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<blockquote data-quote="hong" data-source="post: 1532122" data-attributes="member: 537"><p>The boss of the three monsters posted above. Based on a gibbering mouther, heavily tweaked. This thing, and one of its minions, killed two party members and knocked most everyone else down to single hit points. Sorcs with d4 HD probably should not stay within charging distance of something that gets 12 attacks per round.</p><p> </p><p><span style="font-family: 'Verdana'">The fiend of corruption makes its lair on the deepest level of Dungeon Avarice, in a cave at the bottom of a 100-foot chasm. The embodiment of self-indulgence and greed, it constantly hungers for material wealth, an obsession that has filled its mind so completely it has forgotten its own name. But its hunger can never be sated; such is the curse of its nature.</span></p><p></p><p><span style="font-family: 'Verdana'">The fiend is surrounded by an immense treasure hoard: gold, art objects, magic items, etc. If confronted by foes, it will pretend to bargain for its life, offering up parts of its hoard as a ransom. Any creature that actually accepts this offer is subject to a <em>dominate</em> effect (Will save DC 21) bringing it under the control of the fiend of corruption. Such unfortunates eventually waste away, becoming ghouls or devouring spirits.</span></p><p></p><p><span style="font-family: 'Verdana'">The treasure is really utterly worthless, having decayed long ago in the fetid environment of the dungeon. However, the fiend’s force of will keeps its appearance constant, effectively cloaking the hoard in a <em>permanent illusion</em>. The Will save DC to recognise the illusion when interacted with is 21. If the fiend is killed, the illusion is immediately dispelled.</span></p><p></p><p><span style="font-family: 'Verdana'">If the <em>orange stone of Sacrifice</em> is brandished before the fiend of corruption, it flares up in a blaze of searing light that causes 20d6 points of damage to the fiend, stuns it for 1d4+1 rounds, and leaves it shaken for another 2d6 rounds afterwards. The light also dispels the illusion on the hoard as well as any other ongoing spell-like and supernatural effects cast by the fiend. The character holding the <em>stone</em> must make a Fort save (DC 25) after one minute or die, consumed by the <em>stone’s</em> release of power. The character also loses one level at this point, regardless of whether the save was successful; this level loss cannot be repaired by any means. If the save was failed, the character can be resurrected as usual.</span></p><p></p><p></p><p></p><p><strong><span style="font-family: 'Verdana'">Fiend of Corruption:</span></strong><span style="font-family: 'Verdana'"> advanced fiendish gibbering mouther; CR 14; Huge Aberration (spirit); HD 16d8+160 (250 hp); Init +3; Spd 10 ft, swim 20 ft; AC 21 (touch 8, flat-footed 21); BAB +12; Grap +29; Atk +20 melee (x6) (1d4+9 plus disease, bite); S/R 15 ft/10 ft; SA Stench, engulf, disease, smite good 1/day (+16 damage); SQ Spell-like abilities, amorphous, DR 10/slashing, good and magic, SR 21, resistances, darkvision 60 ft, tremorsense; AL CE; SV Fort +15, Ref +6, Will +11; Str 28, Dex 9, Con 30, Int 13, Wis 13, Cha 22.</span></p><p><em><span style="font-family: 'Verdana'">Skills and Feats:</span></em><span style="font-family: 'Verdana'"> Listen +16, Spot +22, Swim +24, Improved Initiative, Improved Overrun, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (<em>suggestion</em>), Weapon Focus (bite).</span></p><p></p><p><em><span style="font-family: 'Verdana'">Spell-Like Abilities:</span></em><span style="font-family: 'Verdana'"> At will — <em>veil</em>; 3/day — <em>cloudkill</em> (DC 21, centered on self only), <em>suggestion</em> (DC 19); 1/day — <em>acid fog</em> (centered on self only). Caster level 16th.</span></p><p></p><p><em><span style="font-family: 'Verdana'">SQ — Resistances (Ex):</span></em><span style="font-family: 'Verdana'"> Cold resistance 10, fire resistance 10, acid immunity, poison immunity.</span></p><p></p><p><em><span style="font-family: 'Verdana'">SA — Stench (Ex):</span></em><span style="font-family: 'Verdana'"> The fiend of corruption is constantly surrounded by a 20-ft-radius spread cloud of noxious gas that affects creatures (except its spawn) as by <em>stinking cloud</em>. The Fort save DC to negate the effect is 28. Unlike an actual stinking cloud, the gas surrounding the spawn does not block line of sight; a DC 20 Spot check reveals its presence to those who aren’t already aware of it.</span></p><p></p><p><em><span style="font-family: 'Verdana'">SA — Engulf (Ex):</span></em><span style="font-family: 'Verdana'"> If the fiend of corruption succeeds in overrunning an opponent, it can make a full attack with 12 mouths on that opponent in the same round. The fiend’s bonus on the overrun Strength check is +21. The opponent cannot choose to avoid the overrun.</span></p><p></p><p><em><span style="font-family: 'Verdana'">SA — Disease (Ex):</span></em><span style="font-family: 'Verdana'"> Gibbering gout — bite, Fort DC 28, incubation period 1 day, damage 1d10 Dex, 1d6 Int. If the victim is reduced to 0 Dex or 0 Int, it turns into a spawn of corruption.</span></p><p></p><p><em><span style="font-family: 'Verdana'">SQ — Amorphous (Ex):</span></em><span style="font-family: 'Verdana'"> Not subject to critical hits or flanking.</span></p></blockquote><p></p>
