Drukkna (3.5e Monster)
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Drukkna | |
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Size/Type: | Medium Outsider (Aquatic, Elemental Spirit, Evil, Water) |
Hit Dice: | 12d8+72 (126 hp) |
Initiative: | +4 |
Speed: | 30 ft, swim 60 ft |
Armor Class: | 24 (+4 dex, +6 deflection, +4 natural), touch 20, flat-footed 20 |
Base Attack/Grapple: | +12/+18 |
Attack: | Tentacle +18 melee (1d8+6 plus engulf, 20/x2) |
Full Attack: | Five Tentacles +18 melee (1d8+6 plus engulf, 20/x2) |
Space/Reach: | 5 ft/5 ft (10 ft tentacles) |
Special Attacks: | Disease (DC 21), Engulf (DC 22), SLAs |
Special Qualities: | Cloak of Tentacles, Darkvision 60 ft, Immunities, Regeneration 10, Resist Acid/Cold 20 |
Saves: | Fort +13, Ref +12, Will +11 |
Abilities: | Str 22, Dex 18, Con 20, Int 17, Wis 17, Cha 23 |
Skills: | Balance +19, Climb +21, Concentration +18, Hide +19, Intimidate +21, Listen +18, Move Silently +19, Search +18, Sense Motive +18, Survival +18, Swim +29* |
Feats: | DiehardB, Combat Reflexes, Improved ToughnessCW, Run, Blind-Fight, Imperious CommandDotU |
Environment: | Elemental Plane of Water |
Organization: | Solitary |
Challenge Rating: | 11 |
Treasure: | None |
Alignment: | Always Evil |
Advancement: | 13-24 HD (Medium) |
Level Adjustment: | — |
Tendrils of fetid water spill forth from the drowned corpse mouth, lifting the mass up as if on puppet strings. Though clearly dead, the corpse puppet wheezes in agony as if trying to still breath through the eruption of limbs.
Fiends which perished in the Plane of Water were reborn as avatars of drowning, unable to escape and unable to breath. They may appear undead, but the bloated corpse that makes up their body is merely a shell to puppet. The actual fiend is five watery tentacles that can extend from the mouth like a perverse nautiloid. The tentacles are thick and fetid, but flow like water and are effectively impervious to harm until its host corpse is destroyed.
Combat[edit]
Drukkna enjoy stalking their targets and invoking fear, and when their opponents go on the offensive to stop their stalker, pursuit turns into a trap where a drukkna can enjoy an advantage in combat. They do not fear retreating in order to heal up and try again later.
Cloak of Tentacles (Su): The tentacles which pour from the host body form a protective shell which distorts the paths of incoming attacks. The drukkna adds its Charisma bonus as a deflection bonus to AC.
Disease (Ex): Those engulfed by the drukkna, or who make contact with it with natural weapons or unarmed strikes are exposed to the diseases which grow within its fetid and moist form. Fortitude DC 21 vs Marsh Fever, incubation period 1 day. The save DC is Constitution based.
Engulf (Ex): When a drukkna hits with a tentacle attack, it may make a grapple check as a free action. If successful, its watery tentacle has grappled the target and the target's mouth is covered in water which may force them to hold their breath (as well as exposing them to the Disease ability). Creatures grappled this way may still act but they cannot leave the drukkna's reach and are dragged along with the drukkna's movement (at half the drukkna's speed). Neither they nor the drukkna are considered grappled for any other purpose, and the drukkna cannot pin without first setting up a normal grapple.
With five tentacles, a drukkna can engulf up to five targets at once, losing a equal number of tentacle attacks as the tentacles become occupied.
Immunities (Ex): Drukkna are immune to disease, poison, paralysis, sleep, and stunning effects. They are immune to critical hits and sneak attacks.
Regeneration (Ex): Bypassed by electric damage, force damage, and ghost touch weapons.
Spell-Like Abilities (Sp): 3/day-blur, control water, fear (DC 20), fog cloud, invisibility (self only), soften earth and stone. The saving DCs are Charisma based, caster level 11th.
*Drukkna have a +8 racial bonus to Swim checks.
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