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ECHIDNA - the mother of monsters
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<blockquote data-quote="Khisanth the Ancient" data-source="post: 3372510" data-attributes="member: 11368"><p><strong>Here's Echidna's big sister - it's KAMPE!</strong></p><p></p><p>KAMPE</p><p>Gargantuan Outsider (Evil, Extraplanar)</p><p>Hit Dice: 40d8+403 (583 hp)</p><p>Initiative: +4</p><p>Speed: 50 ft., fly 60 ft. (poor)</p><p>Armor Class: 43 (-4 size, +28 natural, +9 deflection), touch 15, flat-footed 43</p><p>Base Attack/Grapple: +40/+66</p><p>Attack: Bite +51 melee (4d8+14)</p><p>Full Attack: 4 bites +51 melee (4d8+14), 2 claws +46 melee (3d10+7), sting +46 melee (6d6+7 and poison and energy drain)</p><p>Space/Reach: 20 ft./15 ft.</p><p>Special Attacks: Horrific appearance, frightful presence, spell-like abilities, poison, energy drain, gate of hell, wrath</p><p>Special Qualities: DR 35/epic (6/-), cold immunity, fire immunity, acid immunity, shield of power, regeneration 15</p><p>Saves: Fort +32, Ref +22, Will +28</p><p>Abilities: Str 39, Dex 10, Con 31, Int 19, Wis 23, Cha 28</p><p>Skills: Appraise +49, Bluff +52, Concentration +53, Diplomacy +43, Knowledge (arcana, nature, the planes, religion) +48, Listen +51, Spot +51, Survival +49, Swim +57</p><p>Feats: Ability Focus (frightful presence, wrath), Alertness, Endurance, Improved Initiative, Improved Natural Attack, Power Attack, Run, Toughness, Weapon Focus (bite, claw, sting)</p><p>Epic Feat: Damage Reduction</p><p>Environment: Any land or underground</p><p>Organization: Unique (1)</p><p>Challenge Rating: 30</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: --</p><p>Level Adjustment: --</p><p></p><p><em>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.</em></p><p></p><p>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.</p><p></p><p></p><p>COMBAT</p><p>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.</p><p></p><p>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.</p><p>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.</p><p>Spell-Like Abilities: At will –<em>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</em>; 3/day – <em>chain lightning, disintegrate, finger of death, summon monster IX </em> (as evil spell only), <em>teleport without error</em>; 1/day –<em>blasphemy, creeping doom, earthquake, limited wish</em>. Saving throw DCs are 19 + spell level.</p><p>Poison (Ex): Sting, Fortitude DC 42, initial and secondary damage 2d8 Con.</p><p>Energy Drain (Su): Kampe's sting attack inflicts a negative level. The Fortitude save to remove the negative level is DC 40.</p><p>Gate of Hell (Sp): 3/day, Kampe can summon one balor or 2 mariliths. This ability is treated as a 9th-level spell.</p><p>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.</p><p>Shield of Power (Su): Due to her immense magical power, Kampe gains a +9 deflection bonus on Armor Class.</p><p>Regeneration (Ex): Good-aligned weapons and force effects deal normal damage to Kampe.</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 3372510, member: 11368"] [b]Here's Echidna's big sister - it's KAMPE![/b] 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: -- [I]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.[/I] 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 –[I]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[/I]; 3/day – [I]chain lightning, disintegrate, finger of death, summon monster IX [/I] (as evil spell only), [I]teleport without error[/I]; 1/day –[I]blasphemy, creeping doom, earthquake, limited wish[/I]. 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. [/QUOTE]
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