Asabikeshiinh (3.5e Monster)
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|Size/Type:||Huge Outsider (Evil, Psionic)|
|Hit Dice:||25d8+525 (637 hp)|
|Speed:||100 ft, 100 ft. fly (perfect), 50 ft burrow|
|Armor Class:||45 (+7 dex, +32 natural, -4 size), touch 13, flat-footed 38|
|Attack:||Bite +33 melee (4d6+18 plus mind poison, 20/x2) or Claw +31 melee (3d6+12 plus grab, 20/x2)|
|Full Attack:||Bite +33 melee (4d6+18 plus mind poison, 20/x2) and Two Claws +31 melee (3d6+12 plus grab, 20/x2)|
|Space/Reach:||15 ft/15 ft|
|Special Attacks:||Aura of Madness (DC 35), External Schism, Improved Grab, Mindhost (DC 35), Mind Poison (DC 34), Psionics, Summon Thralls|
|Special Qualities:||Blindsight 60 ft, DR 15/crystal and epic, Dreaming Idol, Fast Healing 10, Hinder Acid/Cold/Electric/Fire 50%, Immunities, Mental Pressure, Psychic Health, Spell/Power Resistance 36, True Seeing|
|Saves:||Fort +24, Ref +21, Will +25|
|Abilities:||Str 34, Dex 24, Con 30, Int 27, Wis 33, Cha 33|
|Skills:||Balance +9, Bluff +39, Concentration +38, Diplomacy +15, Disguise +13, Escape Artist +35, Gather Information +13, Hide +23, Intimidate +53, Jump +42, Knowledge Arcana +36, Knowledge Local +36, Knowledge Psionics +36, Knowledge The Planes +36, Listen +39, Move Silently +35, Psicraft +38, Search +36, Sense Motive +39, Spot +39, Survival +11 (+13 on other planes/following tracks), Tumble +35|
|Feats:||Power Attack, Multiattack, Combat Reflexes, Combat Expertise, Superior Expertise, Power Penetration, Greater Power Penetration, Improved Manifestation|
|Organization:||Unique plus 1-10 Thralls|
|Advancement:||26-50 HD (Huge), 51-75 (Gargantuan)|
The cultist smiled painfully, the grin moving up and up the sides of its face as its mouth opened wide, tearing itself open, and a thousand spider legs seemed to reach forth from the bloody maw reaching for the sky. With a wet rip an unspeakable nightmare pulled itself into your world. It was something deep and primal in your mind, something horrid, only vaguely spider-like, the rest of it seeming to be made of fear itself...
The elder evil Asabikeshiinh is an unknown memetic parasite from the Plane of Dreams which feasts on the sleep of others. It is summoned through the terrible artifact known as the Dreaming God idol. Once manifested in the prime material, it acts as a blight upon the world, driving them to insanity and death through lack of sleep until only the mindless remain. None know the true form of Asabikeshiinh, for it appears to be the worst fears of those who look upon it. The only coherent description common among viewers is arachnid traits, leading some to believe that Asabikeshiinh is some manner of nightmaric spider creature.
Asabikeshiinh is born from the host body of its first victim. Once established, it can respawn anywhere the idol and one afflicted creature is. Even if destroyed and banished, its effects will be felt for years to come, an entire generation no longer able to rest ever again.
Asabikeshiinh surrounds itself with thralls from its mindhost ability, both to provide plenty of padding between it and any would-be heroes and to act as relays to increase its actions per round. It is even smart enough to keep some on reserve so as not to run out and have to rely on Summon Thrall ability. Mind-affecting immunity is always a problem, and so it will seek to demolish any protections through dispel psionics and its own mental pressure, before moving in to disable or kill its victims. It only engaged in melee when needed, or to soften up a creature's will saves and make them more pliable to its desires.
If killed, it has its dreaming idol as backup and will respawn at once with one of the nearby thralls as a host. With this in mind the only way to effectively fight Asabikeshiinh is to find its idol and threaten its destruction before it respawns. It knows that if the idol is destroyed, it will be unable to respawn making the battle much less focused on depleting Asabikeshiinh's hit points and more about destroying the idol (or keeping thralls 120 ft or more away from it) while Asabikeshiinh tries to murder you.
Aura of Madness (Su): All creatures within 120 ft. of Asabikeshiinh must make a Will save DC 35 or go hopelessly insane at what they've seen, but any results of attacking the caster replaced with running in fear. Those that succeed remain immune to the aura for 24 hours. This is a mind-affecting effect and the save is Charisma based.
