101 Variant Monsters Update (#9)
I finished 7 more variant monsters today, getting into the
much more challenging CR 19 and 20s; I have just 3 more to do. One of which I
know will be the Tarrasque as I plan to make him the King of Kaiju!
Today it was Cogent
(Shoggoth), Kabiri Demon (Demon, Vrolikai), Myrkviðr Linnorm (Taiga, Linnorm), Void
Serpent (Deep Sea Serpent), Celestial Serpent (Linnorm, Tarn), Gibborim Behemoth
(Behemoth, Thalassic), Maskim Devil (Devil, Pit Fiend)
Today I give a preview of the void serpent.
Void Serpent (Deep Sea Serpent)
Description This
enormous, unsettling flying serpent is
utterly black, seeming to absorb all light save glowing red, bulging eyes and
rounded jaws filled with long, jagged black teeth. Sometimes called null
dragons and emissaries of annihilation, these monsters are the bane of all
existence, particularly dragonkind. Ironically the greatest of all
dragonslayers is itself a dragon as they hate all dragon kind even themselves.
Some sages claim that spheres of annilation are really void serpent eggs.
Subtype extraplanar
this replaces the deep sea serpent’s aquatic subtype
Speed 10 ft., fly
90 ft. this replaces a deep sea serpent’s normal speed and surge ability
Abrogate (Su) The
void serpent negates the benefits of its opponent’s strongest offensive combat ability
(subject to GM adjudication). This can be either some personal power (such as
the highest level class ability or a creatures highest level of spell-casting
or spell-like abilities) or simply the beings highest ability score, which no
longer provides any bonus while within range (no save). This ability extends to
a range of 1,000 ft. This ability affects eidolons and intelligent magic items
(but not intelligent artifacts), treating them as separate enemies. However, it
has no effect upon non-intelligent magic items.
This replaces a deep sea serpent’s elusive defensive
ability.
Entropic Wounds (Ex)
The void serpent’s physical attacks cause damage that is resistant to healing.
Natural healing, supernatural healing and extraordinary forms of healing (such
as fast healing and regeneration) of healing require the subject to make a
successful Fort save (DC 30) each time they attempt to heal the damage. Failure
means in that damage cannot be healed by that particular form of healing. Healing
via spells and/or spell-like abilities requires a successful caster level check
DC 30 as do the use of spells or effects that would return a creature to life,
and those returned to life gain an additional negative level (even those raised
by true resurrection). The save DC is Constitution-based.
This replaces a deep sea serpent’s capsize special attack.
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