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The Vorpal Tribble
2010-05-01, 04:15 PM
http://i44.tinypic.com/2s98tvr.jpg
Plop Plop Fizz Fizz
http://i42.tinypic.com/2lwxaj7.jpg


Hunger is the most primal of desires. Some though are possessed of appetites truly ravenous. They wish to eat and grow, grow and eat. Put flesh on the bones of creation for us to sink our teeth into.


_/ _/ _/ _/ _/ _/ _/ _/

The contest begins with the posting of this thread and will continue until the 20th of May.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.


Rules

1. You will be creating an original D&D creature. A creature of great hunger and possesses the Swallow Whole ability or equivalent.

2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. Incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV-V, except for a lore section which is encouraged).

4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link) (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).

5. One entry per participant. No double-teaming.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Adding class levels to an already published or posted creature does not count as a new monster. Nor does adding templates. There must be an original base creature devoid of any template added on as the actual entry. Samples of the original base creature with a template may be posted in 'addition' but will not be judged.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.

The Vorpal Tribble
2010-05-01, 04:16 PM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)

As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).

-=-=-=-

Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat

Ability descriptions

-=-=-=-=-=-=-

- Optional -

Lore

Plot Hook/Story if any

Iamyourking
2010-05-01, 09:28 PM
And I'll take the first entry with the embodiment of hunger itself; the Behemoth!
Behemoth, Demon Prince of Gluttony
Colossal Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 42d8 +1176 (1365 hp)
Initiative: +1 (-3 Dexterity, +4 Improved Initiative)
Speed: 20 ft (4 squares), swim 20 ft, fly 100 ft (clumsy)
Armor Class: 47 (-3 Dex, -8 size, +42 natural, +6 profane), touch 1, flat-footed 47
Base Attack/Grapple: 42/78
Attack: Bite +61 (24d8+20 19-20/x2 +1d6 and DC 51 or death)
Full Attack: 6 bites +61 (24d8+20 +1d6 and DC 51 or death)
Space/Reach: 40 ft./40 ft.
Special Attacks: Abyssal presence, breath weapon, ground-shaking obesity, spell-like abilities, summon Tanar’ri, swallow whole, tongue attack,
Special Qualities: Damage reduction 20/epic, good, and cold iron, darkvision 60 ft., Demon Prince, immunity to ability damage, electricity, instant death, mind-affecting, and polymorph, outsider traits, regeneration 30, resistance to acid, cold, and fire 25, spell resistance 48, Supreme Glutton, telepathy 500 ft
Saves: Fort +58, Ref +23, Will +34
Abilities: Str 50 (+20), Dex 4 (-3), Con 66 (+28), Int 24 (+7), Wis 26 (+8), Cha 30 (+10)
Skills: Bluff +55, Concentration +73, Diplomacy +59, Gather Information +55, Intimidate +57, Knowledge (Arcana) +52, Knowledge (Religion) +52, Knowledge (The Planes) +52, Listen +53, Search +52, Sense Motive +53, Spellcraft +54 (+56 to decipher scrolls), Spot +53, Swim +73, Use Magic Device +52 (+54 with scrolls)
Feats: Awesome Blow, Cleave, Clinging BreathDrac, Dark SpeechBOVD, Hover, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Power Attack, Violate Spell-like AbilityBOVD, Weapon Focus (Bite)
Epic Feats: Devastating Critical (Bite), Dire Charge, Epic Fortitude, Overwhelming Critical (Bite), Penetrate Damage Reduction (Adamantine), Penetrate Damage Reduction (Cold Iron), Penetrate Damage Reduction (Silver)
Environment: The 220th level of the Infinite Layers of the Abyss
Organization: Solitary (Unique) or with court (10 max HD Balors)
Challenge Rating: 38
Treasure: Triple standard
Alignment: Chaotic Evil

[i]This creature resembles nothing else than a titanic, grossly obese toad with a dozen mouths protruding all over its body, each chewing on some unknowable lump of food. The ground shakes beneath its ponderous tread as it wallows amidst the filth of a million meals, staining its greenish-pink skin a horrific mélange of various colors. A fiery Balor flies up to it, shouting in Abyssal in an attempt to get its attention, and the monster’s tongue snaps out and devours the Demon whole. As the Balor vanishes into its gaping maw, the colossal creature lets out a noxious belch; strong enough to knock you over even from this distance and causing uncontrollable vomiting from anyone with a sense of smell.

The 220th layer of the Infinite Layers of Abyss is a blasted swamp known as The Rotting Marsh, bordering the lands of Jubilex and Zuggtmoy. As far as layers go there isn’t really anything special about it; it is far enough into the Abyss to not be part of the Blood War and doesn’t have any unique terrain features. However it is one of the relatively few layers to be ruled by a Demon Prince, the second highest level of the demonic hierarchy. In this case the Demon Prince is the bloated demon known as Behemoth; the Prince of Gluttony. Behemoth rules his dominion with an iron fist and has achieved multiple victories against his neighbors to hold onto it, but like all gluttons doesn’t have the drive to actually do much of anything unless sorely pressed. Mostly he is content to wallow in the filth of millennia, shouting orders at the lesser demons who are supposed to handle the day to day running of his fief. Of course, being demons, they don’t actually do anything even remotely similar to his demands as soon as they are out of earshot but Behemoth isn’t motivated enough to actually try and get them to do it. The only thing that can get Behemoth to actually do anything is the threat of his archenemy Leviathan, the Prince of Stygia. The two have been mortal enemies since the day, countless millions of years in the past, that Lucifer the First Overlord of Hell ordered his eight chosen children to prove their worth in the opening stages of the Blood War. Leviathan, hardly one for fighting himself and not particularly loyal to his master, decided to try to get out of the fighting by defeating a Demon Prince; eventually deciding on a little known one that the Prince felt was infringing on his portfolio of gluttony. Superior Baatezu planning and intelligence, along with powerful psychic powers, saw Leviathan easily victorious, allowing him to seize a portion of his foe’s essence that would forever more render Behemoth vulnerable to Leviathan’s blows and mind. Behemoth has understandably held a grudge ever since and greatly desires to destroy Leviathan and become the unchallenged master of gluttony. Behemoth appears an obese toad the size of a small castle, studded in warts and pressure sores from his immense bulk and covered in gaping maws. His legs are atrophied from disuse but are somehow still able to carry him, if slowly. Each of his dozen mouths is lined with grinding teeth and contains a tongue the length of a field, perfectly suited for grabbing food without moving. Anything that vanishes down his ravenous throats feeds into the infinite volume of his stomach, where they inevitably decay to nothing in the violated acid.

Combat:
Behemoth does not overly enjoy fighting, considering it to be too strenuous for his tastes. If attacked he will Summon demons and continue with what he was doing before being attacked. If the demons are overcome he will start dedicating his mouths one by one to the fighting, contributing more the longer his foes hold out. He almost always tries to consume those he fights, particularly enjoying the taste of paladins or good Outsiders although he is hardly picky with his meals. He does not hesitate to use his breath weapon if he can hit multiple enemies, savoring the opportunity to enjoy his last meal twice, and will even use it on enemies that are protected from acid. However, the fact that he fights rarely and his chaotic nature mean that he rarely has any sort of plan ahead of time and usually just does as he sees fit at any given moment.

Abyssal Presence (Su): The presence of a Demon Prince is so awful that lesser beings are driven mad with fear simply by being around it. Everyone within 600 feet of Behemoth must succeed in a DC 41 Will save or suffer from Insanity (The save DC is Charisma based). Anyone who is immune to fear receives a +10 bonus to their save and if they do save cannot be effected for another twenty-four hours. Behemoth can selectively choose who is effected by his Presence.

Breath Weapon (Su): As a standard action every 1d6 rounds, Behemoth can vomit forth a wave of filth that dissolves everything in its path. This does 36d6 damage in a 180 ft. line, of which one half is acid and the other is negative energy. Anyone killed by the acid is dissolved into it and can trigger Supreme Glutton when Behemoth sucks the contents up as a Swift Action the next turn. A DC 59 Reflex save is allowed for half damage.

Demon Prince (Ex): As the master of one of the layers of the Abyss and a member of the second highest tier of the Demonic hierarchy, Behemoth is possessed of multiple unique abilities. He receives a +6 profane bonus to AC, attack roles, and saves, and ability DCs, can fly despite having no visible means of propulsion, and may promote and demote demons within his layer as he wishes. It also grants him the Abyssal Presence ability.

