Balor01
2010-12-02, 04:03 PM
All those disliking CR-silly monsters ignore this thread.
All those who really like wizards at the top of D&D food chain, ignore this thread.
All those frustrated/infuriated(from any reason) by this monster may kindly (please?)NOT post in this thread.
All those who wish to improve/constructively comment the pet, post your remarks.
:smalltongue:
Hound of Mersshaulk
Size/Type: Diminutive Construct (Swarm)
Hit Dice: 50d8+500 (725 hp)
Initiative: +16
Speed: 20 ft., climb 20 ft., fly 220 ft. (perfect)
Armor Class: 60 (+2 size, +16 Dex, +2 natural, +30 deflection), touch 48, flat-footed 44
Base Attack/Grapple: +37/—
Attack: Swarm (5d6) and Disintegrate (ex)
Full Attack: Swarm (5d6) and Disintegrate (ex)
Space/Reach: 10 ft./0 ft.
Special Attacks: Blinding, distraction (DC 45)
Special Qualities: Acid Cloud, Darkvision, Low light vision, Blindsense, Antimagic Spores, Immunity to Magic and Psionics, Plane-Blessed, Energy Warper, Word of Command, fast healing 725, swarm traits, construct traits, swarm traits
Saves:
Fort +60
this save is CON based and includes a +60 racial bonus
Ref +94
this save is DEX based and includes a +60 racial bonus
Will +60
this save is WIS based and includes a +60 racial bonus
Abilities: Str 3, Dex 42, Con —, Int —, Wis 2, Cha 2
Skills: —
Feats: —
Environment: Any
Organization: Solitary, cloud (2–4 swarms), or plague (5–8 swarms)
Challenge Rating: Pretty high
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
COMBAT
Antimagic Spores (Ex)
Any being or item within a 200-foot spread from cente of Hound of Mersshaulk automatically falls under effect as if being submitted to Antimagic field except its LoE limits. The spread is an invisible barrier that is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines, except for the swarms’s own supernatural abilities. This effect is otherwise as an antimagic field cast by a 51st-level caster.
Acid Cloud (Ex)
Hound of Mersshaulk exudes a constant vapor that radiates outward in every direction for 300 feet. This vapor deals 20d6 points of acid damage each round to anyone caught in the cloud and provides total concealment to Hound of Mersshaulk and thus can not be penetrated even by true seeing. Hound of Mersshaulk is immune to this effect.
Blinding (Ex)Any living creature that begins its turn with a ruin swarm in its space must make a fortitude save (DC 51) or be blinded for one round. The save DC is Dexterity-based.
Blindsense (Ex): The ruin swarm notices and locates creatures within 600 ft. Opponents still have 100% concealment against the swarm (but swarm attacks ignore concealment).
Distraction (Ex): Any living creature vulnerable to the swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 35 fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based.
Disintegrate (Ex) Hound of Mersshaulk has at will, as swift action disintegrate ability, as the spell (caster level 51th). (DC 67)
Immunity to Magic and Psionics(Ex)
Hound of Mersshaulk is immune to any spell or spell-like ability that allows spell resistance. Hound of Mersshaulk is immune to any Psi or Psi-like ability that allows Psi resistance.
Energy Warper (Ex): Whenever Hound of Mersshaulk is subject to any energy-type damage, he heals the amount of damage which would be caused by this attack. Amount of damage healed can never exceed Hound of Mersshaulks' initial full hp.
Plane-Blessed (Ex): Hound of Mersshaulk never fails a save when shifting from one plane to another.
Psionic teleport (Ex) Hound of Mersshaulk has at will, as swift action Psionic teleport ability, as the spell (caster level 51th). (DC ?)
Trace teleport, (Ex) Hound of Mersshaulk has at will, as swift action Trace teleport ability, as the spell (caster level 51th). (DC ?)
Word of Command, (Ex) Whenever Hound of Mersshaulk is ordered to hunt down and kill certain creature, Hound of Mersshaulk automaticly knows creature's location. This effect persists untill Hound of Mersshaulk performs given task. Only lizard-type cleric of lizard-related diety may bestow this task upon Hound of Mersshaulk. Task must contribute to greater glory and/or protection of reptilian creatures, worshiping a lizard-related diety.
Construct traits: No Constitution score. Low-light vision. Darkvision out to 60 feet. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a construct cannot be raised or resurrected. Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table. Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry. Proficient with no armor. Constructs do not eat, sleep, or breathe.
Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons.
Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an intelligence score and a hive mind. A swarm takes a –10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead.
A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its nonlethal damage.
Lore-wise this is the ultimate creation of fallen lizard kingdoms which exceeded "modern magic" by far. This is suppose to be sort of an Inevitable of those times.
