Black Hole (3.5e Monster)
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|Hit Dice:||60d8+1,950 (2,220 hp)|
|Speed:||Fly 30 ft. (perfect)|
|Armor Class:||0 (-8 size, -2 Dex), touch 0, flat-footed 0|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Annihilate, gravity well, neutralization, void state|
|Special Qualities:||Darkvision 200 ft., detect matter 1,000 ft., damage reduction ∞, elemental traits, immunity to death effects, petrification and form-altering effects|
|Saves:||Fort +63, Ref +30, Will +39|
|Abilities:||Str 34, Dex 7, Con 60, Int 10, Wis 25, Cha 11|
|Skills:||Listen +70, Spot +70|
|Feats:||Epic Fortitude, Epic Toughness (×13), Great Fortitude, Improved Toughness|
|Environment:||The astral plane or any astral-coterminous plane|
|Treasure:||Shard of Infinity|
|Advancement:||61+ HD (Colossal|
The ultimate manifestation of the elemental void, the black hole is an omen of the pure nothingness after the end of existence. It devours matter and energy alike in an unstoppable maelstrom of annihilation wherever it goes, and leaves not a single particle of hope or existence in its wake.
While a black hole is quite extremely small – the object itself no more than a pin prick in size – the radius of its absolute destruction is rather large, giving it its Colossal size. A black hole weighs billions of metric tons, and is a few micrometers in diameter. Hitting it is easy despite its size, because virtually everything is drawn right toward its center. Even strikes from a blade. Damaging it however, is nearly impossible.
A black hole does not fail Fortitude saves on a natural 1.
Annihilate (Ex): Any creature starting its turn within a black hole's event horizon must make a DC 65 Fortitude save or die. This is not a death effect, but rather complete annihilation that cannot be protected against by anything. A creature that successfully saves instead takes 40d6 points of damage. The save DC is Constitution-based. Any item within the area must also save against complete destruction every round.
A creature or object annihilated by a black hole is drawn into its mass and forever lost. Only the intervention of a deity can return to life or restore a creature or object nullified by a black hole.
A black hole can destroy wards of force energy just by them being within its reach. Against effects such as a wall of force, forcecage and similar spells, the annihilate ability functions like a disintegrate spell.
Damage Reduction (Ex): A black hole has infinite damage reduction that cannot be overcome by anything except for some very rare and exclusive effects. A black hole's damage reduction extends to effects other than weapon damage. Special effects that say they bypass any damage reduction, including damage reduction/-, do not bypass a black hole's damage reduction. Force damage and other spell, spell-like, supernatural and extraordinary effects are also stopped by a black hole's damage reduction, making it effectively immunity to pretty much all damage.
Effects that do bypass a black hole's damage reduction are the following:
- Effects that annihilate or cancel out mass, such as disintegration and antimatter.
- Effects that deal cosmic damage.
- Effects that are eternal and unchanging, such as a shard of infinity.
Gravity Well (Ex): A black hole constantly projects a field that alters the directional properties of gravity in a 1 mile radius. When this ability is in effect, it instills a selective gravity trait that seeks to pull everything within a certain radius towards the black hole's form.
Creatures capable of flight (in air) or that have a swim speed (in water) may make a DC 65 Reflex save to prevent being caught by the gravity well, as well as make subsequent saves each round to prevent being pulled in further. A flying or swim-capable creature that fails its save is drawn towards the black hole at a speed of 500 feet minus their own relevant movement speed (minimum 100 feet). A successful save allows them to distance themselves from the black hole at a speed of up to half their relevant speed. A falling creature without any footing or leverage moves 500 feet per round, without any chance of slowing its fall. All falling speeds are halved in case of an active feather fall effect. The save DC is Constitution-based.
Creatures pulled to within the black hole's event horizon (its space and reach) can no longer escape through conventional modes of movement and are subject to the black hole’s annihilate ability every round.
It’s possible to escape from the black hole’s gravity well (including its event horizon) by successfully using a teleport or dimension door spell. A time stop spell cancels the effect of the gravity for its duration. Since a black hole is an immense anomaly in space-time, plane shifting is impossible within the area of its gravity well.
Neutralization (Ex): Upon its death, a black hole explodes outward in a massive nova, obliterating everything close by. Everything within a one-mile radius is subjected to its annihilate ability, and everything between 1 and 5 miles from the black hole's location takes 40d6 damage (Fortitude half).
Void State (Ex): A black hole continuously draws matter and energy into its space, including the effects of spells or spell-like abilities. Any targeted spells, spell-like and supernatural effects with a duration other than Instantaneous last only one round when used against a black hole. The black hole will also suck any ongoing magical and supernatural effects within the radius of its gravity well into its being at the start of its turn as a free action, effectively destroying the effects. Effects that create similar levels of gravity or suction, such as a singularity spell, resist this ability.