WizarDru
Adventurer
For those so interested, here's an upcoming opponent for the Meepites:
I give you:
The 100th Horror; Advanced Grafted Century Worm: CR 24; Size G; HD 40d8+320 + 16d8+128; hp 591; Init +0; Spd 30 ft, burrow 20 ft., swim 10 ft.; AC 29, touch 4, FF 29; BAB/Grapple +42/+57; Atk: +53 melee (4d6 + 21, Bite); SA Improved Grab, keening, swallow whole, wriggling progeny; SQ Acid Resistance 20, tremorsense 120 ft., vermin traits; SV Fort +40, Ref +18, Will +19; AL N; Str 40, Dex 11, Con 26, Int 0, Wis 12, Cha 2.
Skills and Feats: Bluff -4, Climb +15, Concentration +8, Diplomacy -4, Disguise -4, Gather Information -4, Heal
+1, Intimidate -4, Survival +1, Jump +15, Listen +1, Perform -4, Sense Motive +1, Spot +1, Swim +23.
The 100th Horror is a twisted monstrosity made even more horrible by Orcus and his servants. Harvested from the outer planes, this terrifying abomination has been modified further to further the Demon Prince of the Undead's dread ambitions. Fromed a from a century worm, the 100th horror is composed of seven translucent segments of pulpy flesh topped by a menancing head partially covered by a hood of rough, dark brown skin. In the center of that hood rests a single eyelid of a mismatched rough green hide, that looks as if it were sewn on. It's round tooth-lined mouth easily accomadates an ogre. Hundreds of squirming larvae about the size of a humans's arm line the worm's stomach, which doubles as a womb. These little creatures sometimes spill out of the worm's mouth periodically, though they die withinin an hour for want of their parent's life-giving nutrient bile.
Improved Grab (Ex): If the 100th Horror 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 (grapple bonus +57). If it gets a hold, it automatically deals bite damage and can attempt to swallow the foe. Thereafter, the centurey worm has the option to conduct the grapple normally, or simply use it's bite to hold the opponent (-20 penalty on grapple check, but the 100th Horror is not considered grappled). In either case, each succesful grapple check it makes during successive rounds automatically deals bite damage.
Keening (Ex): Once per round as a free action, the 100th Horror can emit a terrible keening sound. All living creatures within 50 feet of the worm must make successful Fortitude saves (DC 38) to avoid being deafened by the
sound.
Swallow Whole (Ex): The 100th Horror can swallow a single creature that is at least one size category smaller than itself by making a successful grapple check (grapple bonus +57), provided it already has that opponent in its maw
(see Improved Grab, above). Once inside the 100th Horror, the opponent takes 2d6+9 points of acid damage per round from the worm's stomach. A succesful grapple check allows the swallowed creature to climb out of the stomach and return to the 100th Horror's maw, where another succesful grapple check is needed to get free.
Alternatively, a swallowed creature can attempt to cut its way free with claws or a light piercing or slashing weapon. Dealing a total of at least 40 points of damage to the stomach (AC 22) creates an opening large enough to
permit escape. Once a single creature exits, muscular actions closes the hole; thus, another swallowed creature must cut its own way out. The 100th Horror's maw can hold 2 Large, 8 medium size, 32 small or 128 Tiny or smaller opponents.
Wriggling Progeny (Ex): Characters trapped within the 100th Horror's stomach must make a succesful Fortitude save (DC 38) every round or take 1d8 points of Consitution damage as the 100th Horror's larvae burrows through the victim's skin and makes their way toward it's heart. A succesful save staves off Constitution damage for that round only.
When a victim's consitution reaches 0, the victim is dies and a single 100th Horror larvae digs into its flesh and attaches itself to the corpse's spine. The larva can be destroyed by a remove disease spell. If it is not destoryed, a new 100th Horror begins to grow inside the body. This larval form begins as a Tiny creature with 20 hit points and grows one size category every 20 years (gaining another 80 hit points for every size change). When
it's size is the same size as it's host body, the worm bursts forth from within the body. It continues to feed on the remains of the body until, after 100 years, it reaches Gargantuan size and becomes a fully formed century worm.
Bodies currently serving as incubators for 100th Horror larvae cannot be returned to life by any means.
Beholder Graft (Third Eye): The result of meddling on the part of Orcus' servants, the 100th Horror possess a large central beholder eye, grafted onto it's forehead. This eye functions exactly as a normal beholder eye, in that it
can generate an antimagic cone, similar to the anti-magic field spell, as cast by a 13th level sorceror. However, it only has a range of 50 feet, a result of the imperfections of the graft. The eye can only be used 3 times a day
for this effect.
Tremorsense (Ex): The 100th Horror can automatically sense the location of anything within 120 feet that is in contact with the ground.
Vermin Traits(Ex): The 100th Horror is immune to mind-altering effects (charms, compulsions, phantasms, patterns and morale effects). It also has darkvision (60 foot range).
