Lathe of Fate (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 7-23-18
Status: Complete
Editing: Clarity edits only please
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Lathe of Fate
Size/Type: Huge Outsider (Extraplanar, Maita)
Hit Dice: 10d8+90 (135 hp)
Initiative: +0
Speed: 5 ft, climb 5 ft, swim 10 ft
Armor Class: 24 (+18 natural, -4 size), touch 6, flat-footed 24
Base Attack/Grapple: +10/+48
Attack: -
Full Attack: Tentacle Whip +18 melee (3d6+24, 20/x2) or Tentacle Sweep +18 melee (3d6+12, 20/x2) or Tentacle Crush +18 melee (3d6+12, 20/x2)
Space/Reach: 15 ft/15 ft (30 ft with tentacle)
Special Attacks: Devour Soul, SLAs, Tentacles
Special Qualities: All-Around Vision, Conduit, Darkvision 60 ft, Deathwatch, DR 10/hyperdimensional or starmetal, Fast Healing 10, Immunities, Low-Light Vision, Mind Blank, Negative Soul, Soulless, SR 18
Saves: Fort +16, Ref +7, Will +12
Abilities: Str 34, Dex 10, Con 28, Int -, Wis 20, Cha 20
Skills: -
Feats: -
Environment: Ethereal Plane
Organization: Solitary, Pair, or Nightmare (3-4)
Challenge Rating: 10
Treasure: None
Alignment: Neutral Evil
Advancement: -
Level Adjustment:

A giant tower of squamous rubbery dark green flesh coiled into the sky like some perverse inverted tornado. Its surface twisted and turned with hundreds of eyes, and near the top one larger eye stood unmoving and unchanging within the fleshy eldritch mass.

A twisted eldritch tentacle which bursts forth from a runic portal, these things are supposes pieces of a bigger more terrifying entity. They wrap around towers and buildings often invisible acting as observers, messengers, and sometimes executioners. The tentacles are mindless and technically independent creatures, but they are controlled by a malign intelligence which can see and act through them. As such if one communicates with a Lathe they are communicating with something... else.


A Lathe is slow moving as the forces which maintain its portal connection require a great deal of effort to drag. It slams its body down to attack when making no movement, and uses spell-like abilities whenever it is forced to move and act in one turn. They may retreat before dying, but even if they are slain the power behind them is usually not concerned.

All-Around Vision (Ex): The Lathe of Fate is covered in eyes. It has a +20 racial bonus on Search and Spot checks and it cannot be flanked.

Conduit: The Lathe of Fate is technically both a creature and part of another larger being. When this other being uses its Extend Lathe of Fate ability a Lathe of Fate appears from a portal that appears in the area. It can barely move itself and the portal but this connection allows its originator to see, hear, and employ its telepathy through the Lathe of Fate. The Lathe itself has its own actions and abilities, and beyond gaining direct commands is a mindless creature.

Because it is a portal, any effect which disrupts teleportation and summoning effects can effect the creation of a portal that spawns a Lathe of Fate. If the Lathe is subject to effects which block teleportation and summoning after it is already there, or if subject to dismissal or banishment, it must make a saving throw or have the portal close severing the tentacle which rapidly disperses into ethereal gases. The Lathe of Fate can also retreat through the portal and close it behind itself as a full round action that provokes attacks of opportunity.

Regardless if its portal was closed or if it was slain, the death of a Lathe shocks its originator on the other side dealing 10 points of nonlethal damage + any excess damage over 0 hp (maximum 50 damage transferred). Treat dismissal or instant death as being reduced to -10. Of course if the originator is feeling spiteful it may simply summon another one, but usually chooses not to lest it exposes itself to greater harm.

Damage Reduction (Ex): The Lathe of Fate has damage reduction bypassed by starmetalCW, as well as any weapon with the hyperdimensional enhancement.

Deathwatch (Ex): The Lathe of Fate is under a constant extraordinary deathwatch effect. In addition it can identify a creature's exact HD and hp totals as a standard action out to 100 ft.

Devour Soul (Ex): As a move action touch attack, the Lathe of Fate can consume the soul of a creature which has perished within 1 minute, storing it within themselves. They automatically do this as a free action with no touch attack if they are the one who slew the creature. A devoured soul remains with the Lathe of Fate in the form of a new random eye on its body and the creature cannot be revived by anything short of true resurrection, miracle, wish, or a limited wish to release the soul followed by any valid revival attempt. Alternatively the death of the Lathe of Fate releases all consumed souls. If the soul is not recovered within 24 hours, it is moved into the body of its eldritch core where it begins its own process of digestion.

Immunities (Ex): The Lathe of Fate is immune to ability damage, ability drain, blinding, death effects, energy drain, mind-affecting effects, petrification, polymorphing, and stunning. It cannot be made prone, as it is fixed in place due to its gateway.

Mind Blank (Su): The Lathe of Fate is always under a constant mind blank effect. It can be dispelled (caster level 20th) or suppressed as a free action but the Wheel can return its function as a free action on its turn.

Negative Soul (Ex): The Lathe of Fate heals through negative energy and is harmed by positive energy as if they were undead. It is not otherwise affected by any abilities which affect undead.

Spell-Like Abilities (Sp): At will- arcane lock, detect chaos/evil/good/law, detect magic, entropic shield, inflict light wounds (DC 16), invisibility (self only), knock, scorching ray, true strike; 3/day- black tentacles, dispel magic; 1/day- fear (DC 19), mind fog (DC 20), true seeing, ultrabeam (DC 22). The saving throws are Charisma based. Its caster level is 10th.

Soulless (Ex): The Lathe of Fate has no soul itself, and thus it is immune to any effect which would transfer their soul elsewhere or possess the Wheel (even through magic jar).

Tentacles: The Lathe of Fate is a massive tentacle that extends out of a eldritch rune that serves as a portal to something even more dire. It attacks by slamming its bulk into things, but it is so large and unwieldy it can only make a single attack with its tentacle body as a full attack action. However, it has multiple ways of attacking with its tentacle:

Tentacle Whip: The Lathe of Fate makes a single attack dealing 3d6 bludgeoning damage plus twice its Strength score against a single target. It may choose to make a free bull rush attempt as part of it, and it does not follow its target through a successful bull rush.
Tentacle Sweep: The Lathe of Fate makes a wide sweep which covers a 60 ft cone, making a single attack roll that applies to every target in the area. Creatures must also make a DC 20 Reflex save or fall prone. The saving throw is Charisma based.
Tentacle Crush: The Lathe of Fate drops its body down like a falling tree, making a single attack roll that applies to every target in a 60 ft line. Creatures must also make a DC 20 Reflex save or become pinned under its mass. This is only effective against creatures two sizes smaller or smaller than that (Medium and below). Creatures pinned by the tentacle take its tentacle damage each round they remain pinned unless the tentacle moves off them. Maintaining a pin is a standard action and it takes a -5 penalty for each creature it wants to keep pinned down. The saving throw is Charisma based.

Due to the slow nature of its attacks, it cannot make any attacks of opportunity. The tentacle has reach, but may still attack adjacent targets.

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Eiji-kun's Homebrew (5343 Articles)
AlignmentNeutral Evil +
AuthorEiji-kun +
Challenge Rating10 +
EnvironmentEthereal Plane +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeHuge +
SubtypeExtraplanar + and Maita +
SummaryA twisted eldritch tentacle which bursts forth from a runic portal, these things are supposes pieces of a bigger more terrifying entity. +
TitleLathe of Fate +
TypeOutsider +