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Sand Devil (3.5e Creature)

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Created By
Sulacu (talk)
Date Created: May 30, 2007
Status: Completed
Editing: Please feel free to edit constructively!

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[edit] Sand Devil (Uurthugon)

Size/Type: Huge Outsider (Baatezu, Evil, Extraplanar, Lawful, Semi-Corporeal)
Hit Dice: 12d8+84 (138 hp)
Initiative: +9
Speed: 50 ft. (10 squares)
Armor Class: 31 (-2 size, +7 Dex, +8 natural armor, +8 deflection), touch 23, flat-footed 24
Base Attack/Grapple: +12/+29
Attack: Composite tentacle +19 melee (2d6+5 plus disease)
Full Attack: 3 composite tentacles +19 melee (2d6+5 plus disease)
Space/Reach: 15 ft./15 ft.
Special Attacks: Fear aura, immerse 4d6 slashing (DC 25) plus disease, retribution damage (fire), spell-like abilities, summon baatezu
Special Qualities: DR 10/good and silver, resistance to acid 10 and cold 10, semi-corporeal traits, SR 28, vulnerability to fire
Saves: Fort +15, Ref +17, Will +14
Abilities: Str 21, Dex 25, Con 24, Int 19, Wis 19, Cha 23
Skills: Appraise +16, Bluff +18, Concentration +16, Diplomacy +25, Escape Artist +13, Forgery +13, Intimidate +20, Knowledge (arcana, the planes) +16, Listen +19, Search +19, Sense Motive +16, Spot +16, Tumble +19, Spellcraft +21
Feats: Ability Focus (engulf), Lightning Reflexes, Improved Grapple, Improved Initiative, Iron Will, Quicken Spell-Like Ability (hold monster, lightning bolt), Weapon FinesseB
Environment: Any desert or the Nine Hells of Baator
Organization: Solitary, Pair, Conspiracy (3-4) or troupe (1 sand devil, 1 ice devil, 2-5 erinyes)
Challenge Rating: 16
Treasure: Standard coins; quadruple goods; standard items
Alignment: Always lawful evil
Advancement: 13-18 HD (Huge); 19-32 HD (Gargantuan); Sand Devils gain an additional Composite Tentacle attack for each 4 HD advancement.
Level Adjustment:
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There are few creatures to be found in deserts so inherently vile as the Sand Devil, some of the wickedest of souls incarnate to hound the desert folk. Tales of its boisterous evil are told over fires and flagons of firewater. The sand devil’s body consists solely of sand, often of a rusty red color as it was coated with the blood of its former victims, disease ridden sand that is enslaved to its will and swirls around in a powerful sweeping wind to form a semi-corporeal body. Many travelers have met their end in the Sand Devil’s torporous vortex.

Sand Devils are creatures with whirling bodies of sand held together by an unseen force, like a self-contained sandstorm that has the shape of a somewhat monstrous torso and head. The Sand Devil is highly morphic, however, and can take on any shape that it wants; it can even stop its movement, at which point the sand it controls simply drapes down on the desert floor. They attack with multiple currents of sharp sand, dealing a gust of piercing damage. The sand that they use is tainted and dirty, making it highly contagious.

[edit] Combat

They prefer to use their spell-like abilities and their knacks for subterfuge in order to tempt mortals, often to perform a deed with the promise of a reward that benefits the Sand Devil. Sand Devils are envoys of powerful Devils, that often lurk, beyond detection, on the material plane. As such, they occasionally relegate quests at the behest of their masters or contractors to mortals. A Sand Devil is very fond of treasure, which it likes to hoard. To gain more wealth, they are tempted to enter pacts with mortals under the guise of mutual gain. A party willing to submit gold, jewelry or magical items of a high enough value (at DM's discretion) might incline the monster to let them go unscathed. A Sand Devil is considered a semi-corporeal creature.

Sand Devils speak Common, Infernal, Celestial and Draconic. They communicate by creating discernible audible oscillations in their semi-corporeal bodies, which causes a voice that sounds like howling wind.

The Sand Devil’s composite tentacle attacks deal slashing damage, due to the sharpness of countless grains of sand.

Disease (Su): Helljoint—composite tentacle and engulf, Fortitude DC 23, incubation period 1 day, afflicted creature becomes permanently exhausted. One day after contraction, the creature must save again or be dealt 2d6 Dex damage. Only a heal or greater restoration can remove Helljoint. Helljoint is considered a magical disease and bypasses immunity to non-magical diseases.

Retribution Damage (Fire)(Ex): When a Sand Devil takes fire damage from a sufficiently powerful effect, a portion of its sand is transformed into extremely sharp pieces of glass. For 2d4 rounds after the effect, it deals an additional 1d6 piercing damage when attacking or engulfing. For fire based spells, if ½ caster level × spell level (rounded down) equals or exceeds the Sand Devil’s HD, Retribution Damage is incurred. For fire based breath weapons, if the breath weapon is supernatural in nature and ½ its DC (rounded down) equals or exceeds the Sand Devil’s HD, Retribution Damage is incurred. Nonmagical fire is not subject to Retribution Damage.

Regeneration (Ex): A Sand Devil takes normal damage from good-aligned and silvered weapons, as well as from fire, and from spells with the good descriptor.

Spell-Like Abilities (Su): At will—bane, cause fear, darkness, glitterdust, greater dispel magic, greater invisibility, hold monster (DC 22), lightning bolt (DC 19), misdirection (DC 18), protection from energy, teleport, unhallow (DC 21), unholy blight (DC 20); 3/day—chain lightning (DC 22), permanent image (DC 22). Caster Level 15th. DCs are Charisma based

Summon Baatezu (Sp): Once per day a sand devil can attempt to summon 2d10 Lemures or 1d6 Bearded Devils with a 50% chance of success, 2d4 Erinyes with a 35% chance of success, or another sand devil with 20% of success. This ability is the equivalent of a 6th level spell.


