Obsidian Wound

Post/Author/DateTimePost
#1

throkat

Jan 19, 2006 15:06:16
Alright, I'm gonna take the plunge and post my very first monster. And it's epic, no less. Feedback is more than welcome, it's the only way I'll learn.

And yes, this is an abomination. I know what you're thinking... "He's implying the existance of gods on Athas! Burn him!" ;) My view is that abominations on Athas arise from rare combinations of the four major powers on the planet (lifeshaping, divine magic, psionics, and arcane magic), kinda like advanced beings. Anyway...

OBSIDIAN WOUND
Huge Elemental (Earth, Extraplanar)
Hit Dice: 50d8+550 (1010 hp)
Initiative: -1
Speed: 40 ft. (8 squares)
Armor Class: 44 (-2 size, -1 Dex, +37 natural), touch 7, flat-footed 44
Base Attack/Grapple: +37/+63
Attack: Slam +52 melee (4d6+21/19-20)
Full Attack: 2 slams +52 melee (4d6+21/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Arcane backlash, augmented earth mastery, containment breach, spell-like abilities, summon elder earth elemental
Special Qualities: Abomination traits, elemental traits, fast healing 20, SR 43, damage reduction 40/epic and metal
Saves: Fort +39, Ref +17, Will +23
Abilities: Str 39, Dex 9, Con 33, Int 10, Wis 13, Cha 17
Skills: Listen +56, Spot +56
Feats: Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Epic Feats: Devastating Critical (slam), Epic Toughness (x3), Epic Weapon Focus (slam), Epic Will, Overwhelming Critical (slam)
Environment: Jagged Cliffs/Dead Lands
Organization: Solitary
Challenge Rating: 31?
Treasure: None
Alignment: Always chaotic neutral
Advancement: 51-104 HD (Huge); 105-150 HD (Gargantuan)
Level Adjustment: -

This vaguely humanoid creature is composed entirely of obsidian and pulses with life energy.

When Rajaat the Warbringer was first researching the basics of arcane magic, he made an attempt to harness the life energy of Athas itself. The resulting cataclysm nearly killed Rajaat and created the bizarre conditions at the base of the Jagged Cliffs that persist to this day. The near limitless life energy still leaking out of the planet has perverted several earth elementals into abominations, known as obsidian wounds. They have been converted entirely into obsidian in order to handle the excess power, and have been driven mad by their dual elemental and arcane natures. The disaster that created the Dead Lands may also have spawned several obsidian wounds.
An obsidian wound is typically about 50 feet tall and weighs about 55,000 pounds.
Obsidian wounds speak Terran, although they rarely deign to engage in conversation.

Combat
An obsidian wound’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Arcane Backlash (Su): Over millennia, obsidian wounds have stored within themselves untold amounts of life energy. If an obsidian wound is even partially within the area from which an arcane spellcaster is gathering life energy (the defiling radius of the spell, regardless of whether the spellcaster is a defiler or preserver), she must make a Will save (DC 46). Failure means the arcane spellcaster’s mind is unprepared for the sheer overload of life energy and takes 1d4 points of permanent Intelligence damage. The save DC is Constitution-based.
Augmented Earth Mastery (Ex): The life energy stored within obsidian wounds augments their natural control over the land. An obsidian wound gains a +2 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the obsidian wound takes a -2 penalty on attack and damage rolls. (These modifiers are not included in the stat block.)
Containment Breach (Su): When an obsidian wound is killed, the life energy stored within is released. While most is lost, enough is reabsorbed by the land to duplicate the epic spell verdigris (DC 46), centered on the fallen creature.
Spell-Like Abilities: At will – soften earth and stone, spike stones (DC 17), flesh to stone (DC 19), earthquake. Caster level 31st. The save DCs are Charisma-based.
Summon Elder Earth Elemental (Sp): An obsidian wound can summon an elder earth elemental seven times per day.
Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1000 ft.
Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
#2

ruhl-than_sage

Jan 19, 2006 19:03:54
Wow, that's big. My dislike of epic aside (merely because of its unwieldiness do to huge numbers and so many rules), that thing looks like a champion of the Magma plane. That is, the body guard or champion of the supreme elemental lord of the plane of magma.

Pretty cool just to think about. :D
#3

radnovius

May 16, 2006 13:08:27
I agree with Ruhl-Than and would lean toward magma more than earth and alter abilities accordingly. Also I might try some subtle variations. Instead of Flesh to Stone I would do Flesh to Obsidian. It might be a cool intro to the creature for your players.

You see dark figures on the horizon. As you approach they seem to be unmoving, awaiting your arival. You approach cautiously and realize their true nature, statues crafted exquisitely from obsidian, almost lifelike. There is a deep rumble in the distance and you feel a small vibration in the earth, and then another. Something approaches, something big . . .

-Radnovius
#4

brun01

May 16, 2006 16:31:40
I LIKE it!