All those who really like wizards at the top of D&D food chain, ignore this thread.
All those frustrated/infuriated(from any reason) by this monster may kindly (please?)NOT post in this thread.
All those who wish to improve/constructively comment the pet, post your remarks.
:smalltongue:
Hound of Mersshaulk
Size/Type: Diminutive Construct (Swarm)
Hit Dice: 50d8+500 (725 hp)
Initiative: +16
Speed: 20 ft., climb 20 ft., fly 220 ft. (perfect)
Armor Class: 60 (+2 size, +16 Dex, +2 natural, +30 deflection), touch 48, flat-footed 44
Base Attack/Grapple: +37/—
Attack: Swarm (5d6) and Disintegrate (ex)
Full Attack: Swarm (5d6) and Disintegrate (ex)
Space/Reach: 10 ft./0 ft.
Special Attacks: Blinding, distraction (DC 45)
Special Qualities: Acid Cloud, Darkvision, Low light vision, Blindsense, Antimagic Spores, Immunity to Magic and Psionics, Plane-Blessed, Energy Warper, Word of Command, fast healing 725, swarm traits, construct traits, swarm traits
Saves:
Fort +60
this save is CON based and includes a +60 racial bonus
Ref +94
this save is DEX based and includes a +60 racial bonus
Will +60
this save is WIS based and includes a +60 racial bonus
Abilities: Str 3, Dex 42, Con —, Int —, Wis 2, Cha 2
Skills: —
Feats: —
Environment: Any
Organization: Solitary, cloud (2–4 swarms), or plague (5–8 swarms)
Challenge Rating: Pretty high
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
COMBAT
Antimagic Spores (Ex)
Any being or item within a 200-foot spread from cente of Hound of Mersshaulk automatically falls under effect as if being submitted to Antimagic field except its LoE limits. The spread is an invisible barrier that is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines, except for the swarms’s own supernatural abilities. This effect is otherwise as an antimagic field cast by a 51st-level caster.
Acid Cloud (Ex)
Hound of Mersshaulk exudes a constant vapor that radiates outward in every direction for 300 feet. This vapor deals 20d6 points of acid damage each round to anyone caught in the cloud and provides total concealment to Hound of Mersshaulk and thus can not be penetrated even by true seeing. Hound of Mersshaulk is immune to this effect.
Blinding (Ex)Any living creature that begins its turn with a ruin swarm in its space must make a fortitude save (DC 51) or be blinded for one round. The save DC is Dexterity-based.
Blindsense (Ex): The ruin swarm notices and locates creatures within 600 ft. Opponents still have 100% concealment against the swarm (but swarm attacks ignore concealment).
Distraction (Ex): Any living creature vulnerable to the swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 35 fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based.
Disintegrate (Ex) Hound of Mersshaulk has at will, as swift action disintegrate ability, as the spell (caster level 51th). (DC 67)
Immunity to Magic and Psionics(Ex)
Hound of Mersshaulk is immune to any spell or spell-like ability that allows spell resistance. Hound of Mersshaulk is immune to any Psi or Psi-like ability that allows Psi resistance.
Energy Warper (Ex): Whenever Hound of Mersshaulk is subject to any energy-type damage, he heals the amount of damage which would be caused by this attack. Amount of damage healed can never exceed Hound of Mersshaulks' initial full hp.
Plane-Blessed (Ex): Hound of Mersshaulk never fails a save when shifting from one plane to another.
Psionic teleport (Ex) Hound of Mersshaulk has at will, as swift action Psionic teleport ability, as the spell (caster level 51th). (DC ?)
Trace teleport, (Ex) Hound of Mersshaulk has at will, as swift action Trace teleport ability, as the spell (caster level 51th). (DC ?)
Word of Command, (Ex) Whenever Hound of Mersshaulk is ordered to hunt down and kill certain creature, Hound of Mersshaulk automaticly knows creature's location. This effect persists untill Hound of Mersshaulk performs given task. Only lizard-type cleric of lizard-related diety may bestow this task upon Hound of Mersshaulk. Task must contribute to greater glory and/or protection of reptilian creatures, worshiping a lizard-related diety.
Construct traits: No Constitution score. Low-light vision. Darkvision out to 60 feet. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a construct cannot be raised or resurrected. Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table. Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry. Proficient with no armor. Constructs do not eat, sleep, or breathe.
Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons.
Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an intelligence score and a hive mind. A swarm takes a –10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead.
A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its nonlethal damage.
Lore-wise this is the ultimate creation of fallen lizard kingdoms which exceeded "modern magic" by far. This is suppose to be sort of an Inevitable of those times.