Gore Magala (3.5e Creature)
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Gore Magala | |
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Size/Type: | Huge Dragon |
Hit Dice: | 20d12+240 (370 hp) |
Initiative: | +17 |
Speed: | 50ft. / 150ft fly (Good) |
Armor Class: | 40 (+9 Dex, +9 Wis, +6 Natural, +8 Deflection, -2 Size), touch 38, flat-footed 24 |
Base Attack/Grapple: | +20/+29 |
Attack: | +27 Bite (2d8+9) or +27 Claw (2d6+9) and Two +25 Wing-Claws (2d6+9) or +27 Tail (2d6+9) |
Full Attack: | +27 Bite (2d8+9) and Two +27 Claws (2d6+9) and Two +25 Wing-Claws (2d6+9) or +27 Tail (2d6+9) |
Space/Reach: | 20ft/10ft |
Special Attacks: | Virus Breath, Body Slam. |
Special Qualities: | Fast Healing 1, Strange Hide, Spell-Like Abilities, Change Shape, Spider Climb. |
Saves: | Fort 35, Ref 32, Will 32 |
Abilities: | Str 28, Dex 28, Con 34, Int 28, Wis 28, Cha 16 |
Skills: | Balance +33, Bluff +27, Concentration +36, Climb +33, Decipher Script +33 Escape Artist +33, Hide +24, Jump +33, Knowledge (arcana) +24, Listen +33, Move Silently +33, Sense Motive +33, Spot +33, Spellcraft +33, Survival +33, Tumble +33. |
Feats: | AC Bonus, Improved Overrun, Multi-attack, Improved Feint, Darkvision Superior Initiative. |
Environment: | Any excluding Plains |
Organization: | Always Solitary (Newly settled = 2d10 Medium & 1 large Thrall, Long time settled = 2d20 Small, 5d10 Medium & 2d4 Large) |
Challenge Rating: | 20 (Currently Untested) |
Treasure: | Standard |
Alignment: | Always Chaotic, Usually Evil |
Advancement: | 21-35 (Gargantuan) |
Level Adjustment: | — |
Moving with a swinging grace, this massive hulking beast glares with malicious intent. It begins to run towards you, darting left then right then into the air, crashing down on you.
The Gore Magala is a slender yet powerfully built beast with sleek black fur in a mane around its neck and along its wings with a smooth leathery hide everywhere else. Like most Dragons, the Gore Magala has two back legs, a long thick tail, two front arms and a pair of wings that sprout from its shoulders. However, the Gore Magala has uncanny control over these arm-like wings and can use them to attack just as though they were claws or use them as hands to manipulate objects. It is often colored purple, tinged unusual colourations ranging from pink and red to blue. This coloration helps it maintain a low visual signature while flying at night, which is its favored hunting time.
A Gore Magala usually has no den but instead wanders aimlessly. Intelligent and powerful enough to take care of itself it fulfills its own mysterious purposes. On rare occasions a Gore Magala will settle in an area and begin to transform it by blocking off rivers and digging new ones, excavating hills and raising mountainous walls. On top of this, it begins to convert the local wildlife or population into thralls, much in the way that a vampire would create thralls.
The Gore Magala can speak Draconic, as well as many other languages (Common, Elven and Dwarven among them), but will tend not to speak to lesser beasts such as humans or elves. A Gore Magala is more likely to kill or enthrall a creature that seeks it out than converse with it.
Combat
In combat, the Gore Magala is a careful fighter who anticipates an enemies movements and counters accordingly. It will often feign attacks or act as though fleeing before making an unexpected attack. Its most favored way to confuse enemies is to fly directly upwards perhaps 50 to 100 feet then fall on their attackers, using the weight of their body and the force of gravity to kill its opponent.
AC Bonus: (Ex) The Gore Magala gains its Wisdom Bonus as AC bonus. This bonus does not apply when the Gore Magala is Flat Footed.
