Fun With Templates 2: Spawn of Eniru

Kafkonia

First Post
Spawn of Eniru
Huge Ooze (Extraplanar)

Hit Dice: 17d10+68 (250 HP)
Initiative: +7
Speed: 20 ft (4 squares)
Armour Class: 20 (-2 size, +3 Dex, +9 Deflection), touch 20, flat-footed 17
Attack: Slam +15 melee (19-20/x2, 1d8+6 plus teleport other)
Ful Attack: Slam +15 melee (19-20/x2, 1d8+6 plus teleport other)
Space/Reach: 15 ft./10 ft.
Special Attacks: Teleport other, engulf, smite good
Special Qualities: Ooze traits, Blindsight 60', DR 10/Magic, Spell Resistance 27, Resistance to Cold 10, Resistance to Fire 10
Saves: Fort +18, Ref +17, Will +17
Abilities: Str 19, Dex 16, Con 19, Int 3, Wis 16, Cha 19
Skills: Climb +14, Hide +13
Feats: Endurance, Diehard, Combat Reflexes, Improved Critical: Slam, Improved Initiative, Weapon Focus: Slam
Environment: The Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 19
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 18-21 (Huge), 22-25 (Gargantuan)
Level Adjustment: --

A large puddle like a translucent oil spill lies before you. Beyond, the air seems to shift slightly, as though whatever you are looking at is actually somewhere else.

Created by the demonic ooze Eniru, the Spawn of Eniru roam about the Infinite Layers of the Abyss gathering food for their creator. Because their greatest ability functions only on the Abyss, it is rare to find them on other planes. On the Abyss, they have the native subtype.

Combat
Spawn of Eniru fight to feed their creator and for no other reason. This would be good news for travellers, if Eniru weren't always hungry.

Teleport Other (Su): A creature struck by the slam attack of a Spawn of Eniru is teleported to Eniru's Charnelhouse. This functions anywhere on the Abyss with no chance of failure, and no saving throw is permitted.

Engulf (Ex): Although it moves slowly, a Spawn of Erinue can simply was over Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The spawn merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the spawn, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 23 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spawn moves forward. Engulfed creatures are subject to the spawn's teleport other ability. The save DC is Charisma based.

Smite Good (Su): Once per day a Spawn of Erinue can make a normal slam attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

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For this creature, I took a teleportation circle spell, added the Living Spell template, and then added the Fiendish template. The CR is by-the-book, but the effective challenge can actually vary wildly depending on the encounter.
 

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