Ground-shaking obesity(Ex): Behemoth’s massive weight, untold thousands of tons, is sufficient to make the ground shake beneath his tread. Whenever he moves using his ground speed he causes an Earthquake effect (As per the spell) centered on his ending location. If on the 220th layer of the Abyss, the spongy ground makes the tremors travel further and it count as an Expanded Earthquake.

Regeneration (Ex): Behemoth’s regeneration can only be overcome by Epic, Holy cold iron weapons or by spells with the Good descriptor. It can also be overcome by any attack in any form from Leviathan.

Spell-Like Abilities (Su): At will – blasphemy, charm monster, deeper darkness, desecrate, detect good, detect magic, greater dispel magic, greater teleport (self plus 1000 pounds), lightning bolt, magic circle against good, persistent image, power word stun, suggestion, unhallow, unholy aura
3/day – destruction, energy drain, meteor swarm, symbol of insanity; 1/week – wish Caster Level 42th, save DC is 20+Spell Level

Supreme Glutton (Ex): Behemoth is as close to an embodiment of the sin of Gluttony is as possible to get, even the mighty Leviathan does not embody it as much in body and soul. As such, whenever Behemoth eats something he gains an amount of health equal to three times the Constitution score of whatever he devoured. This applies to anything killed by Swallow Whole or by his breath weapon. In the case of plants, constructs, undead, and other creatures without Constitution scores he gains an amount equal to their Hit Dice. These hit points can be used to take him over his maximum hit points, in which case they vanish after six hours. Once consumed, only a deity with the Gift of Life or Life and Death Salient Divine Ability can save the victim.

[i]Summon Tanar’ri (Sp): 3/day Behemoth may summon 12 dretches, 8 babaus or vrocks, 6 bebliths or hezrous, 4 glabrezus or mariliths, or 2 balors.

Swallow Whole (Ex): If Behemoth strikes with his bite attack, he can immediately make a grapple check against a creature of any size without invoking an attack of opportunity. If he wins, the creature is considered grappled within his mouth. On the following round, Behemoth may make another grapple check; if he succeeds, the creature is considered swallowed. The swallowed creature takes 3d8+28 points of bludgeoning damage and 20 points of profane acidic damage per round from Behemoth's stomach. Once swallowed, the only way out is a Wish or Miracle that beats Behemoth’s spell resistance. Behemoth's stomach is a demiplane in its own right and is essentially infinite in volume. Creatures that fall victim to the hazards of Behemoth’s stomach have their souls completely consumed, as per the Supreme Glutton ability.

Tongue Attack (Ex): Behemoth's great maws are not the only means he has of devouring his victims. Each of his dozen mouths possesses a long sticky tongue, like that of the toad he resembles only even longer in proportion to his body. Behemoth may make up to 12 ranged touch attacks that provoke Attacks of Opportunity with a range of 300 ft. to ensnare and consume any target that is size Huge or smaller. If he hits, he instigates a grapple with a total bonus of +70 (-8 from his regular check). If successful, the target is drawn back into Behemoth's mouth and is treated it had been effected by his Swallow Whole ability.


Lore
{table="head"]Knowledge (The Planes) DC|Result
52|This is Behemoth, master of the 220th layer of the Abyss. Reveal Ground-shaking Obesity, Outsider Traits, Swallow Whole, and Tongue Attack
57|Behemoth possesses strange additional powers when he is on his home plane. Reveal Abyssal Presence, Demon Prince, and Spell-Like Abilities.
62|Behemoth is virtually immune to any but the most powerful weapons of Lawful Good. Reveal Regeneration except for weakness to Leviathan.
67|Behemoth’s gut is a demiplane in and of itself and has seemingly infinite capacity. Reveal Breath Weapon and Supreme Glutton.
72|Behemoth has been mortal enemies with Leviathan, the Prince of Stygia, for millions of years and is particular vulnerable to the fiend-whale’s touch. Reveals that Regeneration can be overcome by Leviathan. [/table]

Plot Hooks
Leviathan has been temporarily freed from his icy prison to do battle with Behemoth. The two of them have chosen the players’ home nation to be the site of their conflict and now must be diverted elsewhere or somehow stopped to prevent them from destroying everything.
A mishap with a Plane Shift spell leaves the players stranded inside Behemoth’s stomach. They have no hope of making it out unassisted and must find the Pit Fiend who has been stranded in there for centuries and get his help.

Hyooz
2010-05-01, 09:57 PM
STAR WARRIOR

Small Aberration
Hit Dice: 5d8 (42)
Initiative: +4
Speed: 30ft (6 squares), Fly 15ft (clumsy)
Armor Class: 16 (10 + 4 Dex + 2 natural armor), 14 touch, 12 flat-footed
Base Attack/Grapple: +3/+5
[B]Attack: Slam +5 melee (1d6+2)
Full Attack: 2 Slams +5 melee (1d6+2)
Space/Reach: 2.5ft/5ft
Special Attacks: Inhale, Copy
Special Qualities: Evasion, Improved Evasion, Damage Reduction 5/piercing
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 15, Dex 18, Con 18, Int 10, Wis 8, Cha 16
Skills: Spot 8, Perform (Dance) 8
Feats: Ability Focus (Inhale), Ability Focus (Inhale)
Environment: Ethereal Plane
Organization: Solitary
Challenge Rating: 4
Treasure: Standard gems
Alignment: Chaotic Neutral

Star Warriors are an odd race. Rare to see on the material plane, but an occasional warrior will wander here on a quest he can't describe. Their language is wholly alien to our plane, and their quests are more important to them than anything. So, a Star Warrior encountering a typical party will, more than likely, attack without warning or real provocation. Their quests seem very simple, and sometimes quite trivial. One star warrior is known to have sacked a castle, beaten its knights and guardian animals, all for a piece of cake before fleeing back the way it came.

They are small, round creatures of various colors.

Combat A few choose to carry weapons, but most rely on their slam attack and bizarre ability to mimic the abilities of those they're fighting.

Inhale (Ex): The standard ability most Star Warriors rely on. Their mouths open to an incredible size, and attempts to suck a creature into their gullet. Despite their size, and creature up to Large size is vulnerable to this ability. As a standard action, the Star Warrior targets a creature up to 10' away from itself. This creature must make a Fortitude save DC (this DC is Con based) or be drawn into the Star Warrior's gullet. If the inhaled creature can do half of the Star Warrior's HP in piercing damage or teleport out, he can be freed. If he is still in the Star Warrior's gullet at the beginning of his next turn, the creature is immediately ejected, falling prone in a square next to the Star Warrior. The Star Warrior's Copy ability then activates.

Copy (Ex): When a Star Warrior successfully Inhales a creature and holds him until the beginning of his next turn, he gains abilities based on the creature he inhaled. The Star Warrior can now use all of the Extraordinary and Supernatural abilities the creature he inhaled possesses. If he Inhales a different creature, he loses the abilities he had gained previously and gains new ones based on the newly inhaled creature.

strawberryman
2010-05-02, 03:44 AM
((Not sure if this is okay, since the above entry was iffy with the pic. I pretty much just dug through my sources from something to work on artwise, so the pic isn't mine. Otherwise, it's original. :smalleek:

Hope there's nothing against borrowing the basis premise of the spell absorption effect from the spellwarped template, either. :smallredface:))

Occult Cúcharraige (Occult Rock Hound)
http://img248.imageshack.us/img248/7704/monster1m.jpg

Large Magical Beast
Hit Dice: 16d10+80 (168 hp)
Initiative: +3
Speed: 40 ft (8 squares), fly 20 ft. (average)
Armor Class: 28 (+3 Dex, -1 Size, +16 Natural), touch 12, flat-footed 25
Base Attack/Grapple: +16/+28
Attack: Slam +23 melee (1d8+8) plus slam +18 melee (1d8+8) or gore +23 melee (2d6+4)
Full Attack: 2 Slams +23 melee (1d8+8) plus bite +21 melee (1d4+4) plus 2 hooves +21 melee (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Arcane Breath, Improved Grab, Spell-like Abilities, Trample 4d6+12, Vacuous Gullet
Special Qualities: Darkvision 60 ft., Dimensional Anchor, Scent, Sense Magic, Spell Absorption, Spell Resistance 31
Saves: Fort +15, Ref +13, Will +8
Abilities: Str 27, Dex 16, Con 21, Int 18, Wis 16, Cha 21
Skills: Concentration +19, Hide +13*, Intimidate +19, Listen +17, Move Silently +17, Spellcraft +20, Spot +17, Survival +17.
Feats: Ability Focus(Arcane Breath), Awesome Blow, Improved Bull Rush, MultiattackB, Power Attack, Quicken Spell-like Ability(greater dispel magic), Rapid Strike(slam).
Environment: Special
Organization: Solitary
Challenge Rating: 15
Treasure: Standard, triple standard in gullet
Alignment: Usually Neutral Evil
Advancement: Special, see below
Level Adjustment: --

The Occult Cúcharraige is a legend among adventurers, and a nightmare among spellcasters. This beast lurks where magic lies heaviest, preying on creatures and practitioners of magic. While it can gain sustenance from flesh, its greatest taste is that for magic itself (it feeds off of magic with its specials much in a way it would off of meat).

