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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> <big><u>'''Cataclysm'''</u></big> '''(CR 20)'''<br> Usually NE Large Aberration (Varies; See Text)<br> '''Class''' None<br> ---- <big>'''Pre-combat'''</big><br> '''Init:''' +30; '''Senses:''' Awareness +30; Darkvision 60'<br> '''Languages:''' All languages; telepathy 1 mile ---- <big>'''Defense'''</big><br> '''AC''' 44; touch 44; flat-footed 39<br> :(-1 Size, +15 Hero, +5 Dex, +15 Deflection)<br> '''HP''' 630 (30d8+390 HD); '''DR''' 5/-<br> '''GD''' 18<br> '''Immune''' Mind-Affecting; '''Resist''' None; '''Weak''' None<br> '''Fort''' +26 '''Ref''' +25 '''Will''' +30<br> '''SR''' 30<br> '''HV''' 15 '''SQ''' Aura of Terror, Resilience, Variable Defenses ---- <big>'''Offense'''</big><br> '''Speed''' 50' ft. (10 squares); None<br> '''Melee''' 2 claws +29 (2d6+7)<br> '''Ranged''' None<br> '''Space''' 10' ft.; '''Reach''' 10' ft.<br> '''BAB''' +22; '''Grp''' +34<br> '''Attack Options''' <br> '''Special Actions''' <br> '''Combat Gear''' None ---- <big>'''Post-Combat'''</big><br> '''Death:''' Death Throes (15d6 force, 50' radius, DC 38 Reflex half)<br> '''Linger:''' Poison (15 points for 13 rounds, DC 38 Fort neg); Boon (granted ability)<br> '''Treasure:''' None ---- <big>'''Other'''</big><br> '''Abilities''' Str 24 Dex 20 Con 36 Int 24 Wis 20 Cha 40<br> '''Apprentice Skills''' (d20+20+mod) Bluff, Decipher Script, Diplomacy, Disguise, Intimidate, Sleight of Hand<br> '''Journeyman Skills''' (d20+20+mod+mod) Acrobatics, Awareness, Grapple, Initiative, Stealth<br> '''Mastered Skills''' (d20+20+mod+mod) None ---- <big>'''Feats'''</big><br> ''Ability Focus:'' A cataclysm gains a +2 bonus on the Save DC for its Aura of Terror ability. <br> ''Cleave:'' If a cataclysm deals a creature enough damage to make it drop (that is, render it unconscious or dead), it gets an immediate, extra melee attack against another creature within reach. It can take up to two 5-foot steps before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. For each 5-foot step the cataclysm forgoes, it may make an additional attack after dropping an opponent at a penalty (-2 for the first additional attack, and -4 for the second) It can use this ability once per round. (10 pts)<br> ''Combat Reflexes:'' A cataclysm may make a number of additional attacks of opportunity equal to its Dexterity bonus (5). It may also make attacks of opportunity while flat-footed. As a cataclysm has X prowess invested in this feat, it gains an additional 3 attacks of opportunity per round, for a total of 8 attacks of opportunity per round. (18 pts)<br> ''Dodge:'' A cataclysm may designate an opponent during its turn and receive a +3 dodge bonus to Armor Class against attacks from that opponent. (12 pts)<br> ''Evasive Dodge:'' A cataclysm may substitute a 10' step for an attack of opportunity. This action still consumes an attack of opportunity for the round. (10 pts)<br> ''Flick of the Wrist:'' If a cataclysm has not attacked in this round, it may spend a swift action to make two attack with a light, one-handed, or natural weapon at its full Base Attack Bonus. (13 pts)<br> ''Great Fortitude:'' A cataclysm gains a +4 bonus on Fortitude saving throws. (8 pts)<br> ''Iron Will:'' A cataclysm gains a +4 bonus on Will saving throws. (8 pts)<br> ''Lightning Dodge:'' If a cataclysm is attacked by the target of its dodge feat in melee and still may make an attack of opportunity this round, it may forgo an attack of opportunity this round and make a 5' step. Alternatively, a cataclysm may instead teleport to the other side of its attacker, directly into a position that would have provided flanking for its original space. When it does this, its body becomes like a living spark and it passes through its target, dealing 5d6 points of electricity damage. A successful Reflex save (DC 20 + Con modifier; DC 34 for a standard cataclysm) negates this damage. Using this feat in this fashion is a supernatural ability. A cataclysm may only use this feat once per round, even though a cataclysm has the ability to take multiple attacks of opportunity in a round. (23 pts)<br> ''Lightning Reflexes:'' A cataclysm gains a +4 bonus on Reflex saving throws. (8 pts)<br> ''Power Attack:'' On the cataclysm's action, before making attack rolls for a round, it may choose to subtract a number from all melee attack rolls and add twice the same number to all melee damage rolls. This number may not exceed its base attack bonus. The penalty on attacks and bonus on damage apply until its next turn. (10 pts) ---- <big>'''Abilities'''</big><br> ''Death Throes:'' 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.