Acidoma by MCMan
Large Outsider (Evil)
Hit Dice: 15d8+78 (145 hp)
Initiative: +4 (+4 Dex)
Speed: 80 ft.,burrow 20 ft.,climb 30 ft.,fly 80 ft.,(perf
AC: 33 (-1 size, +4 Dex, +20 natural)
Attacks: Claw +21 melee, bite +16 melee, gore +16 melee, tail +16 melee, sting +16 melee
Damage: Claw 1d6+7, bite 1d8+3, gore 1d4+3, tail 1d4+3, sting 1d6+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Fear, frightful presence, poison, spells
Special Qualities: Acid, blind sight, scent, tremorsense
Saves: Fort +14, Ref +15, Will +13
Abilities: Str 24, Dex 19, Con 20, Int 18, Wis 18, Cha 15
Skills: Climb +32, Jump +37, Listen +29, Spot +24, Swim +27
Feats: Blind Fighting,Flyby Attack,Lightning Reflexes,Run,Toughness

Environment: Any land,aquatic,underground
Organization: Solitary, Pair, Cluster (2-5), Nest (5-20), Drove (20-40), Horde (40-60), or Hive (60+)
Challenge Rating: 16
Treasure: None
Alignment: Always chaotic evil
Advancement: 16-30 HD (Large); 31-45 HD (Huge)


The ultimate monster from the bowels of the Abyss!

Acidomas are the ultimate monsters of evil. They were created from the energies of the Dark Queen herself to become living weapons. Their claws are razor sharp, with the ability to cut through all but the strongest, thickest metals. They have long sleek tails, with blade-like spines sticking out of them that can slice through trees like a hot knife through butter, with a slim stinger on the end that can inject a paralyzing poison. On their backs are large, tube-like structures from which their insect-like wings slide from. Their sleek bodies give them an advantage when swimming, burrowing, running and flying. Although they have no eyes whatsoever, they can sense where an opponent is through the scent that the creature gives off, and can distinguish that scent among many others. They can also feel anything that is around them through vibrations, and can hear anything approaching them. They have a small mouth, but it is filled with strong, pin-like fangs. Along with their fearsome appearance, Acidomas are extremely intelligent creatures, strategizing a kill to perfect precision just minutes before the attack. Their blood is like acid, as is their saliva, and if one of these gets a hold of you, your more than likely dead.

Acidomas drink the blood of their kills from their shredded corpses, licking up any blood that has strayed from either their mouth or the body itself. Acidomas, when not fighting, do only one other thing: protect their hive. They are like demonic insects, with different names for each type: Drones, the workers, are the most bountiful of the bunch, with a perfect balance of speed and strength. The Warriors, although not as fast as the Drones or Runners, is the strongest. Runners, the faster and weakest of the Acidoma Hive, tend to jump from place to place, shredding any creature that may threaten the hive. Shields have the toughest armor and are the third largest, while not being as strong as the Warrior, and no where near as fast as the Runners or Drones. They are led by the King and Queen. The King is the largest, with a large crest that runns his body length, with two tails. The Queen, the second largest, is like a queen ant, always laying eggs. If need be, however, it can seperate itself from it's abdomen and kill any intruders, growing a new abdomen and laying eggs again with a week. Typically, you can only find Acidomas underground in their Hive, on the highes tmountains, but they can thrive in any environment.,Acidomas are the ultimate monsters of evil. They were created from the energies of the Dark Queen herself to become living weapons. Their claws are razor sharp, with the ability to cut through all but the strongest, thickest metals. They have long sleek tails, with blade-like spines sticking out of them that can slice through trees like a hot knife through butter, with a slim stinger on the end that can inject a paralyzing poison. On their backs are large, tube-like structures from which their insect-like wings slide from. Their sleek bodies give them an advantage when swimming, burrowing, running and flying. Although they have no eyes whatsoever, they can sense where an opponent is through the scent that the creature gives off, and can distinguish that scent among many others. They can also feel anything that is around them through vibrations, and can hear anything approaching them. They have a small mouth, but it is filled with strong, pin-like fangs. Along with their fearsome appearance, Acidomas are extremely intelligent creatures, strategizing a kill to perfect precision just minutes before the attack. Their blood is like acid, as is their saliva, and if one of these gets a hold of you, your more than likely dead.

