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From the mind of the Lonely of Providence, fear the Great Old One and Outer God (template)
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<blockquote data-quote="Obly99" data-source="post: 9463798" data-attributes="member: 7035194"><p>A revisitation in epic version of the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/dhole/" target="_blank">Dhole</a></p><p style="text-align: center"><a href="https://lovecraft.fandom.com/wiki/Dhole" target="_blank"><strong><span style="font-size: 26px">Dhole</span></strong></a></p><p></p><p><em>Darkness obscures the source of a deep grinding sound. This truly gigantic, miles-long worm horror with a huge engulfing three-pronged mouth bursts through the world’s crust with earthquake-inducing force.</em></p><p></p><p>CN Macro-Gargantuan magical beast (mythos)</p><p></p><p><strong>Init</strong> +17; <strong>Senses</strong> blindsight 1 mile, blindsense 6 miles, tremorsense 10 miles; Perception +81</p><p></p><p><strong>Aura</strong> gloom (1 mile)</p><p></p><p><strong>AC</strong> 58, touch 24, flat-footed 45 (+11 deflection, +7 Dex, +6 divine, +6 dodge, +34 natural, –16 size)</p><p></p><p><strong>hp</strong> 4,080 hp (68d20+2,720) regeneration 20 (divine)</p><p></p><p><strong>Fort </strong>+61, <strong>Ref</strong> +49, <strong>Will</strong> +56</p><p></p><p><strong>Defensive Abilities</strong> blind, ferocity, recovery, slime coat, unstoppable; <strong>DR</strong> 30/—; <strong>Immune</strong> ability damage and drain, acid, cold, death effects, disease, fire, gaze weapons, insanity, madness, magical control, paralysis, poison, sight-based attacks, sleep, stun, unwilling polymorph; <strong>Resistance</strong> electricity 30, sonic 30; <strong>PR/SR</strong> 84</p><p></p><p><strong>Weakness</strong> limited manifestation, vulnerable to light</p><p></p><p><strong>Speed</strong> 100 ft., burrow 600 ft.</p><p></p><p><strong>Melee</strong> bite +87 (12d10+43/19–20 plus grab), slam +87 (10d10+43/19–20 plus constricting coils)</p><p></p><p><strong>Space</strong> 10 miles (or 60 ft., see limited manifestation); <strong>Reach</strong> 120 ft.</p><p></p><p><strong>Special Attacks</strong> breath weapon, cleaving bite, constrict (10d10+43), constricting coils, crushing coils, devastation, fast swallow, hurl foe, impossible leap, mythic power (10/day, surge +1d12), overwhelming strength, swallow whole (20d10 bludgeoning damage and 30d10 acid damage, AC 27, 408 hp), trample (40d10+43, DC 79), tremor</p><p></p><p><strong>Str</strong> 68, <strong>Dex</strong> 25, <strong>Con</strong> 49, <strong>Int</strong> 3, <strong>Wis</strong> 34, <strong>Cha</strong> 32</p><p></p><p><strong>Base Atk</strong> +68; <strong>CMB</strong> +119; <strong>CMD</strong> 185 (cannot be tripped)</p><p></p><p><strong>Feats</strong> Alertness, Combat Reflex, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Iron Will, Mobility, Power Attack, Spring Attack, Run, Vital Strike</p><p></p><p><strong>Epic Feats</strong> Good Will, Improved Combat Reflexes, Improved Dodge, Epic ToughnessB, Sixth Sense</p><p></p><p><strong>Skills</strong> Perception +81, Sense Motive +20</p><p></p><p><strong>Languages</strong> Aklo (rarely speak)</p><p></p><p><strong>SQ</strong> compression, display of strength, massive, might, mythic, no breath, planar acclimation</p><p></p><p><strong>Ecology</strong></p><p><strong></strong></p><p><strong>Environment</strong> any underground</p><p></p><p><strong>Organization</strong> solitary or invasion (3d6 plus 6d6 dhole hatchlings)</p><p></p><p><strong>Treasure</strong> incidental</p><p></p><p>A dholes renounce 18 feats for 3 Divine Slots</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p></p><p>• Devasting Strike (Ex): Your attack is particularly devastating</p><p></p><p>• Exoskeleton (Ex): Natural Armor bonus equal to ½ your hit die</p><p></p><p>• Weapon Breaking (Ex): Weapons that don’t penetrate your damage reduction take sunder damage equal to the difference</p><p></p><p><strong>Aura of Gloom (Su)</strong></p><p>A dhole exudes a sort of “absence” that cancels out the effects of sight to all creatures within 1 mile. Within this area, all forms of vision (including darkvision and low-light vision) are obscured in a strange shadowy gloom, regardless of more powerful light sources in the area. Creatures relying on vision function as if they are in dim light while in this area, and always treat the dhole itself as if it were in an area of darkness. As it is not technically a darkness effect, this aura cannot be countered via light effects, but creatures that are immune to vision-based attacks, as well as those under the effects of <em>true seeing</em>, can see through a dhole’s aura of gloom.