Flesh Atronach (3.5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Flesh Atronach[edit]

Flesh Atronach

CR 31

Macro-Fine Undead, Construct
Init/Senses +2/Listen +15, Spot +20
AC 45 (–8 size, –2 Dex, +25 natural, +20 profane), touch -1, flat-footed 45
hp 1300 (100d12+500 HD)
Immune Cold, electricity, and polymorph
Fort/Ref/Will +33/+31/+33
Speed 120ft
Melee 2 Slams +75 (60d8+20) or
Melee Bite +75 (45d6+15)
Ranged Thrown Object (weighing 60,000 tons or less) +65 (200d10) or
Ranged Breath Weapon (600ft line that lingers for 1d6+2 rounds, spreads out to a 60ft radius., 24d6 necrotic, DC 30 for half)
Space/Reach 5 ft./45ft/45ft
Base Atk/Grp +75/+103
Abilities Str 50, Dex 10, Con -, Int 1 or as controlling spirit, Wis 11 or as controlling spirit, Cha 1 or as controlling spirit
SQ Construct traits, Dark Vision 120ft, DR 15/Magic, Low-light Vision, Undead Traits
Feats Awesome Blow, Cleave, Combat Reflexes, Improved Initiative, Improved Bullrush, Improved Charge, Improved Grapple, Improved Sunder, Power Attack, Run, Snatch
Skills Climb +12 Jump +16 Listen +15 Spot +20 Swim +12
Advancement
Frightful Presence (Su) All who come within a mile of the Flesh Atronach must make Will saves (DC 55). Those who make their saves are shaken. Those who fail by 20 points or less are frightened. Those who fail by 21 to 40 points are panicked. Those who fail by 41 points or more are cowering. The DC is Charisma-based.
Horrific Appearance (Ex) Once per day, the controlling spirit within a flesh colossus may draw upon the negative energy latent in the construct to transform its countenance into a horrible leering visage: All within 300 feet who see this must make a Fortitude save (DC 55) or take 2d4 points of temporary Strength, Dexterity, and Constitution damage. The DC is Charisma-based.
Stomp (Ex) As a full-round action, a flesh colossus may stomp upon any adjacent area (that is, any within the area it threatens) With a DC 35 Reflex Save. It can pin two gargantuan creatures, 4 Huge, 8 Large, 16 Medium, etc. If successful, the stomp deals double damage (80d8+25) and pins the victim until the colossus chooses to release him or her.
Magic Immunity (Ex) A flesh colossus is immune to all magical and supernatural effects except those that use negative energy (see below).
Negative Energy Affinity (Su) Any negative energy spell targeted at the colossus repairs damage taken by the colossus equal to the damage received multiplied by the spell level (Example, Inflict Moderate Wounds cast by a 3rd level Cleric deals 2d8+3 necrotic damage and is a 2nd level spell, so 2d8+3x2 HP repaired)
Earth-Shaking Movement (Ex) As a bonus action after moving at least 10 feet on the ground, the Flesh Atronach can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Fort save or the creature’s concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Reflex save. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength check as an action to escape. Another creature within 5 feet of the buried creature can use its Help action to clear the rubble. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped.
Swallow Whole (Ex) If a Flesh Atronach has established a grapple with another creature, it makes another grapple check on its next turn in order to draw that creature into its mouth, or a self-created crevasse inside its muscle, be it the arms, chest, or abdomen. A creature starting its turn inside the Flesh Atronach is automatically dealt damage equal to that of the Flesh Atronach's bite (45d6+15), inc the case of its mouth, or a crush (50d6+20) in the case of its muscle, every round, until it or the Flesh Atronach is dead, or until it is released. Flesh Atronach may swallow a creature of up to Gargantuan size.

