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http://fc06.deviantart.net/fs14/f/2007/029/8/6/Lurking_Horror_by_nanya.jpg {{OldCreature|name=Lurking Horror|size=Huge|type=Aberration|subtype=Air, Earth, Fire, Water| HD=12d8+144|HP=198| speed=50|squares=10|alt-speed=Fly 50' (Good); Swim 50'; earth glide|init=+5| AC=25|tAC=20|ffAC=20|AC-detail=+5 Dex, +5 deflection, +5 natural| BAB=+9|grapple=+33| attack=Bite +17 (2d8+12 plus 2d6 fire)| f-attack=Bite +17 (2d8+12 plus 2d6 fire) and two spines +17 (2d4+4 plus 2d6 fire) and two claws +17 (2d4+4 plus 2d6 fire)|space=15'|reach=30'| spec-atk=Elemental Maelstrom, Improved Grab, Swallow Whole|SQ=Alien Mind, Claws Aflame, Damage Reduction 15/mithril, Energy Retort, Feast Healing 3, Malleable Form| fort=+16|ref=+9|will=+14| str=26|dex=20|con=34|int=14|wis=22|cha=12| skills=|feats=Multiattack, Improved Multiattack, Combat Reflexes, Power Attack, Ability Focus (Elemental Maelstrom)| env=The Elemental Planes|org=Solitary, pack (2d3+1), or battalion (5d4+5)| CR=9| treasure=None| align=Always True Neutral|advancement=13-20 HD (Huge), 21-40 HD (Gargantuan)|favored class=by Hit Dice|LA=--}} '''Alien Mind (Su)''' A lurking horror is immune to mind-affecting abilities. In addition, if a lurking horror is targeted with a mind-affecting ability, the lurking horror (reflexively, out of turn, and without consuming an action) immediately uses a perfect copy of the same ability on the target that used it on it, except that it substitutes its Hit Dice for the caster level (if required) and uses its ability scores to determine the saving throw DC. '''Claws Aflame (Su)''': A lurking horror's natural attacks deal an additional 2d6 points of fire damage. '''Earth Glide (Su)''': A lurking horror can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A ''move earth'' spell cast on an area containing a burrowing lurking horror flings the creature back 30', stunning it for 1 round unless it succeeds on a Fortitude save versus the spell's DC. '''Elemental Maelstrom (Su)''': As a standard action, a lurking horror can surround itself with a conflagration of elemental energies. All creatures excluding the lurking horror within 50' take 4d6 acid damage, 4d6 cold damage, 4d6 electrical, 4d6 fire damage, and 4d6 sonic damage. A successful Reflex save (DC 20; the saving throw is Charisma-based and includes a +2 bonus for the lurking horror's Ability Focus feat) halves the damage. '''Energy Retort (Su)''': If a lurking horror is damaged with acid, cold, electrical, fire, or sonic damage, it instead heals one-third of the damage it would have received. Further, if the source of the effect is within 400', it also immediately makes a ranged touch attack against the source of the effect, dealing 1d6 points of energy damage per caster level of the triggering effect, matching the damage type that was inflicted upon it. Should the triggering effect have no caster level (such as a pool of lava), this ability instead only deals 1d6 damage. '''Improved Grab (Ex)''': To use this ability, a lurking horror must hit with its bite attack. 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 and can attempt to swallow the opponent the following round. '''Malleable Form (Ex)''': A lurking horror is treated as being two size categories smaller or larger when determining the affects of size for all cases where it would be beneficial to do so, including reach, bonuses to skills, and armor class. A lurking horror does not actually alter its size when using this ability: it is merely treated as always having the most advantageous size. '''Swallow Whole (Ex):''' When a lurking horror begins its turn with a grappled opponent of its size or smaller in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 2d8+16 points of bludgeoning damage plus 2d6 acid damage, 2d6 cold damage, 2d6 electrical, 2d6 fire damage, and 2d6 sonic damage per round from the lurking horror's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge lurking horror's interior can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.
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