<br> ''Deflective Presence:'' A cataclysm adds its Hero Value to its touch Armor Class, and adds its Charisma modifier to its Armor Class as a Deflection bonus.<br> ''Variable Defenses:'' A cataclysm has a number of abilities selected from the Variable Defenses chart below equal to one-quarter its Hit Dice.<br> ''Aura of Terror:'' 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 + 2; DC 42 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.<br> ''Resilience:'' A cataclysm gains maximum Hit Points per Hit Die.<br> 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'. *''Boon:'' A cataclysm with this ability may grant a boon to a number of creatures equal to its Charisma modifier (15 for a standard cataclysm). A cataclysm must have an ability itself in order to grant it as a boon. Up to an equal number of creatures within 100' of a cataclysm when it dies also immediately gain the cataclysm's boon as a permanent, supernatural effect. Creatures affected by a cataclysm's boon gain one of the following properties, as determined by the DM upon creating the cataclysm: Blindsense 30', Damage Reduction variable defense ability, Elemental Affinity variable defense ability, Evasion, Flight variable defense ability, Intense Fortitude, Mindsight variable defense ability, Natural Attacks variable defense ability, or Tremorsense 30'. Creatures granted a cataclysm's boon (but not those who receive the boon as it dies) gain some of the cataclysm's appearance as their own, typically a sigil or marking on the forehead, an aura, or (rarely) horns, claws, or similar physical alterations. A cataclysm takes a -1 penalty to its Hero Value for each creature it has a boon granted to at a time. A cataclysm may grant or cease a boon as a swift action on one or multiple creatures at any distance (including across planar boundaries) and for any reason. *''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). *''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. *''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. *''Fearsome Gaze'': A cataclysm with this ability gains a gaze attack with a save DC equal to 10 + 1/2 its Hit Dice + its Charisma modifier (DC 40 for a standard cataclysm), selected from the following options and with the save altered according to the table: ::{|class="class zebra bordered header" |Effect || Duration || Save Type || Save DC Modifier |- |Blind || 1d3 rounds || Fortitude || +0 |- |Confusion || 1 round || Will || +0 |- |Daze || 1d3 rounds || Will || +0 |- |Elemental damage (acid, cold, electricity, fire, or sonic)<sup>1</sup> || Instantaneous || Reflex || +3 |- |Immobilize || 1d4+1 rounds || Fortitude || +0 |- |Incorporeal || 2d2 rounds || Fortitude || -3 |- |Nauseate || 1d3 rounds || Fortitude || +3 |- |Petrify || Permanent || Fortitude || -5 |} ::<sup>1</sup>If a cataclysm has an elemental subtype, this damage matches that type; otherwise, it is at the cataclysm's discretion. *''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. *''Improved Grab'': A cataclysm with this ability gains the Improved Grab ability, usable with touch attacks, claws, and bite attacks. *''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. *''Spell-Like Abilities'': A cataclysm with this ability chooses a number of spells equal to its Charisma modifier (15 for a standard cataclysm) that are of a level that a spellcaster of level equal to the cataclysm's Hero Value could cast and gains the selected spells as spell-like abilities. Alternatively, the cataclysm chooses an equal number of psionic powers that are of a level that a manifester of level equal to the cataclysm's Hero Value could manifest and gains the selected powers as psi-like abilities. In all instances, treat the cataclysm's Hero Value as its caster or manifester level, as appropriate, and use the cataclysm's Charisma modifier to set the psi-like or spell-like abilities' save DCs. Each such ability is usable once per day, and a spell or power may be selected multiple times to grant multiple uses in a day. A cataclysm that gains psi-like abilities in this manner gains the Psionic subtype. *''Swallow Whole'': A cataclysm with this ability who has a bite attack gains the Swallow Whole ability. *''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 10 + 1/2 its Hit Dice + 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. ===Ecology=== So named because the first of such creatures emerged from a magical conflict and decimated both sides, cataclysm are cause for plane-wide (and even cross-planar) alarm. The appearance of a cataclysm is rarely, if ever
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