Vidokkun (3.5e Creature)

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Vidokkun (CR 37)[edit]

Size/Type: Large Undead
Hit Dice: 40d12 (260h hp)
Initiative: +10
Speed: Fly: 90 ft (perfect)
Armor Class: 74 (+6 natural, +10 Dex, +20 insight, +10 deflection, +4 dodge, +4 haste, +10 profane), touch 68, flat-footed 64
Base Attack/Grapple: +20/+37
Attack: Large keen unholy wounding +5 scimitar +51 (1d8+18 + 2d6 vs. good)
Full Attack: Large keen unholy wounding +5 scimitar +51/+41 (1d8+18 + 2d6 vs. good) and medium-size keen +5 scimitar of speed +46/+36/+31 (1d6+9 16-20/x2) and gaze
Space/Reach: 5ft/10ft
Special Attacks: Soul stealing gaze (DC 43)
Special Qualities: Mirror vulnerability, sonic vulnerability, SR 50 (10+HD), acid and electricity immunity, DR 30/+6 and holy, Res: Cold 50, Fire 40, turning resistance 10, alacrity, undead traits, 30% concealment !(effectually 50%)!, soul healing, detect good, profane soul.
Saves: Fort 29, Ref 38, Will 50
Abilities: Str 36, Dex 31, Con —, Int 20, Wis 26, Cha 46
Skills: Tumble: +58, Listen: +51, Spot: +38, Move Silently +35
Feats: Great Fortitude, Epic Fortitude, Two-weapon-Fighting, Ambidexterity, Imp. TWF, Two Weapon Rend, Imp. Unarmed, Deflect Arrows, Exceptional Deflection, Infinite Deflection, Weapon Focus: Scimitar, Epic Weapon Focus: Scimitar, Cleave, Great Cleave, Power Attack, Imp. Critical: Scimitar, Overwhelming Critical: Scimitar, Devastating Critical: Scimitar, Ability Focus: Gaze, Prevasive Gaze, Irresistible Gaze, Flyby Attack, Imp. Flyby Attack, Dodge, Mobility, 2x Self Concealment
Environment: Any land or Underground
Organization: Solitary
Challenge Rating: 37
Treasure: Scimitars and eyes only
Alignment: Usually neutral evil
Advancement: 41-50 (large) 51-70 (huge) 71+ (gargantuan)
Level Adjustment:
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The vidokkun is a terrifying opponent, using his great speed to clash all opponents he sees. From distance he looks like a 9-10 ft tall human in a wide black mantle. Closer examination reveals, that under the black mantle is a hairless head with some signs of decay. Instead of eyes the creature has two bulbs of highly polished brass, which are his favoured weapon. A vidokkun is always on the search for more souls to devour and will surely do anything possible to get them. Vidokkuns are often found in the sewers of large cities or at the settlement of greater monster tribes, coming out at night to hunt. Some were known to accept deals with other evil beings such as assassins or executioners. If a vidokkun is slain, it quickly turns to dust, leaving only his eyes and weapons behind. His eyes are still dangerous, because each of them still has the power to trap a single soul.


The vidokkun uses his blinding speed and its perfect manoeuvrability to bring down its prey as fast as possible. It most often uses his normal action for its two scimitars, keeping its gaze attack for the extra partial action. Its favoured tactic is to tumble through the enemy lines, using its gaze attack on paladins or wizards, because those have the greatest potential of threatening it. After it attacked it tries to stay out of reach of the enemy, making itself ready for the next attack.

Soul Stealing Gaze(Su): The eyes of the vidokkun just work like a mirror of life trapping. Everyone within 20 ft distance that meet the gaze of a vidokkun must make a will save (DC 52) or his soul is being drawn into the eyes of the vidokkun. The vidokkun can hold as many HD of creatures as twice its HD. If it reaches this limit, it can devour those souls to advance another HD. Alternatively it can use them for its soul healing (see below). A vidokkun has most often 1d4x10 HD stored at any given time.

Mirror Vulnerability(Ex): A vidokkun has just a few weaknesses, but mirrors are one of them. If a vidokkun's gaze meets with a mirror for a second, it will feel intense pain and will turn away from the mirror. If it is forced to see into the same mirror for more than one round, the souls it has trapped at this moment are freed with the rate of two souls per round. If there is no soul left, the vidokkun must make a fortitude save (DC 10) in the first round after running out of souls. Every other round after this it has to repeat this save with a cumulative +1 increment on the DC for each round looking in that mirror. If it fails the save, it falls unconscious for 1d10 rounds. If it still lives when the time expires and is again forced to look in a mirror, the DC starts at 10 again.

Sonic Vulnerability(Ex): A vidokkun is highly vulnerable to sonic attacks. Treat every attack basing on sonic like a cold attack on a fire subtype.

Soul Healing(Ex): If a vidokkun is injured, it can use the souls it has stolen to heal its lost hp's. For every HD it uses, it heals 26 points of damage. The viddokun can choose how many HDs it will use freely. This is a free action. At full Hps it can use this ability to gain temporary HP. Those will last a time equal ((temporary Hps)/(max. Hps)) rounds. So an average vidokkun can hold 1 temporary HP for 260 rounds or 26 minutes.

Alacrity(Ex): A vidokkun is so fast, that it is effectively hasted all the time.

Concealment: The mantle of the vidokkun is so wide, that it gives the creature a 30% concealment. In addition to that, a vidokkun is expertised in moving in a kind of way, that raises the concealment to 50%.

Detect Good(Sl): A vidokkun can detect any good creature like a 20th level sorcerer can.

Unholy Body: A vidokkun gets a profane bonus of 50% to its Hps and 1/4 of its HD to its AC, attacks, and saves (rounded down).

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