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<small><i>Dead I am the one / Exterminating sun<br> Slipping through the trees / strangling the breeze<br> Dead I am the sky / watching angels cry<br> While they slowly turn / conquering the wyrm Dead I am the pool / spreading from the fool<br> Weak and want you need / nowhere as you bleed<br> Dead I am the rat / feast upon the cat<br> Tender is the fur / dying is your curse Dead I am the life / dig into the skin<br> Knuckle crack the bone / 21 to win<br> Dead I am the dog / hound of hell you cry<br> Devil on your back / I can never die</i> <div align=right>--Rob Zombie, ''Dragula''</div></small> {{d20rMonster|name=Cataclysm|CR=20|align=Usually NE|size=Large|type=Aberration|subtype=Varies; See Text|class=None|init=+30|senses=Awareness +30; Darkvision 60'|languages=All languages; telepathy 1 mile| AC=44|tAC=44|ffAC=39|AC-detail=-1 Size, +15 Hero, +5 Dex, +15 Deflection|HP=630|HD=30d8+390|DR=5/-|GD=18|immune=Mind-Affecting|resist=None|weak=None| fort=+26|ref=+25|will=+30|SR=30|HV=15|SQ=Aura of Terror, Variable Defenses| speed=50'|squares=10|alt-speed=None| melee=|ranged=| space=10'|reach=10'|BAB=+22|grapple=+34| atk-opt=|spec-opt=|gear=None| death=Death Throes|linger=|treasure=None| str=24|dex=20|con=36|int=24|wis=20|cha=40| appskills=Bluff, Decipher Script, Diplomacy, Disguise, Intimidate, Sleight of Hand|jouskills=Acrobatics, Awareness, Grapple, Initiative, Stealth|masskills=None| feat1=|feat1eff=| feat2=|feat2eff=| feat3=|feat3eff=| feat4=|feat4eff=| feat5=|feat5eff=| ability1=Death Throes|ability1eff=A cataclysm reduced to 0 or fewer hit points inflicts a number of d6s equal to its Hero Value in force damage to all creatures within 50' when it dies. Objects are unaffected, and a successful Reflex save (DC 25 + the cataclysm's Constitution modifier; DC 38 for a standard cataclysm) halves the damage.| ability2=Deflective Presence|ability2eff=A cataclysm adds its Hero Value to its touch Armor Class, and adds its Charisma modifier to its Armor Class as a Deflection bonus.| ability3=Variable Defenses|ability3eff=A catacylsm has a number of abilities selected from the Variable Defenses chart below equal to one-quarter its Hit Dice.| ability4=Aura of Terror|ability4eff=A cataclysm emanates an aura of terror. All creatures within 100' at the start of their turns must make a Will save (DC 25 + the Cataclysm's Charisma modifier; DC 40 for a standard cataclysm) or be rendered shaken. An already shaken creature is instead rendered panicked. Creatures normally immune to fear effects still must make saving throws, but receive a +15 bonus on their save against this ability. They are in addition immune to the panicking effect.| ability5=|ability5eff=}} Cataclysms are complicated monsters, and as such have a more in-depth explanation of their statistics included here. ===Variable Defenses=== *''Blindsense'': A cataclysm with this ability gains blindsense 100' as long as it is capable of hearing. *''Blindsight'': A cataclysm with this ability gains blindsight 30'. *''Conditional Incorporeality:'' A cataclysm with this ability may become incorporeal or become corporeal as an immediate action, gaining the Incorporeal subtype and all features thereof. While incorporeal, its natural attacks gain the ''ghost touch'' weapon enhancement. *''Damage Reduction'': A cataclysm with this ability has damage reduction to all kinds of attacks except for one defense equal to its Hero Value. This damage reduction doesn't necessarily need to be a typical one: example damage reductions can be DR 15/dead (so that only dead creatures and materials deal full damage), DR 15/stealth (so that only attacks made from stealth deal full damage), DR 15/natural (so that only natural attacks deal full damage), or DR 15/mundane (so that only nonmagical weapons deal full damage). *''Elemental Affinity'': A cataclysm with this ability gains an elemental subtype (Air, Cold, Earth, Fire, or Water), gaining all abilities appropriate to the subtype. A cataclysm with the Water subtype also gains the Amphibious special quality, is considered a journeyman in Athletics, and