Skills: The 100th Horror has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.
I give you:
The 100th Horror; Advanced Grafted Century Worm: CR 24; Size G; HD 40d8+320 + 16d8+128; hp 591; Init +0; Spd 30 ft, burrow 20 ft., swim 10 ft.; AC 29, touch 4, FF 29; BAB/Grapple +42/+57; Atk: +53 melee (4d6 + 21, Bite); SA Improved Grab, keening, swallow whole, wriggling progeny; SQ Acid Resistance 20, tremorsense 120 ft., vermin traits; SV Fort +40, Ref +18, Will +19; AL N; Str 40, Dex 11, Con 26, Int 0, Wis 12, Cha 2.
Skills and Feats: Bluff -4, Climb +15, Concentration +8, Diplomacy -4, Disguise -4, Gather Information -4, Heal
+1, Intimidate -4, Survival +1, Jump +15, Listen +1, Perform -4, Sense Motive +1, Spot +1, Swim +23.
The 100th Horror is a twisted monstrosity made even more horrible by Orcus and his servants. Harvested from the outer planes, this terrifying abomination has been modified further to further the Demon Prince of the Undead's dread ambitions. Fromed a from a century worm, the 100th horror is composed of seven translucent segments of pulpy flesh topped by a menancing head partially covered by a hood of rough, dark brown skin. In the center of that hood rests a single eyelid of a mismatched rough green hide, that looks as if it were sewn on. It's round tooth-lined mouth easily accomadates an ogre. Hundreds of squirming larvae about the size of a humans's arm line the worm's stomach, which doubles as a womb. These little creatures sometimes spill out of the worm's mouth periodically, though they die withinin an hour for want of their parent's life-giving nutrient bile.
Improved Grab (Ex): If the 100th Horror 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 (grapple bonus +57). If it gets a hold, it automatically deals bite damage and can attempt to swallow the foe. Thereafter, the centurey worm has the option to conduct the grapple normally, or simply use it's bite to hold the opponent (-20 penalty on grapple check, but the 100th Horror is not considered grappled). In either case, each succesful grapple check it makes during successive rounds automatically deals bite damage.
Keening (Ex): Once per round as a free action, the 100th Horror can emit a terrible keening sound. All living creatures within 50 feet of the worm must make successful Fortitude saves (DC 38) to avoid being deafened by the
sound.
Swallow Whole (Ex): The 100th Horror can swallow a single creature that is at least one size category smaller than itself by making a successful grapple check (grapple bonus +57), provided it already has that opponent in its maw
(see Improved Grab, above). Once inside the 100th Horror, the opponent takes 2d6+9 points of acid damage per round from the worm's stomach. A succesful grapple check allows the swallowed creature to climb out of the stomach and return to the 100th Horror's maw, where another succesful grapple check is needed to get free.
Alternatively, a swallowed creature can attempt to cut its way free with claws or a light piercing or slashing weapon. Dealing a total of at least 40 points of damage to the stomach (AC 22) creates an opening large enough to
permit escape. Once a single creature exits, muscular actions closes the hole; thus, another swallowed creature must cut its own way out. The 100th Horror's maw can hold 2 Large, 8 medium size, 32 small or 128 Tiny or smaller opponents.
Wriggling Progeny (Ex): Characters trapped within the 100th Horror's stomach must make a succesful Fortitude save (DC 38) every round or take 1d8 points of Consitution damage as the 100th Horror's larvae burrows through the victim's skin and makes their way toward it's heart. A succesful save staves off Constitution damage for that round only.
When a victim's consitution reaches 0, the victim is dies and a single 100th Horror larvae digs into its flesh and attaches itself to the corpse's spine. The larva can be destroyed by a remove disease spell. If it is not destoryed, a new 100th Horror begins to grow inside the body. This larval form begins as a Tiny creature with 20 hit points and grows one size category every 20 years (gaining another 80 hit points for every size change). When
it's size is the same size as it's host body, the worm bursts forth from within the body. It continues to feed on the remains of the body until, after 100 years, it reaches Gargantuan size and becomes a fully formed century worm.
Bodies currently serving as incubators for 100th Horror larvae cannot be returned to life by any means.
Beholder Graft (Third Eye): The result of meddling on the part of Orcus' servants, the 100th Horror possess a large central beholder eye, grafted onto it's forehead. This eye functions exactly as a normal beholder eye, in that it
can generate an antimagic cone, similar to the anti-magic field spell, as cast by a 13th level sorceror. However, it only has a range of 50 feet, a result of the imperfections of the graft. The eye can only be used 3 times a day
for this effect.
Tremorsense (Ex): The 100th Horror can automatically sense the location of anything within 120 feet that is in contact with the ground.
Vermin Traits(Ex): The 100th Horror is immune to mind-altering effects (charms, compulsions, phantasms, patterns and morale effects). It also has darkvision (60 foot range).
Skills: The 100th Horror has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.