Vermiurge |
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42d8+546 (735 hp) |
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+11 (+7 Dex, +4 Improved Initiative) |
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50 ft., fly 90 ft. (perfect) |
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40 (+3 Dex, -1 size, +24 natural), touch 16, flat-footed 37 |
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+31/+47 |
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Sting +43 (1d6+12/19-20 plus poison) melee |
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Sting +43 (1d6+12/19-20 plus poison) melee, 4 pincers +41 (2d8+6/19-20) melee, bite +40 (3d6+6 plus poison) melee |
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5 ft./5 ft. |
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Aura of doom, concealing aura, frightful presence, poison, spell-like abilities |
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Damage reduction 10/epic, darkvision 60 ft., fast healing 10, immune to all mind-affecting effects, low-light vision, spell resistance 34; scent |
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Fort +29, Ref +21, Will +38 |
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Str 34, Dex 25, Con 36, Int 14, Wis 40, Cha 44 |
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Heal +24, Hide +33, Jump +45, Knowledge (nature) +34, Listen +47, Move Silently +33, Spot +47 |
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Alertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (pincers), Improved Critical (sting), Improved Initiative, Multiattack, Power Attack, Weapon Focus (pincers), Weapon Focus (sting) |
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Epic Feats: |
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Any |
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Solitary |
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24 |
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Standard |
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Usually lawful neutral |
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Vermiurges speak Terran.
A vermiurge's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Aura of Doom (Su): A vermiurge is constantly affected as if by a crown of vermin spell (epic spell) cast by a 42nd-level caster. As per the spell, a vermiurge may completely suppress the aura of insects as desired. A vermiurge's aura of doom constantly replenishes itself at a rate of 200 vermin per round (unlimited duration). When vermin die off either by being slain or by dealing Damage to another creature, the aura does not permanently collapse, even if all the vermin are slain or if all 1,000 vermin deal their Damage in 1 round. As soon as any vermin are replenished, they participate normally in the crown of vermin effect.
Concealing Aura (Ex): Its aura of doom constantly provides a vermiurge with nine-tenths concealment, so all attacks made against it have a 40% miss chance.
Frightful Presence (Su): This ability takes effect automatically when the vermiurge first engages its aura of doom. It affects only opponents with fewer Hit Dice or levels than the creature has. The affected creature must make a successful Will save (DC 48) or become shaken. Success indicates that the target is immune to that creature's frightful presence for one day. The save DC is Charisma-based.
Dungeons and Dragons Vermiurge - D&D 3.5 PBP RPG
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