Dreaming Idol (Ex): Asabikeshiinh is linked to the golden Dreaming God idol which brought it to this world, and it keeps its soul tied to the prime material as a result. If Asabikeshiinh is brought below 0 hp, it will immediately appear possessing the dreaming idol and only be able to use its mindhost and mental pressure abilities on nearby creatures to possess them and be reborn (see mindhost below). The Dreaming Idol itself is an artifact whose method of destruction is lost to history (rendering it, for all purposes, indestructible), but the magic which binds the fragmented surface together can be harmed. For the purposes of demolishing the idol into its component pieces the idol has hardness 40, 250 hp, and can only be harmed by epic weapons or spells with a caster level higher than 20. Destroying the idol is the only way to keep Asabikeshiinh permanently dead, no matter how many times it is killed if it can find a new host it will reappear at full strength in short order.
External Schism (Su): Asabikeshiinh can use the minds of those who failed the save against the overwhelming sign of its coming as a relay point for its psionic powers. It can use a valid creature in 60 ft. and have them manifest a psionic power that has a manifesting time of 1 standard action or less in its steed, with no action cost to either the creature or Asabikeshiinh. However, the power has a manifester level -5 lower than normal, similar to schism. Asabikeshiinh can do this with multiple creatures, reducing the manifester level by 5 for each creature (therefore if it decided to use three creatures to manifest various powers in its steed, it would have a -15 ML, or a manifester level of 10 for each creature, not including itself). As a result, it can manifest a maximum of one power on its own (ML 25) and manifest from four different creatures in 60 ft (ML 5).
All manifestations draw from Asabikeshiinh's own powers known and power points. The target valid creatures need not be psionic, high level, nor even willing. It can even manifest from player characters, if they are valid targets. Because of the extra actions it offers, Asabikeshiinh usually keeps a large group of thralls around it at all times.
Immunities (Ex): Asabikeshiinh is immune to poison, paralysis, polymorphing, petrification, or any form-altering attack. It is not subject to energy drain, ability drain, ability damage, and mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Improved Grab (Ex): If Asabikeshiinh hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Asabikeshiinh can use improved grab on a creature of any size, as it has no true size or mass of its own, only an apparent one. Each successful grapple check it makes during successive rounds automatically deals claw damage.
Mental Pressure (Su): Being near Asabikeshiinh wears on the mind. If within 60 ft., any temporary effects which render a creature immune to mind-affecting effects (such as mind blank) are subject to a dispel check of 1d20 + 20 each round. In addition, psionic creatures which are subject to mind affecting effects are drained of 10 power points a round, no save, while in the area.
Mindhost (Sp): Asabikeshiinh can dominate the will of others who have failed the save against the overwhelming sign of its coming. At will Asabikeshiinh can duplicate the effects of dominate monster (Will save DC 35) on any creature which has failed against its overwhelming sign. While useful, this is only half of its ability. If Asabikeshiinh is slain and returns to the Dreaming Idol, it can use this ability on any valid creature in 120 ft who must succeed on a Will save, followed by a Fortitude save. If they fail the Will save they will go into convulsions for 1 round and be helpless. If they fail the Fortitude save at the end of the round they will burst open, producing another Asabikeshiinh at full health. Saving on either negates. In this way, Asabikeshiinh respawns eternally. It always keeps a steady supply of thralls nearby the dreaming idol for precisely these forms of possession. If the possessed victim dies before Asabikeshiinh can respawn at the end of the round, Asabikeshiinh does not respawn and must try again.
Psionics (Ps): Asabikeshiinh is a 25th level Telepath with the following powers:
1st-defensive precognition, disable, mind thrust, sense link, vigor; 2nd-aversion, cloud mind, damp powerCPsi, ego whip, inflict pain, psionic suggestion; 3rd-crisis of breath, dispel psionics, false sensory input, forced share pain, hostile empathic transfer, psychic orb, telekinetic force, telekinetic thrust ; 4th-death urge, mindwipe, psionic dimension door, psionic freedom of movement, telekinetic maneuver; 5th-autoimmune reactor, psionic feeblemind, psychotic breakCPsi, shatter mind blank; 6th-breath of the black dragon, crisis of faith, fuse flesh, temporal acceleration; 7th-divert teleport, energy conversion, gauss whip, insanity, psionic moment of prescience, psychoclastic spray; 8th-hostile schism, hysterical contagion, psionic greater teleport; 9th-affinity field, assimilate, pain affinity fieldCPsi, reality revision, unreality zone. Saving throws are DC 21 + power level and are Charisma based.
Asabikeshiinh has a total of 493 power points, and regains 10 power points a round due to its mental pressure.
Psychic Health (Ex): Asabikeshiinh adds its Charisma score to its HD for determine bonus hp, in addition to Constitution. In addition, Asabikeshiinh automatically gains 10 power points each round as it drains from the minds of others worldwide.
Summon Thralls (Su): As a standard action, Asabikeshiinh can summon 1d10 thralls, victims of its overwhelming sign, within 60 ft. These thralls are not strong, typically low level commoners and warriors, but they are under its mind control and will be instructed to spread out and either blockade or serve as relay points for its external schism. The creatures are actually called, and as a result they actually die if slain and will not despawn. This is an instantaneous conjuration (calling) effect.