</p><p></p><p><strong>Blind (Ex)</strong></p><p>A dhole is blind, and senses through its tremorsense ability and its incredible blindsense and blindsight (although it generally only needs to use the latter to target its breath weapon). It is invulnerable to all sight-based effects and attacks, including gaze attacks.</p><p></p><p><strong>Breath Weapon (Su)</strong></p><p>Once every minute, a dhole can expel a prodigious amount of thick acidic slime from its gullet. This breath weapon has a range of 6 miles, and creates a 120-foot-diameter spread of slime in its targeted area. A creature within this area must make a successful DC 69 Reflex save or take 60d8 points of acid damage and are stunned for 1d6 rounds. A successful save half the damage and negate the stun. In addition, the slime transforms the area it coats into difficult terrain. Any creature entering or beginning its turn within the area or entering it is affected as the entrap special Attack (DC 69, 2d6 hours, hardness 5, hp 74), except that the entrap is a Reflex save instead of a Fortitude save (and thus constructs and undear are not immune to it). The slime’s acid weakens considerably after the initial strike: each round a creature remains entangled by dhole slime, or ends its turn within the area of difficult terrain created by the slime, that creature takes 4d10 points of acid damage. Dhole slime persists for 2d6 hours and dhole lairs are typically pre-caked with the stuff. A dhole can move through dhole slime without penalty. The save DC is Constitution-based.</p><p></p><p><strong>Burrow (Ex)</strong></p><p>A dhole can burrow without penalty in any material with a hardness up to 21.</p><p></p><p><strong>Cleaving Bite (Ex)</strong></p><p>A single attack from a dhole’s bite can target all creatures in a 60-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the bite. Against creatures struck by this area bite, a dhole can attempt a combat maneuver check to grapple and immediately swallow them, making a single check and applying it against the CMD of all targets. If a dhole grapples a creature of Colossal size or smaller, it does not gain the grappled condition and does not need to succeed at a grapple combat maneuver check to move while maintaining its grapple. A dhole can grapple any number of creatures of Colossal size or smaller simultaneously.</p><p></p><p><strong>Crushing Coils (Ex)</strong></p><p>A dhole can entwine and crush as many Colossal or smaller creatures as can fit within its space. Creatures can take attacks of opportunity against a dhole as it moves into their area. Creatures in the affected area are pinned (DC 69 Reflex negates), taking 20d10+43 points of bludgeoning damage during the next round unless the dhole moves off them. If a dhole chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. The save DC is Constitution-based.</p><p></p><p><strong>Constricting Coils (Ex)</strong></p><p>A dhole can duplicate the effects of the Snatch feat when attacking with its slam. If the victim is successfully grappled, it takes automatic damage equal to the dhole’s slam damage each round that it remains grappled.</p><p></p><p><strong>Devastation (Ex)</strong></p><p>As a full round action, a dhole can assault a structure, dealing 7d100+300 points of damage.</p><p></p><p><strong>Display of Strength (Ex)</strong></p><p>As a free action, a dhole can expend one use of mythic power to attempt a feat of Strength, gaining a +100 circumstance bonus on one Strength-based skill check or Strength ability check. Alternatively, dhole can use this ability to apply a +40 circumstance bonus to its Strength score for a number of hours equal to its mythic tier for the purpose of determining its carrying capacity.</p><p></p><p><strong>Divine Traits (Devourer of Worlds) (Ex)</strong></p><p>A dhole gains a +6 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. A dhole’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. A dhole does not age nor require drink to sustain itself but requires food (the metals and minerals that make up the deepest layers of a planet and its core).</p><p></p><p><strong>Hurl Foe (Ex)</strong></p><p>When a dhole damages a Colossal or smaller foe with one of its melee attacks, it can chose to try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 120 feet in a direction of the dhole’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the dhole’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.</p><p></p><p><strong>Immune to Magical Control (Ex)</strong></p><p>A dhole is immune to nearly all forms of mind control, including all <em>charm monster</em>, <em>suggestion</em>, and <em>dominate monster</em> spells. It is similarly immune to <em>magic jar</em> and possession attempts. <em>Confusion</em> and other mind-affecting effects that don’t allow another creature to control a dhole directly work normally. Rare effects that allow a creature to manipulate the exact effects of confusion on a creature provide one of the few ways to magically control a dhole, essentially pushing it in a particular direction. Other methods, particularly those tied to strange and powerful artifacts, may work normally (GM’s discretion).