Ripgore (3.5e Monster)
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Serving in the demon lords' kitchen and larder as the head cook, Ripgore the Hungry likes his meat to be lively. For a while...
Ripgore is an obese demon whose vast bulk and ponderous exterior belie the subtleties of his cooking skills. He is armed with many implements that aid him in the slaughter and cooking of his quarry. His left hand, lost in the Blood War, has been replaced with a morbid looking attachment he lovingly calls the Meat Hook, a painfully serrated chain scythe that he can use in a myriad of ways.
Ripgore speaks Common and Abyssal, stands a little over 10 feet tall, and weighs in at over 1,800 pounds. Ripgore is a unique creature, and may be considered a 'boss'.
Whenever anyone unauthorized finds their way to Ripgore's station, he will do his utmost to rip, flay and butcher them painfully and make their testicles the flavouring element of tomorrow's dinner soup. Despite being morbidly obese, Ripgore is a decorated Blood War veteran and knows a thing or two about martial combat.
Ripgore counts as having 13 HD for the purpose of shrugging off HD-dependent effects.
Meat Hook: Ripgore's signature weapon, his left arm-mounted meat hook is a rusty, jagged scythe, attached to his wrist with a heavy chain mounted inside of his left arm. The meat hook is effectively a +1 unholy stabbing weapon of the piercing and slashing type, with a base damage of 3d6 and a threat range of 19-20/×2. On top of regular melee attacks, Ripgore may use his meat hook to perform a ranged attack to non-adjacent enemies within 30 feet of him.
Bile Wave (Ex): By exciting his highly active stomach, Ripgore can vomit a 30-foot line of highly corrosive bile as a standard action. Creatures caught within the stream are dealt 8d6 acid damage (Reflex DC 27 half, and must also make a DC 28 Fortitude save or become sickened for 1 minute. Creatures that fail this save by 10 points or more (on a roll of 16 or lower) become nauseated for 1 round as well as sickened for 1 minute. After using this ability, Ripgore must wait for 1d4+1 rounds to use it again.
Ripgore's stomach acid reacts violently with wood and mineral matter, creating a rising airborne vapour in its wake that painfully burns the lungs. Starting from 1 round after this ability is used and lasting for 1d4+1 rounds, any creature occupying one of the 5-foot squares the bile wave passed through takes 2d6 points of acid damage (Reflex DC 28 half), and must make yet another Fortitude save to prevent nausea and sickening as described above. Creatures that do not need to breathe may resist this effect.
The aftervapours from a bile wave can be dissipated with a large amount of water, typically enough to render the floor blank.
Maneuver-Like Abilities: Ripgore possesses several unique maneuver-like abilities. He may choose to expend a move action to recover an expended maneuver, but he cannot initiate a maneuver in the same turn as that maneuver is recovered. Save DCs, where applicable, are Strength-based.
- Chain Swipe: As a standard action, Ripgore makes a melee attack roll with his meat hook against every enemy in a 15-foot cone. Creatures hit take its weapon damage in bludgeoning damage and are effectively bull rushed at a check modifier of +12. If Ripgore uses the Power Attack feat in combination with this maneuver, it gains the penalty to attack it took as a bonus to all bull rushing checks. Any creature so moved is blasted back 5 feet for every 5 points by which Ripgore's check result beats the defender's check result, and dealt an additional 1d6 points of damage for every 5 feet traveled. A creature moved by this ability must make a DC 25 Reflex save or fall prone.
- Disembowel: As a standard action, Ripgore makes a devastating melee attack roll with his meat hook against a single enemy within range. The damage of this attack is multiplied by 1 plus the number of different status conditions currently active on the target, from among the following; blinded, dazed, stunned, nauseated and prone. This multiplication works the same as that of critical hits.
- Gutrend: On a successful ranged attack with his meat hook against a target within 30 feet, Ripgore makes a Strength check, at a +4 size bonus, opposed to the target's Strength or Dexterity check. Ripgore may immediately pull the target into a square adjacent to him as a move action and follow up with an immediate attack from his bonesaw. If this attack hits, it deals double damage and also forces the target to make a DC 25 Fortitude save or be stunned for 2 rounds.
- Reckless Dash: As a full-round action, Ripgore may charge in a straight line, automatically using the Overrun attack on any creature in its way at a +16 modifier. Creatures too large to be overrun are bull rushed instead. Creatures may choose to try and avoid Ripgore's charge, but must make a DC 25 Reflex save to do so. Ripgore's movement continues until an enemy beats his opposed overrun or bull rush check, until he meets a sufficiently solid obstacle or wall, until he reaches the end of his bull rush against a large opponent, or until it has traveled four times its movement speed (standardly 80 feet).
Spell-Like Abilities: At will—blindness/deafness (DC 18), create food and water, greater dispel magic; 3/day—fireball (DC 19), magic circle against good; 1/day—cloudkill (DC 21), fear (DC 20), poison (DC 20). Caster level 11th. Save DCs are Charisma-based.
Unholy Feast (Su): By working hard in his kitchen for 2 hours, Ripgore can produce the most fantastic of feasts... for demons and villains. This ability functions like the heroes' feast spell, except that it also makes all natural weapons and weapons wielded by any partaking creature count as evil-aligned and unholy for the duration of the effect.
The Legacy Lives On (Ex): If Ripgore fails a saving throw against a spell or effect that would kill or destroy him outright, he instead takes damage as though he suffered a disintegrate spell as cast by a spellcaster with the appropriate caster level.
Throw Off the Disability (Ex): If Ripgore is targeted by a non-instantaneous effect or harmful status condition, he can recover far quicker from it. For the purpose of throwing off status conditions or control impairing effects such as being slowed, confused, stunned, deafened and the like, one round counts as two rounds. Regardless of its legacy bonus, a legacy monster is completely immune to any negative effect that only lasts one round.
|Alignment||Chaotic evil +|
|Challenge Rating||10 +|
|Environment||An abbatoir or blood strewn kitchen +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Rated By||Eiji-kun +|
|Rating||Rating Pending +|
|Subtype||Chaotic +, Demon +, Evil +, Extraplanar + and Legacy +|