Devastation Centipede
Devastation Centipede
CHAPTER 5:
retains all class abilities it had as a lich. comes in two types: the hunter and the web spinner. The
MONSTERS
hunter hunts its prey rather than using its webs to trap
CREATING SOUL GEMS food (though it does still possess the capability to spin
Liches have phylacteries that allow them to reappear webs, using them as its nest), while the web spinner uses
1d10 days after their apparent death, as do demiliches. a sheet web to trap prey. Hunting spiders are faster (their
Demiliches also have eight soul gems, each of which acts higher speed values are given in parentheses).
like a phylactery in its own right. If all the soul gems, as
well as the demilich’s phylactery, are not destroyed after a Combat
demilich is downed, the demilich reappears 1d10 days Devastation spiders use their poisonous bite to subdue or
after its apparent death. The soul gems also allow the kill prey.
demilich to use its most devastating ability, trap the soul Poison (Ex): Bite, Fort save (DC 94); initial and sec-
(see above). ondary damage 2d12 temporary Con.
Each demilich must make its own soul gems, which Web (Ex): Both types of devastation spiders often wait
requires the Craft Wondrous Item feat. The lich must in their webs, then lower themselves silently on silk
be a sorcerer, wizard, or cleric of at least 21st level. Each strands and leap onto prey passing underneath. A single
soul gem costs 120,000 gp and 4,800 XP to create and web strand is strong enough to support the spider and
has caster level equal to that of its creator at the time one creature of Gargantuan size.
of creation. Web-spinning devastation spiders can cast a web eight
Soul gems appear as egg-shaped gems of wondrous times per day. This is similar to an attack with a net but
quality. They are always incorporated directly into the has a maximum range of 150 feet, with a range increment
concentrated form of the demilich. For instance, a demi- of 30 feet, and is effective against targets of up to Gar-
lich skull might place the gems in the eye and tooth sock- gantuan size (see Chapter 7 of the Player’s Handbook for
ets of the skull, while a demilich hand might integrate more information on net attacks). The web anchors the
the gems as faux joints. target in place, allowing no movement.
An entangled creature can escape with a successful
Escape Artist check (DC 38) or burst it with a Strength
DEVASTATION VERMIN check (DC 44). Both are standard actions.
Devastation vermin are mindless agents of destruction, Web-spinning spiders often create sheets of sticky
time-forgotten remnants from an alternate multiverse webbing about 1,000 feet square. They usually position
that comes into synch with our own only once every few these sheets to snare flying creatures but can also try to
thousand eons. trap prey on the ground. Approaching creatures must
Devastation vermin are creatures that have slumbered succeed at a Spot check (DC 20) to notice a web; other-
beneath the surface of the earth for untold centuries, wise, they stumble into it and become trapped as
hidden away and undisturbed. Often, devastation vermin though by a successful web attack. Attempts to escape
are awakened by the encroachment of civilization into or burst the webbing gain a +5 bonus if the trapped crea-
their nests, or the area above them. When disturbed, dev- ture has something to walk on or grab while pulling
astation vermin erupt from the soil with ravenous free. Each 5-foot section has 24 hit points, and sheet
appetites, leaving swaths of destruction in their paths as webs have damage reduction 20/fire. A devastation
they feed. spider can move across its own sheet web at its climb
Vermin Traits: Immune to mind-affecting effects speed and can determine the exact location of any crea-
(charms, compulsions, phantasms, patterns, and morale ture caught in the web.
effects). Skills: Web-spinning devastation spiders receive a +4
racial bonus on Hide and Spot checks. Hunting spiders
DEVASTATION CENTIPEDE receive a +6 racial bonus on Jump checks and a +8 racial
Devastation centipedes can cover vast distances bonus on Spot checks (using the modifiers given in
quickly, consuming Large and smaller creatures as they parentheses). *All devastation spiders gain a +8 compe-
travel. tence bonus on Hide and Move Silently checks when
using their webs.
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DEVASTATION SCORPION Poison (Ex): Sting, Fort save (DC 95); initial and sec-
The devastation scorpion is an aggressive hunter, scut- ondary damage 2d12 temporary Str.
tling quickly through terrain in search of food. Skills: Devastation scorpions receive a +4 racial bonus
on Climb, Hide, and Spot checks.
Combat
In addition to its deadly claws, the devastation scorpion DEVASTATION BEETLE
has a highly toxic sting from its tail. Devastation beetles are ravenous when they first appear,
Improved Grab (Ex): To use this ability, the devasta- consuming anything and everything in the vicinity.
tion scorpion must hit with its claw attack. If it gets a
hold, it hangs on and squeezes. Combat
CHAPTER 5:
Squeeze (Ex): A devastation scorpion that gets a hold A devastation beetle uses both its sheer bulk and its spe-
MONSTERS
178
CHAPTER 5:
MONSTERS
presented in this chapter) gain
Gargantuan and smaller creatures for 30d10+24 points one age category per 5 Hit Dice beyond great wyrm.
of damage. Opponents who do not make attacks of Size: One important element of dragon advancement
opportunity against the devastation beetle can attempt is increasing size. The dragons that don’t reach Colossal
a Reflex save (DC 90) to halve the damage. size by the great wyrm stage can never reach it according
Acid Cloud (Ex): A devastation beetle exudes a con- to the standard advancement rules. When advancing a
stant vapor that radiates outward in every direction for 60 dragon, consider its basic size group: lesser (white, black,
feet. This vapor deals 6d6 points of acid damage each brass, and copper dragons), ordinary (green, blue, and
round to anyone caught in the cloud. bronze dragons), greater (silver, red, and gold), or epic
(force and prismatic). A dragon that is Tiny as a wyrm-
ling is in the lesser group, a dragon that is Small as a
DRAGON ADVANCED wyrmling and never reaches Colossal size is in the ordi-
Like dragons in the Monster Manual—and the new vari- nary group, and a dragon that is Small to Large as a
eties presented in this chapter—have twelve age cate- wyrmling and reaches Colossal by the great wyrm stage
gories, from wyrmling to great wyrm. The advance- is in the greater group.
ment rules in the Monster Manual allow dragons A lesser dragon becomes Colossal when it gains two
theoretically infinite progression even beyond the age categories (6 Hit Dice) beyond great wyrm. It
stage of great wyrm. This book lets dragons improve increases to Colossal+ when it gains an additional four
more than their Hit Dice as they progress to epic heights age categories (12 HD). Thus, a white great wyrm
of power. reaches Colossal at 42 HD and Colossal+ at 54 HD, while
Age Category: A standard dragon (including all the a bronze great wyrm becomes Colossal at 45 HD and
dragons in the Monster Manual and Monster Compendium: Colossal+ at 57 HD.
Monsters of Faerûn) gains one “virtual age category” for An ordinary dragon becomes Colossal when it gains
every 3 Hit Dice it gains beyond the great wyrm stage. A one age category (3 Hit Dice) beyond great wyrm. It
61-HD red dragon, with 21 more Hit Dice than a standard increases to Colossal+ when it gains an additional four
great wyrm, has gained seven virtual age categories, age categories (12 HD). Thus, a green great wyrm
meaning its effective age category is nineteen. Abilities reaches Colossal size at 41 HD and Colossal+ size at 53
that function once per day per age category or otherwise HD, while a bronze dragon becomes Colossal at 42 HD
use the dragon’s age category as part of a calculation use and Colossal+ at 54 HD.
this adjusted number. A greater dragon becomes Colossal+ when it gains
Epic dragons (the force dragon and prismatic dragon four age categories (12 HD) more than it needed to reach
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