The average Cúcharraige stands around 14 feet tall, with tauric legs reaching not much further than 8 feet. Their color and "decorative" markings varies on the area they prowl in. A forest Cúcharraige may be generally green in color, a cave Cúcharraige may be black or blue in color, a desert Cúcharraige may be yellow or orange in color... however, it takes a considerable amount of time to adapt to their surroundings in such a way.

A Cúcharraige that advances in a character class or wields manufactured weapons (or both) is not unheard of: they are always proficient with this weapon.

Combat
First and foremost, a Cúcharraige will attempt to move as close as possible to spellcasters or creatures with spell-like abilites (see Scent, below), to expose them to its dimensional anchor aura before attempting to capture them in the orb in the center of their chest. Inside, there is almost no hope for non-epic spellcasters, as the nature of the Cúcharraige's gullet tears away at their very being.

Arcane Breath (Su)
A Cúcharraige can expel magical energy from the orb in its chest once every 1d6 rounds as a standard action. This attack deals 10d8 damage in a 30 foot cone, with a Reflex save for half (DC 23). This damage is typeless and unresistable, however, spell resistance applies against it; in which case, the Cúcharraige makes a caster level check as if it were casting a spell-like ability.
The save DC is Constitution-based.

Improved Grab (Ex)
To use this ability, the Cúcharraige must hit a Small or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold; the opponent automatically fails their save against the vacuum effect of the Cúcharraige's gullet (see below).

Trample (Ex)
Reflex half DC 26. The save DC is Strength-based.

Vacuous Gullet (Su)
As a full-round action, a Cúcharraige can let loose the howling winds of its magical gullet, pulling creatures of any size who are unfortunate enough to be close inside. Creatures within a 10 foot cone must succeed at a Fortitude save (DC 23) or be sucked inside of the magical orb (all equipment included).
Every hour, a creature may attempt a Will save (DC23) to attempt to escape; if they fail, they take a negative level as they get lost deeper and deeper into the almost demiplane-like qualities of the orb. The inside of the orb is treated in most aspects like the astral plane, however, spellcasters must succeed at a caster level check against the Cúcharraige's spell resistance to cast a spell. Spells that allow planar travel allow immediate escape from the beast's gullet. A creature with negative levels equal to their hit dice immediately die. A Cúcharraige can hold any amount of creatures of any size in its gullet.
For every 3 suitable creatures that die as a result of the conditions inside of a Cúcharraige's gullet, the Cúcharraige gains 1 HD, gaining all the benefits of increased HD of the Magical Beast type. In addition, their spell resistance and caster level increases by 1 for each HD they gain in this manner. A Cúcharraige may only gain HD from creatures with HD equal or greater to their own. If a spellcaster or creature with spell-like abilities dies as a result of the conditions in the gullet, the Cúcharraige permanently gains a 1/day use of any one spell or spell-like ability that the creature knew or had memorized. The Cúcharraige can gain multiple uses of a singular ability; however, if they were to gain more than 6 uses of a particular spell-like ability per day, they can instead use it at will.
A creature killed in the Cúcharraige's gullet cannot be revived by normal means; a wish or miracle spell has a 50% chance to bring the creature back to life. If a Cúcharraige dies with creatures (or their leftover equipment) in its gullet, the contents are immediately expelled.
The save DC is Constitution-based.

Spell-like abilities
At will- dimension door (http://www.d20srd.org/srd/spells/dimensionDoor.htm), greater dispel magic (http://www.d20srd.org/srd/spells/dispelMagicGreater.htm), magic fang (http://www.d20srd.org/srd/spells/magicFang.htm). Caster level 16th. The save DCs are Charisma-based.
Individual Cúcharraiges may possess more spell-like abilities, as appropriate.

Dimensional Anchor (Su)
The subtle vacuum of the magical orb on the Cúcharraige's chest prevents its prey from escaping, even when it isn't a swirling vortex of energy. Creatures within 60 feet of the Cúcharraige are affected as if by a dimensional anchor (http://www.d20srd.org/srd/spells/dimensionalAnchor.htm) spell. They are under this effect as long as they stay within this area.

Sense Magic (Ex)
A Cúcharraige senses any use of magic within 120 feet, and can also smell (as scent) spellcasters or creatures with spell-like abilities within this range.

Spell Absorption (Su)
Whenever a spell fails to penetrate a Cúcharraige's spell resistance, the Cúcharraige gains one of the following benefits, chosen at the time the spell resolves.

Might: The Cúcharraige gains a +4 enhancement bonus to Strength for 1 minute.
Agility: The Cúcharraige gains a +4 enhancement bonus to Dexterity for 1 minute.
Endurance: The Cúcharraige gains a +4 enhancement bonus to Constitution for 1 minute.
Excellence: The Cúcharraige gains a resistance bonus to all their saves equal to the level of the failed spell for 1 minute.
Life: The Cúcharraige gains temporary hit points equal to 5 × the level of the failed spell.
Fast Healing: The Cúcharraige gains fast healing equal to the level of the failed spell for 1 minute.
Speed: The Cúcharraige’s base speed increases by a number of feet equal to 5 × the level of the failed spell for 1 minute.
Resistance: The Cúcharraige gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic) for 1 minute.
Spell-theft: The Cúcharraige gains the ability to cast the failed spell as a spell-like ability once, as long as they use it within 1 hour.
Arcane Breath Ability: The Cúcharraige gains the effect of any Metabreath feat that they would qualify for on their next Arcane Breath attack. The Cúcharraige can only use one effective Metabreath feat through this ability per day.
This is also the main source of a Cúcharraige's diet. Alongside one of the effects above, the Cúcharraige is also considered as if they ate a full meal.

Skills
*A Cúcharraige gains a +8 bonus to their hide check in an environment for which they have stayed 1 year or more in.

-=-=-=-=-=-=-

Lore
{table="head"]Knowledge (arcana) DC|Result
26|This strange, hulking creature is a Occult Cúcharraige. This result reveals all Magical Beast traits.
31|The Cúcharraige has the ability to expel magical energy from the orb in its chest. This reveals the Arcane Breath special ability.
36|The Cúcharraige absorbs spells that fail to penetrate its spell resistance. This reveals the Spell Absorption special quality.
41|The Cúcharraige's most deadly ability allows them to pull creatures into the orb in their chest, potentially sapping its life away, and gaining their strength as its own. The effect is increased when the Cúcharraige consumes a spellcaster. This reveals the Vacuous Gullet special ability.[/table]

Plot Hooks
A Cúcharraige has been hunting the members of the Mage's guild for some time now; they hire the party to get rid of it.
A particularly powerful Cúcharraige had caught and likely consumed a prince on a journey of his; the party must retrieve the royal ring from the Cúcharraige's gullet for there to be a successor to the throne.
The party comes across a Cúcharraige in an abandoned magical ruin of a lost civilization; it has been waiting for fresh blood for some time, now...


Cúcharraiges in Eberron
Occult Cúcharraiges were likely a result of massive mutation in creatures across the former nation of Cyre. They spend much of their time hunting other beasts mutated by the nature of the Mournland.
Alternatively, Occult Cúcharraiges may also be present in Xen'Drik, a long-standing plague after the massive destruction of the Giant race. They may hide in the forests, waiting for unwitting adventurers, or likewise in ruins, rifling around through alternatives for actual prey in the advanced magics of the continent.