</p><p></p><p><strong>Impossible Leap (Ex)</strong></p><p>A dhole can uncoil upward, revealing more length than it seems it could possibly possess while soaring to great heights. As a full-round action, it can leap out of the ground toward a creature up to 2,400 feet in the air and make a bite attack against that creature before coiling down and returning to its original space. This leap provokes attacks of opportunity.</p><p></p><p><strong>Limited Manifestation (Ex)</strong></p><p>Even if a dhole is Macro-Gargantuan in length, it is only very long. To calculate its size bonus to the CMB, penalty to AC and attack rolls, and space with Compression it considers itself Titanic. A dhole also considers itself Titanic to calculate its space on the game board if it is perpendicular to the ground (such as if it emerges from the ground). A dhole natural weapons are considered area attacks for the purpose of attacking swarms.</p><p></p><p><strong>Massive (Ex)</strong></p><p>Because dholes are so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to a dhole’s movement, though areas of forest or settlements are considered difficult terrain to a dhole. A Colossal or smaller creature can move through any square occupied by a dhole, or vice-versa. A dhole can be flanked only by Colossal or larger foes. A dhole gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target.</p><p>It’s possible for a Colossal or smaller creature to climb a dhole: this generally requires a successful Climb check with DC equal to the monster CMD, and a Small or larger creature that climbs on a dhole’s body provokes an attack of opportunity from the monster (typically a slam attack).</p><p></p><p><strong>Might (Ex)</strong></p><p>A dhole deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>A dhole has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. A dhole, instead of being able to spend mythic power for use the mythic version of spells or spell-like ability, when it expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require him to expend any additional uses of Mythic Power to use this ability.</p><p></p><p><strong>Overwhelming Strength (Ex)</strong></p><p>A dhole always applies 1-1/2 times its Strength modifier on all natural weapon attacks.</p><p></p><p><strong>Planar Acclimation (Ex)</strong></p><p>A dhole is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.</p><p></p><p><strong>Recovery (Ex)</strong></p><p>Whenever a dhole fails a saving throw against any mind-affecting, paralysis, petrification, polymorph, or immobilizing effect (including <em>binding</em> and <em>temporal stasis</em> but not including <em>imprisonment</em>), it can attempt a new saving throw at the end of its turn to remove the effect. Doing so takes no action. A dhole can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round. Once per year, if a dhole takes an amount of damage that would normally kill it by reducing its hit points to a negative amount equal to its Constitution score or less while its regeneration is deactivated, the damage instead heals a dhole of twice the amount of damage (if instead, the regeneration is deactivated while already at a negative amount equal to its Constitution score or less this report a dhole to 1 hp) and give him the benefit of an extraordinary <em>deathless</em> spell for 1 round. At this point, when the deathless effect is activated, a dhole automatically is <em>plane shift</em> back to the Vale of Pnath in the Dreamlands (this effect ignore non-mythic effects that block dimensional travel). If a dhole is under a mythic effect the barren dimensional travel, when this ability is triggered, it automatically make a caster level check to which add its HD (1d20 + 74 for a normal dhole) against a DC of 11 + caster level of the effect that barren dimensional travel. If the check fail, the <em>plane shift</em> effect does not activate.</p><p></p><p><strong>Slime Coat (Ex)</strong></p><p>A dhole is covered in sticky dhole slime. A creature striking a dhole with a manufactured weapon must make a DC 40 Reflex save; failure means the weapon sticks to the dhole and cannot be used to make attacks until freed. Freeing a stuck weapon requires a successful Strength check equal to the dhole Constitution bonus (usually 19).</p><p></p><p><strong>Tremor (Ex)</strong></p><p>Each round in which a dhole uses its burrow speed to travel at least 50 feet, it affects the area through which it burrows as if by a <em>mythic earthquake</em> spell (a dhole that moves slower than this still causes the ground to rumble, but not significantly enough to emulate an earthquake). This earthquake affects an area equal to the space the dhole moved through and to a 25 miles-radius around that area.