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|full_at=[[SRD:Bite|Bite]] +31 melee (4d6+25 plus 4d6 [[SRD:Fire Effect|fire]]) and 2 [[SRD:Claw|claws]] +29 melee (2d8+10)
|space=15 ft. |reach=10 ft.
|sa=[[#Cannibalize|Cannibalize]], [[#Lord of Hellhounds|Lord of Hellhounds]], [[#Maneuver-Like Abilities|Maneuvermaneuver-like abilities]], [[#Spell-Like Abilities|spell-like abilities]]
|sq=[[Legacy (3.5e Subtype)|Legacy]] 3 traits, ''[[#Astral Scent|astral scent]]'', [[SRD:Darkvision|darkvision]] 60 ft., [[SRD:Damage Reduction|DR]] 18/[[SRD:Good Effect|good]] and [[SRD:Alchemical Silver|silver]], immunity to [[SRD:Fire Effect|fire]], [[SRD:Spell Resistance|spell resistance]] 30, [[SRD:Telepathy|telepathy]] out to 200 ft., [[SRD:Vulnerability to Energy|vulnerability]] to [[SRD:Cold Effect|cold]]
|fort=+24 |ref=+18 |will=+19
Flammarch is always aware of a Marked creature's condition, as per the ''[[SRD:Status|status]]'' spell. ''[[SRD:Break Enchantment|Break enchantment]]'' (DC 30) can suppress the Mark for 10 minutes per character level. Otherwise, it requires at least a ''[[Complete Restoration (3.5e Spell)|complete restoration]]'', ''[[SRD:Miracle|miracle]]'' or ''[[SRD:Wish|wish]]'' to completely destroy the mark. [[SRD:Antimagic Field|Antimagic]] will likewise suppress the mark.
'''{{Anchor|Lord of Hellhounds}} {{Ex}}:''' Flammarch is the greatest of all the hounds of hell. It automatically commands any hellish canine creatures within 200 feet, such as [[SRD:Hell Hound|hell hounds]] and [[SRD:Nessian Warhound|nessian warhounds]], and may give them mental directions at will. The sheer tyranny of Flammarch's overwhelming presence can erode the wills and minds of non-hellish canine creatures as well; they must make a DC 27 [[SRD:Will|Will]] save or become servile thralls to Flammarch and his pack. Any hound under Flammarch's control within 200 feet gains a +4 bonus to its [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] scores. '''[[Maneuver-Like Abilities (3.5e Creature Ability)|{{Anchor|Maneuver-Like Abilities}}]]:''' Flammarch has access to several maneuver-like abilities that it can use in battle when the inspiration hits it. It starts every encounter with two of its maneuvers available, randomly determinedwith two d6 rolls (the 7th maneuver can only become available through combat). At the start of every turn, it rolls a d10 to see which maneuver becomes available (see the numbers in parentheses, below). Only one instance of a specific maneuver can be available at any time. A result above 7 means no maneuvers are gained. An A maneuver that comes available maneuver may be set aside for use at a later turn.
All associated saving throw DCs are [[SRD:Constitution|Constitution]]-based and include a +3 [[Legacy (3.5e Template)|legacy]] bonus (standardly DC 32).
*''Charge Burst (1):'' Strike—Flammarch stores strength in its limbs and propels itself forward in a sudden charge, ripping through the battlefield like a flaming meteor. As a double-move action, it moves up to twice its land speed (standardly 160 ft.) in a straight line. Everyone within the 15-foot-thick line of Flammarch's movement must make a [[SRD:Reflex|Reflex]] save or count as being [[SRD:Overrun|overran]]; creatures that fail the save must make a [[SRD:Strength|Strength]] or [[SRD:Dexterity|Dexterity]] check with the appropriate modifiers opposed to Flammarch's [[SRD:Strength|Strength]] check (+30 with all modifiers). Failure means they fall [[SRD:Prone|prone]]. Failure by 10 or more points means they are [[SRD:Stunned|stunned]] for 2 [[SRD:Round|rounds]]. Failure by 20 or more points means they are [[SRD:Stunned|stunned]] for 2 [[SRD:Round|rounds]] and [[SRD:Staggered|staggered]] for 1d4 [[SRD:Round|rounds]] after that. Any creature that is successfully [[SRD:Overrun|overran]] takes 1d6 points of [[SRD:Bludgeoning Weapon|bludgeoning]] damage and 1d6 points of [[SRD:Fire Effect|fire]] damage for every 2 points by which they lost the opposed check.
