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Infernal Bloodhound Flammarch (3.5e Monster)

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Flammarch can literally smell your ''soul''. By focusing on a memorized scent for 1 minute, Flammarch may 'smell' into other planes using the [[SRD:Astral Plane|astral plane]] as a conduit, and use that knowledge along with its [[SRD:Spell-Like Ability|spell-like abilities]] to resume tracking.
'''{{Anchor|Cannibalize }} {{Ex}}:''' By devouring the carcasses of fallen allies and enemies alike as a [[SRD:Standard Action|standard action]], Flammarch can swiftly regain its health and strength. It may regain up to 50 [[SRD:Hit Points|hit points]] per [[SRD:Round|round]] by cannibalizing, though it can only regain as many hit points as the carcasses had in life. A carcass counts as completely devoured once Flammarch has gained the full amount of hit points from it. Using this ability, Flammarch can score excess [[SRD:Hit Points|hit points]] gained over its maximum as [[SRD:Temporary Hit Points|temporary hit points]], to a maximum of half its maximum [[SRD:Hit Points|hit points]] (standardly 450). Temporary hit points gained from cannibalizing last for 5 minutes.
Hellhounds and other hounds that have been made subservient to Flammarch due to its [[#Lord of Hellhounds|Lord of Hellhounds]] ability can will willingly submit themselves to be willingly killed with an automatically successful [[SRD:Coup de Grace#Cannibalize|coup de gracecannibalized]] attempt in order to allow Flammarch to cannibalize them.
'''{{Anchor|Infernal Mark }} {{Su}}:''' When a hunted creature is bitten by Flammarch, it may choose to inflict an infernal mark at the location of the bite wound. This is a curse mark that remains as long as Flammarch is alive and in pursuit, regardless of distance or the number of dimensions between it and its target. This infernal mark functions as a combination of the ''[[Tag (3.5e Spell)|tag]]'' and ''[[Mark of the Shadowstalker (3.5e Spell)|mark of the shadowstalker]]'' spells, making it very hard for the creature to hide and allowing Flammarch to use its [[SRD:Teleportation Subschool|teleportation]] [[SRD:Spell-Like Ability|spell-like abilities]] to hound the creature to no end. Though this ability is highly dangerous, Flammarch's infernal mark is restricted only to the targets it is specifically tasked to track and kill, and any other creature bitten in the course of its task does not receive the mark. Flammarch may inflict its infernal mark once per day.
Flammarch is always aware of a Marked creature's condition, as per the ''[[SRD:Status|status]]'' spell. ''[[SRD:Break Enchantment|Break enchantment]]'' (DC 30) can suppress the Mark for 10 minutes per character level. Otherwise, it requires at least a ''[[Complete Restoration (3.5e Spell)|complete restoration]]'', ''[[SRD:Miracle|miracle]]'' or ''[[SRD:Wish|wish]]'' to completely destroy the mark. [[SRD:Antimagic Field|Antimagic]] will likewise suppress the mark.
'''{{Anchor|Lord of Hellhounds}} {{Ex}}:''' Flammarch is the greatest of all the hounds Hounds of hellHell. It automatically commands any hellish canine creatures within 200 feet, such as [[SRD:Hell Hound|hell hounds]] and [[SRD:Nessian Warhound|nessian warhounds]], and may give them mental directions at will. The sheer tyranny of Flammarch's overwhelming presence can erode the wills and minds of non-hellish canine creatures as well; they must make a DC 27 [[SRD:Will|Will]] save or become servile thralls to Flammarch and his pack. Any hound under Flammarch's control within 200 feet gains a +4 bonus to its [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] scores.
'''[[Maneuver-Like Abilities (3.5e Creature Ability)|{{Anchor|Maneuver-Like Abilities}}]]:''' Flammarch has access to several maneuver-like abilities that it can use in battle when the inspiration hits it. It starts every encounter with two of its maneuvers available, randomly determined with two d6 rolls (the 7th maneuver can only become available through combat). At the start of every turn, it rolls a d10 to see which maneuver becomes available (see the numbers in parentheses, below). Only one instance of a specific maneuver can be available at any time. A result above 7 means no maneuvers are gained. A maneuver that comes available may be set aside for use at a later turn.

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