Centipedeshark Tornadoman (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 8-23-14
Status: Complete
Editing: Clarity edits only please
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Centipedeshark Tornadoman
Size/Type: Large Aberration (Air)
Hit Dice: 10d8+60 (105 hp)
Initiative: +4
Speed: 50 ft, fly 50 ft (perfect)
Armor Class: 20 (+4 dex, +7 natural, -1 size), touch 13, flat-footed 16
Base Attack/Grapple: +7/+21
Attack: Bite +16 melee (2d6+15 plus grab, 20/x4) or Mwk Scimitar +17 melee (1d6+10, 18-20/x2)
Full Attack: Bite +16 melee (2d6+15 plus grab, 20/x4) and Two Mwk Scimitars +17 melee (1d6+10, 18-20/x2)
Space/Reach: 10 ft/20 ft
Special Attacks: Augmented Bite, Centipede Constriction (1d6+10), Gust, Improved Grab
Special Qualities: Blood Scent, Darkvision 60 ft, Death Throes, DR 10/magic, Evasion, Insanity Aura, Tornado Legs, SR 18, Unusually Tall
Saves: Fort +3, Ref +7, Will +7
Abilities: Str 31, Dex 19, Con 23, Int 14, Wis 14, Cha 18
Skills: Intimidate +18, Spot +12, Survival +14/+22 if following a trail by scent, Tumble +14
Feats: Whirlwind AttackB, Two-Weapon Fighting, Combat Reflexes, Combat Expertise
Environment: Any
Organization: Solitary, Pair, or Runaway (3-5)
Challenge Rating: 7
Treasure: Two Masterwork Scimitars
Alignment: Always Chaotic
Advancement: By character class
Level Adjustment:


What exactly are we looking at? It appears to be a man whose legs have become a tornado. Except his torso is a giant centipede body. And his head is that of a shark. And he's swinging around scimitars and screaming. Wait, no, you're screaming. Forever.

A wizard did it.

I don't know why, but a terrible undead wizard created this abomination and many like it. They probably ate him, and now they roam the world screaming at things and eating them too. At this rate, the world is doomed.

Centipedeshark tornadomen are smart enough to understand a language, but for some reason they only scream. Though their upper body is only as big as a man, the inclusion of both the tornado and the centipede torso make it an unusually tall creature towering easily 16 feet high or more.

Combat[edit]

The centipedeshark tornadoman screams and enters combat. It's actually a disturbingly functional warrior, able to use tactics and defense. Typically it will bite, grapple, and constrict while moving onto their friends. By the time they escape, all their allies are already wounded. It's not afraid to retreat if only to stalk after and ambush its prey later.

Augmented Bite (Ex): The centiepedeshark tornadoman's bite attack is treated as a two-handed weapon, and has a 20/x4 critical.

Blood Scent (Ex): A centiepedeshark tornadoman has scent. It's scent is doubled for smelling blood, such as any blood bearing creature not at full hit points.

Centipede Constriction (Ex): Creatures grappled by the are moved into its centipede-like torso to be grappled by many small but powerful arms. This has two effects; for one the centiepedeshark tornadoman can grapple up to two Medium creatures and not be considered grappling himself. It can grapple one Large creature or up to four Medium creatures at a time, but is considered grappling if it does so. Two Small creatures is the same as a Medium, four Tiny creatures is the same as a Medium, and so forth.

Next, the centiepedeshark tornadoman deals 1d6 + Strength modifier in damage every time it makes a successful grapple check (after the initial grapple attempt to start the grapple).

Death Throes (Su): When the centiepedeshark tornadoman dies, it explodes violently which obliterates its body and deals the effect of gust, plus 1d4 points of electric damage per HD (10d4) with a Reflex save for half, same DC as Gust.

Evasion (Ex): The centiepedeshark tornadoman has evasion as a rogue.

Gust (Su): The centiepedeshark tornadoman can use gust of wind at will as a supernatural ability (DC 21). The saving throw is Constitution based.

Improved Grab (Ex): To use this ability, a centiepedeshark tornadoman must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Insanity Aura (Su): Those who see the centiepedeshark tornadoman don't know what they're looking at. Creatures within 60 ft of the creature must make a DC 15 Will save or become confused for 1d6 rounds. The DC is fixed and not based on anything, once you're high enough level to resist it on a regular basis you've seen some things. This is a mind-affecting compulsion effect.

Tornado Legs (Ex): The centiepedeshark tornadoman's legs are a tornado. This allows it to fly, but also causes a few things. It has a 50% miss chance against all ranged projectiles (anything which would be caught by wind wall). If its touching the ground it also throws up debris from the surface forming a cloud of concealment (treat as obscuring mist) out to 10 feet radius and 5 feet tall. Being unusually tall, it can see past the mist with no problems, and doesn't take any miss chance from its own debris.

Unusually Tall (Ex): The centiepedeshark tornadoman is unusually tall. It has double the usual reach for its size, though it counts as a creature one size larger for the purposes of moving through tight spaces with ceilings.

Skills: The centiepedeshark tornadoman gains a +8 racial bonus on Survival checks made to track a creature by scent.


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Eiji-kun's Homebrew (5656 Articles)
Eiji-kunv
AlignmentAlways Chaotic +
AuthorEiji-kun +
Challenge Rating7 +
EnvironmentAny +
Identifier3.5e Monster +
Level Adjustment+
Rated ByUndead Knave +
RatingRating Pending +
SizeLarge +
SubtypeAir +
TitleCentipedeshark Tornadoman +
TypeAberration +