:Sufficiently solid architecture or objects of [[SRD:Gargantuan Size|Gargantuan]] size or bigger will stop Flammarch's charge burst from continuing.
*''Shadow Pack (2):'' Strike—As a [[SRD:Standard Action|standard action]], flammarch spawns 1d4+1 flaming illusory doubles of himself within a range of 200 feet. The doubles only have one-tenth of the original's [[SRD:Hit Points|hit points]], and cannot use any of Flammarch's maneuver-like or spell-like abilities. Observers may attempt to disbelieve the illusory doubles with a [[SRD:Will|Will]] save. If successful, the shadow pack's attacks only do 50% damage to them, and the doubles incur a -4 penalty to attacks, [[SRD:Armor Class|Armor Class]], and ability save DCs against creatures that disbelieve them.
*''Devouring (3):'' Strike—Flammarch makes a [[SRD:Bite|bite]] attack against a creature of [[SRD:Large Size|Large]] size or smaller as a [[SRD:Standard Action|standard action]]. If the attack hits, Flammarch may attempts a [[SRD:Grapple|grapple]] on that creature. If the creature is successfully grappled, Flammarch may extend this ability to a 1-[[SRD:Round|round]]-action and devour the creature whole. Attempting to devour a creature provokes [[SRD:Attack of Opportunity|attacks of opportunity]] and may be interrupted with a successful counter-[[SRD:Grapple|grapple]].
:Upon the start of Flammarch's next turn, it attempts a second [[SRD:Grapple|grapple]] check, and if that succeeds the creature is devoured and swallowed whole, and starts to take periodic damage every [[SRD:Round|round]] from Flammarch's gizzard equal to its [[SRD:Bite|bite]] attack. A devoured creature can cut its way out by using a [[SRD:Light Weapon|light]] [[SRD:Slashing Weapon|slashing]] or [[SRD:Piercing Weapon|piercing]] weapon to deal 100 points of damage to the gizzard (AC 23). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Flammarch has enough room in its gizzard for 4 [[SRD:Medium Size|Medium]] or 1 [[SRD:Large Size|Large]] creatures.
*''MLA Evasive Lunge (4):''Counter—At any time as an [[SRD:Immediate Actions|immediate action]] in response to some attack or effect that would target it or include it in its target area, Flammarch may launch its body in a haphazard spin and vault backwards to escape some threat. It makes an effective [[SRD:Whirlwind Attack|whirlwind attack]] with its [[SRD:Claw|claw]] attack against every creature within his natural [[SRD:Space/Reach (Creature Statistic)|reach]] and then immediately retreat in a chosen direction by up to half his land speed (maximum 40 feet). If this movement puts Flammarch out of the reach of the attack or effect that prompted it to use its Evasive Lunge, then the attack or effect automatically misses.
*''MLA (5):''
*''MLA (6):''
*''Infernal Detonation (7):'' Strike—Exciting all the latent hellflames within its body, Flammarch focuses its full power inward, building it up to critical mass in order to release it in a devastating area attack. Charging this ability takes 2 [[SRD:Round|rounds]]. While charging, Flammarch is immobile, but also only takes half damage from any source. This halving is applied before any [[SRD:Damage Reduction|damage reduction]] or resistance. Dealing more than one quarter of its maximum health (standardly 225 [[SRD:Hit Points|hit points]]) in damage to Flammarch while he is charging will stop the Infernal Detonation from happening and leave it [[SRD:Staggered|staggered]] for 1 [[SRD:Round|round]].
:If the charge completes successfully, Flammarch unleashes a gigantic nova of destructive energy. Creatures within a 30-foot-radius spread must make a [[SRD:Fortitude|Fortitude]] save or be obliterated (a [[SRD:Destruction|destruction]] effect), and take 200 points of [[SRD:Adamantine|adamantine]] [[SRD:Bludgeoning Weapon|bludgeoning]] damage and 20d6 [[SRD:Fire Effect|fire]] damage on a successful save. Creatures further than 30 feet away but within a 60-foot-radius spread only take the [[SRD:Fire Effect|fire]] damage, and may make a [[SRD:Reflex|Reflex]] save to halve the damage dealt.