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Krimm_Blackleaf
2008-10-03, 11:47 PM
Gaalmak
http://i7.photobucket.com/albums/y265/Nny2/Gaalmak.jpg
Colossal+ Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
HD: 18d8+180 (242 hp)
Initiative: -2
Speed: 30 ft. (6 squares), swim 80 ft. (16 squares)
Armor Class: 39 (-2 Dex, -8 size, +35 natural, +4 insight), touch 4, flat-footed 39
Base Attack/Grapple: +18/+50
Attack: Claw +26 melee (4d6+16) or slam +26 melee (4d6+16) or tail slap +26 melee (4d8+16)
Full Attack: 2 claws +26 (4d6+16) and 2 slams +26 melee (4d6+8) and tail slap +26 melee (4d8+8)
Space/Reach: 50 ft./50 ft.(100 ft. with tail slap)
Special Attacks: Abyssal song, spell-like abilities, summon tanar'ri
Special Qualities: Darkvision 60 ft., DR 20/cold iron and good, echo insight, fast healing 5, hold breath, immunity to electricity and poison, powerful limbs, resistance to acid 15, cold 15, fire 15, spell resistance 31, telepathy 100 ft., true seeing
Saves: Fort +23, Ref +9, Will +15
Abilities: Str 43, Dex 6, Con 31, Int 14, Wis 18, Cha 23
Skills: Balance +8, Bluff +21, Climb +36, Concentration +30, Diplomacy +28, Hide -18, Intimidate 29, Jump +36, Knowledge (religion) +17, Knowledge (the planes) +17, Listen +30, Search +19, Sense Motive +19, Spellcraft +10, Spot +30, Surivival +4(+6 on other planes), Swim +34
Feats: Awesome Blow, Cleave, Great Fortitude, Improved Bull Rush, Improved Multiattack, Multiattack, Power Attack
Environment: The Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 18
Treasure: Standard, no coins
Alignment: Always chaotic evil
Advancement: 19-36 HD (Colossal)
Level Adjustment: --

The earth shakes beneath your feet at this utterly massive creature steps out from the sea and onto dry land. A mountain of muscle coated in thick fat and red-brown skin marred by countless cuts and bite-marks of unknown creatures. It opens it's mouth, full of thick strands of some biological material and lets out a bellowing, unholy song and begins assaulting with it's massive claws and thick flippers, two red eyes gleaming malicious on the sides of it's narrow head.

Gaalmaks are titanic and overwhelming creatures of the seas of the Abyss, as well as much of the River Styx. Gaalmaks swim alone through the sickly, oily waters in search of mortals or other demons to cut up and devour through their baleen teeth. Conversely, a few gaalmaks gather together in one spot in many of the abyssal oceans to worship aquatic demon lords and gods, such as Dagon or Demogorgon. A mass of these creatures gliding through the ocean is almost as fearsome as them coming onto land in search of blood.

Gaalmaks stand hundreds of feet in height, and are twice their height in length. They speak Abyssal and Aquan.

COMBAT
Gaalmaks prefer to stand strong and smash their foes into bloody pulps where they stand. Not often will they choose to flee from a fight, but if it proves too painful or against any of it's plans or desires, it will teleport to safety. If it can, a gaalmak will try to fight below the water, where it has higher speed and can survive for much longer than most creatures.

A gaalmak's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Abyssal Song (Su): As a standard action, a gaalmak is capable of emitting a low frequency song, incapable of being heard by anything but other gaalmaks. Anyone within 40 feet of the gaalmak when it emits this burst must make two will saves(DC 25). The first is to resist the effects of terrible fear that implant themselves into the victims. If they fail this save they are considered shaken until the end of the encounter. If they fail the second save, they are filled with incredible violent urges and under the effects of a barbarian's rage, with a barbarian level equal to their HD, except they care little about attacking their victims, but the closest thing to it capable of being damaged. This is a sonic mind-effecting fear effect. Once this ability has been used, the gaalmak cannot use it again for 5 rounds and once someone makes a save against the ability, they cannot be affected by the same gaalmak's abyssal song for 24 hours.

Echo Insight (Ex): A gaalmak is capable of avoiding immediate blows because of it's innate sense of the air around it. It gains the benefits of the Improved Uncanny Dodge class feature, and adds it's Wisdom modifier as an insight bonus to it's armor class.

Hold Breath (Ex): A gaalmak can hold its breath for a number of days equal to it's Constitution modifier before risking drowning.

Powerful Limbs (Ex): A gaalmak's natural attacks are treated as if they were two-handed weapons for purposes of applying modifiers to damage with Power Attack.

Spell-like Abilities: at will - bestow curse, bull's strength, detect thoughts, greater teleport (self plus 500 lb. of objects only), protection from good, protection from law; 3/day - control weather, hold monster, wall of ice; 1/day - energy drain, wail of the banshee. CL 18th, save DC's are Cha-based.

Summon Tanar'ri (Sp): Once per day a gaalmak can automatically summon 4d8 dretches, 1d3 hezrous, or one nalfeshnee, glabrezu, marilith, or gaalmak. This ability is the equivalent of a 8th-level spell.

Telepathy (Su): A gaalmak is capable of speaking telepathically to any creature within 100 feet of it that has a language.

True Seeing (Su): Gaalmaks continuously use this ability, as the spell (caster level 18th).

Skills: A gaalmak has a +8 racial bonus on Listen and Spot checks and has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

SurlySeraph
2008-10-04, 12:49 AM
There was an attempt at the same thing here (http://www.giantitp.com/forums/archive/index.php/t-66410.html), but it was neither so terrifying nor so complete as yours. Once again, you have provided me with a new and wonderful thing to smite. :smallbiggrin:

Demented
2008-10-04, 01:18 AM
Just a couple notes, not really anything to do with your monster:
The concept drawing that included that image implied that the monster in question was closer to 400 ft. tall. It made such an impression, I keep on thinking of your monster on the same scale....

Also, baleen teeth are for trapping creatures, like the straw of a broom might catch cobwebs. Baleen would seem like a less than optimal choice for cutting things... Unless it's used like a cheese slicer to dice your prey into a more digestable format.

Krimm_Blackleaf
2008-10-04, 01:22 AM
Just a couple notes, not really anything to do with your monster:
The concept drawing that included that image implied that the monster in question was closer to 400 ft. tall. It made such an impression, I keep on thinking of your monster on the same scale....

Also, baleen teeth are for trapping creatures, like the straw of a broom might catch cobwebs. Baleen would seem like a less than optimal choice for cutting things... Unless it's used like a cheese slicer to dice your prey into a more digestable format.

I'm considering changing it some to make it a Colossal+ monster.

Demons don't exactly follow the same evolutionary path of earthly creatures. They're all spawned from pure chaos to be as perfectly deadly and messy about it as possible.

Icewalker
2008-10-04, 01:23 AM
Too small :smallbiggrin:

Good work though, I like it. Good compliment to VT's Creatures of Cloverfield (except for the big one) (http://www.giantitp.com/forums/showthread.php?t=71698&highlight=hobo)

Krimm_Blackleaf
2008-10-04, 02:28 AM
Too small :smallbiggrin:

Good work though, I like it. Good compliment to VT's Creatures of Cloverfield (except for the big one) (http://www.giantitp.com/forums/showthread.php?t=71698&highlight=hobo)

Increased the size. :smallbiggrin: