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Abomination of Diirinka? (merged)

Shade

Monster Junkie
Here's what I came up with. When in doubt, I looked to the xorn for inspiration, since it seems to be base on a xorn.

The Abomination of Diirinka
Huge Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 20d8+120 (230 hp)
Initiative: +4
Speed: 30 ft. (6 squares), burrow 30 ft.
AC: 17 (–2 size, +19 natural) touch 0, flat-footed 0
Base Attack/Grapple: +20/+37
Attack: Bite +29 melee (4d8+9/19-20)
Full Attack: 3 bites +29 melee (4d8+9/19-20) and 3 claws +27 melee (1d6+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Energy drain, rend 4d8+13
Special Qualities: All-around vision, damage reduction 15/bludgeoning and good and magic, darkvision 60 ft., earth glide, immunity to acid, cold, electricity and poison, spell resistance 17, tremorsense 60 ft.
Saves: Fort +18, Ref +12, Will +14
Abilities: Str 29, Dex 10, Con 22, Int 10, Wis 11, Cha 10
Skills: Hide +15, Intimidate +23, Listen +25, Knowledge (dungeoneering) +23, Move Silently +23, Search +27, Spot +29, Survival +23 (+25 following tracks or underground)
Feats: Alertness, Cleave, Great Cleave, Improved Critical (bite), Improved Initiative, Iron Will, Multiattack, Power Attack
Environment: Underground (Pocket Dimension)
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always chaotic evil
Advancement: 21–40 HD (Huge); 41–60 HD (Gargantuan)
Level Adjustment: -

The Abomination is an otherworldly creature, loathsome to behold. It has an oblong body and stony flesh. The creature has three dead, white eyes spaced at equal intervals around its upper body. The eyes have neither lids nor pupils. Three double-jointed arms sprout from the top of the body. Each arm bears a taloned hand. Three smaller arms jut from the mid-body, one below each eye; each ends in a drooling mouth.

Swirling patterns of light and dark ripple along the Abomination’s skin. A close look reveals these patterns to be the images of dwarven faces writhing in torment.

Combat

The Abomination attacks with its six limbs; it can attack six different targets, but usually concentrates on only one or two.

Energy Drain (Su): Any living creature grappled by one of the Abomination's bite attacks must succeed at a Fortitude saving throw (DC 26) or gain one negative level. For each negative level bestowed, the Abomination heals 5 points of damage. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points.

If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed on a Fortitude save (DC 26) to remove it. Failure means the opponent's level (or Hit Dice) is reduced by one.

Improved Grab (Ex): If the Abomination hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can use its energy drain attack on the same round. Thereafter, the Abomination has the option to conduct the grapple normally, or simply use a bite to hold the opponent (-20 penalty on grapple check, but the Abomination is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage and energy drain.

Rend (Ex): If a the Abomination hits a single target with two or more bite attacks, it latches onto the opponent's body and tears the flesh. This attack deals 4d8+13 points of damage.

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

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

Regeneration (Ex): The Abomination takes normal damage from good-aligned bludgeoning weapons, holy water, and from spells or effects with the good descriptor.
 
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Mjollnir

First Post
Thanks a lot.
Just one comment regarding its enviroment. It's supposed to exist in a pocket dimension created to it by the deity Diirinka, that's when it's not in the Prime Material Plane devouring any dwarf on sight.
 


Shade

Monster Junkie
I did this one awhile back. Maybe we can give it a quick overhaul in the "2E Generic Setting" thread and get it into the Catalog.
 



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