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Karu
2006-08-10, 04:30 PM
King of Serpents
Gargantuan dragon (long)
Hit Dice: 20d12 + 140 (270 hp)
Initiative: +5
Speed: 60 ft. (12 squares) , swim 80 ft, fly 40 ft. (perfect)
AC: 22 (-4 size, +5 dex, +11 natural)
Base Attack/Grapple: +20/+42
Attacks: Bite +30 melee (3d8+15 plus poison), Gore +30 melee ( 2d8+5), Tail +30 melee (2d8+5)
Full Attack: Bite +30 melee (3d8+15 plus poison) and grapple; or Gore +30 melee (2d8+5) and Tail +25 melee (2d8+5).
Face/Reach: 20 ft. by 20 ft. (coiled) / 15 ft.
Special Attacks: Children of the scale, constrict 2d6+10, dominate, improved grab, poison, swallow whole
Special Qualities: DR 15/magic, immunity (poison), SR 15
Saves: Fort +19, Ref +17, Will +16
Abilities: Str 30, Dex 20, Con 25, Int 25, Wis 20, Cha 5
Skills: Balance +28, Climb +33, Escape Artist +28, Handle Animal +20, Hide +28, Intimidate +33, Jump +17, Listen +28, Move Silently +28, Spot +28, Survival +28, Swim +33
Feats: Ability focus (poison), awesome blow, improved bull rush, improved natural armor, improved natural attack (bite), power attack, snatch

Climate/Terrain: Any aquatic
Organization : Unique, swarm (50-100 small vipers, 20-10 medium vipers, 20-10 constrictors, 10-5 large vipers, 5 huge vipers, 5 giant constrictors, 1 King of Serpents)
Challenge Rating : CR 24
Treasure: Twice regular
Alignment: Always chaotic-evil
Advancement: Gargantuan (21-25 HD), Colossal (26-30) HD

The hissing drone of the snakes filled the village as they emerged from the sea. The men took turns killing the sea beasts one by one as their numbers grew with their size. At some point, no one was able to fight back the onslaught. It is then that He emerged, gigantic and gracious. Sea froth surrounded the King of Serpent's undulating form as He slowly rose into the air from His glorious seabed, His rainbow-hued scales of glittering moonstones bright with the setting sun's pink fingers.

The creature's eyes twinkled with unholy malice, the crest of His head flanked by two, long buffalo horns, the hood of His neck flaring menacingly. On His back, a turquoise mane of hair trails his spine and floats lazily into the skies.

Combat

The King of Serpents usually summons one or two rounds of minions using his children of the scale ability before lunging into battle. His favourite tactic is actually pretty simple: he lashes out at his opponent, bites into its tender flesh and sends his potent venom rushing through his arteries. He then grapples it as he holds him into his mouth, slowly crushing the poor sod with his powerful constriction and death-giving snatch attack.

Constrict (Ex): On a successful grapple check, the King of Serpents deals 2d6+10 points of damage.

Immunity (Ex): Immune to poisons.

Improved Grab (Ex): To use this ability, the King of Serpents must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Poison (Ex): Injury, Fortitude DC 29, initial and secondary damage 2d6 Con. The save DC is Constitution-based.

Swallow Whole (Ex): The King of Serpents can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d6+5 points of crushing damage plus 2d6+3 points of acid damage per round from the King's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the King's digestive tract (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The King of Serpent's gullet can hold 2 Large, 8 Medium, 32 Small, 128 Tiny or 512 Diminutive creatures.

Children of the scale (Su): Once every 1d4 turn, the King of Serpents can call forth his minions from the waters or the local environment. This ability functions as the druid's Summon Nature's Ally V spell, except it can only call either a single giant constrictor, 1d3 huge vipers, or 1d4+1 regular constrictors and vipers of large size and lower. Sadly for the braves and the fools alike, the King's minions do not magically vanish as usual summoned creatures do. In the case any of these minions does not possess a natural swim speed, it is granted one by the summoning.

Dominate (Su): The King of Serpents can crush an opponent's will just by looking into his or her eyes. This is similar to a gaze attack, except that the King must use a standard action, and those merely looking at it are not affected. Anyone the King of Serpents targets must succeed on a Will save (DC 17) or fall instantly under the King's influence as though by a dominate person spell (caster level 24th). The ability range is 30 feet.