Deca
2010-05-02, 05:43 PM
Harvester

Huge Construct
Hit Dice: 30d10+40 (205 hp)
Initiative: -1
Speed: 60ft (12 squares)
Armor Class: 35 (-1 Dex, -2 Size, +6 Deflection +22 Natural (+2 from Feats)), touch 13,flat-footed 33
Base Attack/Grapple: +21/+44
Attack: Bite +34 melee (3d10+15)
Full Attack: Bite +34 melee (3d10+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Engine Exhaust, Inertial Field, Improved Grab, Swallow Whole, Skewed Geometry
Special Qualities: Fumes, Infernal Mechanisms, Piercing Gaze, Process, Construct Traits, Damage Reduction 15/Adamantine, Spell Resistance 10, Electricity Resistance 10, Fire Resistance 10
Saves: Fort +10, Ref +11, Will +10
Abilities: Str 40, Dex 9, Con None, Int 2, Wis 10, Cha 2
Skills: Spot 33
Feats: Live My Nightmare, Alertness, Run, Lightning Reflexes, Ability Focus (Engine Exhaust), Ability Focus (Inertial Field), Ability Focus (Skewed Geometry), Energy Resistance (Electricity), Energy Resistance (Fire), Improved Natural Armour, Improved Natural Armour
Environment: Temperate-to-Warm non-Aquatic areas
Organization: Solitary, Pair, Brood (3-6), Convoy (7-15)
Challenge Rating: 17
Treasure: Standard
Alignment: Chaotic Neutral


The first Harvester was uncovered in a dwarven mine several years ago. Buried deep, an ancient relic of a civilisation that was old when the world began. It awoke and quickly ate it's way out into the outside world. Other Harvesters have also awoken and emerged. They roam the world like mechanical locusts, eating absolutely everything in their path, from people to small buildings.

From a distance, a Harvester vaugely resembles a mechanical spider. It is a vast tangle of mechanical limbs and feelers, all connected to the Harvester's red-hot core by a system of ethereal gears, levers and cogs, all of which can only be seen out of the corner of the eye. Chimnies, smokestacks and exhaust pipes bent in impossible angles all protrude haphazardly from the Harvester and are constantly belching out smoke and soot. The air around the Harvester is distorted and attacks that might have hit are strangely deflected.
At what might be called the front of the Harvester, there is a collection of scythes, spears and other various blades that are arranged in the rough shape of a mouth.
Their origin is unknown and the only purpose they seem to have is to consume.

Combat
Harvesters usually travel in a straight line, eating everything in their path. If they spot a group of living creatures however, it will detour from it's path to consume them.
It's usual strategy is to charge in as fast as it can move and attempt to eat them using it's Improved Grab, Swallow Whole and Process abilities. Nothing fancy. If some of the prey is escaping while it is eating the others, it will attempt to use it's Inertial Field to drag it back towards it.
If there is a large amount of prey or or it is proving unusually tough, the Harvester will use it's Engine Exhaust ability in an attempt to soften or kill them before consumption.

Fumes (Ex)
A Harvester is constantly expelling strange vapours from various parts in its haphazard skin. A Harvester counts as constantly having a Fog Cloud effect, as per the spell, centred on it. If the cloud is dispersed by wind, it will reform in 1d6 rounds.

Engine Exhaust (Ex)
The Harvester gains the following spell-like abilities from its exhaust.

3/day- Cloudkill

The DC against it is 17 and the Harvester counts as a 10th level Sorceror for duration. The Cloudkill effect must always be centred on the Harvester.


Inertial Field (Ex)
Harvesters are continually surrounded by a strange distortion in space known as an Inertial Field, which can warp attacks away from it (deflection bonus). A Harvester can utilise the Inertial Field protecting it and force it into a funnel that sucks nearby beings into its jaws. This counts as a 60ft cone centred on the Harvester and extending in any direction. Anything of Large size or less caught in the cone must make a Fort Save with a DC of 27 or be moved 2d6 x 10ft towards the Harvester. Flying beings are moved 4d6 x10 ft. This is a standard action.

Improved Grab (Ex)
If a Harvester hits with a Bite attack, it deals normal damage and immediately attempts to start a grapple as a free action. This does not provoke an attack of opportunity. A Harvester can only do this to creatures of Large size and smaller.

Swallow Whole (Ex)
If a Harvester begins a turn with an opponent caught in an Improved Grab, it may attempt a new grapple check as a free action without provoking attacks of opportunity.
If it succeeds, the prey takes bite damage and is swallowed whole. A swallowed creature counts as being grappled. A swallowed creature can attempt to break the grapple. If they succeed, they are placed back in the Harvester’s mouth, under an Improved Grab.
Alternatively, a swallowed creature can attempt to cut its way out. The Armour Class of the interior of a Harvester is 27.

Process (Ex)
If a Harvester begins a turn with one or more beings swallowed, it can Process them as a free action. Beings being processed must make a Fort Save with a DC of 25 or die. If the succeed on the Fort Save, they take bite damage instead. Once a creature has died while swallowed, the body is immediately vaporised to dust and is expelled out of the exhaust. Any creature who dies while being swallowed counts as having their soul bound to the Harvester. This functions as a Soul Bind effect, as per the spell, with the soul being bound to the Harvester rather than a gem.

Skewed Geometry (Ex)
A Harvester is a bizarre tangle of non-Euclidean angles and strange interdimensional machinery. When a being gets within 100ft of a Harvester, they must make a Will Save with a DC of 27. If they fail, they are confused, as the spell effect, for 1d4 rounds. If they pass the Will Save, they are immune for the next 24 hours.

Infernal Mechanisms (Ex): Harvesters, despite their haphazard and disorderly look, are precision machines. Their special abilities are not produced from magic, but by strange and insane science. All of their Special Abilities are Extraordinary even if they would normally be considered Spell-like or Supernatural. All Saves are Wisdom based.

Piercing Gaze (Ex)
A Harvester's vision is not blocked by it's Fumes or Engine Exhaust abilities.

Harvest (Ex)
Harvesters do not only consume living, moving beings. However, non-moving objects are significantly easier to eat. As a full-round action, a Harvester can destroy a 10 ft cube of non-moving matter within its reach as it consumes it.

****************

Lore
{table="head"]Knowledge (Arcana, History) DC|Result
40|This machine is called a Harvester and they are known for their insatiable appetites. Reveal Construct Traits, Improved Grab and Swallow Whole
45|Harvesters make the air thick and difficult to breathe. Reveal Engine Exhaust and Fumes.
50|A Harvester is chaotic and mind-numbing to look at. Reveal Skewed Geometry
55|Running away from a Harvester is likely to make it start sucking you back in towards it. Reveals the Inertial Field ability.
60|Those consumed by the Harvester do not pass on but are instead trapped forever inside it's blasphemous tangles. Reveals Process ability. [/table]

Plot Hooks
A Harvester is eating it's way through a sacred forest and has already consumed the local druid. The party is hired by one of the druid's friends to destroy the Harvester so the druid's soul can be free.
The party find an ancient temple complex buried under a rockslide. The temple was rumoured to have great treasure. The shrine in the temple is dedicated to a hibernating Harvester, which quickly wakes up when prey approaches.
A decadent Emperor wishes to have a Harvester for his royal menangerie of strange and magical creatures. A rich reward has been offered for whoever brings in a live Harvester.
The party are paid to kill a Harvester which has quickly escaped from some foolish ruler's zoo and is now eating it's way through the various citizenry.

Bhu
2010-05-03, 12:05 AM
http://faculty.ucr.edu/~chappell/INW/polar%20regions/lemming.jpg

Voracious Lemming
Tiny Magical Beast
Hit Dice: 1/2d10 (2 hp)
Initiative: +2
Speed: 20 ft (4 squares), Climb 20 ft.
Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-11
Attack: Nibble +3 melee (1d2-4)
Full Attack: Nibble +3 melee (1d2-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Munching
Special Qualities: Low Light Vision, Dark Vision 60', Scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 3, Dex 15, Con 11, Int 2, Wis 12, Cha 4
Skills: Climb +4, Hide +10, Listen +3, Move Silently +6, Spot +3
Feats: Alertness, Weapon Finesse (B)
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

”BERT!!! DON'T FEED THA LIL' MOUSE CRITTERS!”

Voracious Lemmings appear for all intents and purposes to be normal Lemmings. In other words, small furry rodent beasts. This should be your first clue to start smashing them. Seriously. Especially before they get to the grain supplies. Or any other food supplies for that matter. Magical Beasts, the Voracious Lemmings can eat any amount of food and never seem to not be hungry. In fact the more they eat, the bigger they get. They aren't encountered very often, which has led to the belief that they are a bizarre magical mutation cause by unknown circumstances, or a vengeful madman who is beyond the understanding of other people. After all if you wanted revenge this seems to be an odd and roundabout way...

Even worse the Lemmings seem to gain intelligence with size, and the bigger they get the more they seem to understand basic tactics. Meaning the bigger they get, the harder it is to trap them. The best idea really is to kill them before they get too big. Eventually they can understand Common but not speak it.

