Living Spell, Grasping Decay (3.5e Creature)

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Living Spell, Grasping Decay[edit]

Grasping Decay

CR 11

N Large Ooze
Init/Senses +0/Listen +0, Spot +0
AC 13, touch 13, flat-footed 13
(-1 size, +4 deflection)
hp 40 (8 HD)
Immune Critical hits, flanking, paralysis, poison, polymorph, sleep effects, stunning.
Fort/Ref/Will +8/+6/+6
Speed 20 ft. (4 squares)
Melee Slam +8 melee (1d6+3 plus either engulf or spectral tentacles, rust and decomposition)
Space/Reach 5 ft./5 ft.
Base Atk/Grp +6/+12
Abilities Str 14, Dex 11, Con 14, Int -, Wis 11, Cha 14
SQ Blind, blindsight 60 ft., damage reduction 10/magic, ooze traits, spell resistance 14
Feats -
Skills -
Advancement
Possessions -
Engulf (Ex) A grasping decay can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The grasping decay merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the grasping decay, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex saving throw (DC 16) or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the grasping decay moves forward. Engulfed creatures are subject to the full normal effect of the grasping decay's black tentacles, rust and decomposition abilities each round on the grasping decay's turn, and are considered to be grappled.
Spectral Tentacles (Su) A creature hit by a grasping decay's slam attack or engulfed by it is also targeted by a grapple check from the living spell. If this check succeeds, the target is grappled; if the target is already grappled by the grasping decay, it takes 1d6+4 bludgeoning damage. Grapple checks made from this ability do not affect whether or not a creature remains engulfed; this check is made by the tentacle growths which line both its surface and interior.
Rust (Su) An iron, steel, or iron-alloy item hit by a grasping decay's slam attack or engulfed by it (or which is held by a creature which is hit by the slam attack or engulfed) takes 2d6+4 damage, ignoring hardness. If the item is a piece of armor, it also loses 1d4 points of Armor Class. If an item is reduced to 0 hit points, it is destroyed. Magic items can make a Fortitude saving throw (DC 15) to avoid this effect.
Decomposition (Su) A creature hit by a grasping decay's slam attack or engulfed by it, they fall under the effect of decomposition for 8 rounds. Whenever they take normal (not nonlethal) damage, that wound festers for an additional 3 points of damage at the beginning of its turn for the duration of this effect. A DC 15 Heal check or the application of any cure spell or other healing magic stops the festering. Only one wound festers at a time; additional wounds are not subject to this effect. Once festering has been stopped, however, any new wound taken by the subject during the duration begins the process anew. If this effect targets a creature which is already under the effect of decomposition, the duration simply resets.

A churning mass of spectral tentacles writhes erratically across the ground.

A grasping decay is a combination of the spells Evard's black tentacles, which can be found in the Player's Handbook, and rust ray and decomposition, which can both be found in the Spell Compendium.


Back to Main Page3.5e HomebrewCreaturesCR 11