Infernal Train (3.5e Elder Evil)

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Author: Eiji-kun (talk)
Date Created: 12-11-11
Status: Complete
Editing: Clarity edits only please
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Infernal Train[edit]

Background[edit]
The Infernal Train erases worlds from history.

It is not known how the massive construct known as the Infernal Train came into being. Many creatures are blamed, from mad gods of destruction to primal forces spontaneously forging into a force of destruction.

  • Knowledge Arcana DC 30: Given its mechanical appearance and its minions' association with polution and toxins, the Infernal Train is thought to be a relatively recent creation which was born to fulfill the purpose of its possibly now non-existent and long forgotten master.
  • Knowledge Arcana DC 40: The Infernal Train exists for one purpose: to unmake creation and return all to oblivion. It travels through space and time, waiting for some trigger to call it towards a planet.
  • Knowledge Arcana DC 45: As the Infernal Train's presence draws closer, shadows of itself begin to appear, traveling over the land, waters, and skies of the world, and in doing so wiping it clear of civilization, life, and reality itself. No one knows from what dimension it draws itself from, but all some suspect that the vicious black polution associated with its minions is actually a form of shadowstuff from the Plane of Shadow.
  • Knowledge The Planes 40: Is it possible that the Plane of Shadow is attempting to devour the Material Plane's reality, making it as "unreal" and erratic as the Shadow Plane, or is there something deeper?
  • Knowledge History DC 40: And is it true that the Infernal Train appears when the populace of the world begins to forget their own past?
Goals[edit]

The Infernal Train desires nothing more than the complete and utter dissolution of creation. It works its desire like peeling layers off an onion. First it brings disasters and ruin to the most complex civilizations and environments in the world. Then less complex environments begin to break down, destroying the environment and purging it of complex life forms, then simple life forms, and then breaking down the bonds of reality itself like some sort of acid eating away at the world. Eventually, even the most hardy and "real" creatures and objects will dissolve, leaving nothing but the Infernal Train in a sea of darkness.

Infernal Train in the Campaign[edit]

The Infernal Train is less of a villain and more of an unstoppable cosmic force which seems to appear when there has been a massive amount of accidental or purposeful forgetting of the past. This often results after a major disaster; rather than remember the atrocities and suffering of the past, the populace forgets the past and all that which has happened before. It is then that the ruinous beasts appear, beginning the long dismantling of the realm through destruction and corruption. By spreading their vile sludge and obscuring the land with darkness, they provide tracks for the Infernal Train to briefly break through reality, a process which traumatically destroys the environment and leaves a half-real void in its wake.

Sometimes the Infernal Train sends its herald to help invoke it into existence.

Description[edit]

The Infernal Train is a massive locomotive of titanic proportions, shaped like a massive gothic cathedral, as wide as several city blocks and as long as a city. This massive construction is all black wrought iron, stained glass, and massive smokestacks that belch fire and smoke. Below it where wheels should be, a dripping layer of black slime exists which rains across the land below, despoiling all it touches. Its presence in real space warps reality, causing visible distortions, redshifting, and chronological aberrations. Space in its wake is transformed into a strange void with bits of the former reality floating within, slowly disintegrating into nothingness. It is devoid of gravity, devoid of logic, and soon devoid of existence. And perhaps worst of all is that those destroyed in its wake are truly forgotten, evidence of that which has been destroyed vanishing from the history books, leaving blank pages and patchy memories.

Sign[edit]

Unmaking the World
This sign heralds the presence of the train as it moves through the land, erasing creation and with it the memory of its existance. The land is despoiled, and soon after, people begin to experience loss of memory. In higher-level stages, creatures which are forgotten cannot be raised or resurrected and all knowledge checks and divinations about their existence fail.

Faint: Lush forests begin to decay and cities seem somehow more gritty and slimy than usual. Minor appearances by low level ruinous beasts appear rarely. The DCs for Knowledge checks greater than 30 are raised by 5.

Moderate: Visible signs of decay and ruin are apparent. Things which fall out of use seem to rust and entropy much faster than they should. Ruinous beast attacks become more frequent. The DCs for Knowledge checks greater than 20 are raised by 10.

Strong: Black tar begins to cover the landscape regularly; cities are in ruins and forests are dying. Occasional "glitches" in reality produce areas of unusual physics. High-level ruinous beasts appear more frequently. The DCs for Knowledge checks greater than 10 are raised by 20. Creatures that have died and things that are destroyed are erased from the minds and history of others unless the deleted creature or object succeeds on a DC 25 Will save.

Overwhelming: The sky grows dark and the land itself starts to become undone, often resulting in floating platforms and twisted geometry. Everything is rusted and all doors are locked. Ruinous beasts are everywhere, black tar covers the land, and the train itself appears in the sky, boring through the remains of the world. The DCs of all Knowledge checks are raised by 30. Creatures which have died and things that are destroyed are erased from the minds and histories of others unless the deleted creature or object succeeds on a DC 35 Will save.