[QUOTE="hong, post: 1532122, member: 537"] The boss of the three monsters posted above. Based on a gibbering mouther, heavily tweaked. This thing, and one of its minions, killed two party members and knocked most everyone else down to single hit points. Sorcs with d4 HD probably should not stay within charging distance of something that gets 12 attacks per round. [font=Verdana]The fiend of corruption makes its lair on the deepest level of Dungeon Avarice, in a cave at the bottom of a 100-foot chasm. The embodiment of self-indulgence and greed, it constantly hungers for material wealth, an obsession that has filled its mind so completely it has forgotten its own name. But its hunger can never be sated; such is the curse of its nature.[/font] [font=Verdana]The fiend is surrounded by an immense treasure hoard: gold, art objects, magic items, etc. If confronted by foes, it will pretend to bargain for its life, offering up parts of its hoard as a ransom. Any creature that actually accepts this offer is subject to a [i]dominate[/i] effect (Will save DC 21) bringing it under the control of the fiend of corruption. Such unfortunates eventually waste away, becoming ghouls or devouring spirits.[/font] [font=Verdana]The treasure is really utterly worthless, having decayed long ago in the fetid environment of the dungeon. However, the fiend’s force of will keeps its appearance constant, effectively cloaking the hoard in a [i]permanent illusion[/i]. The Will save DC to recognise the illusion when interacted with is 21. If the fiend is killed, the illusion is immediately dispelled.[/font] [font=Verdana]If the [i]orange stone of Sacrifice[/i] is brandished before the fiend of corruption, it flares up in a blaze of searing light that causes 20d6 points of damage to the fiend, stuns it for 1d4+1 rounds, and leaves it shaken for another 2d6 rounds afterwards. The light also dispels the illusion on the hoard as well as any other ongoing spell-like and supernatural effects cast by the fiend. The character holding the [i]stone[/i] must make a Fort save (DC 25) after one minute or die, consumed by the [i]stone’s[/i] release of power. The character also loses one level at this point, regardless of whether the save was successful; this level loss cannot be repaired by any means. If the save was failed, the character can be resurrected as usual.[/font] [b][font=Verdana]Fiend of Corruption:[/font][/b][font=Verdana] advanced fiendish gibbering mouther; CR 14; Huge Aberration (spirit); HD 16d8+160 (250 hp); Init +3; Spd 10 ft, swim 20 ft; AC 21 (touch 8, flat-footed 21); BAB +12; Grap +29; Atk +20 melee (x6) (1d4+9 plus disease, bite); S/R 15 ft/10 ft; SA Stench, engulf, disease, smite good 1/day (+16 damage); SQ Spell-like abilities, amorphous, DR 10/slashing, good and magic, SR 21, resistances, darkvision 60 ft, tremorsense; AL CE; SV Fort +15, Ref +6, Will +11; Str 28, Dex 9, Con 30, Int 13, Wis 13, Cha 22.[/font] [i][font=Verdana]Skills and Feats:[/font][/i][font=Verdana] Listen +16, Spot +22, Swim +24, Improved Initiative, Improved Overrun, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability ([i]suggestion[/i]), Weapon Focus (bite).[/font] [i][font=Verdana]Spell-Like Abilities:[/font][/i][font=Verdana] At will — [i]veil[/i]; 3/day — [i]cloudkill[/i] (DC 21, centered on self only), [i]suggestion[/i] (DC 19); 1/day — [i]acid fog[/i] (centered on self only). Caster level 16th.[/font] [i][font=Verdana]SQ — Resistances (Ex):[/font][/i][font=Verdana] Cold resistance 10, fire resistance 10, acid immunity, poison immunity.[/font] [i][font=Verdana]SA — Stench (Ex):[/font][/i][font=Verdana] The fiend of corruption is constantly surrounded by a 20-ft-radius spread cloud of noxious gas that affects creatures (except its spawn) as by [i]stinking cloud[/i]. The Fort save DC to negate the effect is 28. Unlike an actual stinking cloud, the gas surrounding the spawn does not block line of sight; a DC 20 Spot check reveals its presence to those who aren’t already aware of it.[/font] [i][font=Verdana]SA — Engulf (Ex):[/font][/i][font=Verdana] If the fiend of corruption succeeds in overrunning an opponent, it can make a full attack with 12 mouths on that opponent in the same round. The fiend’s bonus on the overrun Strength check is +21. The opponent cannot choose to avoid the overrun.[/font] [i][font=Verdana]SA — Disease (Ex):[/font][/i][font=Verdana] Gibbering gout — bite, Fort DC 28, incubation period 1 day, damage 1d10 Dex, 1d6 Int. If the victim is reduced to 0 Dex or 0 Int, it turns into a spawn of corruption.[/font] [i][font=Verdana]SQ — Amorphous (Ex):[/font][/i][font=Verdana] Not subject to critical hits or flanking.[/font] [/QUOTE]
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