Demon Core (3.5e Monster)
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|Hit Dice:||9d8+54 (94 hp)|
|Speed:||10 ft, burrow 10 ft, fly 20 ft (perfect)|
|Armor Class:||24 (+6 deflection, +8 natural), touch 16, flat-footed 18|
|Attack:||Rad Bolt +12 ranged touch (4d6, 20/x2)|
|Full Attack:||Rad Bolt +12/+7 ranged touch (4d6, 20/x2)|
|Space/Reach:||5 ft/0 ft|
|Special Attacks:||Focus Criticality, Rad Bolt, Radiation Poisoning|
|Special Qualities:||All-Around Vision, Aura of Radiation, Darkvision 60 ft, Death Throes, Deflection Zone, DR 8/adamantine, Immunities, Resist Cold 30, Resist Electric/Fire 10, Melt Burrow, Silent Light|
|Saves:||Fort +9, Ref +3, Will +12|
|Abilities:||Str 19, Dex 11, Con 23, Int 10, Wis 22, Cha 6|
|Skills:||Listen +12, Search +12, Spot +12, Survival +12|
|Feats:||Adjacent Marksman, Destabilizing Impact, Improved Overrun, Improved Bull Rush|
|Environment:||Far Realm, Underground|
|Treasure:||1d6 lbs of darklight ore or 1 refined darklight rod|
|Alignment:||Often True Neutral|
|Advancement:||10-18 HD (Medium), 19-27 (Large), 28-36 (Huge)|
A round glossy dark gray sphere hovered ominously within the room. Looking at it makes you feel ill.
Aberrations from deep underground and upon forbidden worlds blasted with strange energy, these creatures at first glance appear to be some manner of construct. They are a polished dark metal 3 ft in diameter and covering silently in place. They give off a fair amount of heat, and in total darkness a pale blue glow can be seen outlining them. This metal shell hides its true danger, radiation which it outputs at all times without end, and its apparent hunt for life to irradiate and destroy. They seem to be made of, or somehow related to, darklight ore as they leave pieces of the material behind after their explosive ends.
Demon cores poison their environment and bore tunnels through surfaces, giving tell-tale signs of their presence. If not driven off or slain, a demon core may render a land uninhabitable by most creatures. They are utterly silent and do not speak, but apparently understand Terran, and they weigh 1120 lbs.
A demon core is a slow, silent, and persistent killer. With defenses to spare and a hefty AC it merely needs to follow its targets, shooting them when in range or merely getting up close to them to poison them. They make use of Improved Overrun to knock over creatures smaller than it, then force them to spend time within their aura as they get up. The best course of action is to attack at a distance, but when a demon core wants you dead it will pursue, hide within the ground, and arise when you expect it least.
All-Around Vision (Ex): A demon core cannot be flanked and creatures do not gain flanking bonuses against them. However they take a -2 penalty against gaze attacks.
Aura of Radiation (Ex): A creatures within 10 ft of the demon core are exposed to radiation as if it were a refined darklight rod. Creatures ending their turns in the area take 1d6 fire damage each round and must make a DC 20 Fortitude save against the effects of radiation poisoning. The auras effects can be stopped by 1 foot of stone, 1 inch of common metal or water, a thin sheet of lead, or 3 feet of wood or dirt.
Death Throes (Ex): When a demon core hits 0 hp it explodes into an uncapped fireball (DC 20 Reflex for half) centered on itself, and immediately exposes all those in the area to the nauseating effects of being exposed to a refined darklight rod, or the sickening effect on a successful Fortitude save.
Deflection Zone (Ex): Strange forces propel the sphere and protect it from harm. It adds its Wisdom modifier as a deflection bonus to AC. However it only applies on attacks outside of its 10 ft radius, and does not gain this deflection bonus on attacks made closer to it.
Focus Criticality (Ex): As a standard action the demon core can focus energy on itself, making itself hotter and its attacks more dangerous. All its attacks deal maximum damage until the end of its next turn. If struck with 50 points of damage or more while charged up, it explodes as per death throes and is destroyed.
Immunities: Demon cores are immune to critical hits and sneak attacks, and cannot be knocked prone as they have no top or bottom. They are immune to blindness, dazzling, disease, exhaustion, fatigue, nausea, poison, sickening, and stunning. They are not immune to mind-affecting effects but react differently to them; instead of the usual effect of the mind-affecting effect they take 1d6 points of mind-affecting damage per caster level, with any related save for half damage, and the source of the mind-affecting effect is exposed to the effects of their Aura of Radiation for 1 round.
Melt Burrow: Demon cores "burrow" by melting through objects. As a result they can burrow even through solids. Objects whose hardness against fire is 10 or higher cannot be burrowed through. Because of this internal heat when submerged underwater they are surrounded by bubbles of steam that give it a 20% miss chance from it partly obscuring its own vision. It has no effect on creatures attacking it.
Rad Bolt (Ex): With a high pitched whine the demon core can eject bolts of intense radiation from its surface out to a distance of 60 ft as a ranged touch attack. Targets take half its HD (4d6) in [Light] damage with a DC 20 Fortitude save for 1 Con damage, save negates. The saving throw is Constitution based. This is an attack action. It can use its Wisdom on the attack roll.
Alternatively it can fire in a 60 ft line, dealing 1d6 per level (9d6) with a Reflex save for half damage, and a Fortitude save for 1d4 Constitution damage. This is a full round action, and the line can only be used once every 1d4 rounds.
Radiation Poisoning (Ex): While not a hazard in combat, demon cores irritate the environments they live in. After 1 week of exposure, the environment it lives in becomes toxic exposing creatures to the radioactive effects of darklight ore. An environment will naturally purge itself of its radiation as long as it remains x10 as long as the time it spent radioactive.
Silent Light: Demon cores are completely silent (except when firing their rad bolt which has a distinct electric hum). They always succeed on Move Silently checks. However they glow dimly, only noticeable in shadowy illumination or darker where they illuminate their surroundings as a candle with a pale blue light.