Eldrazi Walker (3.5e Creature)
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Eldrazi Walker- | |
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Size/Type: | Gargantuan Outsider |
Hit Dice: | 20d8+180 (240 hp) |
Initiative: | +0 |
Speed: | 70ft |
Armor Class: | 14, touch 6, flat-footed 14 |
Base Attack/Grapple: | +5/+30 |
Attack: | Slam (4d6+4 Damage) |
Full Attack: | 4 Tentacles (1d8+1 Damage) |
Space/Reach: | 20ft/15ft/30ft (Tentacles) |
Special Attacks: | Improved Grab, Constrict |
Special Qualities: | Antimagic Aura, Withering Touch, Draining Aura, Resist Magic 10, Frightful Presence, Outsider Traits |
Saves: | Fort +15, Ref +6, Will +6 |
Abilities: | Str 29, Dex 11, Con 29, Int 4, Wis 11, Cha 11 |
Skills: | Spot -2, Diplomacy -2, Bluff -4, Intimidate +10 |
Feats: | None |
Environment: | Any |
Organization: | Solitary |
Challenge Rating: | 15 |
Treasure: | Double Standard |
Alignment: | True Neutral |
Advancement: | None |
Level Adjustment: |
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As I wandered through the countryside, I saw a grotesque monster, around 35 feet in height and roaring in an incomprehensible voice. As it walked through the land, animals seemed to flee at its gaze, leaves seemed to wither around it, and it seemed as though it repelled life itself. Alas, as I saw it grab a Elephant with it's tentacle and suck the life force out of it, I ran as fast as I could. ;mdash& Don Fabian, Merchant
An Eldrazi wears a faceless bony plate and towers at 35 ft tall. They have 4 tentacles and have eerie yet humanlike bodies and masks alike.
Combat
Tentacles have 30hp each and can be damaged as though they were creatures through a sunder check. Upon losing a tentacle, it regrows in 1d10+1 days
Improved Grapple (Ex): To use this ability, an eldrazi walker must hit an opponent of any size with a tentacle 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. on Constrict (Ex): An eldrazi deals 3d6+7 bonus damage on a successful grapple check.
Withering Touch (Ex): An eldrazi's touch drains the very life of its targets. Up to twice a turn per person, upon making contact or failing a check to the eldrazi,the other unit must make a DC 18 Fortitude save. Upon failing the save, that player loses 1d6 permanent constitution.
Draining Aura (Ex): The mere presence of the eldrazi siphons energy from nearby foes, dealing 1d6 Damage to all enemies within 20ft of the eldrazi at the beginning of the eldrazi's turn. The eldrazi gains temporary hit points equal to twice the damage dealt. These temporary hit points last for 2 hours.
Frightful Presence (Ex) When the eldrazi makes an attack or moves within 20ft of the eldrazi, nearby enemies must make a DC 20 save or be shaken for 8 rounds. Enemies that resist or are affected are immune for 24 hours.
Antimagic Aura (Ex) Spells cast within 20ft have a 20% chance of failure.