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    Jan 2005
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    Default Re: Monster Competition XVI - Built of Faith

    Voice of Divinity

    Large Ooze (Extraplanar)
    Hit Dice: 10d10+20 (75 hp)
    Initiative: +0
    Speed: Fly 50 ft. (perfect) (10 squares)
    Armor Class: 9 (-1 size), touch 9, flat-footed 9
    Base Attack/Grapple: +7/+13
    Attack: +8 Slam (2d8+3 plus voice)
    Full Attack: +8 Slam (2d8+3 plus voice)
    Space/Reach: 5ft./5ft.
    Special Attacks: Aligned strike, constrict, detect alignment, voice
    Special Qualities: Blindsight 60 ft., ooze traits, spell resistance 15
    Saves: Fort +5, Ref +3, Will +3
    Abilities: Str 14, Dex 11, Con 14, Int -, Wis 10, Cha 12
    Skills: --
    Feats: --
    Environment: Any
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: According to deity
    Advancement: 11-15 HD (Large)
    Level Adjustment: --

    A rolling, shimmering cloud drifts through the air. There is the sound of rumbling in its wake, and as it gets closer you realize that the rumbling is a voice, though you cannot make out what it is saying.

    There is a reason that gods choose to speak through clerics and servants, rather than do it for themselves. Not only do they not want to attract the attentions of their rivals, but also this world was not made to support deities. The tiniest move that they make, every wave of their hands, sends shock waves through creation. Every time they speak, the whole world is changed.

    These creatures have been given the ability to seek out and destroy any who do not measure up according the the laws of a church. Which is, of course, everyone.

    Combat
    A voice of divinity moves quickly, preferring opponents that oppose its creator's alignment above all others.

    Aligned Strike (Su): For the purpose of overcoming damage reduction, the slam attack of a voice of divinity is considered magical and to have whatever alignment it possesses. Thus, the slam attacks of a lawful good voice of divinity is considered to be lawful and good for the purposes of overcoming damage reduction.

    Constrict (Ex): A voice of divinity deals automatic slam damage with a successful grapple check. The victim is also subject to the voice attack.

    Detect alignment (Sp): A voice of divinity can sense the alignments of all creatures that have one within 60 ft.. This ability is akin to a detect evil that is always considered activated, except that it detects all alignments. The caster level for this effect is equal to a voice's HD.

    Voice (Su): Creatures damaged by a voice of divinity's slam or constrict attack is confused, as the spell. This effect lasts one minute, and a DC 16 Will Save prevents it. The DC is charisma based. Each round a creature is damaged by a voice of divinity's slam or constrict attack it must make a new save against a voice attack, even if it previously succeeded on a will save. The duration is not cumulative; the old duration is simply replaced by the new one.

    Creatures that revere the voice's creating deity, and are within one step of that deity's alignment, receive a +2 circumstance bonus to their will saves to prevent the confusion effect. Divine spellcasters receive a +5 bonus to their will saves when resisting their patron's voice, but also take a -5 penalty when attempting to resist the voice of a different deity. If a divine spellcaster has no deific patron (if they worship an abstract or a philosophy), they take a -5 penalty when resisting the voice attack of all voices of divinity.

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

    Lore

    Human beings have neither the aural nor the psychological capacity to withstand the awesome power of God's true voice. Were you to hear it, your mind would cave in and your heart would explode within your chest. We went through five Adams before we figured that one out. the Metatron, Dogma.

    Edit: fixed a couple mechanical errors. The lore will have to remain as is, I suppose.
    Last edited by Blue_C.; 2007-12-21 at 03:14 PM.
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