Akin Ringpeace said:
(Stares up in awe. )
(Loses intestinal fortitude.)
Scale is everything.
*takes a bow*
Even if it doesn't get used, this has gotten stuck in my head and I just had to see how it would turn out. I may even use this myself down the road, so I'd appreciate any constructive criticism any of you would care to offer.
HUGE weakness I just noticed, if anyone hits it from behind this whole things is basically screwed, it has to engage enemies as it comes out of a tunnel to be effective in combat whatsoever.
Ghoulish Transport Amalgam (Burrowing)
Megamole?
Necroworm?
AGC? (Armoured Ghoul Carrier)
Subterrain? (as opposed to submarine)
Leviathan Hit Points, AC, Saves, Intelligence, Wisdom, Charisma
Kraken Reach, selected Feats, Strength and Dexterity.
Megapede Speed and tremorsense
Destrachan Special Abilities
Umber Hulk special abilities and burrow (modified)
Carrion crawlers for flavour
True Ghoul Template added
*This is only a rough writeup*
Colossal+ Magical Undead
HD: 32d12 +323 (532 hp)
Init: +4 (improv initiative)
Spd: 80 ft. Burrow 30ft.
AC: 29 (-8size +27natural) touch 0
Attacks: 2 Tentacle Rakes +29 Melee, 6 arms +24 melee, Bite +40 melee
Damage: Tentacle rake 2d8+13, arm 1d6+6, Bite 4d8+15 and Gulp
Face/Reach: 50 ft by 2000ft/100ft
SA: Improved Grab, Constrict, Gulp, Destructive Harmonics, Reverberating harmonics, Confusing Gaze, Paralysis, Grave Rot, Strength Damage, Create Spawn, Eye ray.
SQ: 360° Vision, Darkvision 60 ft., DR10/-, low-light vision, Tremorsense, SR 28, Resistant to Blows, Undead, Turn Resistance, Animate Dead, Summon Shadows
Saves Fort +28 Ref +18, Will +15
Abil: STR36 DEX14 CON- INT6 WIS14 CHA11
Skills: Listen +5 Spot +5 Move Silently +4
Feats: Blind Fight, Improved Critical(Tentacle), Improved Initiative, Improved Trip, Iron Will, Multiattack
CR: ???
Alignment: Neutral Evil
Advancemnt: 33-48 HD (Colossal+)
The transport amalgam (ghouls at large aren't known for their creativity) represents an enormous expenditure of resources. Ghouls were created to hunt and drag large animals, aquatic and landgoing, back to the underdark over a period of months. There, the carcasses were stripped of excess flesh and the ribcages of of the largest animals were bonded together into one long tubular structure. The digestive tracts of some of the larger creatures were retained, and used to create troop compartments which could 'vomit' out whole platoons at a time. some lungs and stomach linings were used to create work areas for the army's commanders and mages.
This hideous device is a tubular patchwork of raw, exposed muscle and bone extending for nearly half a mile. A gargantuan bulette head has been slapped on one end to create a sealable port through which ghouls may enter and exit. Its entire face has been replaced by eyes; massive dragon eyes, drow eyes, dwarven eyes, human eyes and, most horrifying of all, Beholder eyes, which fire Inflict moderate wounds spells on any ghouls near it who are injured, healing them with negative energy. All eyes on the face are protected by armour plates, and their arhythmic blinking tends to sound like an Umber Hulk trying to juggle turkey giblets.
Near the point where the jaw pivots, Kraken tentacles have been grafted on the inside of the mouth, three short arms and one long one to each side, creating the surreal image of multiple tongues lolling and writhing. On the roof of the Bulette's mouth a number of Umber Hulk torsos are fused, along with a trio of destrachan heads attached to air sacs near the back. When the mouth opens, the Umber hulks and the destrachan work in harmony to shatter and carve away at the rock, while the kraken tentacles scoop the debris into a specialized esophogus that 'swallows' the detritus down the length of the body, and deposits it at the other end.
On top of the unnaturally long spine, shrieker fungii are planted every ten feet, slowly feeding off of the rotting flesh of the transport. These fungii will alert all ghouls nearby to the prescense of a living being. In addition to these fungii, nests of eyeballs blink randomly, rolling and staring around the construct, seeking any who would be so foolish as to attack a servant of the White Kingdom.
