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Unique Undead: The Necromalgam
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<blockquote data-quote="Andrew D. Gable" data-source="post: 829152" data-attributes="member: 4144"><p>Another one I did for a friend of mine, the same guy who came up with the Green Empress.</p><p></p><p>Necromalgam </p><p>Huge Undead</p><p> </p><p>Hit Dice: 16d12+3 (139 hp) </p><p>Initiative: +3 (-1 Dex, +4 Improved Initiative) </p><p>Speed: 40 ft. </p><p>AC: 11 (-2 size, -1 Dex, +4 natural) </p><p>Attacks: Tentacle +16 melee, 8 lesser tentacles +11 melee </p><p>Damage: Tentacle 3d6+9, lesser tentacles 1d6+6 </p><p>Face/Reach: 10 ft. by 20 ft./10 ft. </p><p>Special Attacks: Devour, necrotic bolt </p><p>Special Qualities: Undead, spider climb, regenerate tentacles, daylight weakness, putrefication</p><p>Saves: Fort +5, Ref +4, Will +11 </p><p>Abilities: Str 28, Dex 9, Con -, Int 7, Wis 13, Cha 7 </p><p>Skills: Climb +12, Listen +5, Move Silently +8, Search +5, Spot +7 </p><p>Feats: Improved Initiative, Toughness, Weapon Focus (lesser tentacle), Weapon Focus (main tentacle)</p><p>Climate/Terrain: Any subterranean </p><p>Organization: Unique</p><p>Challenge Rating: 9 </p><p>Treasure: None </p><p>Alignment: Neutral evil </p><p>Advancement: -</p><p></p><p>Long ago, the Necromalgam was a particularly grisly specimen of flesh golem created by a necromancer to protect his underground lair from incursions by street urchins. The Necromalgam had the capability of "devouring" intruders and joining with them. After the creature displayed its prowess by disposing of one gang of bandits, the necromancer performed a ritual to bind the Necromalgam to his soul. Unfortunately, the magician botched the ritual, and he joined the bandits inside the golem. The Necromalgam has since become a free-willed undead creation, relishing in the destruction and absorption of warm-blooded sentients.</p><p></p><p>Improved Grab (Ex): To use this ability, the Necromalgam must hit an opponent with two tentacles.</p><p></p><p>Devour (Su): Whenever the Necromalgam gets a hold, it may attempt to pull a victim into itself. The victim must make a Fortitude save (DC 19 + 1/2 Necromalgam’s Hit Dice) to avoid being devoured. The save must be rerolled each round the Necromalgam maintains its hold. If the victim fails, anyone attempting to break the creature’s hold on him/her must make similar saves or also be absorbed. The Necromalgam can attempt to absorb up to 4 individuals simultaneously. The Necromalgam adds the Hit Dice of any absorbed living and sentient creatures to its own. It loses these temporary Hit Dice at the rate of one per day. It can also devour corporeal undead creatures (not incorporeal ones such as wraiths or spectres), which heal the Necromalgam an amount equal to the absorbed creature’s hit points.</p><p></p><p>Necrotic Bolt (Sp): Once per day, the Necromalgam may generate a beam of necrotic force which temporarily halves the level of the target. Make a Fortitude save (DC 30) to resist.</p><p></p><p>Regenerate Tentacles (Ex): The Necromalgam’s tentacles can be attacked in an attempt to sever them. If attacked, treat the main tentacle as a 5 Hit Die undead and each minor tentacle as a 2 Hit Die undead. The tentacles are automatically severed on a critical hit. Once severed, they fight on until destroyed, reabsorbed, or until three rounds have passed. Each tentacle, whether greater or lesser, can be turned seperately. The Necromalgam may regenerate any severed tentacles. Lesser tentacles may be regenerated at will, while the main tentacle requires one round and the sacrifice of three lesser tentacles. </p><p></p><p>Spider Climb (Sp): The Necromalgam can use spider climb at will as a sorcerer of a level equal to its Hit Dice.</p><p></p><p>Daylight Weakness (Ex): The Necromalgam suffers 3d10 points of damage for each round it is exposed to natural sunlight. Only direct sunlight can kill the creature for good.</p><p></p><p>Putrefication (Su): If the Necromalgam is destroyed by merely bringing its hit points to 0, it implodes in a massive stinking cloud as per the spell cast by an 18th level sorcerer. It reforms within a month.</p><p></p><p>Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p><p></p><p>The Necromalgam suffers triple damage from magical fire.</p></blockquote><p></p>
