Superpseudo Drake (3.5e Creature)
From D&D Wiki
|Hit Dice:||52d8+572 (1,028 hp)|
|Speed:||70 ft., climb 40 ft.|
|Armor Class:||52 (+14 Dex, –1 size, +29 natural), touch 27, flat-footed 11|
|Attack:||Bite +52 melee (4d6+16/19-20)|
|Full Attack:||Bite +52 melee (4d6+16/19-20), 2 Claws +47 melee (2d8+10/19-20), Tentacle rake +44 (2d6+6/19-20)|
|Space/Reach:||20 ft./20 ft.|
|Special Attacks:||Improved Grab, Rotting Constriction, Constant Insight, Superpseudo Aura, Essence Siphon|
|Special Qualities:||Electricity and acid resistance 5, damage reduction +15/epic, spell resistance 80d12+5, outsider traits|
|Saves:||Fort +43, Ref +36, Will +41|
|Abilities:||Str 41, Dex 38, Con 40, Int 33, Wis 36, Cha 51|
|Skills:||Appraise +42, Bluff +38, Concentration +58, Diplomacy +78, Escape Artist +41, Gather Information +33, Intimidate +68, Jump +30, Knowledge (all) +58, Listen +56, Search +61, Sense Motive +40, Spellcraft +62, Spot +60|
|Feats:||Alertness, Cleave, Combat Casting, Improved Critical (tentacle rake), Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Sunder; Armor Skin, Epic Toughness, Epic Reflexes, Tenacious Magic (chaos hammer), Tenacious Magic (blur) (epic feats)|
|Advancement:||44-46 HD (Huge)|
Towering before the wayward wizard is a monster that resembles a dragon in only the faintest sense. It has a seemingly random jumble of extrasensory organs and polyps with no clear pattern, and its body is slick and oily from foul secretions. Little else can be discerned before the wizard's mind is forever lost to gibbering insanity.
The superpseudo drake is a resident of the Far Realm, a nightmarish place with impossible laws and locals that can cause not-native beings in their presence to mutate and become as hideous and themselves. Unlike creatures with the Pseudonatural Creature template, superpseudo drakes are born in the Far Realm, though they are not native to it. For inexplicable reasons, the Uvuudaum - strange, spider-like lords of the Far Realm - have just as much interest in the Material Plane as adventurers from our world have in theirs. Although they can exist in places outside of their home, they do not enjoy it and will only stay as long as necessary. These temporary jaunts are rarely proactive but in some distant age one Uvuudaum took back with it the egg of an air drake. More than likely, it did not understand what it had garnered and simply abandoned it.
However, the twisted lord of the Far Realm had to have known that exposure to its native plane would not be healthy or normal for an outsider such as the drake. When it hatched, the beast was already unrecognizable from its Material Plane cousin but also different from a Pseudonatural creature. It was an entirely new thing that quickly found its niche in the alien environment. It developed numerous sensory and excretion organs, a dozen writhing tentacles protruding from seemingly random places, and a second, needle-lined jaw that overlapped with the first. Worse still was that it found a way to reproduce without another, as if the nature of the Far Realm knew it was too horrific to ever have hope of attracting a mate. Though rare, several superpseudo drakes now wander the Far Realm, going about inexplicable errands, all ancestors of the original and each more alien than the last. Researchers who study the inhabitants of the Far Realm cannot find it contributing anything meaningful to its environment in an ecological sense, so it might merely be a predator or prey for something even worse. However, if attacked the superpseudo drake becomes a fearsome and nearly unstoppable foe, and behind its ugliness and seemingly purposeless existence lies a vast intelligence greatly surpassing that of the air drakes it descended from.
To creatures not native to its world, a superpseudo drake is a weapon with so much power it doesn't need to actively attack - its presence alone is enough to drive those who see it mad and incapable of defending themselves. However, should its opponent resist its Superpseudo Aura, the drake will attempt to wrap its many tentacles around its foe and subject them to its Rotting Constriction until nothing but a pile of disgusting slush remains. If all else fails, the drakes spell-like abilities come into play, complimenting each with a bite of its dual fangs, a rake of its twisted claws, or a powerful lash of its many tentacles.
Improved Grab (Ex): When the superpseudo drake hits an opponent smaller than itself with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Rotting Constriction (Ex): Once the superpseudo drake has a hold of its opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the drake regains 10 lost hit points.
Constant Insight (Ex): The superpseudo drake makes all of its attacks with a +15 insight bonus. The superpseudo drake is not affected by the miss chance that applies to attacks against a concealed target.
Superpseudo Aura (Sp): Any creature within 50 feet that observes the superpseudo drake must attempt a DC 35 Will save. Failure indicates the creature's mind is forevermore tormented by the horror of the drakes form, as if under the influence of an insanity spell. This condition is permanent. A heal or greater restoration spell can cure the effects if the caster makes a DC 35 caster level check. Miracle or wish automatically cures the condition. However, even after being cured, the creature is never truly rid of the horrible sight it beheld, and each time it tries to rest for the night, it is subject to the effect of a nightmare spell (no save; CL 20th). There is no known remedy for this condition. A creature that makes this save is immune to a superpseudo drake's Superpseudo Aura for 48 hours. This is a mind-affecting ability that does not affect chaotic outsiders. Fortitude save (DC 38).
Essence Siphon (Ex): Any creature damaged by the natural weapons of a superpseudo drake must succeed on a DC 26 Will save or take a -8 penalty on Will saves for 1 hour. The effect of multiple attacks do not stack. Fortitude save (DC 38).
Spell-Like Abilities (Sp): At will- blur, baleful polymorph, chaos hammer, dimension door, fireball, greater dispel magic, invisibility, shield, unhallow; 3/day- ethereal jaunt, plane shift, time stop, wall of force, weird; 1/day- momento mori, nailed to the sky (epic spells). Caster level 30th; Will save (DC 38).
This page is protected from editing because the author has asked that no changes be made to this page. Please discuss possible problems on the talk page.