Kurg Godslayer (3.5e Creature)

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Size/Type: Gargantuan Demon (Elder Evil)
Hit Dice: 25d8+375 ((500) hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 60 (clumsy)
Armor Class: 31 (-4 size, +0 Dex, +25 natural), touch 6, flat-footed 31
Base Attack/Grapple: +18/+53
Attack: Claw +43 melee (4d6+25)
Full Attack: 2 Claws +43 melee (4d6+25) and bite +38 melee(3d8+22)
Space/Reach: 20ft./20 ft.
Special Attacks: Rend, Breath Weapon, Smite Good, Spell-like Abilities, Psi-like Abilities, Trample
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 15, scent, poison immunity, fire immunity, sleep immunity, paralysis immunity, Resist 10 acid/cold/electricity, Damage Reduction 15/epic, Spell Resistance 35, Power Resistance 35, Immune to Divine Magic
Saves: Fort 31, Ref 16, Will 14
Abilities: Str 61, Dex 14, Con 41, Int 14, Wis 11, Cha 14
Skills: Listen +5, Spot +6
Feats: Alertness, Iron Will, Track, Great Fortitude, Power Attack, Cleave, Great Cleave, Snatch, Improved Natural Attack(claw)
Environment: Abyss
Organization: 1
Challenge Rating: 27
Treasure: Quintuple Standard
Alignment: Chaotic Evil
Advancement: By Hit Dice
Level Adjustment: +20
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More information...

Hail Kurg! Destroyer of worlds, murderer of gods!

Kurg is a slumbering Elder Evil contained in a dark prison on a forgotten layer of the Abyss. No one goes there - and no one leaves it. The war for territory that consumes the demon princes does not encroach upon Kurg's layer; not even the abyssal hordes would risk his awakening. He sleeps - but he could awaken at any time, his rest disturbed. Kurg is a living engine of destruction, fully capable of holding his own against any demon prince or archdevil. The beast knows no mercy, and has no restraint; if something can be broken, he will break it.

Kurg was once a minor demon serving a long extinct princeling; just a simple lieutenant in the endless Blood War. Kurg did not become the so-called 'Godslayer' until he suffered the misfortune of being sucked into a portal linked to the Far Realm - that ghastly dimension of madness and horror. And when he returned, he was...forever changed by the experience. Once a minor demon in the unholy ranks, he was now a gargantuan monstrosity, towering over his former peers and his lord. His first act was to devour the demon prince he had once served - his second was an invasion of the mortal planes.

As Kurg now slumbers, it can be assumed his invasion was less than successful. But the cost of repelling his assault was high; scores of angels and mortal heroes fell, and the beast, in his final throes of violence before he was imprisoned, sundered a demigod of war, earning himself the appellation of 'Godslayer'. Kurg is all but forgotten in the mortal realms - but the gods watch and wait, anxious that the beast might once more stir from his sleeping prison.


When Kurg manifests, it takes the appearance of an enormous, bipedal monstrous humanoid. He does not appear to be any specific species - his shaggy frame and reptilian skin suggest any number of possible races. Kurg wears no armor or clothing, and wields no weapons; the mad godslayer fights with nothing but his own brutal powers and endless fury.

Combat[edit]

Kurg is an extremely physical creature - he favors his might, and will always begin combat in melee if possible. If his opponents are highly mobile, or simply choose to attack him at range, he will attempt to close the distance. If it is not possible, he will resort first to his psionic abilities, and then only reluctantly his magical abilities. If Kurg is gravely wounded and his opponents are relatively fresh, he will likely attempt to flee; if both he and his enemies are severely damaged, however, he will fly into a frenzy, hoping to take them out before they can do the same to him.

Breath Weapon: Once per day, Kurg can attack with a 120-foot cone of fire, dealing 18d8 points of damage. DC 29 Reflex save for half damage.

Rend:If Kurg hits with both claw attacks, he latches onto the opponents body and tears the flesh. This attacks automatically does 12d6+111 points of damage.

Smite Good: Once per day, Kurg can make a normal melee attack to deal 20 points of extra damage to a good foe.

Trample: As a standard action during his turn, Kurg can trample Huge or smaller opponents. This attack deals points of damage equal to 3d8+37. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 47) for half damage.

Psi-Like Abilities: 3/day - defensive precognition, empty mind, mind thrust, intellect fortress, psionic teleport; 1/day - body adjustment, brain lock, energy current, fission, force screen, psionic dominate, psychic crush, tower of iron will, ultrablast. Manifester level 25th. The save DCs are Charisma-based.

Spell-Like Abilities: 3/day - darkness, poison, unholy aura; 1/day - blasphemy, contagion, desecrate, destruction, horrid wilting, summon monster IX (fiends only), unhallow, unholy blight. Caster level 25th. The save DCs are Charisma-based.


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