Masked Horror (3.5e Creature)

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Size/Type: Medium Outsider (Evil, Lawful Evil)
Hit Dice: 14d8+74 (145 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 100 ft.
Armor Class: 42, touch 19, flat-footed 37
Base Attack/Grapple: +17/+28
Attack: Masterwork adamantine quarterstaff +22 (1d8+8/19-20), slam +30 melee (2d8+13)
Full Attack: Masterwork adamantine quarterstaff+22/+17 (1d8+8/19-20), slam +30 melee (2d8+13)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, immunity to shadow, cold, and petrification, regeneration 15, resistance to holy 10 and fire 10, spell resistance 32, tongues, Aura of Malevolence, Touch of Insanity, Realisation of Madness, Malevolent Schemer.
Saves: Fort +17, Ref +14, Will +12
Abilities: Str 17, Dex 20, Con 17, Int 18, Wis 16, Cha 21
Skills: Balance +14, Diplomacy +16, Intimidate +17, Knowledge (the planes) +11, Knowledge Religion +11 Listen +12, Sense Motive +17, Spot +16
Feats: Improved Initiative, Intuitive Attack*, Power Attack, Weapon Finesse, Weapon Focus (quarterstaff)
Environment: The Inevitable City
Organization: Solitary or retinue (2-10)
Challenge Rating: 19
Treasure: No coins; standard; 1 masterwork adamantine quarterstaff
Alignment: Always lawful evil
Advancement: 15-20 HD (Medium); 21-42 (Large)
Level Adjustment: __
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More information...

You behold the thing before you, with six thin black wings, a faceless mask over its head, clad in hooded, black robes so that nothing of it can be seen. Too late, you realise that it is rapidly coming towards you...

Masked Horrors are the servants and petitioners of Tzakarath, the god of scheming and intrigue. They are different than his playthings, being not souls that were damned by his mad torments, but beings that in life devoted themselves body and soul to him and his evil. He exalted them, making them his foremost servants instead of tools for his whims - though it is hard to tell the difference between the two.

Combat[edit]

Masked Horrors prefer not to fight, but spread their influence subtly and insidiously before attacking if they are forced to do battle. A group fighting one of these beings has little knowledge how the Masked Horror has manipulated everything to give it the maximum advantage. It has chosen the area, the number of monsters surrounding it, even the quarrels in the group have been caused by its malevolent influence on the course of events. Masked Horrors also like to grandstand and monologue theatrically before they attack, enjoying the last few moments before they go in for the kill.

A Masked Horror's natural weapons, as well as any weapon it wields, are treated as Evil-aligned for the purposes of overcoming damage reduction.

Aura of Malevolence (Su): All Masked Horrors have an Aura of Malevolence about them. Any creature in the area must succeed on a DC 30 Will save or be trapped in numb terror, unable to move or attack. A creature that successfully saves cannot be affected again by the same Masked Horror's aura again for 24 hours. Other Masked Horrors are immune to the aura.

Touch of Insanity (Su): A Masked Horror may use this ability on any creature it can see. The creature must succeed on a DC 25 Will save or be trapped in an illusion (lasting for 2d20 rounds) created by the Masked Horror. The Masked Horror may manipulate the illusion in any way, making tactile, olfactory, thermal, auditory and visual hallucinations. If you die within the illusion (by falling or other such things), you believe that you are dead and thus you die in reality. A creature that successfully saves cannot be affected again by the same Masked Horror's Touch of Insanity again for 24 hours.

Realisation of Madness (Su): A Masked Horror may use this ability on any humanoid with an Intelligence score above 2. It must succeed on a a DC 20 Will save or be given an illusion that gives it an understanding of its true place in the universe - a meaningless, tiny speck in the grander scheme of things. The damage caused by this ability (3d8) increases by 1d8 for every point of Intelligence the target has, as the increased intelligence means that they can comprehend more of the horror of the illusion.

Malevolent Schemer (Ex): A Masked Horror may choose to do nothing in a round. During this time, it is manipulating its enemies, drawing them deeper and deeper into its trap. This means that it may choose a player if it has used Malevolent Schemer for 10 rounds. That player becomes an NPC controlled by the DM for d6 rounds, as he has collapsed into madness for a brief period.

Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), disguise self, time stop, blink; 1/day— polymorph any object, plane shift, blood of the pale moon. Caster level 21st. The save DCs are Charisma-based.



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