Munching (Ex): The Voracious Lemming weighs one pound, and can eat approximately a half pound of food per round. It converts half of that food to body mass, and upon reaching 9 pounds it becomes a Small Voracious Lemming. It can eat virtually any organic matter without harm, and receives a +8 Racial Bonus against ingested poisons and disease.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

Combat: Voracious Lemmings generally avoid too much fighting until they get their Swallow Whole ability, which they will try to use at their earliest opportunity. At larger sizes they will rely on intimidation and their large size. At their biggest they even have a sense of rudimentary tactics.


-=-=-=-=-=-=-

Voracious Lemming
Small Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +2
Speed: 25 ft (5 squares), Climb 25 ft.
Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +1/-4
Attack: Nibble +3 melee (1d3-1)
Full Attack: Nibble +3 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Munching
Special Qualities: Low Light Vision, Dark Vision 60', Scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 8, Dex 15, Con 12, Int 2, Wis 12, Cha 6
Skills: Climb +7, Hide +6, Listen +3, Move Silently +6, Spot +3
Feats: Alertness, Weapon Finesse (B)
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----


Munching (Ex): The Voracious Lemming weighs 9 pounds, and can eat approximately a pound of food per round. It converts half of that food to body mass, and upon reaching 30 pounds it gains another Hit Die, and when it reaches 61 pounds it becomes a Medium Voracious Lemming. It can eat virtually any organic matter without harm, and receives a +8 Racial Bonus against ingested poisons and disease.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

-=-=-=-=-=-=-

Voracious Lemming
Medium Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +1
Speed: 30 ft (6 squares), Climb 30 ft.
Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+4
Attack: Nibble +4 melee (1d4+1)
Full Attack: Nibble +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Munching, Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60', Scent
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 12, Dex 13, Con 14, Int 2, Wis 14, Cha 8
Skills: Climb +9, Hide +4, Listen +4, Move Silently +4, Spot +4
Feats: Alertness, Endurance
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 61 pounds, and can eat approximately 4 pounds of food per round. It converts half of that food to body mass, and upon reaching 207 pounds it gains another Hit Die, at 353 pounds it gains a second Hit Die, and when it reaches 501 pounds it becomes a Large Voracious Lemming. It can eat virtually any organic matter without harm, and receives a +8 Racial Bonus against ingested poisons and disease.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them. The swallowed creature takes 1d6+1 damage and 1 point of acid damage per round it remains in the Lemmings stomach. It may cut it's way out with a Light slashing or piercing weapon by doing 10 damage to the Lemmings stomach (AC 11). Once the creature exits muscular action closes the hole and other victims must cut their own way out. A Lemmings stomach may hold 2 Tiny, 4 Diminutive, or 8 Fine opponents.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

-=-=-=-=-=-=-

Voracious Lemming
Large Magical Beast
Hit Dice: 6d10+30 (63 hp)
Initiative: +1
Speed: 40 ft (8 squares), Climb 30 ft.
Armor Class: 15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 14
Base Attack/Grapple: +6/+15
Attack: Nibble +10 melee (1d6+7)
Full Attack: Nibble +10 melee (1d6+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Munching, Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60', Scent, DR 5/Magic
Saves: Fort +10, Ref +6, Will +4
Abilities: Str 20, Dex 13, Con 20, Int 3, Wis 14, Cha 10
Skills: Climb +13, Hide +2, Listen +4, Move Silently +5, Spot +4
Feats: Alertness, Diehard, Endurance
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 501 pounds, and can eat approximately 16 pounds of food per round. It converts half of that food to body mass gaining an extra Hit Die roughly every extra 584 pounds, and when it reaches 4001 pounds it becomes a Huge Voracious Lemming. It can eat virtually any organic matter without harm, and receives a +8 Racial Bonus against ingested poisons and disease.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them. The swallowed creature takes 2d4+5 damage and 5 points of acid damage per round it remains in the Lemmings stomach. It may cut it's way out with a Light slashing or piercing weapon by doing 15 damage to the Lemmings stomach (AC 12). Once the creature exits muscular action closes the hole and other victims must cut their own way out. A Lemmings stomach may hold 2 Small, 4 Tiny, 8 Diminutive, or 32 Fine opponents.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

-=-=-=-=-=-=-

Voracious Lemming
Huge Magical Beast
Hit Dice: 12d10+120 (186 hp)
Initiative: +5
Speed: 40 ft (8 squares), Climb 20 ft.
Armor Class: 19 (-2 Size, +1 Dex, +10 Natural), touch 9, flat-footed 18
Base Attack/Grapple: +12/+30
Attack: Nibble +20 melee (2d4+15/19-20)
Full Attack: Nibble +20 melee (2d4+15/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Munching, Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60', Scent, DR 10/Magic, SR 18
Saves: Fort +18, Ref +9, Will +7
Abilities: Str 30, Dex 13, Con 30, Int 5, Wis 16, Cha 12
Skills: Climb +18, Hide +1, Listen +5, Move Silently +8, Spot +5
Feats: Alertness, Diehard, Endurance, Improved Critical (Bite), Improved Initiative
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 4001 pounds, and can eat approximately 64 pounds of food per round. It converts half of that food to body mass gaining an extra Hit Die roughly every extra 2,333 pounds, and when it reaches 32,001 pounds it becomes a Gargantuan Voracious Lemming. It can eat virtually any organic matter without harm, and receives a +8 Racial Bonus against ingested poisons and disease.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them. The swallowed creature takes 2d6+10 damage and 10 points of acid damage per round it remains in the Lemmings stomach. It may cut it's way out with a Light slashing or piercing weapon by doing 25 damage to the Lemmings stomach (AC 15). Once the creature exits muscular action closes the hole and other victims must cut their own way out. A Lemmings stomach may hold 2 Medium, 4 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

-=-=-=-=-=-=-

Voracious Lemming
Gargantuan Magical Beast
Hit Dice: 24d10+360 (462 hp)
Initiative: +4
Speed: 40 ft (8 squares), Climb 10 ft.
Armor Class: 24 (-4 Size, +18 Natural), touch 6, flat-footed 24
Base Attack/Grapple: +24/+51
Attack: Nibble +36 melee (2d6+22/19-20)
Full Attack: Nibble +36 melee (2d6+22/19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: Munching, Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60', Scent, DR 15/Magic, SR 25
Saves: Fort +29, Ref +8, Will +11
Abilities: Str 40, Dex 10, Con 40, Int 6, Wis 16, Cha 16
Skills: Climb +23, Hide +3, Listen +5, Move Silently +12, Spot +5
Feats: Alertness, Cleave, Diehard, Endurance, Great Cleave, Improved Critical (Bite), Improved Initiative, Power Attack, Weapon Focus (Bite)
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 15
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 32,001 pounds, and can eat approximately 256 pounds of food per round. It converts half of that food to body mass gaining an extra Hit Die roughly every extra 9,083 pounds, and when it reaches 250,001 pounds it becomes a Colossal Voracious Lemming. It can eat virtually any organic matter without harm, and is now immune to poison and disease.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them. The swallowed creature takes 2d8+15 damage and 15 points of acid damage per round it remains in the Lemmings stomach. It may cut it's way out with a Light slashing or piercing weapon by doing 35 damage to the Lemmings stomach (AC 19). Once the creature exits muscular action closes the hole and other victims must cut their own way out. A Lemmings stomach may hold 2 Large, 4 Medium, 8 Small, or 32 Tiny or smaller opponents.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

-=-=-=-=-=-=-

Voracious Lemming
Colossal Magical Beast
Hit Dice: 48d10+1008 (1272 hp)
Initiative: +4
Speed: 40 ft (8 squares)
Armor Class: 40 (-8 Size, +38 Natural), touch 2, flat-footed 40
Base Attack/Grapple: +48/+84
Attack: Nibble +61 melee (2d8+30/19-20)
Full Attack: Nibble +61 melee (2d8+30/19-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Munching, Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60', Scent, DR 20/Epic, SR 30
Saves: Fort +46, Ref +26, Will +19
Abilities: Str 50, Dex 10, Con 50, Int 8, Wis 16, Cha 20
Skills: Climb +20, Hide +5, Listen +10, Move Silently +20, Spot +10
Feats: Alertness, Awesome Blow, Cleave, Devastating Critical (Bite), Diehard, Endurance, Great Cleave, Greater Mighty Roar, Improved Critical (Bite), Improved Bull Rush, Improved Initiative, Improved Toughness, Mighty Roar, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Weapon Focus (Bite)
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 21
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 250,001 pounds, and can eat approximately 1024 pounds of food per round. It converts half of that food to body mass gaining an extra Hit Die roughly every extra 36,458 pounds, and when it reaches 2,000,001 pounds it becomes a Super Extra Deluxe Biggie Size Voracious Lemming. It can eat virtually any organic matter without harm, and is now immune to poison and disease.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them. The swallowed creature takes 4d6+20 damage and 20 points of acid damage per round it remains in the Lemmings stomach. It may cut it's way out with a Light slashing or piercing weapon by doing 50 damage to the Lemmings stomach (AC 29). Once the creature exits muscular action closes the hole and other victims must cut their own way out. A Lemmings stomach may hold 2 Huge, 4 Large, 8 Medium, or 32 Small or smaller opponents.

