Herald of the Everlasting Thirst (3.5e Monster)
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|Herald of the Everlasting Thirst|
|Size/Type:||Huge Dragon (Water)|
|Hit Dice:||21d12+231 (367 hp)|
|Speed:||40 ft, fly 80 ft (clumsy), swim 40 ft|
|Armor Class:||31 (+2 dex, +21 natural, -2 size), touch 10, flat-footed 31|
|Attack:||Slams +30 melee (2d6+10 plus 2d6 desiccate, 20/x2) or Bite +25 melee (3d6+5 plus 2d6 desiccate, 20/x2)|
|Full Attack:||Two Slams +30 melee (2d6+10 plus 2d6 desiccate, 20/x2) and Three Bites +25 melee (3d6+5 plus 2d6 desiccate, 20/x2)|
|Space/Reach:||15 ft/15 ft (30 ft with slams)|
|Special Attacks:||Drink Water, Desiccate, Shell of Salt, Spells, Swallow Whole|
|Special Qualities:||Anathemic Secracy, Blindsense 500 ft, Darkvision 60 ft, DR 10/-, Immunities, Phase State, Regeneration 20, Resist Cold/Fire 30, SR 30, Telepathy 1000 ft, True Seeing, Twin Maw|
|Saves:||Fort +12, Ref +14, Will +12|
|Abilities:||Str 31, Dex 15, Con 33, Int 18, Wis 20, Cha 36|
|Skills:||Concentration +34, Escape Artist +25, Intimidate +44, Jump +37, Knowledge Religion +27, Knowledge The Planes +27, Listen +28, Sense Motive +28, Spot +28, Spellcraft +27, Swim +18|
|Feats:||Power Attack, Cleave, Combat Reflexes, Run, Blind-Fight, Improved Overrun, Improved Initiative, Spellcasting Harrier|
|Alignment:||Usually Neutral Evil|
With a hissing sound of steam going HHHHHH, a colossal vaguely draconic biped rose from its salty shell. It's body was water with a crystal heart, and from its head spawned two great horn-like tendrils each ending in a vicious maw. Oh no, the thirst has arrived!
Avatar of Lagomaluschai the Everlasting Thirst, some claim the heart of this watery beast contains the shriveled, ever-thirsty form of Lagomaluschai themselves. When it arrives, all becomes parched as it becomes the only source of liquid left upon the world. In the greatest of ironies it itself is a water elemental of sorts, though it holds the elemental power of dragons to give it shape and form.
Its main head is joined by two flexible horns sporting vicious maws, and who also seem to be the source of its magical flight as it pulls itself into the air. The maws appear to be semi-autonomous, muttering arcane words of power and biting on their own accord. However it cannot use two of its bite attacks while airborne, as the horns flatten out to be used as stabilizers in the air.
It is likely the Herald is long far gone in sanity, for it does not response to speech other than deep humming noises and the hiss of vaporous water. They stand at a good height of 25 ft tall and weighs 10 tons.
Nearly senseless due to its hunger, they target the moistest subject first unless a large threat is taking their attention away. They usually start combat with Drink Water to dry out the targets, then move into melee while its twin maws cast spells to disable and destroy targets so they may focus on their melee target one on one. They will swallow targets only if they think they are unable to fight back effectively while imprisoned, as swallowing carries the risk of exposing their core to attacks.
Anathemic Secracy (Ex): The Herald is immune to all divine divination spells and effects.
Desiccate (Ex): With every natural attack or with every successful grapple attempt the Herald deals an extra 2d6 desiccation damage per hit. Creatures who have at least 1 point of desiccation damage are fatigued until they can get a drink, quite the impossible task when facing this monster. Creatures who are unusually watery or have the water subtype take this damage as vile damageBoVD cured by drinking water. A creature brought to 0 hp by an attack with this desiccation damage crumbles into dry dust. It also destroys up to a 5 ft cube of water with a touch.
Drink Water (Su): As a standard action the two horn maws can inhale vast amounts of water, drinking the world dry and healing the body. It can make two 120 ft lines that deal 20d4 desiccation damage in an area with a DC 31 Fortitude save for half damage. Overlapping cones only force a single saving throw, and damage overlaps, it does not stack. However half of all damage the lines deals to any water-bearing creatures is absorbed as temporary hp for the Herald which lasts until expended or 1 hour has passed. If consuming bodies of water they absorb 5 temp hp for every 10 ft cube of water destroyed (or about 60 hp for water in a complete line).
This is considered a breath weapon, and can be used once every 1d4 rounds. The save is Constitution based.
Immunities: The Herald is immune to critical hits and sneak attacks, flanking, death effects, disease, fear, mind-affecting effects, paralysis, petrification, poison, polymorphing, sleep, and stunning.
Phase State (Su): In any round where it takes more than 50 points of fire or cold damage from any attack before resistances, its watery surface either partly boils or freezes. While this hampers its regeneration (see Regeneration) it becomes hasted for 1 round if affected by fire damage, or its DR increases by 5 points for 1 round if affected by cold damage.
Regeneration (Ex): The Herald's regeneration is bypassed by electrical damage, and the attacks of Drystone and Saltstone weapons. Its regeneration is completely suppressed for 1 round in any round it takes more than 50 points of fire or cold damage from a single attack before resistances (but see Phase State).
Shell of Salt (Ex): If brought to 0 hp or less, the Herald does not die. Instead they harden themselves in a protective cocoon of salt from which they begin to regenerate from death even if they otherwise should be dead. The cocoon persists for 1d4+1 rounds after which the Herald respawns at 1/2 health and with all heads intact (see Twin Maw), but if the cocoon is broken the Herald will suffer a fatal case of spontaneous evaporation and perish, at least for now. The Herald retreats back into the void between universes and cannot manifest for a century. The shell has hardness 8, 100 hp, does not regenerate, and each hit deals its desiccate damage back at any attacker in melee. The shell is immobile and has AC 5.
Spell-Like Abilities (Sp): At will-blight (DC 27), diminish plants, divine interdictionSpC (DC 25), dry ray, geyser (DC 25), saltraySpC (DC 25), sterilize (DC 25); 3/day-eventide's freeze dry (DC 27), extract water elementalSpC (DC 29), spike growth (DC 26), spike stones (DC 27), waves of desolation (DC 28); 1/day-desiccate, earthquake, horrid wilting (DC 31), table flip (DC 31). The save DCs are Charisma-based.
Swallow Whole (Ex): The Herald can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d6+5 points of bludgeoning damage and 2d6 desiccation damage per round from the Herald’s interior. Swallowed creatures also cannot breathe the heavily brined water that makes up its body. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, its surface tension closes the hole; another swallowed opponent must cut its own way out. It is a useful means of disabling an opponent but it does so with care, for the Herald loses its immunity to critical hits and sneak attacks from creatures within its body, and it is considered flatfooted against these attacks.
The Herald’s interior can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Twin Maw (Ex): The twin horn-like ears of the Herald are semi-autonomous, and as a swift action they may either make a bite attack or cast a spell-like ability. However if they cast a spell-like ability the total amount of spell levels between the body and the two maws cannot exceed 9th level (so it can cast a 2nd, 4th, and 3rd level spell all with one swift and one standard action). In addition the spells cannot intersect and must strike different targets or areas.
These maws can be targeted in much the same way a hydra's head can be targeted. To sever a maw, the attacker must make a successful sunder attempt with a slashing weapon. Maws have 1/2 of the total max hp of the Herald (183 hp) and can regrow in 3d6 rounds unless the attack was an attack that bypasses its regeneration. Targeted magical effects cannot sever a hydra’s heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.
Skills: The Herald has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.