ECHIDNA - the mother of monsters

This is Echidna from Greek mythology, the infamous "Mother of All Monsters", as an epic fiend.

ECHIDNA
Large Outsider
Hit Dice: 30d8+273 (408 hp)
Initiative: +4
Speed: 40 ft.
Armor Class: 37 (-1 size, +20 natural, +8 profane), touch 17, flat-footed 37
Base Attack/Grapple: +30/+46
Attack: Large +5 keen frost longsword +47 melee (2d6+17 and 1d6 cold/18-20)
Full Attack: Large +5 keen frost longsword +47/+42/+37/+32 melee (2d6+17 and 1d6 cold/18-20), sting +39 melee (2d6+9 and poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Maddening gaze, frightful presence, spell-like abilities, poison, plague
Special Qualities: DR 15/epic (3/-), cold resistance 20, fire resistance 20, acid resistance 20, touch of darkness, unholy tenacity, regeneration 5
Saves: Fort +26, Ref +17, Will +22
Abilities: Str 35, Dex 10, Con 29, Int 19, Wis 21, Cha 30
Skills: Appraise +38, Bluff +43, Concentration +42, Diplomacy +43, Knowledge (arcana, nature, the planes, religion) +38, Listen +40, Spot +40, Survival +38, Swim +45
Feats: Ability Focus (maddening gaze, poison), Alertness, Endurance, Improved Initiative, Improved Natural Attack, Power Attack, Run, Toughness, Weapon Focus (longsword)
Epic Feat: Damage Reduction
Environment: Any land or underground
Organization: Unique (1 plus 3-18 fiendish constrictor snakes and 1-4 succubi)
Challenge Rating: 23
Treasure: Standard
Alignment: Always chaotic evil
Advancement: --
Level Adjustment: --

This snake-like monstrosity has the head and torso of a giantess.

Echidna has the rear body of a large constricting snake and the upper body of an ogre-sized woman. She is a great power of evil and is said to have been the mother of many legendary horrors. Some consider her to be the ultimate example of evil’s power to infect and corrupt, the queen of disease and poison.

COMBAT
Any non-evil creature approaching Echidna will be attacked viciously. She usually begins combat with a disintegrate, then hurls fireballs . If given time to prepare, she casts haste and mage armor on herself and summons monsters. When she must enter melee combat, she carves up her foes with her terrible sword and venomous sting.

Maddening Gaze (Su): Any creature within 60 feet meeting Echidna’s gaze must make a Will save (DC 37) or suffer the effects of a confusion spell at 20th caster level. Any creature which successfully saves against this ability is immune to Echidna’s maddening gaze for 24 hours.
Frightful Presence (Ex): When Echidna attacks, any creature within 100 feet seeing her must make a Will save (DC 35) or be shaken for 5d6 rounds. Any creature which successfully saves against this ability is immune to Echidna’s frightful presence for 24 hours.
Spell-Like Abilities: At will – bane, blight, bull’s strength, darkness, detect good, detect magic, dimension door, doom, fireball, gust of wind, haste, invisibility purge, mage armor, magic missile, poison, ray of enfeeblement; 3/day – chain lightning, greater dispelling, slay living, summon monster VI (as evil spell only), teleport without error; 1/day – disintegrate, earthquake, summon monster IX (as evil spell only). Saving throw DCs are 20 + spell level.
Poison (Ex): Sting, Fortitude DC 36, initial and secondary damage 1d10 Con.
Plague (Su): Once per day, Echidna can infect one creature within 60 feet with a peculiarly vicious disease, the melts. It has no incubation period, the Fortitude DC is 35, and the damage is 1d6 Con. Victims in the later stages of the disease melt away into maggot-riddled pools of ooze.
Touch of Darkness (Su): Echidna can infuse any evil being with great power at will. This requires Echidna to touch the being. It receives a +2 profane bonus on all saving throws and attack rolls for 24 hours.
Unholy Tenacity (Su): As an embodiment of evil, Echidna gains a +8 profane bonus on Armor Class.
Regeneration (Ex): Good-aligned weapons, sonic attacks, and electricity attacks deal normal damage to Echidna.
 
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Here's Echidna's big sister - it's KAMPE!

