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Living Hole (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 3-4-15
Status: Complete
Editing: Clarity edits only please
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Living Hole (Tehom)
Size/Type: Medium Ooze (Extraplanar)
Hit Dice: 6d10+18 (51 hp)
Initiative: +0
Speed: 30 ft, climb 30 ft
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +4/-
Attack: -
Full Attack: -
Space/Reach: 5 ft/0 ft
Special Attacks: Engulf, Phaze
Special Qualities: Blind, Blindsight 120 ft, Ooze Traits, Surfacebound, Two-Dimensional
Saves: Fort +5, Ref +2, Will +2
Abilities: Str -, Dex 10, Con 16, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Underground
Organization: Solitary
Challenge Rating: 4
Treasure: Double Standard
Alignment: Always True Neutral
Advancement: 7-12 HD (Medium), 13-18 HD (Large), 19-24 HD (Huge)
Level Adjustment:


Before you is a hole, but it is no mere pit trap. A black spot on the otherwise plain rock floors, it gives off no light. And then the hole starts coming towards you.

An error in space and time, the living holes are actually oozes known as tehoms. With a thickness of only atoms, it behaves to the whims of alien quantum activity. The surface is less of a substance than an event horizon leading into a deep extradimensional space. It seems to actively head towards living things over other objects and devours them whole.

They say things that get lost in there for extended periods of time and then return come back... wrong.

CombatEdit

A living hole has a simple pattern to its attacks. It often starts out phased, letting others assume it is mere shadow, then unphazing just under their feet. It chases down creatures mercilessly, sometimes running on walls or the ceiling. However, living holes generally only patrol a fixed area and will not pursue beyond this range. It has no method of directly attacking, and fliers prevent it from reaching, it must have the creature fall into it.

Engulf (Ex): Any creatures the same size or smaller that the living hole who end up in the living hole's space must make a DC 16 Reflex save or fall into the hole. Inside the hole you are plunged in darkness. You cannot simply fly out, as your entry seems to vanish behind you. Treat this as a maze spell, except that each round you take 1d6 points of damage as the reality disintegrates around you. Creatures who die like this are reduced to ash. Curiously, objects do not seem to be affected and a living hole's darkness is often littered with the treasures of a thousand victims before it. The junk is eventually filtered out, but to where none knows.

While allies cannot simply pull you out, efforts to recover you such as by tossing in rope, or shouting as a move action to draw attention, do help guide the victim out of the hole and grant a +2 bonus on the intelligence check for each effort used. The save is Constitution based.

Phaze (Ex): As a move action the living hole can grow thin and semi-transparent, making appear as little more than a shadow on the ground. It gets a +15 bonus on its Disguise check to appear as such (so +10 after penalties). While phased, it cannot engulf anything. It usually uses this to set up ambushes or to pass under things it doesn't wish to swallow.

Surfacebound (Ex): A living hole must be bound to a mostly flat surface. It can spread on walls and other objects without much difficulty, but difficult terrain or a surface too small for it cannot be spread upon. If something would ever break the living hole from its surface (such as destroying the surface) the living hole is immediately destroyed (see below).

Two-Dimensional (Ex): As a two-dimensional creature it is surprisingly difficult to damage. It is immune to normal hit point damage since attacks physical and magical strike its surface and merely pass through into its extradimensional space. The following have an effect through.

  • Dimensional Anchor: Dimensional anchor, and similar teleport-prevention spells, deal 2d6 of damage per spell level instead of its usual effect. For Dimensional Anchor, that is 8d6 points of damage per casting.
  • Combining Extradimensional Spaces: If a portable hole, bag of holding, or similar object is opened while inside the living hole there is a terrible rip in space time, which destroys the hole. The hole explodes in a burst of disintegrating energy dealing 12d6 damage in a 20 ft radius burst, Fortitude DC 16 for half damage. Creatures inside the hole are also dealt this damage.
  • Destroy Surface: The living hole must be bound to a surface. If an attack destroys the surface the living hole is on, the hole collapses immediately, though there is no explosion and its contents are lost somewhere on the Plane of Shadow.
  • Ghost Touch and Force Effects: It seems that a great deal of the living hole's mass exists on other planes. It is affected by ghost touch weapons and force effects, though it only takes half damage.
  • Overwhelming Damage: If the living hole would have taken enough damage in the space of 1 round equal to its maximum hp x5 (255 hp), regardless if it would actually hurt it or not it will become unstable and collapse, ejecting its contents. However, all objects and creatures within take half of this damage from the shock. Damage may come from inside or outside.

Beyond those effects, it ignores all damage that would otherwise be done making it a dangerous trap one cannot avoid. When the living hole dies (with exception of death by a destroyed surface) it's contents are ejected into the nearest valid space.



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