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Large Outsider (Chaotic, Evil, Extraplanar) |
Hit Dice:
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40d8+360 (700 hp) |
Initiative:
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+3 (Dex) |
Speed:
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80 ft.; fly 240 ft. (perfect) |
AC:
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52 (-1 size, +3 Dex, +40 natural) |
Base Attack/Grapple:
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+40/+60 |
Attack:
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Bite +56 (4d8+16)melee |
Full Attack:
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Bite +56 (4d8+16) melee, 1 gore +51 (4d6+8) melee, 4 pincers +53 (4d6+8) melee, 4 claws +53 (4d6+8) melee |
Space/Reach:
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10 ft./10 ft. |
Special Attacks:
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Worst nightmare, improved grab, sending, spell-like abilities, summon nightwalker |
Special Qualities:
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Abomination traits, sonic immunity, regeneration 15, fast healing 15, SR 44, DR 15/ Good and Epic or Lawful and Epic |
Saves:
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Fort +31, Ref +25, Will +29 |
Abilities:
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Str 42, Dex 17, Con 29, Int 16, Wis 24, Cha 36 |
Skills:
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Concentration +52, Craft (dreamweaving) +46, Diplomacy +60, Escape Artist +46, Hide +46, Jump +36, Knowledge (arcana) +46, Listen +50, Move Silently +46, Search +46, Sense Motive +50, Spot +50 |
Feats:
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Cleave, Combat Reflexes, Flyby Attack, Great Cleave, Improved Sunder, Power Attack, Quicken Spell-Like Ability, Weapon Focus (pincers), Weapon Focus (gore), Weapon Focus (bite), Weapon Focus (claw) |
Epic Feats:
|
Epic Toughness, Epic Weapon Focus (pincers), Epic Weapon Focus (claw) |
Climate/Terrain:
|
Any |
Organization:
|
Solitary, pair, or solitary plus 1-4 nightwalkers |
Challenge Rating:
|
31 |
Treasure:
|
Standard |
Alignment:
|
Always chaotic evil |
Advancement:
|
41-65 HD (Large); 66-84 HD (Huge); 85-110 HD (Gargantuan) |
Worst Nightmare (Su): Each time a living creature first views a specific
dream larva from a distance of 30 feet or less (or from a
scrying effect), the subject sees the image of the most fearsome creature imaginable. This is not an illusion or phantasm; the
dream larva truly becomes, for just that instant, the subject's
worst nightmare. Even if simultaneously viewed by dozens of different creatures, the
dream larva appears differently to each one of them. Creatures immune to
fear or mind-affecting effects (or warded by
protection from evil or
death ward spells) are immune to
worst nightmare; all others must make a Will save (DC 43) or die from the supernatural horror revealed. Survivors (and those resurrected) are immune to the effect from that individual
dream larva in the future. The DC is Charisma-based.
Improved Grab (Ex): If the
dream larva hits with a claw or pincer, it deals normal
damage and attempts to start a
grapple as a
free action without provoking an
attack of opportunity.
Dream larvae can use
improved grab on a creature of any size. The
dream larva has the option to conduct the
grapple normally, simply use the claw or pincer to hold the opponent, or use
sending (see below) on the opponent. Each successful
grapple check it makes during successive rounds automatically deals the
damage listed for the attack that established the hold, unless it used
sending on the victim.
Sending (Su): Grappled victims may be physically sent into a
nightmare, at the
dream larva's option, on the
dream larva's next action after establishing the
grapple. Victims must make a Will save (DC 43) or be apparently swarmed by thousands of worms making up the
dream larva's body. The victim is actually cast into a shrieking maelstrom of
dream where it can take no actions but observe. The victim physically returns 2d4 rounds later, apparently ejected from the
dream larva's body (but appearing even if if the
dream larva has left or is otherwise absent). The victim of the
nightmare has taken 4d6 points of temporary Wisdom
damage, but is otherwise free to act on the round it returns. If the victim takes more Wisdom
damage than it has points of Wisdom, the extra points are instead treated as temporary Constitution
damage. The DC is Charisma-based.
Summon Nightwalker
(Sp): Five times per day, a
dream larva can summon a nightwalker.
Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to
energy drain, ability drain, ability
damage, or death from massive
damage; immune to mind-affecting effects; fire
resistance 20; cold
resistance 20;
nondetection;
true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
Regeneration (Ex):
Dream larvae take normal
damage from good or lawful
weapons or
weapons forged by a sleepwalking weaponsmith.
Find topic in: Epic |
|
3.5 dungeons roleplaying A-E rpg d20 Monsters Epic 3.5 dragons A-E Larva SRD Monsters Epic srd wizards Epic wizards srd 3.5 d20 Larva srd SRD Epic A-E dragons dungeons Epic d20 Larva dragons dungeons d20 A-E d20 Monsters dungeons Larva dungeons Epic 3.5 dragons |