Malefic Properties[edit]

Anathematic Secrecy: Immune to all divine divination spells and effects.

Impervious to the Divine: The elder evil is immune to all divine spells, whether from a spellcaster or a magic item. It is also immune to spell-like and supernatural abilities of extraplanar creatures and deities.

Encounter Information[edit]

Those who manage to find the location where the Infernal Train travels and climb aboard are faced with an entire dungeon, full of nasty threats and countless ruinous beasts. At the end of this tortured path lies the source of the darkness consuming the world, a being known as... the Engineer.


Engineer of Ruin
Size/Type: Colossal Outsider (Abomination, Evil)
Hit Dice: 25d10+325 (575 hp)
Initiative: +8
Speed: 10 ft.
Armor Class: 43 (+41 natural, -8 size), touch 2, flat-footed 43
Base Attack/Grapple: +25/+65
Attack: Claw melee +41 (4d6+24 plus 6d6 disintegration, 20/x2) or Tongue melee +41 (4d6+12 plus 6d6 disintegration, 20/x2)
Full Attack: Two Claws melee +41 (4d6+24 plus 6d6 disintegration, 20/x2) and Tongue melee +36 (4d6+12 plus 6d6 disintegration, 20/x2)
Space/Reach: 30 ft./30 ft. (60 ft. with claws)
Special Attacks: Improved Grab, Maneuver-Like Abilities, Spawn
Special Qualities: Anathema, Aura of Lethe, Blindsight 300 ft, DR 30/epic and good, Immune to acid, Immune to ability damage/ability drain/death effects/disease/poison/energy drain/mind-affecting effects/polymorphing/petrification/any form-altering attack, Quickness, Regeneration 50, Ruinous Body, Silver Strings, SR 37, Telepathy 750 ft., True Seeing
Saves: Fort +27, Ref +20, Will +21
Abilities: Str 58, Dex 10, Con 36, Int 29, Wis 25, Cha 29
Skills: Balance +28, Bluff +37, Diplomacy +17, Disguise +9 (+13 in character), Gather Information +11, Intimidate +57, Knowledge Arcana +37, Knowledge Engineering +37, Knowledge Dungeoneering +37, Knowledge Geography +37, Knowledge History +37, Knowledge Local +37, Knowledge Nature +37, Knowledge Nobility +37, Knowledge Religion +37, Knowledge The Planes +37, Listen +35, Search +7 (+11 with secret doors), Sense Motive +35, Spellcraft +41, Spot +35, Survival +7 (+11 underground/getting lost/above ground/other planes)
Feats: Power Attack, Cleave, Great Cleave, Stand Still, Improved Initiative, Combat Expertise, Lightning Reflexes, Superior Initiative, Epic Reflexes
Environment: Infernal Train
Organization: Solitary
Challenge Rating: 25
Treasure: None
Alignment: Always Neutral Evil
Advancement: By character class
Level Adjustment:


As you approach the head of the infernal train, a massive titan rose to meet your eyes. Severed at the waist, its body was huge, gaunt, and corpse-like. Its face is hollow with black corruption oozing from its eye socks, mouth, ears, and many weeping sores and wounds, forming a slick pseudopod from which it slithers upon the ground. Its arms are missing, but its hands remain, puppeted in the air by faint silver strings and with disturbing doll-like faces embedded on the top of its hands and upon its black and snake-like tongue. Its voice rumbles deeply with contempt as it oozes your way.

None know the identity of the being only known as the Engineer of Ruin. A massive ruinous beast, avatar of the Infernal Train, and possible creator of the train, the engineer's mission is to erase the entire scope of creation, from the material world to even the memories of its existence. The engineer never leaves his post within the coal-blackened controls of the Infernal Train, meaning only those brave or foolish enough to approach the eldritch monstrosity even know of its existence. Some suspect that the titanic being was once a god who was forgotten, and in a last act of bitter revenge swore that all of the gods and their works should also be forgotten. Whatever the cause, the engineer is certainly the source of the sorrow that the Infernal Train brings. Only by his defeat will the train come to a rest and then fall into pieces, forgotten once more until the day it is called on its hellish journey again.

The engineer is the only ruinous beast which speaks, though it remains cryptic and undeniably hostile. It seems to desire that creatures forget they saw anything, and if they refuse, it is not against forcefully ending their memories and draining them away. Its focus on its mission comes beyond all else, and other creatures are mere toys to it.

Combat[edit]

The engineer is a difficult opponent, as short of a specific type of weapon, it is undying due to its regeneration. The black ooze seeps around the engineer, protecting it from harm and rendering most damage nonlethal. Only through certain abilities can this invincible sheathe be broken. Fortunately, many of its attacks force it to drop its defenses, and a githyanki silver sword can artificially induce the dropping of defenses. The engineer knows this, and will favor attacks on the wielder of such weapons for its own protection.

The engineer uses maneuvers often, otherwise limited to simply two or three attacks. Because of its low speed and mobility, the engineer rarely makes more than a 5 ft. step, employing its ranged attacks until the targets draw near or leave. Its Quickness allows it to use a maneuver and refresh in the same round, but doing so leaves it open for lethal damage.

