Drifting Ruin (3.5e Monster)



''Floating through the air is a bubble of organic sludge and tar, stinking of chemicals and waste as it undulates towards you. From its vile interior stretch four pudgy doll arms and a dead empty doll mask for a face. It seems to be sobbing as chunks of corruption spill from its blubbering unnatural mouth.''

A floating ruin in employ to the Infernal Train, drifting ruins at first do not seem much of a threat. They drift lazily along, seemingly uncaring until they expose their horrid faces and begin projectile vomitting unstable blobs of corruption. Even on a miss, the corruption leaves behind a frozen spiky crystal splash on the ground, cluttering the terrain with dangerous debris. In addition, drifting ruin rarely come alone and often appear in packs with other ruin, providing dreadful covering fire and being annoying difficult to kill unless focused on one at a time.

Drifting Ruin are hardy creatures, and unlike most outsiders they do not need to breathe.

Combat
The biggest advantage a drifting ruin has, besides the power of flight and ranged attacks, is its damage reduction. While respectable normally, while in its defensive stance its damage reduction climbs dramatically, making it almost impossible to take down in this state. Fortunately, the drifting ruin must lower its defenses to attack, leaving it open for a quick and decisive strike before it goes back to defensive mode.

Anathema : Abominations are not affected by supernatural, spell-like or spells of a divine nature such as divine spellcasting, salient divine abilities and the abilities of deities and divine creature. Additionally any weapon they wield, spells, spell-like abilities, supernatural abilities and natural attack count as having the bane property against all divine creatures and creatures capable of divine casting.

Crystalize : Those stuck by the drifting ruin's vomit are covered in a quick drying vile crystal which starts to inhibit the body. Creatures hit by vomit get a DC 19 Fortitude save or they become entangled, save negates. Creatures already entangled who are struck and fail the save are slowed instead. Slowed creatures who are struck and fail the save are rendered immobile, their movement speeds set to 0 ft. Immobile or helpless creatures struck who fail the save are effectively petrified as if by flesh to stone. When a drifting ruin misses, or it purposefully strikes the ground, it leaves behind crystaline spikes which turn the 5 ft. square into difficult terrain, and all those crossing into it take 2d10 piercing damage. These structures and the status effects on creatures last for 10 minutes, unless the creature has been petrified, which is a permenant change.

Defensive Stance : As a swift action the drifting ruin can adopt a defensive stance, which grants the drifting ruin +10 on all saving throws, DR 30/-, and resistance to all energy types 50 (including force). It often stays in this stance until it is ready to strike with a full attack, for it cannot attack while in this stance.

Ruinous Body : The drifting ruin is composed of a thick toxic substance which is dangerous to touch. It's natural attacks deal an extra 1d6 acid damage, and those striking the drifting ruin with natural attacks, unarmed strikes, or grappling the creature take the same 1d6 acid damage each strike.

Vomit :  As an attack action the drifting ruin can make a ranged touch attack and deal 9d6 acid damage plus the crystalize effect. Treat this as a throw splash weapon with a range increment of 50 ft. The drifting ruin can take interitive attacks with vomit. While it a defensive stance, it cannot employ vomit.