-=-=-=-=-=-=-

Voracious Lemming
Super Extra Deluxe Biggie Size Magical Beast
Hit Dice: 96d10+2496 (3024 hp)
Initiative: +8
Speed: 50 ft (10 squares)
Armor Class: 52 (-16 Size, +58 Natural), touch 0, flat-footed 52
Base Attack/Grapple: +96/+141
Attack: Nibble +106 melee (4d6+37/19-20)
Full Attack: Nibble +106 melee (4d6+37/19-20)
Space/Reach: 40 ft./30 ft.
Special Attacks: Munching, improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60', Scent, DR 30/Epic, DR 10/-, SR 30, Fast Healing 10
Saves: Fort +81, Ref +50, Will +63
Abilities: Str 60, Dex 10, Con 60, Int 10, Wis 20, Cha 24
Skills: Climb +25, Hide -20, Listen +7, Move Silently +0, Spot +7
Feats: Alertness, Awesome Blow, Cleave, Defensive Sweep, Devastating Critical (Bite), Diehard, Endurance, Epic Endurance, Epic Fortitude, Epic Will, Gape of the Serpent, Great Cleave, Greater Mighty Roar, Greater Powerful Charge, Great Fortitude, Improved Critical (Bite), Improved Bull Rush, Improved Initiative, Improved Toughness, Indomitable Soul, Iron Will, Mighty Roar, Overwhelming Assault, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Powerful Charge, Shock Trooper, Steadfast Determination, Superior Initiative, Weapon Focus (Bite)
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 33
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 2,000,001 pounds, and can eat approximately 4096 pounds of food per round. It converts half of that food to body mass gaining an extra Hit Die roughly every extra 145,832 pounds. It can eat virtually any organic matter without harm, and is now immune to poison and disease.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them. The swallowed creature takes 4d8+25 damage and 25 points of acid damage per round it remains in the Lemmings stomach. It may cut it's way out with a Light slashing or piercing weapon by doing 65 damage to the Lemmings stomach (AC 39). Once the creature exits muscular action closes the hole and other victims must cut their own way out. A Lemmings stomach may hold 2 Gargantuan, 4 Huge, 8 Large, or 32 Medium or smaller opponents.

-=-=-=-=-=-=-


Lore
Characters with ranks in Knowledge (Nature) may have heard of Voracious Lemmings. When the character makes a skill check, the following lore is revealed, including the information from lower DC's.

{table]DC|Lore
10| Voracious Lemmings resemble normal Lemmings except they can be found anywhere and have bottomless pits for stomachs.
15| The more Voracious Lemmings eat the bigger they get.
20| As Voracious Lemmings get bigger they get more intelligent and increase in power.[/table]

Plot Hook
The PC's are hired to find out who has stolen the grain stores of a local village. Bad news is it was Lemmings. The PC's need to find a way to get the villagers food, or get them moved out to somewhere that can help them before winter sets in.
The PC's are hired to contact a missing merchant, and find a deserted village with one really big rodent. You can pretty much guess whats happened.
The Monarch of Florida has given a pet fluffy to the PC's to deliver to the King of El Grande as a present and peace offering. The PC's are a little concerned when it always seems hungry, particularly when it starts getting bigger. It's possible they've been had...
A rogue artifact has transformed the local Lemming population into Voracious Lemmings, and it's a race against time for the PC's to wipe them out before they get too powerful.

Icewalker
2010-05-13, 02:08 AM
Preymaker

Diminutive Aberration [Extraplanar]
Hit Dice: 6d8+18 (45 HP)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 25, touch 19, flat-footed 19
(+3 Size, +6 Dex, +6 Natural)
Base Attack/Grapple: +4/+2
Attack: Bite +13 (1d3-2)
Full Attack: Bite +13 (1d3-2)
Space/Reach: 1 ft./0 ft.
Special Attacks: Steal Size, Improved Grab, Swallow Whole
Special Qualities: Darkvision 60 ft., Scent
Saves: Fort +5, Ref +8, Will +5
Abilities: Str 6, Dex 22, Con 17, Int 4, Wis 11, Cha 17
Skills: Survival +10
Feats: Weapon Finesse, Improved Grapple, Ability Focus (Steal Size)
Environment: Any place with medium or larger creatures.
Organization: Solitary
Challenge Rating: 4
Treasure: Normal
Alignment: Always Chaotic Neutral or Chaotic Evil
Advancement: (7-10) Diminutive, 11-16 (Fine)

Relevant stat block at sizes Tiny through Large.


Tiny:
Tiny Aberration [Extraplanar]
Hit Dice: 6d8+24 (51 HP)
Initiative: +4
Speed: 25 ft. (5 squares)
Armor Class: 23, touch 16, flat-footed 19
(+2 Size, +4 Dex, +7 Natural)
Base Attack/Grapple: +4/+4
Attack: Bite +10 (1d4)
Full Attack: Bite +10 (1d4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Steal Size, Improved Grab, Swallow Whole
Special Qualities: Darkvision 60 ft., Scent
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 10, Dex 18, Con 19, Int 4, Wis 11, Cha 17


Small:
Small Aberration [Extraplanar]
Hit Dice: 6d8+30 (57 HP)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 21, touch 13, flat-footed 19
(+1 Size, +2 Dex, +8 Natural)
Base Attack/Grapple: +4/+6
Attack: Bite +7 (1d6+2)
Full Attack: Bite +7 (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Steal Size, Improved Grab, Swallow Whole
Special Qualities: Darkvision 60 ft., Scent
Saves: Fort +7, Ref +4, Will +5
Abilities: Str 14, Dex 14, Con 21, Int 4, Wis 11, Cha 17


Medium:
Medium Aberration [Extraplanar]
Hit Dice: 6d8+36 (63 HP)
Initiative: +0
Speed: 35 ft. (7 squares)
Armor Class: 19, touch 19, flat-footed 19
(+9 Natural)
Base Attack/Grapple: +4/+12
Attack: Bite +8 (1d8+4)
Full Attack: Bite +8 (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Steal Size, Improved Grab, Swallow Whole
Special Qualities: Darkvision 60 ft., Scent
Saves: Fort +8, Ref +2, Will +5
Abilities: Str 18, Dex 10, Con 23, Int 4, Wis 11, Cha 17


Large:

Large Aberration [Extraplanar]
Hit Dice: 6d8+42 (69 HP)
Initiative: -2
Speed: 40 ft. (8 squares)
Armor Class: 17, touch 7, flat-footed 17
(-1 size, -2 Dex, +10 Natural)
Base Attack/Grapple: +4/+18
Attack: Bite +13 (2d6+6)
Full Attack: Bite +13 (2d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Steal Size, Improved Grab, Swallow Whole
Special Qualities: Darkvision 60 ft., Scent
Saves: Fort +9, Ref +0, Will +5
Abilities: Str 22, Dex 6, Con 25, Int 4, Wis 11, Cha 17



The small gray-green ball of fur standing on six spindly four-jointed legs staring out with small black button eyes seems innocuous or maybe even cute for a moment, until the entire front of the thing seems to part into a wide dark red chasm of a mouth rimmed with several rows of enormous sharp yellowed teeth, nearly half the size of the creature.

Nobody knows the true origin of the preymaker. There are a lot of theories: some monster from undiscovered plane, a demon or mad mage's experiment, or even some escaped plaything of Erythnul, god of slaughter, gone wild. Whatever it's origins, it's feared by any who know its nature, in particular larger creatures who rely on their size such as ogres and giants, beings who also find themselves the most common targets of the preymaker, which seems to enjoy taking the largest of creatures to devour.

Combat

Preymakers tend to ambush their food. Because they cannot eat opponents when they are still of a very small size, they like to get the jump on their opponents using their large untrained Hide check (+18 when Diminutive) so as to use their Steal Size ability once or even twice before a group of prey is even fully aware that there is an attacker. They try to use their Steal Size ability to reach medium or larger size as fast as possible, because the first few changes in size only average out the preymaker's capabilities, making them less capable because they are neither particularly fast nor particularly strong.



