><p>Resist 15 necrotic; Vulnerable 10 fire</p><p></p><p><strong>TRAITS </strong></p><p><strong>Despair (fear) * Aura 4</strong></p><p> Living creatures in the aura suffer a -2 penalty on attack rolls.</p><p></p><p><strong>Regeneration</strong></p><p> The crawling apocalypse regains 10 hit points whenever it starts its turn and has at least 1 hit point. When the crawling apocalypse takes fire damage, its regeneration does not function on its next turn.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Barbed Tentacles (necrotic) * At Will</strong></p><p> Attack: Melee 3 (one creature); +23 vs. AC.</p><p> Hit: 3d10+6 damage, and the target takes ongoing 10 necrotic damage and is marked by the crawling apocalypse (save ends both).</p><p></p><p><strong>(close) Wrathful Spasm * Recharge 6</strong></p><p> Attack: Close burst 2 (each creature in burst); +23 vs. AC.</p><p> Hit: 3d10+8 damage, and the target falls prone.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong>Rotting Wound (necrotic) * At Will</strong></p><p> Trigger: An enemy marked by the crawling apocalypse moves or shifts.</p><p> Effect (Opportunity Action): The triggering enemy takes 10 necrotic damage.</p><p>---</p><p>Str 27 Dex 10 Wis 23</p><p>Con 18 Int 23 Cha 23 </p><p>Alignment unaligned Languages usually one or more extinct languages</p></blockquote><p></p>
[QUOTE="the Jester, post: 6109254, member: 1210"] [B][SIZE=5]CRAWLING APOCALYPSE [/SIZE] Source:[/B] 3e Sandstorm. A crawling apocalypse is a relic of an ancient era. Found in what are now desert wastes, crawling apocalypses are self-impelled weapons from ancient wars fought eons ago. Now bereft of purpose, some of these things have gone mad, while others still seek to destroy long-vanished adversaries, annihilating whatever crosses their path. A crawling apocalypse appears to be a nest of withered, desiccated tentacles topped by a barrel-like body surmounted by two huge staring orbs. Ancient cerements caked with desert dirt and sand swath a crawling apocalypse's form. [B][SIZE=4]Decrepit Crawling Apocalypse --- Level 10 Soldier [/SIZE][/B] Huge elemental magical beast (undead) --- XP 500 HP 102; Bloodied 51 Initiative +7 AC 25; Fortitude 23; Reflex 20; Will 22 Perception +10 Speed 6, burrow 5 (tunneling) Resist 10 necrotic; Vulnerable 10 fire [B]TRAITS Despair (fear) * Aura 4[/B] Living creatures in the aura suffer a -2 penalty on attack rolls. [B]Regeneration[/B] The crawling apocalypse regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the crawling apocalypse takes fire damage, its regeneration does not function on its next turn. [B]STANDARD ACTIONS (mbasic) Barbed Tentacles * At Will[/B] Attack: Melee 3 (one creature); +15 vs. AC. Hit: 2d10+7 damage, and the target takes ongoing 5 damage and is marked by the crawling apocalypse (save ends both). [B](close) Storm of Tentacles * Recharge 5 6[/B] Attack: Close burst 2 (each enemy in burst); +15 vs. AC. Hit: 2d6+4 damage and the target falls prone. --- Str 22 Dex 10 Wis 20 Con 14 Int 18 Cha 20 Alignment unaligned Languages usually one or more extinct languages [B][SIZE=4]Crawling Apocalypse Destroyer --- Level 18 Soldier [/SIZE][/B] Huge elemental magical beast (undead) --- XP 8,000 HP 170; Bloodied 85 Initiative +11 AC 33; Fortitude 31; Reflex 28; Will 30 Perception +15 Speed 6, burrow 5 (tunneling) Resist 15 necrotic; Vulnerable 10 fire [B]TRAITS Despair (fear) * Aura 4[/B] Living creatures in the aura suffer a -2 penalty on attack rolls. [B]Regeneration[/B] The crawling apocalypse regains 10 hit points whenever it starts its turn and has at least 1 hit point. When the crawling apocalypse takes fire damage, its regeneration does not function on its next turn. [B]STANDARD ACTIONS (mbasic) Barbed Tentacles (necrotic) * At Will[/B] Attack: Melee 3 (one creature); +23 vs. AC. Hit: 3d10+6 damage, and the target takes ongoing 10 necrotic damage and is marked by the crawling apocalypse (save ends both). [B](close) Wrathful Spasm * Recharge 6[/B] Attack: Close burst 2 (each creature in burst); +23 vs. AC. Hit: 3d10+8 damage, and the target falls prone. [B]TRIGGERED ACTIONS Rotting Wound (necrotic) * At Will[/B] Trigger: An enemy marked by the crawling apocalypse moves or shifts. Effect (Opportunity Action): The triggering enemy takes 10 necrotic damage. --- Str 27 Dex 10 Wis 23 Con 18 Int 23 Cha 23 Alignment unaligned Languages usually one or more extinct languages [/QUOTE]
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