Hellball, Living Epic (3.5e Creature)
Living Epic Hellball | |
---|---|
Size/Type: | Gargantuan Ooze |
Hit Dice: | 90d10+4,500 (4,995 hp) |
Initiative: | +48 (+48 Dex) |
Speed: | 30 ft. (6 squares) |
Armor Class: | 144 (+48 Dex, -4 size, +90 deflection), touch 144, flat-footed 96 |
Base Attack/Grapple: | +67/+129 |
Attack: | Slam +113 melee (2d6+75 plus Hellball) |
Full Attack: | Slam +113 melee (2d6+75 plus Hellball) |
Space/Reach: | 20 ft./15 ft. |
Special Attacks: | Engulf, Hellball |
Special Qualities: | Blindsight 60 ft., damage reduction 20/epic, ooze traits, spell resistance 110 |
Saves: | Fort +167, Ref +165, Will +165 |
Abilities: | Str 110, Dex 107, Con 110, Int —, Wis 107, Cha 110 |
Skills: | — |
Feats: | — |
Environment: | Any |
Organization: | Solitary |
Challenge Rating: | 90 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | — |
Level Adjustment: | — |
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A blinding globe of energy bigger than a mature oak: fire, acid, electricity and sound all at once flickering between the different states, hell-red and electric blue, dripping with hissing liquid, emitting a deafening hum.
Combat[edit]
A living epic hellball engulfs its prey and endeavors to slam it to death.
Hellball (Su): A creature hit by an epic hellball’s slam attack or engulfed by it is effected as by the hellball epic spell. The creature takes 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage (Reflex DC 70 half). This damage applies when the creature is struck by a slam attack, or each round it remains engulfed by the living hellball.
Engulf (Ex): A living epic hellball can flow around a Gargantuan or smaller creature as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do, they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on DC 70 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the normal effect of the hellball spell (see above) each round on the living hellball’s turn, and are considered to be grappled.
Creating a Living Epic Spell[edit]
Please refer to the living epic spell template.
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