Maxulaw (3.5e Creature)

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Size/Type: Medium-Sized Aberration
Hit Dice: 14d8+56 (119 hp)
Initiative: +5
Speed: 40 ft. (8 squares), climb 30 ft. (6 squares)
Armor Class: 18 (+5 Dex, +3 Natural), touch 15, flat-footed 13
Base Attack/Grapple: +10/+18
Attack: Claw +14 melee (1d8+4/19-20)
Full Attack: 2 claws +14 melee (1d8+4/19-20), tail +12 melee (1d4+6), bite +12 melee (1d6+2)
Space/Reach: 5 ft./10 ft. (claw/tail only)
Special Attacks: Improved grab, constrict (1d4+6), powerful bite (1d6+6)
Special Qualities: Darkvision 60 ft., grim visage, dark flesh, Damage Reduction 10/good, aberration traits
Saves: Fort +8, Ref +9, Will +12
Abilities: Str 18, Dex 20, Con 18, Int 10, Wis 16, Cha 14
Skills: Move silently +16, Climb +11, Jump +13, Tumble +14, Hide +15
Feats: Dodge, Improved Grapple, Mobility, Multiattack, Stealthy
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: Double standard
Alignment: Usually chaotic evil
Advancement:
Level Adjustment:


Roughly seven feet tall, these creatures have arms that hang to their sides and almost reach the ground, with long, thin tails. From a distance, they appear as slightly blurry, shadowy creatures. Closer, however, they are charcoal gray and gaunt, with piercing eyes that glow a pale gold, burning red, or any shade in between.

Maxulaw are traumas made manifest. They are born as the result of terrible events such as mass suicides, ritual sacrifices, genocides, mass unmarked graves, and so on. Because of this, they are often believed to be undead. While they may coexist with such creatures, maxulaw are simply fear, anger, sadness, and other negative emotions given a physical form. They do not form instantly; instead, it is these emotions festering for years that allow the maxulaw to finally emerge into the world and wreak its indiscriminate vengeance.

Maxulaw rarely stray far from the location of their birth.

Combat[edit]

Maxulaw try to rely on their stealth to attack foes before they even become aware of its presence. If stealth proves ineffective, maxulaw will often use their quickness to strike and flee, forcing opponents to pursue it while they climb on walls to try and make the most use out of their unnatural range.

Improved grab (Ex): When a maxulaw hits with its tail attack, it may start a grapple as a free action.
Constrict (Ex): When grappling with its tail, a maxulaw deals an addition 1d4+4 points of bludgeon damage. This ability only affects creatures of Medium size or smaller.
Powerful Bite (Ex): When attacking a grappled foe, a maxulaw instead deals 1d6+6 points of damage with its bite attack.
Dark Flesh (Ex): When hiding in areas of darkness or shadowy illumination, a maxulaw gains a +8 circumstance bonus to hide checks.
Grim Visage (Su): Upon seeing a maxulaw for the first time, any creatures must make a will save DC-19 or be affected as by the spell Crushing Despair, caster level 7th. This effect persists until the targeted creature is no longer looking at the maxulaw. Looking at the same maxulaw a second time does not grant a new save. A successful save results in immunity to that maxulaw's Grim Visage for 24 hours. The save DC is charisma-based and is a mind-affecting effect.

Destroying a Maxulaw[edit]

Once a site has spawned a maxulaw, it will do so again each time one is slain. This process is much more rapid, taking place over 1d6+4 days. New maxulaw spawned by a site have no memories in common with previous incarnations, but may have an innate resentment towards foes that proved particularly troublesome, or that destroyed its previous form. In such cases, these foes will often be a primary focus for new maxulaw.

A site can be purified once its maxulaw is slain and before a new one is born by casting Hallow upon the site, and performing specific rituals to exorcise the taint.


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