Steal Size (Su): Whenever a preymaker successfully makes a bite attack against an opponent its size or larger, it steals size from its opponent. The opponent must succeed on a DC 18 Fortitude save or it's size is reduced by one step (from medium to small, etc) providing the same modifiers as the Reduce Person (http://www.d20srd.org/srd/spells/ReducePerson.htm) spell, and the preymaker's size increases one step. This change lasts 1d4+1 minutes (roll once: the duration is the same for both involved). This ability may be used on the same creature more than once, it's effects stack. The DC is Charisma based.

Every time the preymaker increases in size, it gains all relevant modifiers due to its new size, as well as +4 Strength, -4 Dexterity, +2 Constitution, +1 Natural Armor, and +5 ft. base movement speed.

Improved Grab (Ex): To use this ability, the preymaker must hit with a bite attack. A preymaker can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better. If it gets a hold, the preymaker automatically deals bite damage and can attempt to swallow whole.

Swallow Whole (Ex): A preymaker can try to swallow an opponent which is one or more sizes smaller than itself by making a successful grapple check.

A swallowed creature takes 1d8 plus the preymaker's Strength bonus points of bludgeoning damage and 1d4 points of acid damage per round from the preymaker's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Mulletmanalive
2010-05-13, 07:19 PM
Megadentis:
The presence of any Megadentis in this area of space can be traced back neatly to the manipulations of the Lothori, a strange polydimensional race from the deepest tracts of space.

It is to be considered a threat of the highest level:

http://i833.photobucket.com/albums/zz256/mulletmanalive/Untitled-1.jpg
Taken from Tome of Horrors II by Necromancer Games. Used for illustration only.

Above is pictured an illustration based on the testamony of the soul survivor of the attack that destroyed the Swedish royal family back in 1891.

As can be noted, the being is almost entirely composed of mouths and while symmetrical, appears to be in a constant state of flux as to the location of these mouth sets. To date, the beast has been sited on two occasions and from which the following conclusions can be drawn:
That the Megadentis is actually of another shape relative to that which it is perceived. This is evident because of the "aura of teeth" that has been described by those encountering it and its seeming ability to eat things that merely pass nearby.
The creature is able to consume anything that is presently in a non-gaseous state, including vapour, ash and on one documented occasion, plasma.
Because of this impossible field of eating around it, the Megadentis is basically invulnerable to direct attack, being able to consume bullets, blades and napalm directed against it.
The dentis appears able to digest, and metabolise, literally anything, rendering toxic gas and liquids otherwise lethal to life useless as weapons.
The actual origins of the Megadentis are unknown, though it is supected that the Lothori brought it with them from wherever it is that they come from. The best guess, given the fact that the Lothori have never purposefully engineered a creature with their four-dimensional physiology present, is that the creature was created during some previous conflict, though by which side is unknown.

Being of alien dimensions, the Megadentis can be contained in frighteningly small objects, a fact that became evident on first meeting when one escaped from a bladder-like construction inside a turkey in the court of Sweden. Suffice to say that there were few survivors until quick thinking agents caught it in a gas explosion.

Megadentis
Medium Aberration (Extraplanar)
HD 6d8 (27 hp)
Speed 20 ft. (4 squares); Burrow 20 ft
Init: +2
AC 12; touch 12; flat-footed 10
(+2 Dex)
BAB +4; Grp +6
Attack Vorpal Arm Bite +6 (1d10+2, 19-20/x2 + Consume Armour)
Full-Attack 2 x Vorpal Bite +6 (1d10+2, 19-20/x2 + Consume Armour)
Central Mouth +4 (2d8+3, 19-20/x2 + Consume Armour)
Flailing Bite +4 (1d4+1, 20/x2 + Consume Armour)
Space 5 ft.; Reach 5 ft.
Special Attacks Vorpal Bites, Wolf Down
Special Qualities Absolute Consumption, Aura of Consumption, SR 22
Saves Fort +1 Ref +3 Will +5
Abilities Str 14/+2, Dex 15/+2, Con 10, Int 6/-2, Wis 11, Cha 11
Skills Survival +9
Feats Ability Focus [Consume Armour], Ability Focus [Vorpal Bite], Multiattack
Environment Introduced
Organization Solitary
Challenge Rating 8
Treasure None, it ate it all
Alignment Neutral
Advancement 7-10 HD (Medium)

A Megadentis may well be the simplest combatant in the multiverse. It simply moves towards the largest concentration of food that it feels reasonably likely to reach. Once there, it attempts to bite everything around itself.

Special Abilities:
Absolute Consumption [Ex]: The Megadentis is able to eat literally anything and is more or less all mouths. Its attacks ignore all forms of Hardness and Damage Reduction and it is immune to all forms of poison and disease, being far too efficient at digestion to fall prey to such. It is even capable of destroying Force effects with its hunger.

There is no limit to the amount a megadentis can eat or drink, so it's a good idea not to let them fall into a lake or the sea [though they would soon emerge to find solid food].

Aura of Consumption [Ex]: The Megadentis is surrounded by an area that seems to contain additional mouths below the surface of reality; these teeth extend about three feet from the creature's body and happily chew their way through anything directed at the beast, including incendiaries and bullets.

Any object that comes within 3ft of the Megadentis, including attacks directed at it and creatures attempting to grapple it suffer 12 points of damage instantly, that ignores all forms of DR and hardness. As a result, the Megadentis is immune to bullets, crossbows and thrown items and most swords will be destroyed before they reach it.

The aura has the Absolute Consumption ability and so can happily devour acids, vapours, fuel for fires, hot ash and a myriad other things, rendering the Megadentis immune to any effect with a solid or liquid vector. Notable spells that lack such include Lightning effects and Incendiary Cloud; most spells with "ray" in the title also lack an edible vector.

Consume Armour [Ex]: When a Megadentis attacks by snapping at a target with one limb or another, that target is subjected to a concentrated burst of the creature's Aura of Consumption. The end result is that the target's armour is eaten away at and loses 1d4 points of its defence bonus as long as the attack would hit as a Touch attack. This damage is permanent; magical armour may take a DC 16 Fortitude save to resist. This DC is Consitution based.

Flailing Mouths [Ex]: While ridiculous looking, the primary attack of the Megadentis is to wave its extremities around without much of a plan, in the hope that some of its lesser mouths will come into range. When it takes a Full attack action, the Megadentis may make one Lesser Bite attack against every adjacent creature, in addition to their conventional attacks.

Vorpal Bite [Ex]: The "forearms" of the Megadentis terminate in a pair of powerful mouths with the usual chaotic mix of incisors, fangs and molars. These mouths are particularly dangerous because unlike the other lashing attacks of the rest of their body, they have focus and permenancy. Any creature who suffers a critical hit from these weapons must make a Fortitude save, DC 16, or lose a limb to the bite, as per the Wither Limb spell. In addition, the victim loses 1d6 hp per round until the wound is sealed with a DC 25 Heal check or 6 points of healing magic.

Wolf Down [Ex]: The giant central mouth of the Megadentis occupies the majority of its torso and leads to the logical question of where the hell it keeps what it's already eaten. As a Full action that does not provoke attacks of opportunity, the Megadentis may attempt to swallow a target in one hit. Doing so is exactly like starting a grapple, though the victim is drawn into the beast's central gullet. Due to the unique nature of this attack, the target may resist using Escape Artitst, Tumble or a Grapple check, at their discretion.

While inside the gullet, the swallowed victim suffers 24 damage per round from the beast's now more concentrated Aura of Consumption, as does each item of their equipment. Successfully dealing 3 points of damage to the inside of the gullet causes regurgitation [though the weapon takes 12 damage before it gets there, as normal].

Lore:
Due to its extreme rarity, only Knowledge (The Planes) can yield answers and then at a -10 penalty. Characters with Dark Knowledge or Spelljamming experience may gain a bonus at DM's discretion.

{table]DC|Lore

16|The Megadentis is an alien that eats constantly

21|The creature can eat things that are merely close to it and so devours bullets shot at it

26|One of these things ate the King of Sweden. It was killed in a gas explosion

31|Spells that lack any material effect such as rays and lightning can affect the beast, assuming they can get through its Spell Resistance...[/table]

Plot Hook:
The PCs are asked to deliver a flask of brandy to someone. It turns out to be an Iron Flask. The contents turns out to be this. Can the PCs stop it before it kills too many people?

Yes, I know this is a glass cannon. Oddly, I was always going for a creature that was more a puzzle than a combat encounter and I think I've succeeded. I've priced its CR high to compensate for the difficulty in destroying it.