[QUOTE="Andrew D. Gable, post: 829152, member: 4144"] Another one I did for a friend of mine, the same guy who came up with the Green Empress. Necromalgam Huge Undead Hit Dice: 16d12+3 (139 hp) Initiative: +3 (-1 Dex, +4 Improved Initiative) Speed: 40 ft. AC: 11 (-2 size, -1 Dex, +4 natural) Attacks: Tentacle +16 melee, 8 lesser tentacles +11 melee Damage: Tentacle 3d6+9, lesser tentacles 1d6+6 Face/Reach: 10 ft. by 20 ft./10 ft. Special Attacks: Devour, necrotic bolt Special Qualities: Undead, spider climb, regenerate tentacles, daylight weakness, putrefication Saves: Fort +5, Ref +4, Will +11 Abilities: Str 28, Dex 9, Con -, Int 7, Wis 13, Cha 7 Skills: Climb +12, Listen +5, Move Silently +8, Search +5, Spot +7 Feats: Improved Initiative, Toughness, Weapon Focus (lesser tentacle), Weapon Focus (main tentacle) Climate/Terrain: Any subterranean Organization: Unique Challenge Rating: 9 Treasure: None Alignment: Neutral evil Advancement: - Long ago, the Necromalgam was a particularly grisly specimen of flesh golem created by a necromancer to protect his underground lair from incursions by street urchins. The Necromalgam had the capability of "devouring" intruders and joining with them. After the creature displayed its prowess by disposing of one gang of bandits, the necromancer performed a ritual to bind the Necromalgam to his soul. Unfortunately, the magician botched the ritual, and he joined the bandits inside the golem. The Necromalgam has since become a free-willed undead creation, relishing in the destruction and absorption of warm-blooded sentients. Improved Grab (Ex): To use this ability, the Necromalgam must hit an opponent with two tentacles. Devour (Su): Whenever the Necromalgam gets a hold, it may attempt to pull a victim into itself. The victim must make a Fortitude save (DC 19 + 1/2 Necromalgam’s Hit Dice) to avoid being devoured. The save must be rerolled each round the Necromalgam maintains its hold. If the victim fails, anyone attempting to break the creature’s hold on him/her must make similar saves or also be absorbed. The Necromalgam can attempt to absorb up to 4 individuals simultaneously. The Necromalgam adds the Hit Dice of any absorbed living and sentient creatures to its own. It loses these temporary Hit Dice at the rate of one per day. It can also devour corporeal undead creatures (not incorporeal ones such as wraiths or spectres), which heal the Necromalgam an amount equal to the absorbed creature’s hit points. Necrotic Bolt (Sp): Once per day, the Necromalgam may generate a beam of necrotic force which temporarily halves the level of the target. Make a Fortitude save (DC 30) to resist. Regenerate Tentacles (Ex): The Necromalgam’s tentacles can be attacked in an attempt to sever them. If attacked, treat the main tentacle as a 5 Hit Die undead and each minor tentacle as a 2 Hit Die undead. The tentacles are automatically severed on a critical hit. Once severed, they fight on until destroyed, reabsorbed, or until three rounds have passed. Each tentacle, whether greater or lesser, can be turned seperately. The Necromalgam may regenerate any severed tentacles. Lesser tentacles may be regenerated at will, while the main tentacle requires one round and the sacrifice of three lesser tentacles. Spider Climb (Sp): The Necromalgam can use spider climb at will as a sorcerer of a level equal to its Hit Dice. Daylight Weakness (Ex): The Necromalgam suffers 3d10 points of damage for each round it is exposed to natural sunlight. Only direct sunlight can kill the creature for good. Putrefication (Su): If the Necromalgam is destroyed by merely bringing its hit points to 0, it implodes in a massive stinking cloud as per the spell cast by an 18th level sorcerer. It reforms within a month. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. The Necromalgam suffers triple damage from magical fire. [/QUOTE]
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