Ohmu, Forest Guardian (3.5e Creature)

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Ohmu, Forest Guardians[edit]

Ohmu
Size/Type: Gargatuan Vermin / Outsider
Hit Dice: 23d8+230+184 (517 hp)
Initiative: +5
Speed: 45 ft.(15 squares)
Armor Class: 28 (+21 natural, +1 Dex, -4 size), touch 7, flat-footed 23
Base Attack/Grapple: +17/——
Attack: Trample +23(4d6+15/18-20/x3)
Full Attack: 2 major slams +24(2d6+15), enraged bull rush +22(4d12+7/18-20/x3), and trample +23(4d6+15/18-20/x3)
Space/Reach: 30 ft./5 ft.
Special Attacks: Augmented critical, improved bull rush, ohmu tendrils, siege, trample, toxic release
Special Qualities: Forest guardian, hive mind, mighty rage, ohmu ferocity, poison immunity, DR 15/magic
Saves: Fort +35, Ref +24, Will ——
Abilities: Str 40, Dex 12, Con 30, Int ——, Wis 18, Cha 18
Skills: Swim+53, Sense Motive+41
Feats: Bull Rush, Blind-Fight, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Toughness, Multiattack, Power Attack, Toughness, Trample
Environment: Toxic Jungle/Forest
Organization: Hive 1-100+
Challenge Rating: 14-27
Treasure: None
Alignment: Always neutral
Advancement: 24-36 HD (Gargantuan), 37-48 HD (Colossal)
Level Adjustment:


You happen to find yourself in a strange plane which looks like a sickly forest. There in a smaller clearing you see an enormous larvae. Though they are ordinarily docile as you seem to stay clear of these massive creatures, it appears when you kill any insect while in the Sea of Corruption, any nearby Ohmu enter into a berserk rage.

Combat[edit]

Ohmu protect the Toxic Jungle which lies on the plane known as the Sea of Corruption, violently pursuing anyone that harms it or the creatures that live there. They can become so enraged that they can destroy entire cities when travelling in groups. They also spread the spores of the fungal plants, making the Jungle larger. Their exoskeleton is very durable, stronger than the toughest of ceramics and their eye casings are sometimes collected. Ohmu are a hivemind, and can even communicate with some individuals. They are also capable of healing others utilizing a mass of tendrils located at the front of their heads

Forest Guardian (Ex): Though extremely gentle, being seen as protectors of the forested plane known as the Sea of Corruption, the Ohmu are powerful and terrifying creatures. The word "Ohmu" suggests "Oh Mu(shi)" or "King Bug" was given to them in honor of their ferocity. From this title of guardian all creatures who first encounter an Ohmu must make a Will save (DC: 24) or be struck with awe at their enormity. When a creature(s) are in awe of the Ohmu they cannot perform any aggressive action that would be directed toward the Ohmu during their turn for 1d4 turns. Note: This ability is not a fear effect.

Hive Mind (Ex): Having no individual intelligence, the Ohmu have a collective telepathic hive mind in which they commune with each other. Ohmu are immune to mind control, and mind affecting effects. Specific creatures in-tune with their natural surroundings (Handle Animal check DC:30+) may attempt to communicate with the Ohmu collective to calm them from a rage or become an ally of the ohmu.

Mighty Rage (Ex): An Ohum enters into a rage when its forest, another insect, or another Ohum is in danger turning its eyes from blue to red. In a mighty rage, a Ohum temporarily gains a +8 bonus to Strength, a +8 bonus to Constitution, and a +4 morale bonus on Will saves, but it takes a -2 penalty to Armor Class. The increase in Constitution increases the Ohum’s hit points by 2 points per level, but these hit points go away at the end of the rage when its Constitution score drops back to normal. While in a mighty rage the Ohum gains +20ft of movement.

Ohmu Ferocity (Ex): While an Ohmu is raged they can continue fighting even past the point of death. An Ohmu can continue fighting even if would have been knocked unconscious, and can continue fighting until it reaches -10hp. Once the Ohmu reaches -10hp it falls dead.

Ohmu Tendrils (Ex): Originally the Ohmu were thought to be ferocious and fierce insects, but through study people have learned they had tendrils which they use for compassion. An Ohmu makes a touch attack against an opposing creatures AC which can heal a creature up to their maximum HD, or of any ailment, curse, or magical effect. If a creature is dead, the touched creature is revived like the spell True Resurrection.

Poison Immunity (Ex): Living in a toxic forest all of their lives, the Omhu have gained complete immunity to all forms of poison.

Siege (Ex): With their almost impenetrable armor the Ohmu can ram into structures or items dealing 3x damage to them.

Toxic Release (Ex): When an Ohmu dies, their body releases the spores they were carrying from living in the toxic jungles of the Sea of Corruption. These toxic spores infect the land and air and will continue to spread continuously. All living creatures and plants must make a Fortitude save (DC:27) or become infected by the toxins of the Sea of Corruption. Any infected creatures will die within 5 minutes after being infected. Any plant life infected will continue to infect and spread throughout the land as well as infecting other plant life. Only waters from the underground catacombs underneath the toxic jungle from the Sea of Corruption plane can cure this infection.


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