This is a thread mainly for my players, so they can have a look at the worlds that are in creation and thier inhabitants, but also, it's a contribution to Planescape as well, I'll be posting monsters, items, classes, races and the such, all of wich could be used in either GreyHawk or Planescape becuase there will be no change in the overall way that these will be created (other than they'll be created in regards to the current 3.5 edition rules)
If I could get feedback on the things posted that would be greatly appreciated
I'll have something to post by tommorow!
This is a creature I created to propose a challenge to epic characters- and to scare my players a little lol, but it's powerful for a reason and is actually pretty balanced, 4 level 42 characters could actually have a very good chance of defeating it, and even 1 level 42 could propose a threat towards it... but anyway, tell me what you think ^_^
Aidrahl Sand Wyrm
Colossal Magical Beast
Hit Dice: 74d10+1110 (1517)
Initiative: +0
Speed: 20 ft. (4 squares), burrow 50 ft., swim 40 ft.
Armor Class: 51 (-8 size, 59 natural), touch 2, flat-footed 51
Base Attack/Grapple: +74/+113
Attack: Bite +89 melee (6d8+23/19-20) or tail slap +89 melee (4d8+23/19-20)
Full Attack: Bite +89 melee (6d8+23/19-20) and tail slap +89 (4d8+23/19-20)
Space/Reach: 30 ft./ 20 ft.
Special Attacks: Frightful presence, improved grab, swallow whole
Special Qualities: Damage reduction 20/shock, immunity to poison, disease, energy drain, and ability damage, natural survival, regeneration 40/shock, scent, spell resistance 60, tremorsense 120 ft.
Saves: Fort+54 Ref+39 Will+24
Abilities: Str 57, Dex 10, Con 41, Int 6, Wis 11, Cha 40
Skills: Sense motive +77, swim +23
Feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Awesome Blow, Improved Natural Attack (Bite), Improved Critical (Bite), Improved Critical (Tail), Improved Natural Armor (+15), Endurance, Diehard
Environment: Aidrahl Dessert (see text)
Organization: Solitary
Challenge Rating: 42
Treasure: None
Alignment: Always neutral
Advancement: 75+ HD (Colossal)
This scaly, thick skinned, colossal wyrm has a huge three part mouth. The jaw is separated into two parts while the top of the mouth is similar to a beak, which is actually an extension of it's large carapace. It has a long body, which half of it is made up by a tail, and it's carapace covers the half of the body that isn't it's tail. The carapace seperates into two pieces at the neck to remove any hinderance to it's flaxability or movement. The first piece is to protect it's head, and the second piece protects it's back, extending from the end of it's neck to the base of it's tail. It also has two fin-like appendages on each side of it's body.
The wyrm is better known as the Aidrahl Guardian. It protects the several caves amongst it's sands and the Aidrahl Oasis that is in the center of the desert. It is usually seen burrowing through the desert's sands, or swimming in the vast waters near it's borders, and unless forced, either never leaves the desert, or doesn't go far from it. The wyrm often feeds on the aquatic life in the waters that surround the Aidrahl desert. Only one of these mysterious creatures exists.
The wyrm usually has a sleep cycle that lasts for 1d6 weeks every 4 months, it spends this cycle lying in front of the caves, blocking their entrances. During every 10d4 sleep cycles it sheds a layer of it's carapace which just as quickly strengthens and regrows.
The wyrm is about 140 ft. long and weighs 220 tons
The Aidrahl sand wyrm can't speak, but can comprehend Common
Combat:
The Aidrahl sand wyrm is not entirely aggressive. It only attacks when it has determined that whatever has wandered into it's territory is a threat, or has the motive of going towards or inside of the caves, it uses it's sense motive skill and it's ability to comprehend Common to do this. If the creature is a threat than it attacks by trying to push them away with awesome blows at first, but will quickly resort towards completely destroying or eating the threat. The last place you ever want to be is inside of it's stomach.
The Aidrahl sand wyrm's natural weapons are treated as epic weapons for the purpose of overcoming damage reduction
Frightful Presences (Su): The Aidrahl sand wyrm can inspire terror while attacking. Affected creatures must succeed on a DC 62 Will save or become shaken, remaining in that condition as long as they remain within 60 ft. of the Aidrahl sand wyrm. The save DC is Charisma based.
Improved Grab (Ex): To use this ability, the Aidrahl sand wyrm must hit a Gargantuan or smaller opponent with it's bite attack. It can then attempt to start a grapple check as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Natural Survival (Ex): The Aidrahl sand worm knows it's own natural environment so well that as long as it is on it's natural environment it can never be lost. If it is somehow forced away from it's natural environment it gains an intuitive direction as to where it needs to go to get back to it's environment, and gains a +15 towards it's survival check.
Swallow Whole (Ex): The Aidrahl sand wyrm can try to swallow a grabbed opponent of Gargantuan or smaller size by making a successful grapple check. Once inside, the opponent takes 3d8 +11 points of crushing damage plus 3d8 +7 points of acid damage per round from the Aidrahl sand wyrm's digestive juices. A swallowed creature can cut its way out by dealing 80 points of damage to the Aidrahl sand wyrm's digestive tract (AC 39). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut it's own way out.
The Aidrahl sand wyrm's gullet can hold 2 Gargantuan, 8 Huge, 32 Large, 128 Medium, or 512 Small or smaller.
Regeneration (Ex): The Aidrahl sand wyrm is always dealt nonleathal damage from attacks, unless if those attacks are shock based. The Aidrahl sand worm is also unaffected by all spells unless if the spell has an electricity base to it, for example the spell lightning bolt. If it fails a fortitude check on a spell that would normally cuase immediate death, it instead is dealt it's full normal hit points +10 (or 1527 hp) in nonlethal damage. Due to the fact that thier regeneration rate is so high they are also immune to any diseases or effect that would otherwise cuase incurable or bleeding wounds, such as mummyrot, or a sword with the wounding ability.
If the Aidrahl sand wyrn loses a limb or a bodypart, the portion re-grows in 1d8 minutes, or it can instantly reatach the severed limb by pressing it's body against the severed limb
Special:
If anyone wishes to use this creature then they may. My suggestion for using this worm is to make it's natural enviroment a dessert of some sort, or a plane that is nothing but a huge dessert, and replace it's name (Aidrahl) with the name of the plane or dessert that it resides in. Another suggestion that I have is to give it something to protect to get the full effect of the creature. This creature is not meant to be just a nomadic monster with no purpose, it has a personality and isn't aggressive towards anyone unless if they have the intention of taking destroying (or anything to that effect) what it is protecting... but you don't neccisaraly have to listen to my suggestion, after all, it is only a suggestion. The one thing that I worry about the most is that you have fun with it