A creature inside a Flesh Atronach's stomach may continue attacking it, but each swallowed creature takes 5d12+10 necrotic damage and 4d6+8 bludgeoning damage each round. The Flesh Atronach loses its Dexterity bonus to Armor Class against any attack made by a swallowed opponent. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 300 points of damage (AC 35) (Can be dealt from either side so allies can help if they identify where they are). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. If a creature is slain while swallowed by the Fleash Atronoch it is repaired 2d12+10/per HD of the creature in HP. A creature inside a Flesh Atronach's muscle is considered pinned and cannot attack due to the tight grip, they can make a grapple check on their turn opposing the Flesh Atronoch. If they succeed they will fall out of the carcass and begin falling. The Flesh Atronoch can make a spot check to notice the escapee and gain an attack of opportunity against the target. A Flesh Atronoch's stomach can hold 2 Gargantuan, 4 Huge, 8 Large, 16 Medium, etc.

Negitve Energy Core (Su) Inside the Stomach is a Gate to the Major Negative Energy Plane sealed inside an Antilife Shell. Any creature in a 15ft radius of the portal must make a DC 25 Fortitude Save or suffer one negative level. While the portal is intact it provides the Fleash Atronoch Fast Healing 15.
Snatch (Ex) The creature can choose to start a grapple when it hits with a slam or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or slam damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon if it has one.

The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 4d12 × 10 feet and takes 1d6 points of damage per 10 feet traveled along with the falling damage (410ft at the shoulder).

Amplify Spell By using a full-round action and sacrificing the Magic Imunity special ability for 2d4+2 rounds while casting a spell (known by the controlling spirit) the spell range, maximum dice, area of effect, duration, and spell save are multiplied by 10, the damage does a minimum of half damage, and the casting time becomes a Swift Action.
Breath Weapon Fleash Atronoch has one type of breath weapon, a cone of necrotic gas, and anyone in the direct area of the blast when it is used they are Blown Away. (A creature on the ground that is blown away is knocked down and rolls 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6 × 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering)
Necrotic Empowerment By forcibly dispelling the Anilife shell and other protective magic surrounding the core inside its stomach doing so it emits a black smoke that seeps out of the striations of its muscle, eyes, and mouth. It also expands in size raising it up one size class, to Macro-Diminutive. Its muscles also enlarge erratically and violently giving it a bulky appearance. It gains and loses several abilities. It loses Negative Energy Affinity Negative Energy Core, Fast Healing, and Magic Immunity. It gains two aura effects, the first is anyone within a half-mile radius must make a DC 26 Will save, failures of 1-5 can only take partial actions, those who fail by 6-11 can only do a move action, and 11 or more they can make no actions. Anyone within a 100ft radius must make a DC 25 Fortitude Save or suffer 1 negative level.

Strategies and Tactics[edit]

It can use its massive size and weight to smash anything or anyone it chooses but it would protect the weaknesses of its controlling spirit and the portal within its gut. Otherwise, it can also use the magic its controlling spirit had and can amplify them to great effect

Ecology[edit]

Environment: I would have been created in an enormous laboratory but otherwise has no natural environment

Typical Physical Characteristics: A Flesh Atronach is a colossal undead construct of nearly pure muscle, bone, and sinew. It lacks any veins, blood, or organs the only cavity in its body is within its stomach which generates negative energy to prevent the degradation and rot of the body. Its body shimmer with a magical glow of magical immunity.

Alignment:

Lore[edit]

After completing an arduous and profane ritual that costs thousands of corpses, a massive gemstone from the depths of the plane of earth, and a mountain of gold, the body of the Flesh Atronach can be created, but it costs one last component. One willing subject must be bonded by adamantine chains within the skull of the colossus, there the spirits of the sacrifice and the Atronach will do battle for dominance, if the sacrifice wins he gains complete control of the Atronach and retains all spells and mental stats, but if they fail the raging cluster of souls that it took to make the Atronach will run wild and reap its vengeance on all in its path. No matter the outcome of the battle the sacrifice with be permanently bound to the Flesh Atronach.

Typical Treasure[edit]

You get to live... and a really big crystal

For Player Characters[edit]

No

Creatures As Characters[edit]

Also No

Creatures With Class Levels[edit]

Whatever the Controlling Spirit has


Back to Main Page3.5e HomebrewCreaturesCR 31