Spoiler: Athasian Nightmate Beast, Recovered from the now-deleted Wizards Forum
Jun 30, 2005 17:15:25
I just started work on the next revision of Terrors of Athas and I figured I'd take a look at doing a conversion of the nightmare beast that was closer to the DS2e version than the one that appears in MM2. Here's a little look at where I am so far - throw any feedback my way
Nightmare Beast, Athasian
Huge Magical Beast (Psionic)
Hit Dice: 15d10+120 (202 hp)
Speed: 30 ft. (6 squares)
Armor Class: 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20
Base Attack/Grapple: +15/+33
Attack: Claw +23 melee (2d6+10)
Full Attack: 2 claws +23 melee (2d6+10) and 2 horns +21 melee (2d9+5) and bite +21 melee (6d6+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Psi-like abilities, spell-like abilities, trample 2d8+15
Special Qualities: Darkvision 60 ft., DR 15/magic, lowlight vision, SR 15
Saves: Fort +17, Ref +11, Will +6
Abilities: Str 30, Dex 14, Con 27, Int 10, Wis 13, Cha 11
Skills: Climb +15, Jump +14, Listen +10, Spot +10, Survival +10
Feats: Cleave, Improved Bull Rush, Improved Natural Attack (bite), Improved Overrun, Multiattack, Power Attack
Challenge Rating: 18
Alignment: Always chaotic evil
Advancement: 16-30 HD (Gargantuan); 31-45 HD (Colossal)
An immense horror on four clawed legs, this titanic beast is covered in a thick, leathery hide of mottled blue and gray. A pair of enormous curving tusks flank jaws that sport teeth the length of shortswords, with canines twice that size. Its eyes blaze with a lurid crimson light and fix you with a gaze that seethes with grim cunning.
A nightmare beast is one of the most feared creatures on the face of Athas. Rumored to have been created in ages past through the use of vile defiler magics, nightmare beasts are intelligent monstrosities possessing powerful psionic and magical abilities. Dominated by their voracious appetites, nightmare beasts divide their time between slumbering in their lairs and roaming the land in destructive orgies of all-devouring hunger.
Once thought to number as many as one hundred, there are now believed to be as few as half a dozen such creatures left in existence on Athas. Nevertheless, the appearance of a nightmare beast spells disaster for any inhabitants in the area as, when it is active, a nightmare beast’s main purpose is to feed itself. When active, a nightmare beast will alternate between resting in its lair for six hours and then hunting for six hours and maintains this cycle of activity for weeks on end. When this alternating cycle is complete, the nightmare beast will return to its lair for as long as a year, before emerging once more to begin the hunting cycle again.
The intelligence possessed by nightmare beasts, coupled with their devastating array of offensive powers, has led many sages to speculate that these creatures were bred for some long-forgotten war. Indeed, when threatened, a nightmare beast displays an uncanny degree of cunning and will often concentrate its powers specifically on those whom it feels have earned its vengeance.
A nightmare beast is omnivorous, and will not shirk from attacking fortified structures in order to reach its prey. Lore has it, however, that a nightmare beast will refrain from attacking drakes, megapedes or dragons. Everything else is fair game.
When slain, a nightmare beast’s body decays at an unnaturally fast rate; it is believed that the magical energies that created it dissipate upon its death, leading to a sudden degeneration of its corpse. The horns, claws and teeth of a nightmare beast are sought after as the source of excellent weaponry and rumors persist that its horns can be used as the ingredient in a paste with powers similar to (but far more potent than) esperweed.
A nightmare beast stands 20 feet tall and is twice as long. It weighs 4,000 pounds.
Capable of crushing entire armies, a nightmare beast makes for a truly fearsome opponent. It typically chooses its most devastating attacks and unleashes these immediately, seeking to destroy its foes as swiftly as possible. Its large-scale spell-like abilities, such as fireball and chain lightning are favorite opening salvos, followed by attacks that target specific foes, such as psionic disintegrate, psychic crush and enervation. This latter attack is believed by many to be a specialized version of the draconic ability to drain life energy. All of a nightmare beast’s spell-like abilities are accompanied by a defiling radius, and the creature uses this fact to its advantage wherever possible.
The nightmare beast draws its name from its unique version of the nightmare spell. Able to use this ability against both sleeping and waking targets, the nightmare beast often unleashes it on spell casters or psionic manifesters in the middle of combat and then abruptly departs through use of its psionic teleport power. It then returns the next day to devour these targets, who have consequently been unable to recover any spells or psionic power points in the intervening time.
A nightmare beast chooses the disposition and terrain of serious battles wherever possible. As noted above, it uses psionic teleport to come and go freely, conceals its activities and motivations using psionic mind blank and makes use of planar ally to summon creatures from other planes to fight for it or carry out its bidding.
Should it come to melee combat, the nightmare beast rears up on its hind legs and strikes with its slashing foreclaws. If these are not sufficient to fell its enemies, it follows up with a powerful bite and seeks to impale its foes on its two curving horns.
Psi-like Abilities: At will – biofeedback (DR 6/-*), danger sense (+4 bonus, improved uncanny dodge*), ego whip (4d4 Cha, DC 18*), id insinuation (7 targets, DC 18*), inflict pain (7 targets, DC 18*), intellect fortress (9 rounds*), matter agitation, mental barrier (+6 AC, 11 rounds*), mind thrust (15d10, DC 18*), psionic blast (6 rounds*), psionic disintegrate (30d6, DC 16*), psionic mind blank, psionic teleport, psychic crush (6d6, DC 15*), telekinetic thrust (500 lb., DC 13*), teleport trigger, thought shield (PR 25, 13 rounds*), tower of iron will (PR 25, 7 rounds*). Manifester level 15th. The save DCs are Charisma-based.
*Includes augmentation for the nightmare beast’s manifester level.
Spell-Like Abilities: At will – nightmare (DC 15*), planar ally; 3/day – chain lightning (DC 16), cloudkill (DC 15), dispel magic, enervation, fireball (DC 13), incendiary cloud (DC 18), lightning bolt (DC 13), wall of fire. Caster level 10th. The save DCs are Charisma-based.†
*The nightmare beast’s version of nightmare can be used freely on targets that are awake as well as those asleep. The nightmare beast does not need to enter a trance to affect a waking target. A waking target suffers the effects of this spell the next time he sleeps. A dispel evil cast on the target of this spell will not stun the nightmare beast. Only a heal spell will remove the effect of the nightmare.
†All of these spell-like abilities use defiling magic and generate a defiling radius. The radius is 5 ft. x equivalent level of the spell-like ability. Creatures except the nightmare beast caught within the defiling radius when the spell-like ability is used experience pain and suffer a -1 penalty to attack rolls, skill checks and saves, lasting one round. Plant creatures also suffer 2 hp damage x equivalent level of the spell-like ability. The nightmare beast cannot extend the “casting time” of these abilities in order to boost its caster level, nor do the effects of terrain modifiers apply to these abilities.
Trample (Ex): Reflex half DC 27. The save DC is Strength-based.