</p><p></p><p><strong>Unstoppable (Ex)</strong></p><p>A dhole can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting him: bleed, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, or staggered. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. A dhole can use this ability at the start of its turn even if a condition would prevent him from acting, usually after using recovery.</p><p></p><p><strong>Vulnerability to Light (Ex)</strong></p><p>A dhole takes 1 point of Constitution damage after every minute it is exposed to normal or bright light. This overcome the normal immunity to ability damage of a dhole.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9463798, member: 7035194"] A revisitation in epic version of the [URL='https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/dhole/']Dhole[/URL] [CENTER][URL='https://lovecraft.fandom.com/wiki/Dhole'][B][SIZE=7]Dhole[/SIZE][/B][/URL][/CENTER] [I]Darkness obscures the source of a deep grinding sound. This truly gigantic, miles-long worm horror with a huge engulfing three-pronged mouth bursts through the world’s crust with earthquake-inducing force.[/I] CN Macro-Gargantuan magical beast (mythos) [B]Init[/B] +17; [B]Senses[/B] blindsight 1 mile, blindsense 6 miles, tremorsense 10 miles; Perception +81 [B]Aura[/B] gloom (1 mile) [B]AC[/B] 58, touch 24, flat-footed 45 (+11 deflection, +7 Dex, +6 divine, +6 dodge, +34 natural, –16 size) [B]hp[/B] 4,080 hp (68d20+2,720) regeneration 20 (divine) [B]Fort [/B]+61, [B]Ref[/B] +49, [B]Will[/B] +56 [B]Defensive Abilities[/B] blind, ferocity, recovery, slime coat, unstoppable; [B]DR[/B] 30/—; [B]Immune[/B] ability damage and drain, acid, cold, death effects, disease, fire, gaze weapons, insanity, madness, magical control, paralysis, poison, sight-based attacks, sleep, stun, unwilling polymorph; [B]Resistance[/B] electricity 30, sonic 30; [B]PR/SR[/B] 84 [B]Weakness[/B] limited manifestation, vulnerable to light [B]Speed[/B] 100 ft., burrow 600 ft. [B]Melee[/B] bite +87 (12d10+43/19–20 plus grab), slam +87 (10d10+43/19–20 plus constricting coils) [B]Space[/B] 10 miles (or 60 ft., see limited manifestation); [B]Reach[/B] 120 ft. [B]Special Attacks[/B] breath weapon, cleaving bite, constrict (10d10+43), constricting coils, crushing coils, devastation, fast swallow, hurl foe, impossible leap, mythic power (10/day, surge +1d12), overwhelming strength, swallow whole (20d10 bludgeoning damage and 30d10 acid damage, AC 27, 408 hp), trample (40d10+43, DC 79), tremor [B]Str[/B] 68, [B]Dex[/B] 25, [B]Con[/B] 49, [B]Int[/B] 3, [B]Wis[/B] 34, [B]Cha[/B] 32 [B]Base Atk[/B] +68; [B]CMB[/B] +119; [B]CMD[/B] 185 (cannot be tripped) [B]Feats[/B] Alertness, Combat Reflex, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Iron Will, Mobility, Power Attack, Spring Attack, Run, Vital Strike [B]Epic Feats[/B] Good Will, Improved Combat Reflexes, Improved Dodge, Epic ToughnessB, Sixth Sense [B]Skills[/B] Perception +81, Sense Motive +20 [B]Languages[/B] Aklo (rarely speak) [B]SQ[/B] compression, display of strength, massive, might, mythic, no breath, planar acclimation [B]Ecology Environment[/B] any underground [B]Organization[/B] solitary or invasion (3d6 plus 6d6 dhole hatchlings) [B]Treasure[/B] incidental A dholes renounce 18 feats for 3 Divine Slots [U][B]Divine Abilities[/B][/U] • Devasting Strike (Ex): Your attack is particularly devastating • Exoskeleton (Ex): Natural Armor bonus equal to ½ your hit die • Weapon Breaking (Ex): Weapons that don’t penetrate your damage reduction take sunder damage equal to the difference [B]Aura of Gloom (Su)[/B] A dhole exudes a sort of “absence” that cancels out the effects of sight to all creatures within 1 mile. Within this area, all forms of vision (including darkvision and low-light vision) are obscured in a strange shadowy gloom, regardless of more powerful light sources in the area. Creatures relying on vision function as if they are in dim light while in this area, and always treat the dhole itself as if it were in an area of darkness. As it is not technically a darkness effect, this aura cannot be countered via light effects, but creatures that are immune to vision-based attacks, as well as those under the effects of [I]true seeing[/I], can see through a dhole’s aura of gloom. [B]Blind (Ex)[/B] A dhole is blind, and senses through its tremorsense ability and its incredible blindsense and blindsight (although it generally only needs to use the latter to target its breath weapon). It is invulnerable to all sight-based effects and attacks, including gaze attacks. [B]Breath Weapon (Su)[/B] Once every minute, a dhole can expel a prodigious amount of thick acidic slime from its gullet. This breath weapon has a range of 6 miles, and creates a 120-foot-diameter spread of slime in its targeted area. A creature within this area must make a successful DC 69 Reflex save or take 60d8 points of acid damage and are stunned for 1d6 rounds. A successful save half the damage and negate the stun. In addition, the slime transforms the area it coats into difficult terrain. Any creature entering or beginning its turn within the area or entering it is affected as the entrap special Attack (DC 69, 2d6 hours, hardness 5, hp 74), except that the entrap is a Reflex save instead of a Fortitude save (and thus constructs and undear are not immune to it). The slime’s acid weakens considerably after the initial strike: each round a creature remains entangled by dhole slime, or ends its turn within the area of difficult terrain created by the slime, that creature takes 4d10 points of acid damage. Dhole slime persists for 2d6 hours and dhole lairs are typically pre-caked with the stuff. A dhole can move through dhole slime without penalty. The save DC is Constitution-based. [B]Burrow (Ex)[/B] A dhole can burrow without penalty in any material with a hardness up to 21. [B]Cleaving Bite (Ex)[/B] A single attack from a dhole’s bite can target all creatures in a 60-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the bite. Against creatures struck by this area bite, a dhole can attempt a combat maneuver check to grapple and immediately swallow them, making a single check and applying it against the CMD of all targets. If a dhole grapples a creature of Colossal size or smaller, it does not gain the grappled condition and does not need to succeed at a grapple combat maneuver check to move while maintaining its grapple. A dhole can grapple any number of creatures of Colossal size or smaller simultaneously. [B]Crushing Coils (Ex)[/B] A dhole can entwine and crush as many Colossal or smaller creatures as can fit within its space. Creatures can take attacks of opportunity against a dhole as it moves into their area. Creatures in the affected area are pinned (DC 69 Reflex negates), taking 20d10+43 points of bludgeoning damage during the next round unless the dhole moves off them. If a dhole chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. The save DC is Constitution-based. [B]Constricting Coils (Ex)[/B] A dhole can duplicate the effects of the Snatch feat when attacking with its slam. If the victim is successfully grappled, it takes automatic damage equal to the dhole’s slam damage each round that it remains grappled. [B]Devastation (Ex)[/B] As a full round action, a dhole can assault a structure, dealing 7d100+300 points of damage. [B]Display of Strength (Ex)[/B] As a free action, a dhole can expend one use of mythic power to attempt a feat of Strength, gaining a +100 circumstance bonus on one Strength-based skill check or Strength ability check. Alternatively, dhole can use this ability to apply a +40 circumstance bonus to its Strength score for a number of hours equal to its mythic tier for the purpose of determining its carrying capacity. [B]Divine Traits (Devourer of Worlds) (Ex)[/B] A dhole gains a +6 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. A dhole’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. A dhole does not age nor require drink to sustain itself but requires food (the metals and minerals that make up the deepest layers of a planet and its core). [B]Hurl Foe (Ex)[/B] When a dhole damages a Colossal or smaller foe with one of its melee attacks, it can chose to try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 120 feet in a direction of the dhole’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the dhole’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle. [B]Immune to Magical Control (Ex)[/B] A dhole is immune to nearly all forms of mind control, including all [I]charm monster[/I], [I]suggestion[/I], and [I]dominate monster[/I] spells. It is similarly immune to [I]magic jar[/I] and possession attempts. [I]Confusion[/I] and other mind-affecting effects that don’t allow another creature to control a dhole directly work normally. Rare effects that allow a creature to manipulate the exact effects of confusion on a creature provide one of the few ways to magically control a dhole, essentially pushing it in a particular direction. Other methods, particularly those tied to strange and powerful artifacts, may work normally (GM’s discretion). [B]Impossible Leap (Ex)[/B] A dhole can uncoil upward, revealing more length than it seems it could possibly possess while soaring to great heights. As a full-round action, it can leap out of the ground toward a creature up to 2,400 feet in the air and make a bite attack against that creature before coiling down and returning to its original space. This leap provokes attacks of opportunity. [B]Limited Manifestation (Ex)[/B] Even if a dhole is Macro-Gargantuan in length, it is only very long. To calculate its size bonus to the CMB, penalty to AC and attack rolls, and space with Compression it considers itself Titanic. A dhole also considers itself Titanic to calculate its space on the game board if it is perpendicular to the ground (such as if it emerges from the ground). A dhole natural weapons are considered area attacks for the purpose of attacking swarms. [B]Massive (Ex)[/B] Because dholes are so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to a dhole’s movement, though areas of forest or settlements are considered difficult terrain to a dhole. A Colossal or smaller creature can move through any square occupied by a dhole, or vice-versa. A dhole can be flanked only by Colossal or larger foes. A dhole gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Colossal or smaller creature to climb a dhole: this generally requires a successful Climb check with DC equal to the monster CMD, and a Small or larger creature that climbs on a dhole’s body provokes an attack of opportunity from the monster (typically a slam attack). [B]Might (Ex)[/B] A dhole deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD. [B]Mythic (Ex)[/B] A dhole has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. A dhole, instead of being able to spend mythic power for use the mythic version of spells or spell-like ability, when it expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require him to expend any additional uses of Mythic Power to use this ability. [B]Overwhelming Strength (Ex)[/B] A dhole always applies 1-1/2 times its Strength modifier on all natural weapon attacks. [B]Planar Acclimation (Ex)[/B] A dhole is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype. [B]Recovery (Ex)[/B] Whenever a dhole fails a saving throw against any mind-affecting, paralysis, petrification, polymorph, or immobilizing effect (including [I]binding[/I] and [I]temporal stasis[/I] but not including [I]imprisonment[/I]), it can attempt a new saving throw at the end of its turn to remove the effect. Doing so takes no action. A dhole can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round. Once per year, if a dhole takes an amount of damage that would normally kill it by reducing its hit points to a negative amount equal to its Constitution score or less while its regeneration is deactivated, the damage instead heals a dhole of twice the amount of damage (if instead, the regeneration is deactivated while already at a negative amount equal to its Constitution score or less this report a dhole to 1 hp) and give him the benefit of an extraordinary [I]deathless[/I] spell for 1 round. At this point, when the deathless effect is activated, a dhole automatically is [I]plane shift[/I] back to the Vale of Pnath in the Dreamlands (this effect ignore non-mythic effects that block dimensional travel). If a dhole is under a mythic effect the barren dimensional travel, when this ability is triggered, it automatically make a caster level check to which add its HD (1d20 + 74 for a normal dhole) against a DC of 11 + caster level of the effect that barren dimensional travel. If the check fail, the [I]plane shift[/I] effect does not activate. [B]Slime Coat (Ex)[/B] A dhole is covered in sticky dhole slime. A creature striking a dhole with a manufactured weapon must make a DC 40 Reflex save; failure means the weapon sticks to the dhole and cannot be used to make attacks until freed. Freeing a stuck weapon requires a successful Strength check equal to the dhole Constitution bonus (usually 19). [B]Tremor (Ex)[/B] Each round in which a dhole uses its burrow speed to travel at least 50 feet, it affects the area through which it burrows as if by a [I]mythic earthquake[/I] spell (a dhole that moves slower than this still causes the ground to rumble, but not significantly enough to emulate an earthquake). This earthquake affects an area equal to the space the dhole moved through and to a 25 miles-radius around that area. [B]Unstoppable (Ex)[/B] A dhole can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting him: bleed, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, or staggered. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. A dhole can use this ability at the start of its turn even if a condition would prevent him from acting, usually after using recovery. [B]Vulnerability to Light (Ex)[/B] A dhole takes 1 point of Constitution damage after every minute it is exposed to normal or bright light. This overcome the normal immunity to ability damage of a dhole. [/QUOTE]
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