Virus Breath: (Ex) The Gore Magala often employs a form of breath weapon which is not shared by any of its draconic kin. Once per 1d6 rounds, as a standard action, the Gore Magala can spew forth a 60 ft. long by 60 ft. wide cone of spores which infect creatures caught within. A successful reflex save (DC 28) against this negates the following effects. If a creature caught by the cloud fails its reflex save, it must make a fortitude save against DC 25 or be infected by the Gore Magala's Virus. The virus has no incubation period and begins to affect the subject immediately. Each round the subject must make an additional fortitude save against DC 25 (+1 for each consecutive failed save) and each time the subject fails a save it temporarily loses 1d6 Con. If the subject's Con reaches zero, it falls and rises next round as a Thrall. If the subject passes a save the DC goes down by 1 and they must make it again. If they pass a second time, they have resisted the Virus and cannot be affected by it for the next 24 hours.
Thralls of the Gore Magala are not zombies; they retain their personalities but lose almost all of their previous memories and do not recognize the authority of any but the Gore Magala. They have the same statistics as they had prior to their turning and their Con is restored to its original value, but they lose any spell casting abilities they had in life. In appearance, a thrall is very obviously a thrall; they are surrounded by a mysterious purple smoke, their skin is tinged purple and their eyes glow with a faint purple light. A thrall will carry out the orders of the Gore Magala regardless of if it would result in the thrall's death. A Gore Magala has no telepathic link with its Thralls and must give them orders either in person or through other Thralls. If the Thralls are of Intelligence 2 or lower, they follow simple commands such as Guard, Attack or Stay.
Should their creator die, the Gore Magala's Thralls simply carry out their given orders or, if they had non, stand around and starve to death. To bring a Thrall back and restore it to the thing it once was, a Remove Curse spell must be cast on it by a caster of CL 18 or higher. Creatures that are not living, such as Undead or Constructs (With the exception of Flesh Golems) are immune to The Virus. Additionally, other Gore Magala's are immune to the Virus as well as creatures with natural Fast Healing 2 or more. Creatures not native to the Material plane get a +10 on all their Fortitude saves against the Virus.
Body Slam: As a Standard Action, the Gore Magala can make a controlled drop onto a target. The Gore Magala must be at lest 50 ft. above the ground when it drops. Upon hitting the ground, calculate falling damage as appropriate. Any fall damage inflicted upon the Gore Magala by this attack is Non-Lethal. All targets in the affected area (The 20x20ft. square the Gore Magala occupies) must make a reflex save against DC 28 or take 10d6+5 +2d6+1 for each 10 ft. above 50 ft. that the Gore Magala dropped. Successful saves against this take half damage (Or non if target has Evasion Feat).
Spell Like Abilities: The Gore Magala has these Spell Like Abilities.
- Sculpt Earth: This spell acts almost exactly like the spell Move Earth except that it can also move stone, allowing the Gore Magala to create small rock formations or pits.
- Stone shape: The Gore Magala uses this ability to form walls from protrusions of stone, or to create bridges over pits for its thralls.
- Hardening: The Gore Magala uses this spell to harden the makeshift walls of the crude fortresses it builds.
- Mind Blank: The Gore Magala can use the Mind Blank spell on itself at will.
- True Seeing: The Gore Magala can use the True Seeing spell on itself at will.
Change Shape: (Su) A Gore Magala can partially assume the shape of any Medium humanoid. In humanoid form, the Gore Magala loses its natural attacks and gains new natural attacks. These attacks are +29 Bite 1d8+9 and/or +29 Claws 1d6+9. A Gore Magala can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a Gore Magala reverts to its natural form when killed. A true seeing spell or ability reveals its natural form. Though able to change its form, the Gore Magala cannot hide its true form completely. Any form it assumes still has thick purple hide for skin, bladed claws for fingers and a dragon-like face.
Strange Hide: (Ex) The Gore Magala's hide is highly resistant to magic and energy, affording it Spell Resistance 20 and Damage Reduction 15 against all forms of energy (acid, cold, electricity, fire, or sonic.)
Fast Healing 1: (Ex) Because of a combination of improved clotting platelets and naturally regenerative tissue, the Gore Magala has Fast Healing 1.
Spider Climb: (Ex) The Gore Magala is always considered to be under the effects of the Spider Climb spell.