Anathema (Ex): Abominations are not affected by supernatural abilities, spell-like abilities, or spells of a divine nature such as divine spellcasting, salient divine abilities, and the abilities of deities and divine creatures. Additionally, any weapons they wield, spells, spell-like abilities, supernatural abilities, and natural attacks count as having the bane property against all divine creatures and creatures capable of divine casting.

Aura of Lethe (Su): Reality seems to slip away the closer to the engineer you approach. All creatures in 60 ft. must make a Will save DC 31 or completely forget who they are and what they are doing. This has the effect of microcosm for all purposes. Those that succeed are immune for 24 hours. The save DC is Charisma-based.

The danger isn't over, though, for any creature which dies within the range of the aura will fade away 1d4 rounds later as reality forgets their existence. They become unmade, and cannot be raised, resurrected, or even remembered. Only through the death of the engineer can one's memories return, though the creature remains lost to all.

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

Maneuver-Like Abilities (Ex): The engineer possesses several unique maneuver-like abilities. He may use them once each before needing to refresh them all as a full-round action.

Ground Punch: A standard action strike. Make a normal attack with a claw, except it deals bludgeoning damage and the target must make a Reflex save DC 41 or fall prone. The saving throw is Strength-based.
Ground Slam: A standard action strike. Its hand slams into the ground, causing an earthquake. All targets in a 20 ft. radius burst must make a DC 41 Reflex save or fall prone. The saving throw is Strength based.
Shockwave: A full-round action strike. It carves arcane runes along the ground with a nail, which bursts into a wave of destructive energy. This deals 25d6 damage out in a 60 ft. cone, with a Fortitude save for half. Creatures not in contact with the ground are not affected. This is a supernatural ability.
Sludge Bomb: A standard action strike. It vomits up 1d4 spheres of filth which can strike any creature in Long range (2900 ft.). Spheres can target creatures separately, dealing 10d6 damage with each sphere and forcing a Fortitude save vs nausea for 1 round. Failed saves are cumulative. For example, failing 3 saves renders the target nauseated for 3 rounds.
Tap Chase: A full-round action strike. One of the claws runs in a line, trampling creatures in the path. All creatures in a 60 ft. line take 20d6 piercing damage and 6d6 disintegration damage and are knocked prone, and may either take an attack of opportunity at -4, or make a Reflex save DC 41 for half damage and negating the knockdown. This does not function on flying creatures.
Wide Slap: A full-round action strike. All creatures in a 30-ft. arc are struck for 20d6 bludgeoning and 6d6 disintegration damage. This arc covers the entirety of the area in front of the engineer, in effect a 180 degree cone instead of the 90 degree cones used by breath weapons and spells.

Quickness (Ex): Although not particularly dexterous, the engineer is supernaturally quick. It can take an extra standard action or move action during its turn each round.

Regeneration (Ex): The engineer's regeneration is bypassed by epic intelligent weapons, or in the following situations.

  • The engineer refreshes his maneuver-like abilities.
  • The engineer uses his spawn ability.
  • The engineer uses the Sludge Bomb maneuver.
  • The silver strings of the engineer are cut.

Any of these situations remove the protective ooze from his hands and mouth for 1 round, allowing opponents to strike for lethal damage.

Ruinous Body (Ex): The engineer appears to be the source of the thick toxic substance which makes up its minions. The toxin is so concentrated that it no longer simply eats flesh, but reality itself. Its natural attacks deal an extra 6d6 damage which disintegrates as per the disintegrate spell. This destroys force effects and reduces those killed by it to ash as appropriate. Those striking the engineer with natural attacks, unarmed strikes, or grappling the creature take the same 6d6 disintegrating damage on each strike.

Silver Strings (Ex): The engineer's disembodied hands are puppeted by silvery strings akin to that of astral projection. Things which can sever the silver cord of astral projection can sever these strings. Each claw has a set, each set possessing hardness 5 and 50 hp. By destroying the silver strings, it disables the use of that claw for 1d4 rounds. If both claws are disabled, it can only use the Sludge Bomb and Spawn abilities to attack, both which leave it open for creatures to bypass its regeneration.

Spawn (Ex): As a standard action, the engineer can create either 1d3 drifting ruins, 1d6 menacing ruins, or 2d6 insidious ruins. The engineer may do this every 5 rounds.

True Seeing (Su): The engineer has a continuous true seeing ability, as the spell (caster level 20th).



Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv

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Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv
AlignmentAlways Neutral Evil +
AuthorEiji-kun +
Challenge Rating25 +
EnvironmentInfernal Train +
Identifier3.5e Elder Evil +
Level Adjustment+
RatingUndiscussed +
SignUnmaking the World +
SizeColossal +
SubtypeAbomination + and Evil +
SummaryThe Infernal Train exists for one purpose: to unmake creation and return all to oblivion. +
TitleInfernal Train +
TypeOutsider +