[edit] Semi-Corporeal Subtype

Semi-Corporeal creatures are not completely incorporeal. A semi-corporeal creature's body consists of a large score of smaller objects, ranging from things as large as rocks to as small as grains of dust, which are held together by a certain force (usually a soul or spirit). This encompassing entity can be considered as intangible for the purpose of fighting the monster, and can be hurt by attacks to the materials that it has adopted to form its body.


[edit] Prerequisites

If you want to make your own Semi-Corporeal traits, there are a few things to consider. Not very many creature types are fit to become semi-corporeal. Most make a clear distinction on anatomy, and in most cases creature types and subtypes either have an anatomy or they don't. They are, however, definitely alive. They, unlike creature with a real physique, are simply very empyrial, insubstantial spirits that gather and 'possess' mass in order to fulfill their purpose

  • Creature Type: Outsider or Elemental only

[edit] Semi-Corporeal Traits

The following traits and abilities are common in every semi-corporeal creature.

  • Blindsight out to 60 ft.
  • Base land speed: 30 ft. (Small), 40 ft. (Medium), 50 ft. (Large), 60 ft. (Huge), 80 ft. (Gargantuan), 100 ft. (Colossal)
  • Size: Small or larger
  • Immunity to vision-affecting effects (phantasms and patterns that have an effect on the eyes, gaze attacks).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  • Not subject to critical hits. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
  • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is destroyed.
  • Regeneration 5 (5-10 HD), regeneration 10 (11-16 HD), regeneration 15 (17-22 HD), regeneration 20 (23+ HD)
  • Natural Attack (Full Attack): 1 composite tentacle for every 4 HD (see Attack).
  • Special: elusive body, engulf, multiple grapple, multiple improved grab, persistence of motion


Attack: A semi-corporeal creature has one or more composite tentacle natural attacks. Composite tentacles are protrusions made from a large score of components that can take any shape or form. Whatever this shape, its base damage is 1d4 (Small), 1d6 (Medium), 1d8 (Large), 2d6 (Huge), 2d8 (Gargantuan) and 4d6 (Colossal). A semi-corporeal creature treats all its composite tentacle attacks as primary natural weapons.

Regeneration (Ex): A semi-corporeal creature is hard to kill, as it very quickly reestablishes form after being harmed. It is dealt nonlethal damage except from specific sources (usual examples are fire, silver, cold iron and other weapons that affect incorporeals). The weapons that deal lethal damage to a semi-corporeal creature can be found in its Regeneration entry.

Elusive Body (Ex): Due to the amorphous nature of a semi-corporeal creature, it is more difficult to fight with physical means and touch attacks. Any attack against a semi-corporeal creature that requires an attack roll is subject to a 20 % miss chance. Secondarily, a semi-corporeal creature retains its Dexterity bonus to Armor Class even while grappling. Creatures take a -8 penalty to grapple checks against a semi-corporeal creature, but are not prevented from making an attack while grappled.

Immerse (Ex): A semi-corporeal creature is able to immerse smaller creatures into its mass. This happens in three different ways:

  • an adjacent creature gets grappled and pulled into the semi-corporeal creature's space. When the grapple succeeds, it is considered immersed and may make a reflex save or be dazed for one round.
  • the semi-corporeal creature moves into a space occupied by a creature. This provokes an attack of opportunity and allows the creature to make a reflex save for half damage. If it fails this save, it is considered immersed and becomes dazed for 1 round.
  • a creature moves into the space occupied by the semi-corporeal creature. This allows the creature to make a reflex save for half damage. If it fails this save, it is considered immersed and becomes dazed for 1 round.

Every round that a creature is immersed, during the semi-corporeal creature's turn, it is dealt bludgeoning or slashing damage (no save) and must make a reflex save or be dazed for 1 round. If a semi-corporeal creature starts its turn while immersing a creature, it may attempt a grapple as a swift action if not already doing so. When an immersed creature is not engaged in a grapple, it may move out of the semi-corporeal creature's space. Damage per round for immersion is 2d4 (Small), 2d6 (Medium), 2d8 (Large), 4d6 (Huge), 4d8 (Gargantuan), 8d6 (Colossal). Individual semi-corporeal creatures may or may not have different added effects, such as disease or acid. A semi-corporeal creature can maximally immerse 1 creature of one size category smaller, or an amount of smaller creatures whose combined space is no greater than the space of such a creature.

Multiple Grapple (Ex): A semi-corporeal creature is able to simultaneously engage an amount of creatures in a grapple as it has composite tentacle attacks. It may grapple more creatures than it can simultaneously immerse, in which case it must choose what creature or creatures to immerse. It may only grapple with creatures smaller than itself. If it decides to engage in a grapple with more than one creature at the same time, it takes a cumulative -4 penalty for every creature over the first that it is grappling. For example, a semi-corporeal creature that grapples with three creatures takes a -8 penalty on all grapple checks.

Multiple Improved Grab (Ex): To use this ability, a semi-corporeal creature must hit with one of its tentacle attacks. 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, can pull creatures into its space and immerse them. The semi-corporeal creature can do this with as many adjacent creatures per round as it has composite tentacle attacks, or with any number of adjacent creatures counting towards the maximum amount of creatures it can grapple. A semi-corporeal creature can only grab creatures smaller than itself.

Persistence of Motion (Ex): A semi-corporeal creature ignores the impediments of terrain and moves at its full base land speed over any terrain and even up to half speed over the surface of water.



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