Vaporighu

Anonymous's picture
Large Outsider (Lawful, Evil)
Hit Dice: 10d8+40 (85 hp)
Initiative: +0
Speed: 20 ft.
Armor Class: 20 (-1 size, +11 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 slams +14 melee
Space/Reach: 5 ft. by 5ft./10ft.
Special Attacks: Spell-like abilities, fear aura, breath weapon, corrosive slime, summon night hags
Special Qualities: Weapon immunity, SR 19
Saves: Fort +11, Ref +7, Will +10
Abilities: Str 21, Dex 11, Con 19, Int 14, Wis 16, Cha 15
Skills: Balance +13, Climb +18, Concentration +14, Intimidate +12, Intuit Direction +13, Listen +15, Search +12, Sense Motive +13, Spot +15
Feats: Alertness, Cleave, Power Attack
 
Environment: Any mountains
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Neutral Evil
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Level Adjustment: 0
Vaporighu are disgusting, horrifying things to behold. Their bodies are vaguely humanoid - though bloated and grotesque. Their mottled hide varies in hue from from shades of pink to purple and is a slimy, corrosive residue glistens across its surface. Dense matted fur that sticks of death and decay clings in clump to their arms, legs, and torso. The stench of decay tends to linger for days in any area that the creature has passed through. CombatSpell-Like Abilities: At will – animate objects, daylight, enlarge, fly, misdirection, produce flame, sleep, and snare. These abilities are as the spells cast by a 10th level sorcerer (save DC 12 + spell level).Fear Aura (Su): As a free action, a vaporighu can create an aura of fear in a 60-foot radius. It is otherwise identical with fear cast by a 10th level sorcerer (save DC 18). If the save is successful, that creature cannot be affected by that vaporighu’s fear aura for one day.Breath Weapon (Su): Once per turn, as the spell cloudkill cast by a 10th level sorcerer (DC 17).Corrosive Slime (Ex): Vaporighu produce an oleaginous slime that contains a corrosive substance. A slam attack by a vaporighu leaves a patch of slime that corrodes weapons and armor unless cleaned off within an hour. Magical items must make a successful Fortitude save (DC 19) to avoid this fate.Weapon Immunity (Ex): Vaporighu can only be harmed by cold iron weapons and have damage reduction 30 to other weapons, magical or otherwise.Summon Night Hags (Sp): Once per day a vaporighu can attempt to summon 1d4 night hags with a 25% chance of success. The vaporighu hate to do this since they’ll have to reward the hags somehow for their service.Habitat/SocietyVaporighu are loners, having little or no contact with other creatures, let alone those of their own kind. No one can postulate a hypothesis for this, it may just be that they respect each others territory, or it may go so far as they can't stand the sight other beings.Most vaporighu will locate a good hunting ground and stay there, staking it out and marking several ambush points and lairs within a relatively localized area. While not otherly fond of treasure, they tend to gather themselves a fair share of wealth from the remains on their countless victims.0EcologyVaporighu are supremely evil and vile creatures. Creatuers that have no place in kind of natural ecosystem - perhaps thats why they are most often found stalking the fould springs of Gehenna.

For more information, see the Planescape Monstrous Compendium Appendix II (pg. 118-119).

Planescape, Dungeons & Dragons, their logos, Wizards of the Coast, and the Wizards of the Coast logo are ©2008, Wizards of the Coast, a subsidiary of Hasbro Inc. and used with permission.