Along the sides of the amalgam hundreds of carrion crawlers have had their backs fused with the bone and muscle of the construct's hide. Their claw-feet wriggling in despair as they taste decaying flesh so near but are unable to feed. Forty desert megapedes are fused like the 'crawlers in a double row along the belly of the beast, mindlessly running whenever and wherever the mind controlling the amalgam tells them to. This combination of creatures allow the construct to haul itself through its self-constructed tunnels with ease, not relying solely on the megapede to drive it forward, since it is accustomed to moving much faster, and begins to give way rapidly to the stationary bulk of the construct itself. Open space is another matter entirely: the construct can easily run down a horse or any other riding animal, making it a perfect troop transport.
COMBAT
Though not really designed for fighting, its sheer size and the natural weaponry grafted to its hulking frame allow it to defend itself adequately against a small party. It can also 'swallow' attackers using its gulp ability and let the troops within it have an early snack.
Improved Grab
To use this ability, the amalgam must hit an opponent of up to huge size with a tentacle attack. If it gets a hold, it can constrict
Confusing Gaze
Confusion as cast by an 8th level sorceror, 30 feet. Will negates DC 15.
Paralysis
Those hit with a the construct's bite attack must make a fortitude save (DC 26) or be paralyzed for 2d6+6 minutes. Elves are not immune to this paralysis.
Grave Rot
The amalgam's natural weapons are covered in the filth of the grave, carrying diseases which it may spread. At the end of combat, everyone hit by an amalgam's natural weapons must make a fortitude save (DC15) or contract grave rot. Onset time 1 day, damage 1d6 hit points of damage each day until cured or the victim makes a successful Fortitude Save. Victims are allowed a new saving throw each day. Victims reduced to 0 hit points by grave-rot are transformed into true ghouls.
Strength Damage (Su)
The amalgam also deals 1 point of temporary Strength damage to a living foe. A creature reduced to Strength 0 by a true ghoul dies.
Create Spawn (Su)
In most cases, true ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell. Slain victims who fail a Fortitude Saving Throw (DC 15) become normal ghouls, while those who succeed arise as true ghouls. If a true ghoul cleric is present, the victim receives a +4 bonus to the saving throw. Casting protection from evil on a body before the end of that time averts the transformation.
Constrict
The amalgam deals automatic tentacle damage wit ha successful grapple check against huge or smaller creatures
Destructive Harmonics
The construct can use its grafted destrachan heads to blast sonic energy in a cone up to 80feet long. It can tune the harmonics of this destructive power to affect different types of targets:
Flesh: Disrupting tissue and splitting bones, this horrible attack deals 4d6 points of damage to all within the cone (ref half DC 15)
Nerves: The amalgam can focus its to subdue rather that slay. This attack plays haboc with nerves and sensory systems, dealing 6d6 points of damage to all within the cone (Ref half DC 15)
Material: The amalgam may force Stone, wood, metal or glass within the cone to make a fortitude save (DC 15) or be shattered.
Gulp
The amalgam can swallow a huge or smaller creature by making a successful bite attack. The monster's interior contains thousands of ghoul shock troops and commanders. Each round, the victim sustains one negative level of damage and 6d6 damage as ghouls tear hungrily at his flesh. Anyone trapped inside cannot cut their way out because there are ribs along the entire length of this creature, acting like bars in a cell: the only way out is the way they came in.
Reverberating harmonics
The amalgam may bounce any of its sonic attacks off of a floor, wall or ceiling to affect all within 30 feet of the head.
Eye Ray
The amalgam has approximately 3 beholder eyes which can fire inflict moderate wounds spells once each per round. If an eye is disabled or closed, it cannot fire its spell
360° Vision
The amalgam's myriad eyes, placed all around its bulk, allow it to see everything around it. Because of this, it can never be caught flat-footed.
Resistant to Blows (Ex)
Physical attacks deal only half damage to true ghouls. Apply this effect before damage reduction.
Undead
Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Turn Resistance
The amalgam possesses +4 turn resistance.
Animate Dead (Su)
The amalgam may animate dead once per week. The total HD of skeletons or zombies created by a single use of this ability cannot exceed the true ghoul’s HD. There is no limit to the amount of undead that the true ghoul can control through use of this ability.
Summon Shadows (Su)
The amalgam can summon 1d3 shadows once per day. The shadows arrive in 1 round and serve for 10 rounds or until released.
EDIT - True Ghoul Template has been added, thanks to taran