Gestalt the Undying Death (3.5e Monster)
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|Gestalt the Undying Death|
|Size/Type:||Huge Dragon (Evil)|
|Hit Dice:||16d12+128 (232 hp)|
|Speed:||40 ft, climb 40 ft, fly 150 ft (poor)|
|Armor Class:||31 (+2 dex, +21 natural, -2 size), touch 10, flat-footed 31|
|Attack:||Bite +26 melee (3d6+10, 20/x3) or Claws +26 melee (2d6+5 plus grab, 19-20/x2) or Tail Blade +26 melee (2d6+5, 20/x3)|
|Full Attack:||Bite +26 melee (3d6+10, 20/x3) and Two Claws +21 melee (2d6+5 plus grab, 19-20/x2) and Tail Blade +21 melee (2d6+5, 20/x3)|
|Space/Reach:||15 ft/10 ft (15 ft bite or tail)|
|Special Attacks:||Breath Weapon, Devour, Floor Grinder, Improved Grab, Keening, Scream, Spells, Tail Weapon Arts|
|Special Qualities:||Augmented Natural Weapons, Blindsense 60 ft, Carapace, Comet Thrust, Darkvision 60 ft, DR 10/magic, Immunities, Infection, Low-Light Vision, Regeneration 4, Resist Cold/Fire 10, Tongues, Voice Mimic|
|Saves:||Fort +18, Ref +12, Will +15|
|Abilities:||Str 30, Dex 14, Con 26, Int 23, Wis 21, Cha 23|
|Skills:||Bluff +25, Climb +18, Concentration +27, Diplomacy +25, Disguise +6/+46 voice, Heal +6, Hide +13, Intimidate +33, Knowledge Arcana +15, Knowledge The Planes +15, Move Silently +21, Sense Motive +24, Survival +24, Spot +24, Swim +29, Tumble +21|
|Feats:||HoverB, WingoverB, Power Attack, Run, False Swipe, Grab and Throw, Improved Initiative, Goad|
|Advancement:||By character class|
Kill as much as you want! Have fun!
It is said there was once a dragon of such avarice, such unrepentant evil, and such sadism that he fell into the lower planes long before he tasted death. He stood on the backs of thousands and grew an empire's worth of wealth and power, which he turned to fiendish arts and eventually took on a journey to become more fiend than wyrm. When he eventually perished his dark arts, largely focused on disease and destruction, were rewarded with a new and dreadful body free of mortality. It was not an outsider, yet it could not be said to be entirely a normal dragon. It is a powerful being of evil, and through its miasma he spreads his influence as he seeks conquest and theft.
Gestalt is a unique dragon who seems to not fit to any normal coloration or code. His body is thin and spindly, almost skeletal, with an extended neck and blade tipped tail. He is clad in the hardest dark violet plates of fell scales. He breaths fire and emits disease, his very cells infecting the very land where he walks. And his endurance and survivability are unparalleled. Even in defeat he always seems to come back, even when apparently actually killed he seems to respawn somewhere and somehow. Some suspect the secret of his immortality is his infection. Others become tainted by his cells, an effect which does nothing on its own, yet subjects them to mind control and domination for the weak willed. Perhaps from his nigh infinite thralls he has produced he is reborn anew once a generation to terrorize the land once more. Some even suspect his name is a clue, that he is not one being but the summation of all of his corrupt and evil cells scattered across existence.
Fortunately for the world, he spends most of his time in the lower planes and specifically in a layer of the Abyss he stole for himself known as the Halo of Brutality, a ringworld of fetid swamps, ancient ruins, radioactive pits, and freezing glaciers suspended in the void of what seems to be space, orbiting an angry red hellstar. Here he gathers his thralls, and they set off on raids to other layers and planes for piracy, torment, and brutal enjoyment. He especially enjoys preying on the weak and naïve, as he is more than capable of feigning sorrow and mercy only to rip it away when most cruel.
With tongues, Gestalt can speak any language. He has a particular enjoyment of thri-kreen, finding them to be good slaves to his cause as their appearance inspires terror and fear in others.
Brutal and cunning, Gestalt revels in sadism and causing fear. If he is facing weak opponents he will toy with them endlessly until he grows bored. Against opponents who put up a fight however his talkative side is replaced with the brutal feriocity of a wild beast. With both magic and melee at his side, a complete lack of care for honor, and the intellect to plan and use tactics, Gestalt can prove a difficult foe to muster. After all, he has no reason to fight fair and can fly farther and faster than many others.
Gestalt is unique, and he does not need to eat, sleep, or breathe. He can exist perfectly fine in space, and is capable of flying even in the void.
Augmented Natural Weapons (Ex): Gestalt's natural weapons are superior to move. Its bite and tail have a 20/x3 critical multiplier, and its claws have a 19-20/x2 critical range. Its natural weapons may be enhanced as if they were manufactured weapons.
