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Epic Level Handbook

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feathered wings, others batlike). A single long taildepends from the center of the mass, trailing behindthe creature. Their coloration is usually pale white tobeige, giving way to sickly blue in some areas. Unlessa chichimec is slain and dissected, its tiny mouths,eyes, and other sensory organs dotting its body trunkare never seen. Chichimecs are usually about 4 feetin diameter.These creatures are sometimes confined to sealeddemiplanes of air, or some far reach of the ElementalPlane of Air, or even distant, uninhabited giant worldsmadeup only of poisonous gases.CombatChichimecs batter any being that crosses their pathwith many wings, and a tail buffet. If forewarned of athreat, they summon as many air elementals as theycan in the time available. Unless its elementals are inrange, a chichimec leads off combat with wail of thebanshee.Spell-Like Abilities: At will—darkness, telekinesis;1/day—improved invisibility, control weather, call lightning,lighting bolt, chain lightning, wail of thebanshee. Caster level 20th; save DC 20 +spell level.Summon Air Elemental (Sp):Three times per day a chichimeccan summon anelder air elemental.Charisma Drain (Su):This effect permanently reducesa living opponent’s Charismascore by 2 points when thechichimec hits is with a tailslam, or 4 points on a criticalhit. The chichimec heals 10points of damage, or 20 oncritical hit, whenever it drainsCharisma, gaining any excessas temporary points. Theattack allows a Fortitude save(DC 33)—on a successfulsave, only 1 point of Charismais drained and the chichimecheals 5 points of damage. Thetemporary hit points gained bythe chichimec Charisma drainlast a maximum of 1 hour.Abomination Traits:Immune to polymorphing,petrification, andother form-altering attacks;not subject to energy drain, abilitydrain, ability damage, or deathfrom massive damage; immune to mind-affectingeffects; fire resistance 20; cold resistance 20; nondetection;true seeing at will; blindsight 500 ft.; telepathy outto 1,000 ft.DREAM LARVALarge Outsider (Chaotic)Hit Dice: 40d8+360 (680 hp)Initiative: +3 (Dex)Speed: 80 ft.; fly 240 ft. (perfect)AC: 52 (–1 size, +3 Dex, +40 natural)Attacks: Bite +56 melee, 1 gore +51 melee, 4 pincers +51melee, 4 claws +51 meleeDamage: Bite 4d8+16, gore 4d6+8, pincers 4d6+8, claws4d6+8Face/Reach: 5 ft. by 5 ft./10 ft.Special Attacks: Worst nightmare, improved grab, sending,spell-like abilities, summon nightwalkerSpecial Qualities: Abomination traits, sonic immunity,regeneration 15, fast healing 15, SR 44, DR 40/+8Saves: Fort +31, Ref +25, Will +29Abilities: Str 42, Dex 17, Con 29, Int 16, Wis 24, Cha 36Skills: Concentration +52, Craft (dreamweaving) +46,Diplomacy +17, Escape Artist +46, Hide +42, Knowledge(dreams) +46, Listen +50, Move Silently +46, Scry+46, Search +28, Sense Motive +35, Spot +50Feats: Cleave, Combat Reflexes, Flyby Attack, GreatCleave, Power Attack, Quicken Spell-LikeAbility, Sunder, Weapon Focus (pincers),Weapon Focus (gore), Weapon Focus(bite), Weapon Focus (claw)Climate/Terrain: AnyOrganization: Solitary, pair, or solitaryplus 1–4 nightwalkersChallenge Rating: 31Treasure: StandardAlignment: Always chaotic evilAdvancement: 41–65 HD (Large);66–84 HD (Huge); 85–110 HD(Gargantuan)Dream larvae are the misbegottenoffspring of deities of fancy, longing,and dream.Most creatures know thestartlement of a night terror—abolt of horror that wakes thesleeper from a dead sleep.Dream larva are night terrorsthat escape from dream into thewaking world, nightmares mademanifest. They have no specificform, but instead are every creature’sworst nightmare—eachobserver sees a dream larva forthe first time as the most fearsome,terrible creature imaginable.To those that survive thatsquamous vision, dream larvae appearas large humanoid shapes composed of thousands ofcrawling larval worms. Dream larvae have horns, a cruellyfanged mouth, four arms ending in claws, and fourarms tipped with pincers.CHAPTER 5:MONSTERS161

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