Flabberghast (3.5e Monster)
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|Size/Type:||Large Undead (Augmented Abberation)|
|Hit Dice:||8d12 (56 hp)|
|Speed:||20 ft. (four squares)|
|Armor Class:||17 (-1 size, +8 Natural), touch 9, flat-footed 17|
|Attack:||Flipper Slap +10 melee (1d6+5 plus Oozing Necrosis), or Bite +10 melee (1d8+2 plus Oozing Necrosis)|
|Full Attack:||2 Flipper Slaps +10 melee (1d6+5 plus Oozing Necrosis) and Bite +5 melee (1d8+2 plus Oozing Necrosis)|
|Space/Reach:||10 ft./5 ft.|
|Special Attacks:||Engulfing Maw, Flabber Fling, Oozing Necrosis, Stench|
|Special Qualities:||Blindsense 30, Darkvision 60, DR 5/slashing, undead traits, +4 Turn Resistance|
|Saves:||Fort +2, Ref +1, Will +6|
|Abilities:||Str 21, Dex 9, Con –, Int 3, Wis 11, Cha 15|
|Skills:||Hide +2, Listen +6, Move Silently +4, Spot +7|
|Feats:||Improved Initiative, Improved Natural Armor, Blind-Fight|
|Environment:||Underground, marsh, dungeon|
|Organization:||solitary, pair, or group (3-5)|
|Alignment:||Always Neutral Evil|
|Advancement:||9-13 (Large), 15-19 (Huge)|
The horrifying creature before you resembles a partially melted clay sculpture of a cross between a decaying walrus and a diseased slug. As it becomes aware of you, a massive tusked head swings around to focus on you with runny, clouded eyes while ectoplasm and bits of decayed flesh fall from it's jaws. As it pulls itself towards you using clawed flippers and a grotesque undulating motion, it's skeletal joints constantly poke through the skin, and it leaves a foul-smelling trail of slime in it's wake.
Flabberghasts seem part ooze, part undead, and part abberation. Whatever obscene evil force created such creatures is lost to occult history, and we can only hope few were created. Barely intelligent, they are usually found in wet cave systems, stagnant swampy areas, or other underground environments where there is plenty of still water. Flabberghasts are about eleven feet long, six feet at the "shoulder" and usually weigh around 1,200 pounds.
Flabberghasts will often lie submerged in pools to ambush living creatures, as the water masks their foul stench. Once they strike a victim, they rely on their necrotic touch to weaken and slow their victims, preventing escape. Groups of flabberghasts will work to surround their prey if possible, exhibiting primitive pack tactics. Once the prey has been weakened (if not killed outright), a flabberghast will attempt to engulf it, adding the flesh of its prey to it's own corpulent mass. If a flabberghast feels overpowered or is grievously wounded, it will sacrifice part of their mass to use their flabber fling ability and attempt to retreat from combat.
DR 5/Slashing (Ex): Flabberghasts are shambling mounds of putrid flesh; bludgeoning and piercing weapons do little damage to their pliant bodies.
Engulfing Maw (Ex): Flabberghasts have only average sized mouths, but their pliable flash can stretch hideously wide in order to engulf Medium or smaller creatures as a standard action. Opponents must succeed on a DC 19 Reflex save or be engulfed. Engulfed creatures are subject to the flabberghast's Oozing Necrosis, and are considered to be grappled and trapped within its body. Each round on it's turn, an engulfed creature takes 2d6 damage as well as needing to save against the Oozing necrosis. The save DC is Strength-based.
Flabber Fling (Ex): Once per encounter, a flabberghast can spend a standard action to violently shake it's entire body, flinging a shower of slime and sticky globs of its own flesh out to a 15 foot radius around it. All opponents within range must make a successful DC 19 Reflex save or become Entangled for one round plus one additional round per 3 HD of the flabberghast. Even on a successful save, opponents are treated as Flat-Footed for 1 round, which the flabberghast usually uses to attempt an escape.
Oozing necrosis (Su): The natural attacks of a flabberghast deliver toxins suffused with negative energy. A successful attack with a bite or flipper on a living creature causes that creature's flesh to die and undergo rapid decomposition, becoming runny and soft like the flabberghast's own flesh. Opponents must make a DC 17 Fortitude save or become Sickened for 1d4+1 rounds. If a creature is already under the effect of a flabberghast's Stench, it instead becomes nauseated for 1d3 rounds. Due to the magical nature of the toxins, creatures resistant to poison only receive half their normal bonus on their saving throws. Creatures normally immune to poison instead receive a +6 bonus on their saving throw.
Slime Stability (Ex): Flabberghasts have one massive slug-like foot, which gives them a +4 racial bonus on rolls to resist combat maneuvers that force movement, such as Bull Rush and Trip attempts.
Stench (Ex): The stench of rotting flesh surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 17 Fortitude save or be sickened for 1d6+1 minutes. A creature that successfully saves cannot be affected again by the same flabberghast’s stench for 24 hours. A neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.
|Alignment||Always Neutral Evil +|
|Challenge Rating||6 +|
|Environment||Underground, marsh, dungeon +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Rated By||Eiji-kun +|
|Rating||Rating Pending +|
|Subtype||Augmented Abberation +|