Breath Weapon (Su): Gestalt has three versions of its breath weapon, a 50 ft cone of fire, a Long range 20 ft radius burst, or a Close range series of five 5 ft radius bursts. Overlapping bursts overlap damage, and a creature need only make one save a round. The breath deals 8d8 fire damage with a Reflex save for half damage. When Gestalt breaths his mouth is exposed (see Carapace) for 1 round. Gestalt may breath once every 1d4 rounds.
Carapace (Ex): Gestalt is covered in an impossibly durable exoskeleton of alien scales. He takes half damage from all sources after DR and resistances. However, this does not coat his interior. If Gestalt has his mouth open from use of his breath weapon or scream abilities, he takes full damage. If struck with a confirmed natural 20 with his mouth open he is also staggered for 1 round.
Comet Thrust (Su): If Gestalt takes a run action, it wraps itself within a sheathe of energy. If he encounters obstacles, he is entitled to a Strength check to sunder through them. On a failure he stops and takes his hit dice in non-lethal damage on impact. While performing a run action it automatically performs an Overrun.
Devour (Ex): Gestalt can devour the body of a slain creature two sizes smaller or more than him (Medium) as a move action or part of a move action. This heals Gestalt a number of hp equal to the creature's hit dice. It can only devour a single creature a round.
Floor Grinder (Ex): If Gestalt is successfully grappling a creature it can make special grapple action as a full round action. On a successful grapple check it can move up to half its speed (usually flight speed) dragging its victim along a nearby wall or floor as he does. This deals 1d6 points of damage for every 10 ft traveled, or 7d6 if it moves its full flight speed.
Immunities (Ex): Gestalt is immune to ability damage, ability drain, charm, death effects, paralysis, and sleep. He is also immune to the effects of radiation poisoning.
Improved Grab (Ex): To use this ability, Gestalt must hit with a claw attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Infection (Su): Long term exposure to Gestalt will infect the user with his cells. This is a supernatural disease that affects all creatures who spend more than 1 minute within 100 ft of Gestalt, DC 26 Fortitude negates. The saving throw is Constitution based. On its own, infection does nothing, but only the application of remove disease can lift the disease after infection has set in.
Keening (Su): Not often used in battle, Gestalt can release a loud subsonic vibration as a full round action. All infected creatures (see Infection) within a 100 ft radius who can hear him become suceptable to his mental sway. Affected creatures are treated as fascinated for 10 minutes, and creatures with 8 HD or less or creatures with Int 3 or less are instead dominated permenantly. Unlike normal domination, this cannot be removed until the infection is cured, as which case the creature will gain a saving throw each round to break the effect of keening. A DC 24 Will save negates, and provides immunity for 24 hours. The saving throw is Charisma based.
Regeneration (Ex): Gestalt's regeneration is bypassed by sonic damage, holy damage, and starmetal.
Scream (Su): As a move action Gestalt can release a mighty roar that allows him to make an intimidate check against all creatures in a 30 ft cone, and forces a DC 26 Fortitude save vs deafening for 5 rounds for creatures within 15 ft. The saving throw is Constitution based. A creature only need to make a saving throw once per round. This counts as Gestalt having his mouth open (see Carapace) for the round he uses this ability.
Spells: Gestalt casts spells as a 8th level wizard. By default it prepares the following spells, and the spellcasting is Intelligence based. Typical Wizard Spells Known (4/6/5/3/2; save DC 16 + spell level)
0—detect magic, ghost sound, prestidigitation, touch of fatigue; 1st—corpse puppet, kiden's harassing spirit, leaping lightning, obscuring mist, possessed hand, ray of enfeeblement; 2nd—detect thoughts, dispater's tower, inflict psychosis, mirror image, web; 3rd—greater endure elements, haste, magic volley; 4th—confusion, insidious suggestion.
- Impale: As a standard action Gestalt can make a single tail attack with Strength and a half to damage. On a critical hit, the creature is impaled on the tail. Treat them as grappled, while Gestalt is not considered grappled. He can perform this as a full attack action instead in which case the creature makes an opposed grapple check or become grappled as previously stated. He can only "grapple" a single creature on his tail at a time.
- Trip and Throw: As a standard action Gestalt can make a trip attempt without provoking attacks of opportunity with his tail. On a successful trip he may make a second trip attempt and on a success he may choose to throw them up to 15 ft in any direction.
Voice Mimic (Ex): Gestalt can perfectly mimic the voice of any creature it has heard before, effectively a Disguise check with a +40 bonus.
Skills: Gestalt has a +8 racial bonus Climb checks. Gestalt can always choose to take 10 on Climb checks, even if rushed or threatened.