| Post/Author/DateTime | Post |
|---|---|
| Nilbog03-30-08, 05:27 PM | Living Night Colossal Ooze Hit Dice: 30d10+270 (435 hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 15 ft. Armor Class: 1 (–8 size, –1 Dex), touch 1, flat-footed 1 Base Attack/Grapple: +22/+52 Attack: Bite +28 melee (4d6+14) Full Attack: 3 bites +28 melee (4d6+14) Space/Reach: 15 ft./10 ft. Special Attacks: Constrict 4d6+21, dark aura, improved grab, negative energy aura Special Qualities: Blindsight 60 ft., DR 15/good and 5/-, ooze traits, regeneration 8, resistance to fire and cold 15, SR 29 Saves: Fort +26, Ref +5, Will +5 Abilities: Str 38, Dex 1, Con 28, Int —, Wis 1, Cha 1 Skills: - Feats: — Environment: Any land and underground Organization: Solitary, troupe (1 plus 2-8 ghasts), or apocalypse (2-5 plus 4-24 wights and 10-40 ghasts) Challenge Rating: 19? Treasure: None Alignment: Always neutral evil Advancement: 31+ HD (Colossal) Level Adjustment: — A living night is a pitch-black ooze ringed with toothy mouths. It radiates an aura of darkness and negative energy. The typical living night resembles a small hill, measuring 65 feet across and 25 to 30 feet high. It weighs about 150 tons. Far larger specimens have been reported; a tale told by maddened plane-travelers describes a planet which is all a single living night, its surface roamed by undead. A living night originates from the darkest cesspools of evil in nightmare planes. When summoned or otherwise brought to the Material Plane, it moves through blasted regions, especially on worlds torn by horrific wars. Undead tend to follow it due to the negative energy radiating from it. Communities in its path often suffer a terrible fate. Terror spreads with the approaching darkness. Towns fall before the rampaging undead; the survivors flee, often directly into the maws of the living night. When several living nights are found together, mass destruction is the inevitable result. Combat A living night attacks by tearing its prey with its muscular, tooth-rimmed mouths. Constrict (Ex): A living night crushes and tears grappled creatures, dealing normal bite damage and 4d6+21 bludgeoning damage (for a total of 8d6+35 damage) with a successful grapple check. Dark Aura (Su): A living night radiates darkness and negative energy. The area within 200 feet of a living night is treated as total darkness regardless of the normal conditions; the area within 1,000 feet of a living night is treated as moonlit if it would normally be in full daylight, or as total darkness if it would normally be moonlit. Past this range, the dimming of light is insufficient to affect vision, but it is noticeable out to a range of one mile. Improved Grab (Ex): To use this ability, a living night must hit with a 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 constrict. Negative Energy Aura (Su): A living night is surrounded by negative energy out to a radius of 120 feet. Within this radius, living creatures take 1d6 negative energy damage per round and undead are healed of 1d6 damage per round. Regeneration (Ex): Fire and holy weapons deal normal damage to a living night. |
| bhu03-30-08, 07:32 PM | eeexcellent... |
| DebiHuman03-31-08, 03:26 PM | Now that is creepy. It makes me wish I ran high level campaigns. Debby |