KAMPE
Gargantuan Outsider (Evil, Extraplanar)
Hit Dice: 40d8+403 (583 hp)
Initiative: +4
Speed: 50 ft., fly 60 ft. (poor)
Armor Class: 43 (-4 size, +28 natural, +9 deflection), touch 15, flat-footed 43
Base Attack/Grapple: +40/+66
Attack: Bite +51 melee (4d8+14)
Full Attack: 4 bites +51 melee (4d8+14), 2 claws +46 melee (3d10+7), sting +46 melee (6d6+7 and poison and energy drain)
Space/Reach: 20 ft./15 ft.
Special Attacks: Horrific appearance, frightful presence, spell-like abilities, poison, energy drain, gate of hell, wrath
Special Qualities: DR 35/epic (6/-), cold immunity, fire immunity, acid immunity, shield of power, regeneration 15
Saves: Fort +32, Ref +22, Will +28
Abilities: Str 39, Dex 10, Con 31, Int 19, Wis 23, Cha 28
Skills: Appraise +49, Bluff +52, Concentration +53, Diplomacy +43, Knowledge (arcana, nature, the planes, religion) +48, Listen +51, Spot +51, Survival +49, Swim +57
Feats: Ability Focus (frightful presence, wrath), Alertness, Endurance, Improved Initiative, Improved Natural Attack, Power Attack, Run, Toughness, Weapon Focus (bite, claw, sting)
Epic Feat: Damage Reduction
Environment: Any land or underground
Organization: Unique (1)
Challenge Rating: 30
Treasure: Standard
Alignment: Always chaotic evil
Advancement: --
Level Adjustment: --

This fiend appears to be composed of the worst features of every creature ever feared or hated by humankind. Its body is that of a monstrous dragon, but the tail of a vast scorpion arches over its back. Each of its many feet is a terrible serpent, and it has many huge, fanged heads. The central head and upper torso, most horrible of all, are a hideously scaled mockery of the human form.

Kampe is the guardian of the gates of hell. Even gods fear her. Sometimes they will be forced to bargain with her, but at least one demigod met his end at her claws.


COMBAT
Any non-evil creature approaching Kampe will be attacked viciously. She usually begins combat with blasphemy and earthquake, then enters melee. If given time to prepare, she casts haste and bull's strength on herself and summons monsters. If the foes seem a real threat, she may use wrath.

Horrific Appearance (Ex): Any creature within 200 feet seeing Kampe must make a Will save (DC 39) or suffer 2d6 Strenngth damage. Any creature which successfully saves against this ability or is affected by it is immune to Kampe's horrific appearance for 24 hours.
Frightful Presence (Ex): When Kampe attacks, any creature within 100 feet seeing her must make a Will save (DC 41) or be shaken for 5d6 rounds. Any creature which successfully saves against this ability is immune to Kampe's frightful presence for 24 hours.
Spell-Like Abilities: At will –bane, blight, bull’s strength, chaos hammer, darkness, detect good, detect magic, dimension door, doom, fireball, greater dispelling, gust of wind, haste, invisibility purge, mage armor, magic circle against good, magic circle against law, magic missile, nightmare, poison, ray of enfeeblement, shocking grasp, unholy blight; 3/day – chain lightning, disintegrate, finger of death, summon monster IX (as evil spell only), teleport without error; 1/day –blasphemy, creeping doom, earthquake, limited wish. Saving throw DCs are 19 + spell level.
Poison (Ex): Sting, Fortitude DC 42, initial and secondary damage 2d8 Con.
Energy Drain (Su): Kampe's sting attack inflicts a negative level. The Fortitude save to remove the negative level is DC 40.
Gate of Hell (Sp): 3/day, Kampe can summon one balor or 2 mariliths. This ability is treated as a 9th-level spell.
Wrath (Su): Kampe hurls a ball of hellfire and blasting force at her foe. This ability allows a Reflex save (DC 41) for half damage, but otherwise it deals 40d6 points of evil (unholy) damage to all in a 20-foot radius. The range is 1,000 feet.
Shield of Power (Su): Due to her immense magical power, Kampe gains a +9 deflection bonus on Armor Class.
Regeneration (Ex): Good-aligned weapons and force effects deal normal damage to Kampe.
 


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