Acidomas drink the blood of their kills from their shredded corpses, licking up any blood that has strayed from either their mouth or the body itself. Acidomas, when not fighting, do only one other thing: protect their hive. They are like demonic insects, with different names for each type: Drones, the workers, are the most bountiful of the bunch, with a perfect balance of speed and strength. The Warriors, although not as fast as the Drones or Runners, is the strongest. Runners, the faster and weakest of the Acidoma Hive, tend to jump from place to place, shredding any creature that may threaten the hive. Shields have the toughest armor and are the third largest, while not being as strong as the Warrior, and no where near as fast as the Runners or Drones. They are led by the King and Queen. The King is the largest, with a large crest that runns his body length, with two tails. The Queen, the second largest, is like a queen ant, always laying eggs. If need be, however, it can seperate itself from it's abdomen and kill any intruders, growing a new abdomen and laying eggs again with a week. Typically, you can only find Acidomas underground in their Hive, on the highes tmountains, but they can thrive in any environment.

Combat
As said above, there are different types of Acidomas. The Drones, with their balanced speed and strength, use their quickness to move in close without being injured, then either rip the throat out of their victims, bite the victim in the head and let their acidic drool melt their head and brain, or sting them at the base of their neck with their tails and torture them while in their paralyzed state. The Warriors, hoever, have a more direct strategy, running in and using their imense bulk to slam into the opponent and them using their teeth and claws to finish it off. Runners tend to use their stingers first, but if they cannot, they cut the legs out from under their opponents and then cut the victims throat with their claws, or they cast spells to inflict more damage. Sheilds tend to crush the victim under their immense weight, rarely using their claws or mouth. The King and Queen, when fighting, tend to use the Drone attack method, also combining magical skills. when working together, a hive of Acidomas in the most unstoppable army, each using their individual skills to make up for the weaknesses of the others.


Fear (Su)Spells, magic items, and certain monsters can affect characters with fear. In most cases, the character makes a Will saving throw to resist this effect, and a failed roll means that the character is shaken, frightened, or panicked.

Shaken: Characters who are shaken suffer a –2 morale penalty to attack rolls, saves, and checks. Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can, although they can choose the path of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. However, if the duration of their fear continues, characters can be forced to flee once more if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken). Panicked: Characters who are panicked are shaken, and in addition they have a 50% chance to drop what they’re holding, and they run away from the source of their fear as quickly as they can. Other than running away from the source, their path is random. They flee from all other dangers that confront them rather than facing those dangers. Panicked characters cower if they are prevented from fleeing. Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.


Frightful Presence (Ex)This ability makes the creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken.

This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save with a DC of 10 + 1/2 frightful creature’s HD + frightful creature’s Charisma modifier. An opponent who succeeds at the saving throw is immune to that creature’s frightful presence for one day.


Poison (Ex)POISON

When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes poisoned food or drink, or is otherwise poisoned, he must make a Fortitude saving throw. If he fails, he suffers the poison's initial damage (usually ability damage). Even if he succeeds, he typically faces more damage 1 minute later, which he can also avoid with a successful Fortitude saving throw.

One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its venom until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it). Any poison smeared on an object or exposed to the elements in any way-if the vial containing it is left unstoppered, for instance-remains potent until it is touched or used.

Although supernatural and spell-like poisons are possible, poisonous effects are almost always extraordinary.

Acidomas use poison that is similar to that of carrion crawler brain juice, doing no damage but paralyzing unless a Fortitude save of 13 is rolled. They are also immune to their own poison. Are the other poison effects are as normal.


Spells (Sp) Acidomas cast spells as an 18th-Level Sorcerer


Acid (Ex) Acidoma blood and saliva is like sulphuric acid at 1 1/2 strength.


Blind Sight (Ex)Some creatures have the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and darkness (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures). This ability operates out to a range specified in the creature description.

Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.

Blindsight does not subject a creature to gaze attacks.

Blinding attacks do not penalize creatures using blindsight.

Deafening attacks thwart blindsight if it relies on hearing.

Blindsight works underwater but not in a vacuum.


Scent (Ex)This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

The creature can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a standard action. If it moves within 5 feet of the scent's source, the creature can pinpoint that source.

The creature can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures such as sharks, however, have the scent ability and can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Wilderness Lore DC to track becomes 20 rather than 10.


Tremorsense (Ex)A creature with tremorsense locates other creatures by sensing vibrations in the ground.

The creature automatically senses the location of anything that is in contact with the ground and within range.

If no straight path exists through the ground from the creature to those that it's sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving.

As long as the other creatures are taking physical actions, including casting spells with somatic components, they're considered moving; they don't have to move from place to place for a creature with tremorsense to detect them.

Society
One thing is for certain: Acidomas are very secretive and will always keep it that way. The order of command is as follows in a Hive:

King and Queen->Runners->Shields->Warriors->Drones

Acidomas will rarely leave the Hive unless they are searching for food or are under attack. Also, which adds up to their seemingly insect nature, they will kill anything, even themselves, if they are a threat to the Hive. There is only one thing that is number one in the minds of the Acidomas: protect the King, the Queen, and the Hive at all costs.

This creature has not yet been play tested.
This is not a kender type creature.

 



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