Daylight Defiler

Post/Author/DateTimePost
#1

throkat

Feb 21, 2006 11:57:10
DAYLIGHT DEFILER
Large Ooze (Air, Fire)
Hit Dice: 39d10+390 (780 hp)
Initiative: +3
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 12 (-1 size, +3 Dex), touch 12, flat-footed 9
Base Attack/Grapple: +29/+46
Attack: Slam +41 melee (2d8+19 plus 2d8 fire plus 1 Constitution damage)
Full Attack: Slam +41 melee (2d8+19 plus 2d8 fire plus 1 Constitution damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: Heliosphere, plasmatic burn, spell-like abilities, summon elder sun elemental
Special Qualities: Abomination traits, ooze traits, vulnerability to cold, regeneration 25, SR 38, damage reduction 20/epic and metal
Saves: Fort +23, Ref +16, Will +16
Abilities: Str 37, Dex 16, Con 31, Int -, Wis 16, Cha 16
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 26?
Treasure: None
Alignment: Always neutral
Advancement: 40-58 HD (Large); 59-117 HD (Huge)
Level Adjustment: -

This creature resembles a blindingly bright blue sphere, flying through the air.

During the Blue Age, the paraelements formed an alliance with the Nature Benders to gain control of Athas. One of the most horrific weapons created by this alliance was the daylight defiler: a powerful life-shaped ooze infused with the very essence of the paraelement of sun. The powerful radiation emitted by these abominations was meant to kill off most forms of life, leaving only scorched, radioactive ruins in their wakes. However, the war with the Nature Masters ended before the daylight defilers could be deployed. The few that survived were banished to the Paraelemental Plane of Sun, where it was hoped they would never escape.
A daylight defiler is usually 14 feet in diameter, and weighs about 20,000 pounds.
Daylight defilers are capable of understanding several rudimentary commands in ancient Rhulisti, but will only obey individuals they recognize as Nature Benders.

Combat
A daylight defiler’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Heliosphere (Ex): The daylight defiler is so named in modern times because of the resemblance of the effect of its intense radiation on the environment to that of a defiler’s spellcasting. Plant life that comes within 60 feet of the daylight defiler is instantly killed, and will decay to nothing within several days. Living creatures take 1 point of Constitution damage for every round they remain within 60 feet of the daylight defiler, unless they succeed at a Fortitude save (DC 39).
Plasmatic Burn (Ex): A daylight defiler’s slam attack deals bludgeoning damage, fire damage, and Constitution damage due to contact with the intense heat and radioactivity. Those hit by a daylight defiler’s slam attack also must succeed at a Reflex save (DC 39) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. Creatures hitting the daylight defiler with natural weapons or unarmed attacks take fire damage and Constitution damage as though hit by the creature’s attack, and also catch on fire unless they succeed on a Reflex save.
Spell-Like Abilities: At will – color spray (DC 14), daylight, searing light; 3/day - sunbeam (DC 20), sunburst (DC 21). Caster level 26th. The save DCs are Charisma-based.
Summon Elder Sun Elemental (Su): Daylight defilers may summon up to six elder sun elementals 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.
Ooze Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits or flanking. Oozes are blind but have the blindsight special quality. No Intelligence scores and are therefore immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Regeneration (Ex): Daylight defilers take double damage from cold or ice weapons, and normal damage from weapons forged in darkness or that possess darkness-related abilities.
#2

ruhl-than_sage

Feb 21, 2006 12:00:52
WOW! nice monster, this one might have won the monster competetion if it had been entered back then. , gotta wear sunglasses to protect my eyes :D
#3

nytcrawlr

Feb 21, 2006 12:36:42
"Are you telling me this sucker is nuclear!?"

Nice one, defiantely needs to go into our Epic monster accessory once we start working on one.

Sounds like a mutated will o wisp on steroids that fits perfect with DS.
#4

jaanos

Feb 21, 2006 17:08:42
Nice. Very nice. Very tough as well.
#5

throkat

Feb 21, 2006 17:18:51
Thanks for the compliments!

Nice one, defiantely needs to go into our Epic monster accessory once we start working on one.

Is one actually being considered somewhere down the road? The main reason I began working on these things is that, while Dark Sun had such interesting epic rules (like advanced beings), it never actually had epic monsters. Seemed like a niche that needed to be filled.

And while I was working on the daylight defiler, I got to thinking that some of the concepts involved would be great for a sun cleric PrC. It's mostly done, even got a great name for it: The Perihelion. However, this is my first PrC and I'm not very confident in it. Maybe I'll post it in the near future so I can get some constructive criticism on it.
#6

dregonflyus

Feb 21, 2006 18:09:13
Nice work :D. We definetly need creatures like this (especially in my campaign), got any more?
#7

throkat

Feb 21, 2006 18:35:43
Nice work :D. We definetly need creatures like this (especially in my campaign), got any more?

The only other epic monster I've completed is the obsidian wound. I have a third and final Athasian abomination in the works, and I have several ideas for other epic creatures after that.
#8

nytcrawlr

Feb 22, 2006 9:59:03
Is one actually being considered somewhere down the road?

Yes. We're are just trying to get ToA totally finalized and out of our hair. Once that is accomplished we can move on to bigger and better things.