has a swim speed equal to its land speed. This ability may be selected multiple times: each time, select a different elemental subtype. *''Evasion'': A cataclysm with this ability gains the Evasion ability. See the rogue class feature of the same name. *''Flight'': A cataclysm with this ability gains a fly speed equal to its land speed with perfect maneuverability. This can be natural flight (such as from wings) or supernatural levitation. *''Incorporeal Motion'': A cataclysm with this ability becomes incorporeal as it moves, gaining the Incorporeal subtype and all features thereof. *''Intense Fortitude'': A cataclysm with this ability gains the Intense Fortitude ability. See the dreadnaught class feature of the same name. *''Magic Absorption'': A cataclysm that successfully makes a saving throw against a spell or spell-like ability is completely unaffected by the effect and immediately heals hit points equal to the spell's caster level. *''Mindsight'': A cataclysm with this ability is able to see any creature that it has telepathic communication with and has an Intelligence score of at least 5, regardless of distance, positioning, or cover. *''Natural Attacks'': A cataclysm with this ability gains one set of natural attacks from the following table. This ability may be selected multiple times: each time, select a new set of natural attacks. Specific instances of natural attacks may be selected multiple times: each time, add the set again. ::{|class="class zebra bordered header" |- |Natural Attacks || Number || Damage |- |Bite || 1 || 2d8 |- |Claw || 2 || 2d6 |- |Gore || 1 || 2d10 |- |Slam || 2 || 2d8 |- |Sting || 1 || 1d12 |- |Talon || 2 || 3d4 |- |Tentacle || 2 || 1d8 |} *''Regeneration'': A cataclysm with this ability gains regeneration equal to its Hero Value. This regeneration is overcome by electricity and also by any damage types that the cataclysm is specifically vulnerable to (such as those from a subtype from the Elemental Affinity ability or for the damage reduction created by the Damage Reduction ability). *''Size Decrease'': A cataclysm with this ability decreases one to three size categories, altering its statistics according to the size increase table. *''Size Increase'': A cataclysm with this ability increases one to three size categories, altering its statistics according to the size increase table. *''Skill Mastery'': A cataclysm with this ability is trained as a master in one skill it is at least an apprentice in. This ability may be selected multiple times. *''Tremorsense'': A cataclysm with this ability gains tremorsense 100' as long as it is in contact with the ground. *''Undeath'': A cataclysm with this ability gains the Undead subtype, and has all benefits and penalties of the subtype. *''Speedster'': A cataclysm with this ability increases its base land speed by 30', but loses 2 points of Constitution. *''Venomous'': A cataclysm with this ability gains a bite attack that deals 2d8 points of damage. Successfully biting an opponent requires them to make a Fortitude save (DC 25 + the cataclysm's Constitution modifier; DC 38 for a standard cataclysm) or suffer additional poison damage equal to the cataclysm's Hero Value for a number of rounds after the attack equal to the cataclysm's Constitution modifier (15 poison damage per round for 13 rounds for a standard cataclysm). Successive bites do not result in new instances of poisoning. Instead, they increase the duration of the original instance, so that a creature bitten three times by a cataclysm over the course of three rounds has 13 rounds from the most recent bite, plus 12 rounds from the previous round's bite, plus 11 rounds from the preceding round's bite, for a total of 36 rounds of poison damage. A cataclysm with claw, talon, or sting attacks also adds this poison damage to those attacks as well. *''Disrupting Touch'': A cataclysm with this ability adds 5d6 damage to each of its natural attacks. Creatures slain by a cataclysm with this ability or objects affected by this ability are affected as if by a ''disintegration'' spell.
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