Amiel
2010-05-20, 08:53 AM
Daemon, Malzalalim
Princeps of Gluttony
Large Outsider (Extraplanar, Daemon, Evil)
Hit Dice: 17d8+204 (280 hp)
Initiative: +13
Speed: 40 ft. (8 squares), fly 60 ft. (good)
Armor Class: 41 (-1 size, +9 Dex, +23 natural), touch 18, flat-footed 32
Base Attack/Grapple: +17/+32
Attack: Claw +27 melee (2d8+11 + bite + 1 vile)
Full Attack: 2 claws +27 melee (2d8+11 + bite + 1 vile) and 2 wings +25 melee (2d6+5 + bite + 1 vile) and bite +25 melee (4d6+5 + 1 vile)
Space/Reach: 10 ft./10 ft.
Special Attacks: Distended maw, gluttonous feast, improved grab, spell-like abilities, spells, wake of famine
Special Qualities: Damage reduction 20/good, darkvision 60 ft., disingenuous facade, immunity to acid, cold, poison and petrification, resistance to electricity 10 and fire 10, see in darkness, spell resistance 33, telepathy
Saves: Fort +22, Ref +19, Will +18
Abilities: Str 33, Dex 28, Con 35, Int 26, Wis 23, Cha 24
Skills: Bluff +31, Concentration +29, Diplomacy +35, Disguise +18 (+20 acting), Hide +26, Intimidate +31, Knowledge (arcana) +29, Knowledge (the Planes) +29, Listen +28, Move Silently +31, Search +28, Sense Motive +28, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking, Use Magic Device +31
Feats: Cleave, Evil BrandB BovD, Improved Initiative, Iron Will, Multiattack, Power Attack, Vile Natural AttackBoVD
Environment: The Wastes of Despair
Organization: Solitary
Challenge Rating: 20
Treasure: No coins; no goods; no items
Alignment: Always neutral evil
Advancement: 18-33 HD (Large); 34-51 HD (Huge)
Level Adjustment: —

From the loathsome nalfeshnee to the entomic ice devil; from the horrific pit fiend to the psychotic hezrou, fiends are hideous in their evil; its abhorrence erupts from their essences like a foul gangrenous rupture. From which no light or hope emits; only an ever darkening maw, leaving only emptiness and despair.

It is often said too that fiends, who so represent evil in its singularity and completeness, are themselves intimately and always empty. That their sins are ever to gluttonously wreck ruin and worse upon mortals and immortals alike, so that they may know the base illusion of contentment.

Yet, still, there exist fiends that clothe themselves in enticing form and enrapturing flesh so as to tempt mortals, and in doing so damn them. It is not surprising, perhaps, to learn these are among the weakest of all fiendish castes. Mortals invariably react more readily and with greater ardour when challenged with a being so overwhelmingly and transparently corrupt.

In the Wastes of Despair, there are entities herein that bring this disingenuous facade to its logical conclusion. These beings, outwardly beautiful and perfect of form, represent the literal sin of gluttony. The gnawing hunger that drives sinners and innocents alike to gouge themselves on excess and sybaritic pleasures; their falls, made all the more harder.

Formed from the birth screams of the Wastes of Despair, the malzalalim number among the most ancient of the fiends that infest the Lower Realities to this day like maggots feasting upon a colossal cadaver.

Dedicated connoisseurs, these greater daemons of gluttony would consume anything and everything to the point of surfeit and waste, leaving starvation and famine in their wake.

The malzalalim are rumored to the be creations of entities known as the Anathema. As the 'signs of evil,' the malzalalim spread their malignancy via vectors and hosts, parastising others to spread their unique aspect of pure evil across creation.

Combat

Disingenuous Facade (Su): A malzalalim obfuscates the hideousness of its evil behind a unique form of glamour. Outwardly sensuous, the approachability of its evil entices the foolish and the corrupt to gorge themselves upon excess.

A malzalalim can radiate a 20-foot-radius aura of temptation as a free action. A creature in the area must succeed on a DC 24 Will save or perceive the greater daemon as Friendly, and will do all in its power to engorge itself on food. The creature will attempt to eat itself to death. The save DC is Charisma-based.

This may involve the creature repeatedly casting heroes' feast to satiate its hunger, or consuming pouch-fulls of rations at a time. Any time the creature consumes food to the point of vomiting (the limit for food is equal to the creature's Constitution score), it must succeed on a DC 30 Fort save or become sickened and nauseated (as the conditions), and take 3 points of vile damage; a successful save causes the creature to take a single point of vile damage. Any time the creature takes more damage than its Constitution score, it must save against another DC 30 Fort or die.

A creature that successfully saves cannot be affected again by the same malzalalim's aura for 24 hours. Other daemons are immune to the aura. The save DC is Constitution-based.

Distended Maw (Ex): A malzalalim despises clothes and is usually encountered naked, all but flaunting its shapely body and finely formed features. True seeing spells, however, reveal the utter wrongness and horror of the creature. A malzalalim appears as if almost cleaved in twain from throat to groin. The cut itself is stitched shut and criss-crossed by many threads of razor-wire, that flares an angry red along the edges.
A malzalalim can fracture these threads and distend its maw to reveal the utter gluttony encapsulated in its form.

A malzalalim can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8+13 points of bludgeoning damage and 13 points of acid damage per round from the malzalalim's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 21). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A malzalalim is counted as a Huge creature for this ability, thusly its gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Gluttonous Feast (Ex): A malzalalim not only induces the sin of gluttony in others, but is also an avid disciple of its own failings. Dismissing the idea that the consumption of others grants any beneficial effects, the malzalalim consume as the ultimate act of defilement, the vilest act of hate. It can feast to produce the following effects.

Feast of Mouths: 13/day, a malazalalim can open small, viciously toothed maws in the palms of its hands or upon its wings. Its claws and wing slams deal additional bite damage.

Feast of Terror: 6/day, in full view of the victim's allies, a malzalalim can punish and defile the matter and flesh of victims to evoke startling, constricting terror in all creatures within a 30-foot radius. The victim so eaten is dealt the same damage as if passing through the malzalalim's gizzard and also 1 point of vile damage. A creature in the area must succeed on a DC 30 Will save or be affected as though by a fear spell (CL 20th). The save DC is Constitution-based.

Feast of Unmaking: A malzalalim consumes to rob victims of any hope of resurrection or revival, to savor the sweet poison of lingering fear and pain, and to consume the remaining vestiges of the opponent's soul. 1/week, a malzalalim can consume a creature to obliterate it. Creatures 'killed' in this manner are beyond any hope of resurrection or equivalent, and are disintegrated as the spell (CL 20th).

Wasteful Feast: 6/day, a malzalalim can express the utter banality of evil through the act of engorging on those slaughtered and vomiting the creature back up. Each time, the victim passes through the malzalalim's gizzard, it is dealt 13 points of acidic damage. Additionally, the victim suffers from 1 point of damage each to its Intelligence, Wisdom and Charisma scores. A malzalalim can eat and vomit the same creature 6/day if it decides to forego turning its attention on others.

Improved Grab (Ex): To use this ability, a malzalalim must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Spell-Like Abilities:: At will—bestow curse, blasphemy, create undead, desecrate, dispel good, greater dispel magic, greater teleport, invisibility (self only), magic circle against good, mass hold monster, mirror image, plane shift, power word stun, reverse gravity, unholy aura, unholy blight, unhallow; 3/day—blade barrier, flame strike, waves of fatigue; 1/day—destruction, earthquake, implosion, waves of exhaustion. Caster level 17th. The save DCs are Charisma-based.

Spells: Malzalalim can cast divine spells as 17th-level clerics. A malzalalim has access to two of the following domains: Destruction, Evil, Gluttony. The save DCs are Wisdom-based.
Typical Cleric Spells Prepared: 6/8/8/7/6/6/5/4/3. Save DC = 16 + spell level.

Wake of Famine (Ex): Thousands of gnashing, thrashing mouths converge invisibly around the malzalalim in a 30-foot radius. As a standard action every 1d3 rounds, the malzalalim can force these mouths to ingurgitate its surroundings. Buildings are devoured greedily and nature itself is deprived of its nutrients to be ultimately rendered barren. This is exactly as the blight spell, except everything within a 30-foot radius is affected. Damage dealt in this manner is converted into temporary hit points for the malzalalim.

The Vorpal Tribble
2010-05-21, 02:08 PM
The contest has ended and voting begun.

Click here to cast your vote in Plop Plop Fizz Fizz! (http://www.giantitp.com/forums/showthread.php?p=8536713#post8536713)

-=-=-=-=-=-

Hyooz's entry has been disqualified for being incomplete at the contest's end and copying name and concept from non-original source.