Lurking Horror

From Fax Encyclopedicus

Jump to: navigation, search
(Created page with '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+1…')
 
Line 1: Line 1:
http://fc06.deviantart.net/fs14/f/2007/029/8/6/Lurking_Horror_by_nanya.jpg
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|
+
<big>'''Lurking Horror'''</big><br>
-
HD=12d8+144|HP=198|
+
Huge Aberration (Air, Earth, Fire, Water)<br>
-
speed=50|squares=10|alt-speed=Fly 50' (Good); Swim 50'; earth glide|init=+5|
+
'''HD''' 12d8+144 (198 HP)<br>
-
AC=25|tAC=20|ffAC=20|AC-detail=+5 Dex, +5 deflection, +5 natural|
+
'''Speed''' 50 ft. (10 squares); Fly 50' (Good); Swim 50'; earth glide<br>
-
BAB=+9|grapple=+33|
+
'''Init:''' +5<br>
-
attack=Bite +17 (2d8+12 plus 2d6 fire)|
+
'''AC''' 25; touch 20; flat-footed 20<br>
-
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'|
+
:(+5 Dex, +5 deflection, +5 natural)<br>
-
spec-atk=Elemental Maelstrom, Improved Grab, Swallow Whole|SQ=Alien Mind, Claws Aflame, Damage Reduction 15/mithril, Energy Retort, Feast Healing 3, Malleable Form|
+
'''BAB''' +9; '''Grp''' +33<br>
-
fort=+16|ref=+9|will=+14|
+
'''Attack''' Bite +17 (2d8+12 plus 2d6 fire)<br>
-
str=26|dex=20|con=34|int=14|wis=22|cha=12|
+
'''Full-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)<br>
-
skills=|feats=Multiattack, Improved Multiattack, Combat Reflexes, Power Attack, Ability Focus (Elemental Maelstrom)|
+
'''Space''' 15' ft.; '''Reach''' 30' ft.<br>
-
env=The Elemental Planes|org=Solitary, pack (2d3+1), or battalion (5d4+5)|
+
'''Special Attacks''' Elemental Maelstrom, Improved Grab, Swallow Whole<br>
-
CR=9|
+
'''Special Qualities''' All-Around Vision, Alien Mind, Aura of Terror, Claws Aflame, Damage Reduction 15/mithril, Darkvision 60', Energy Retort, Fast Healing 3, Malleable Form, Spell-Like Abilities, Tremorsense 60'<br>
-
treasure=None|
+
'''Saves''' Fort +16 Ref +9 Will +14<br>
-
align=Always True Neutral|advancement=13-20 HD (Huge), 21-40 HD (Gargantuan)|favored class=by Hit Dice|LA=--}}
+
'''Abilities''' Str 26, Dex 20, Con 34, Int 14, Wis 22, Cha 12<br>
 +
'''Skills''' Hide +20, Listen +21, Move Silently +20, Search +4, Spot +25<br>
 +
'''Feats''' Multiattack, Improved Multiattack, Combat Reflexes, Power Attack, Ability Focus (Aura of Terror)<br>
 +
'''Environment''' The Elemental Planes<br>
 +
'''Organization''' Solitary, pack (2d3+1), or battalion (5d4+5)<br>
 +
'''Challenge Rating''' 11<br>
 +
'''Treasure''' None<br>
 +
'''Alignment''' Always True Neutral<br>
 +
'''Advancement''' 13-20 HD (Huge), 21-40 HD (Gargantuan); '''Favored Class''' by Hit Dice<br>
 +
'''Level Adjustment''' --
-
'''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.
+
Lurking horrors are so named due to their proclivity for hiding within dirt or stone, pouncing out of the ground, consuming its prey, and returning to the safety of the earth. While native to the elemental planes, it is theorized that they did not originate there as they do not share many traits with elementals.
 +
 
 +
Lurking horrors seem to exist as a sort of aberrant, elemental response to inevitables, though this is only theorized. While they are capable of speaking all the elemental languages, most lurking horrors are not interested in discussion and would prefer to feed their hungry gullet.
 +
 
 +
'''All-Around Vision (Ex)''': A lurking horror's many eyes across its torso allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A lurking horror can't be flanked.
 +
 
 +
'''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.
 +
 
 +
'''Aura of Terror (Su)''': A lurking horror's menacing presence renders its foes paralyzed in fear. Any creature within 60' of a lurking horror when it makes a bite attack must make a DC 20 Fortitude save or be rendered paralyzed for one round, and must also make a DC 20 Will save or become shaken. This ability cannot force a creature to become frightened or panicked. The saving throws are Charisma-based and include a +2 bonus for the lurking horror's Ability Focus feat.
'''Claws Aflame (Su)''': A lurking horror's natural attacks deal an additional 2d6 points of fire damage.
'''Claws Aflame (Su)''': A lurking horror's natural attacks deal an additional 2d6 points of fire damage.
Line 23: Line 40:
'''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.  
'''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.
+
'''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 18; the saving throw is Charisma-based) 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.
'''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.
Line 31: Line 48:
'''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.
'''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.
+
'''Spell-Like Abilities (Sp)''': Caster level equal to Hit Dice. 2/day -- ''plane shift, summon monster V'' (elementals only)
 +
 
 +
'''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, but since a lurking horror can be treated as a Colossal creature due to its Malleable Form ability, its stomach can actually contain 1 Colossal, 2 Gargantuan, 4 Huge, 8 Large, 32 Medium, 128 Small, 512 Tiny, or 2048 Fine or smaller opponents.

Current revision as of 02:45, 17 November 2010

Personal tools
Google AdSense