So, a while back I was over at Kobold Press and read this article by Sersa Victory: http://www.koboldpress.com/k/front-p...p#.U7qXX_ldWSp and asked if it was okay to convert to 3.5. When Wolfgang said that I could (it's there just scroll down to the comments), I took that offer up. This is the result.
Living Cloudkill Hurricane
Huge Elemental (Augmented Aberration)
Hit Dice: 17d8+83 (159 hp)
Speed: 250 ft. (50 squares)
Armor Class: 11 (-2 Size, +3 Dex) Touch 11, Flat-footed 8
Attack: Hurl debris +13 ranged (10d6+7)
Full Attack: Hurl debris +13 ranged (10d6+7)
Special Attacks: Acid rain, corrosive chain lightning bolt, howling wind, noxious gales, swallowing vortex
Special Qualities: damage reduction 10/magic and bludgeoning, darkvision 60 ft., immunity to poison, sleep effects, paralysis, and stunning, not subject to critical hits or flanking.
Saves: Fort +9, Ref +8, Will +10
Abilities: Str 21, Dex 16, Con 18, Int 6, Wis 10, Cha 19
Skills: Spot +20
Feats: Improved Initiative, Toughness x5
Environment: Any land
Challenge Rating: 14
Alignment: Any evil
Advancement: 18-34 HD (Gargantuan), 35-51 HD (Colossal)
Level Adjustment: —
A living cloudkill hurricane leaves a swath of destruction in its wake. Driving corrosive rain and howling poisonous winds accompany the dark green cyclone, swirling with bits of broken buildings and choking livestock.
Acid Rain (Ex): Driving rain makes it difficult to make Spot checks. Creatures take a -6 penalty to Spot checks while within a 30-foot radius of a living cloudkill hurricane. In addition, creatures in the area affected by the living cloudkill hurricane take 1d6 points of acid damage at the start of their turns unless they find shelter from the rain. A Reflex save (DC 21) halves the damage. The save is dexterity-based.
Corrosive Chain Lightning Bolt (Sp): Once every 1d4 rounds as a standard action, a living cloudkill hurricane can shoot a corrosive chain lightning bolt to a maximum range of 200 feet that deals 10d6 points of half acid and half electricity damage to a single target or a pair of targets as long as they are within 30 feet of each other. A successful Reflex save (DC 20) halves the damage. If the target(s) are wearing metal armor, the target(s) take an additional 2d10 points of electricity damage. The save is charisma-based.
Medium and smaller creatures that are knocked unconscious or killed by the bolt, are frequently sucked up by the creature's swallowing vortex (see below).
Howling Wind (Ex): Hurricane-force wind affects all creatures in 60-foot radius of a living cloudkill hurricane. All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a -8 penalty on attack rolls). Listen checks are impossible: All characters can hear is the roaring of the wind. Hurricane-force winds often fell trees and have the following effects:
- Medium and smaller creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting.
- Large creatures on the ground are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet.
- Huge creatures on the ground are unable to move forward against the force of the wind. Flying creatures are blown back 1d6×5 feet.
- The winds have no effect on Gargantuan and Colossal creatures.
Hurled Debris (Ex): As a standard action, a living cloudkill hurricane can hurl parts of any structure it has broken 60 feet. On a hit, the debris causes 10d6 points of bludgeoning damage plus 1˝ times the creature's Strength modifier as additional damage. This attack also has a secondary effect depending on what kind of building the hurricane destroyed:
- Military (tower, barracks, armory): The living cloudkill hurricane sucks up hundreds of weapons and armor shards. These objects lash out from the vortex, giving the hurricane a cumulative +20 Circumstance bonus to damage.
- Religious (church, temple, mausoleum): The living cloudkill hurricane destroys fonts of holy water and sucks up small religious artifacts, giving the hurricane a +2 Circumstance bonus to all of its saving throws.
- Merchant (shop, inn, bazaar): The living cloudkill hurricane sucks up 360 gold pieces worth of mundane treasure, as well as a single magic item that the vortex can wield against the PCs (such as a wand). This magic item can be claimed if the vortex is destroyed.
- Farm (barn, stable, fishery): The living cloudkill hurricane sucks up cattle, chicken, goats, and other livestock that it proceeds to use as a meat shield against the PCs’ attacks. The hurricane gains 35 hit points.
Noxious Gales (Ex): Living creatures are poisoned by the vapors and take 1d4 points of Constitution damage on their turn each round while in a 30-foot radius of the hurricane unless they succeed on a Fortitude save (DC 22). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected. The save is Constitution-based.
Swallowing Vortex (Ex): Creatures must make a Fortitude save (DC 16) to disengage from the vortex of a living cloudkill hurricane. On a failure, the creature that attempted to disengage is stuck. On a failure of 10 or more, a Medium or smaller creature is sucked into the vortex and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (up to 4d6 points of falling damage may apply). Expelled creatures and objects may also pose a hazard as falling objects. The funnel moves forward at an average of 30 mph (roughly 250 feet per round). The save is Intelligence-based.