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Atma Weapon (3.5e Monster)

2,486 bytes added, 04:30, 1 August 2010
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|fort=+35 |ref=+20 |will=+23
|str=36 |dex=10 |con=30 |int=13 |wis=17 |cha=31
|skills=Concentration (43) +53, X (43) Bluff +53, X (43) Climb +56, X (43) Diplomacy +14, X (43) Intimidate +55, X (43) Knowledge Arcana +44, X (43) Knowledge History +44, X (43) Search +44, Sense Motive +46, Survival +3/+5 when following tracks, Spellcraft (43) +46
|feats=1, [[Multiattack]], [[Improved Initiative]], 9, 12, 15, 18, [[SRD:Superior Initiative|Superior Initiative]], 24, 27, 30, 33, 36, 39
|env=Any
}}
''<!The air is rich with magic and a thick arcane miasma obscures a clear view, but you can still make out the pair of glowing eyes and mouth through the mist. With a bellow, the mist retreats, revealing the massive quadraped shaped like an over--Encounter text heremuscled bull, twisted curled horns of brass, silver, and gold intermingled with ivory scales and tough tan leathery skin. Strange clockwork gears jut out in parts of its body, although the beast is otherwise entirely organic.--> It steps forward and in a booming proud voice it challenges you to battle!''
<!It is said during a great conflict known as the War of the Magi, the greatest of spellcasters came together and forged two powerful weapons out of raw essence of magic, psionics, and life. One was a tremendous beast whose power was unmatched, and the other was a living sword which transformed strong spirits into a powerful blade. This was the former. A living bio-weapon of a long-Description text herelost time, its original purpose has become unclear. What is known is that the atma weapon is impossible to kill for good, for it seems the universe itself demands its presence. Fortunately there is only one atma weapon ever in existance, and even when alive their presence is rarely known until the next adventurer digs it up by accident, for it is by some strange quirk in their nature that the atma weapon is an obsessive guardian. Atma weapon will roam the land searching for a place or treasure of great magical power, and upon finding it it will make a lair and guard its treasures with great fierceness. Some nations have, with various success, been able to use the atma weapon as the ultimate safe deposit box for rare and exotic magical items, assuming they can forge a deal to have their property eventually returned. The atma weapon is only interested in magical items, often artifacts, and an important or expensive mundane item has less worth to it than a simple but magically charged mage's toy. Atma weapon is native to the astral plane, but is not effected by ''[[SRD:Banishment|banishment]]'' while on the material plane. It speaks Abyssal, Celestial, Common, Draconic, and Infernal, stands 60 feet long, and weighs nearly 100 tons.-->
=== Combat ===
Atma weapon is an intelligent fighter, but also a proad and boastful creature. If it has time to plan, it shall, but when encountered face to face is shows off a fearless bravado and unfathomable arrogance. It typically relies on magical attacks, unless its spells per day begin running low or magic proves ineffective, before switching to powerful physical blows. It purposefully targets spellcasters first, shutting down their opponents and seperating them, then handling small groups at a time cut off from their comrades. Rarely does it flee, and it knows it will always return. However for all its aggression, atma weapon does not seem to hold grudges, and a lost fight and lost treasure simply sends the creature searching for a new roost.
 
Atma weapon often keeps scrolls on hand (or forepaw as it would be) for the occational utilitarian spell it may need at the time. Typical spells include ''[[SRD:Tongues|tongues]]'', ''[[SRD:Shrink Item|shrink item]]'', and ''[[SRD:Dimension Door|dimension door]]''.
'''Arcane Senses ([[Ex]]):''' Atma Weapon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet, and is constantly under the effects of an extraordinary ''[[SRD:True Seeing|true seeing]]'' effect.
''Typical Sorcerer Spells Known (6/9/8/8/8/8/8/7/7/7, save DC 20 + spell level)
0—[[SRD:Acid Splash|acid splash]], [[SRD:Dancing Lights|dancing lights]], [[SRD:Detect Magic|detect magic]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|disrupt undead]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Mage Hand|mage hand]], [[SRD:Read Magic|read magic]], [[SRD:Resistance|resistance]]; 1st—[[SRD:Grease|grease]], [[SRD:Magic Missile|magic missile]], [[SRD:Protection from Evil|protection from any alignment]], [[SRD:Ray of Enfeeblement|ray of enfeeblement]], [[SRD:Shield|shield]]; 2nd—[[SRD:Detect Thoughts|detect thoughts]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Invisibility|invisibility]], [[SRD:Resist Energy|resist energy]]; 3rd—[[SRD:Fly|fly]], [[SRD:Major Image|major image]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Slow|slow]]; 4th—[[SRD:Black Tentacles|black tentacles]], [[SRD:Dimensional Anchor|dimensional anchor]], [[SRD:Enervation|enervation]], [[SRD:Resilient Sphere|resilient sphere]]; 5th—[[SRD:Feeblemind|feeblemind]], [[SRD:Hold Monster|hold monster]], [[SRD:Telekinesis|telekinesis]], [[SRD:Wall of Force|wall of force]]; 6th—[[SRD:DisintergrateDisintegrate|disintergratedisintegrate]], [[SRD:Shadow Walk|shadow walk]]], [[SRD:Summon Monster VI|summon monster VI]]; 7th—[[SRD:Ethereal Jaunt|ethereal jaunt]], [[SRD:Grasping Hand|grasping hand]], [[SRD:Prismatic Spray|prismatic spray]]; 8th—[[SRD:Greater Shadow Evocation|greater shadow evocation]], [[SRD:Maze|maze]], [[SRD:Summon Monster VIII|summon monster VIII]]; 9th—[[SRD:Meteor Swarm|meteor swarm]], [[SRD:Shades|shades]], [[SRD:Time Stop|time stop]].''
'''Spell Eater ([[Ex]]):''' Spells which are blocked by atma weapon's spell resistance feed the creature, recovering twice the spell level of the blocked spell as hp. In a pinch, atma weapon can heal itself by casting its own magic upon it and purposefully failing to penetrate its own spell resistance, though this is rather inefficient.
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