Hungyrcloud
Large Ooze/Aberration (Incorporeal)
Templates: Living Spell
Hit Dice: 15d10+48 [123 hp]
Initiative: +05
Speed:
- 20 ft.
Armor Class
Base: 18
-Flat-Footed: 17
Touch: 18
Base Attack/Grapple: +15/+23
Attack: Slam 1d8+ 10
Full Attack: +15 Slam
Space/Reach: 15 ft. / 10ft.
Special Attacks
Create Undead, Contagion, Enervation, Unholy Aura
Special Qualities
Ooze Traits, Blindsight, Damage Resistance 10/Magic, Incorporeal Subtype, Not Subject to Critical Hits or Flanking, Immunities, Spell Resistance 18, Can be struck only by magical weapons, planar weapons, or weapons carrying Ghost touch enchantments.
Saves: Fort +19, Ref +17, Will +17
Abilities:
Str 18 [+04], Int 00 [+0], Wis 14 [+02], Dex 14 [+02], Con 18 [+04], Cha 18 [+04]
Skills:
None
Feats: Combat Expertise, Fell Animate, Improved Initiative, Improved Toughness, Quicken Manifestation
Environment: Any land
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always Evil
Advancement: ---
Level Adjustment: ---
COMBAT
Defense
Ooze Traits, Incorporeal Subtype
Engulf (Su): A Living Spell can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The Living Spell merely has to move over the opponents, effecting as many as it can cover. Opponents can make attacks of opportunity against the Living Spell, but if they do so they are not entitled a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save [DC 22] or be engulfed on a success, they are pushed back or aside as the spell moves forward. Engulfed creatures are subject to the full normal effects of the spell(s) each round on the Living Spells turn and are considered to be grappled.
Immunities (Su): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Blind (but have the blindsight special quality). Immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits or flanking. Oozes eat and breathe, but do not sleep.
Incorporeal Subtype: Monster Manual I, Pg. 310-311.
Spell Effects - Contagion (Su): By engulfing its opponents, a hungyrcloud can inflict horrible disease, one type every round to all creatures trapped within it embraces. All opponents contract a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion’s normal save DC for the initial saving throw).
- Blinding Sickness [DC 16 1d4 Str] - Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease’s save DC) or be permanently blinded.
- Crackle Fever [DC 16, 1d4 Wis]
- Filth Fever [DC 12, 1d3 Dex + 1d3 Con]
- Mindfire [DC 12, 1d4 Int]
- Red Ache [DC 15, 1d6 Str]
- Shakes [DC 13, 1d8 Dex]
- Slimy Doom [DC 14, 1d4 Con]
Spell Effects - Create Undead (Su): This evil spell allows it to create more powerful sorts of undead: ghouls and ghasts within a range of 60 ft. A Hugyrcloud may create less powerful undead than its level would allow it to do; however they will be without direction. If a second party is capable of commanding undead, it may attempt to command the undead creature as it forms. Hungyrclouds obey their master.
Spell Effects – Enervation (Su): A Hungyrcloud can fire a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. If the attack succeeds, the target gains 1d4 negative levels. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.
Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from enervation don’t last long enough to do so.
An undead creature struck by the ray gains 1d4×5 temporary hit points for 1 hour.
Spell Effects – Unholy Aura (Su): Centered upon itself, a hunger cloud generates a cloud of malignant evil within a 20ft. radius. Evil creatures suffer no ill effects.
Evil creatures gain a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection form good, this benefit applies against all attacks, not just against attacks by good creatures. Second, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures. Third, the aura blocks possession and mental influence, just as protection from good does. Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).
Description:
Hungyrclouds were an accidental creation, but later refined in the series of experimentations first enacted by Iah-Dabo. Upon his orders, Orcus, the Prince of Undead ordered the construction of a sophisticated siege engine that was capable of slaying his enemy’s ground forces while converting them in troops for his own armies. Iah-Dabo hit upon the notion in accident while he was engaged in mortal combat with superior enemy whom also was a high cleric of Orcus. Iah-Dabo triumphed were guile and some word say good fortune, but would face the terrifying fury of his master. Orcus saw the demise of a valuable cleric and a potent lich as unforgivable. However, he soon saw the Hungyrcloud enter holy ground unaffected decimate a fortified castle of Pelor. The phased creature consumed the occupants in unholy gluttony, but the Demon-Prince quickly saw the wisdom in chaos and violent misfortune.
Hungyrclouds come into existence when a cleric or priest of a god of undeath willingly sacrifices his consciousness in an elaborate ritual of necromantic transformation. Dark in its evolution, Hungyrclouds come into existence through the creation of a juncture within three planar gates. The priest or mage-priest enters the juncture and damages the fabric of the weave of magic in a violent release of energy. The resulting destruction overwhelms and consumes him in a ferocious explosion. A fourth gate, cast prior to the first three gates, larger and enchanted to contain their energies, is opened and the hungyrcloud drifts through into the prime world. On the orders of its master, it sets forth to consume and create minions in the name of undeath.
A Hungyrcloud generates a vibrational signature that resonances from the ethereal into the prime material plane. A Detect Magic spell will reveal its general location and a Magic Circle of Protection from Evil will keep the abomination at bay for the duration of the spell. Most sages and arcane scholars speculate that is an inherent flaw in the genesis of its unholy birth and its existence as an “in-between” aberration of the prime material, the negative energy and ethereal planes. A Dimensional Anchor will pull this monstrosity from the ethereal plane and bar it from returning for 1 round per caster’s spell level. Oddly enough, a Dimension Door will open a portal closest to a Hungyrcloud, enabling warriors, clerics, and arcane spell-casters an opportunity to strike.
© Jeffrey Williams 2007.
20071031
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