Dungeons and Dragons Devastation Vermin 3.5 PBP RPG

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Devastation Vermin

Vermin Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Devastation Centipede

Devastation Spider

Colossal Vermin

Colossal Vermin

Hit Dice:

128d8+1,152 (1,728 hp)

128d8+1,280 (1,856 hp)

Initiative:

+13 (Dex)

+14 (Dex)

Speed:

80 ft.

60 ft., climb 40 ft. (80 ft., climb 40 ft.)

Armor Class:

55 (-8 size, +13 Dex, +40 natural), touch 15, flat-footed 42

58 (-8 size, +14 Dex, +42 natural), touch 16, flat-footed 44

Base Attack/Grapple:

+96/+128

+96/+125

Attack:

Bite +99 (20d10+16 plus poison) melee

Bite +101 (18d10+19 plus poison) melee

Full Attack:

Bite +99 (20d10+16 plus poison) melee

Bite +101 (18d10+19 plus poison) melee

Space/Reach:

50 ft./40 ft.

50 ft./40 ft.

Special Attacks:

Poison

Poison

Special Qualities:

Darkvision 300 ft., spell resistance 50, damage reduction 10/-

Darkvision 300 ft., spell resistance 50, damage reduction 10/-

Saves:

Fort +75, Ref +55, Will +42

Fort +76, Ref +56, Will +42

Abilities:

Str 33, Dex 37, Con 29, Int -, Wis 10, Cha 2

Str 37, Dex 39, Con 30, Int -, Wis 10, Cha 2

Skills:

Climb +19, Hide +1, Jump +31, Spot +8

Climb +21, Hide +2 (-2), Jump +25 (+39), Move Silently +14, Spot +8 (+12)

Environment:

Any land

Any land

Organization:

Solitary or cluster (2-5)

Solitary or cluster (2-5)

Challenge Rating:

39

41

Treasure:

None

None

Alignment:

Always neutral

Always neutral

Advancement:

None

None

Devastation Scorpion

Devastation Beetle

Colossal Vermin

Colossal Vermin

Hit Dice:

128d8+1,408 (1,984 hp)

128d8+2,304 (2,880 hp)

Initiative:

+12 (Dex)

+10 (Dex)

Speed:

100 ft.

70 ft.

Armor Class:

60 (-8 size, +12 Dex, +46 natural), touch 14, flat-footed 48

72 (-8 size, +10 Dex, +60 natural), touch 12, flat-footed 62

Base Attack/Grapple:

+96/+126

+96/+128

Attack:

Claw +102 (10d10+14) melee

Bite +104 (25d10+24) melee

Full Attack:

2 claws +102 (10d10+14) melee, sting +97 (8d10+7 plus poison) melee

Bite +104 (25d10+24) melee

Space/Reach:

50 ft./40 ft.

50 ft./40 ft.

Special Attacks:

Improved grab, squeeze, poison

Trample 30d10+24, acid cloud

Special Qualities:

Darkvision 300 ft., spell resistance 50, damage reduction 15/-

Darkvision 300 ft., spell resistance 60, damage reduction 20/-

Saves:

Fort +77, Ref +54, Will +42

Fort +84, Ref +52, Will +42

Abilities:

Str 38, Dex 35, Con 32, Int -, Wis 10, Cha 2

Str 42, Dex 31, Con 46, Int -, Wis 10, Cha 9

Skills:

Climb +22, Hide +4, Jump +42, Spot +8

Jump +31, Listen +0, Spot +0

Environment:

Any land

Any land

Organization:

Solitary or cluster (2-5)

Solitary or cluster (2-5)

Challenge Rating:

42

50

Treasure:

None

None

Alignment:

Always neutral

Always neutral

Advancement:

None

None

Devastation Centipede

Poison (Ex): Bite, Fort save (DC 93); initial and secondary damage 2d12 temporary Dex.

Skills: Devastation centipedes receive a +8 racial bonus on Climb, Hide, and Spot checks.

Devastation Spider

Poison (Ex): Bite, Fort save (DC 94); initial and secondary damage 2d12 temporary Con.

Web (Ex): A single web strand is strong enough to support the spider and one creature of Gargantuan size. Web-spinning devastation spiders can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 150 feet, with a range increment of 30 feet, and is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 38) or burst it with a Strength check (DC 44). Both are standard actions. Web-spinning spiders often create sheets of sticky webbing about 1,000 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed at a Spot check (DC 20) to notice a web; otherwise, they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 24 hit points, and sheet webs have damage reduction 20/fire. A devastation spider can move across its own sheet web at its climb speed and can determine the exact location of any creature caught in the web.

Skills: Web-spinning devastation spiders receive a +4 racial bonus on Hide and Spot checks. Hunting spiders receive a +6 racial bonus on Jump checks and a +8 racial bonus on Spot checks (using the modifiers given in parentheses). *All devastation spiders gain a +8 competence bonus on Hide and Move Silently checks when using their webs.

Devastation Scorpion

Improved Grab (Ex): To use this ability, the devastation scorpion must hit with its claw attack. If it gets a hold, it hangs on and squeezes.

Squeeze (Ex): A devastation scorpion that gets a hold on a Gargantuan or smaller opponent automatically deals damage with both claws and its sting.

Poison (Ex): Sting, Fort save (DC 95); initial and secondary damage 2d12 temporary Str.

Skills: Devastation scorpions receive a +4 racial bonus on Climb, Hide, and Spot checks.

Devastation Beetle

Trample (Ex): A devastation beetle can trample Gargantuan and smaller creatures for 30d10+24 points of damage. Opponents who do not make attacks of opportunity against the devastation beetle can attempt a Reflex save (DC 90) to halve the damage.

Acid Cloud (Ex): A devastation beetle exudes a constant vapor that radiates outward in every direction for 60 feet. This vapor deals 6d6 points of acid damage each round to anyone caught in the cloud.


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After being shackled up, Eya looks around at the others in the cell with her. She looks to Kiven first and says, "Aloro, your brother seems like a real ass. I wouldn't mind adding him to my rapidly growing list of shitstains to kill. I'll help, but only if I get the ears after."

Eya then inspects her shackles and tests their strength a little. She scoffs, "They expect these to hold her?" She looks to Jesla, "You there, warrior of Gorum, God of Battle and Lord in Iron. Jesla, right? That's what they called you earlier. Listen Jesla, I can tell just by looking at these chains that they are far too weak to hold you. BUT, if you attempt to break free right now, you would alert the guards immediately from the noise." Eya nods in the direction of the guards down the hallway, then continues, "If you're serious about bathing in their blood, which, by the way, is a favorite pastime of mine, then bide your time for now and wait for the right moment. Side note, blood bathing is actually good for the skin. It keeps the aging down. It's a shame we can't flay them alive too though; we don't have the luxury of time." Eya sighs, seemingly disappointed.

"You all might be wondering why they went through the trouble of branding us if they're just planning to execute the majority of us tomorrow. Well, the branding iron the used had magical runes inscribed on it. You saw them too, right Aloro? Anyway, the scar created by that magical branding iron is permanent and no amount of healing can make it go away. Essentially, they didn't just brand our physical bodies, but our souls as well. You could cut off your arm, regrow it with magic, and the brand would be right back there again. Why do they do this you might ask? Perhaps it's to humiliate us, to brand us forever as the Other, the Forsaken. That's their terminology, not mine. But perhaps that's only part of the reason."

"So, why am I telling you all this? Because I think we can all break out of this place if we play our cards right and work together. I'm Eya by the way."

Out of Character: Probably obvious but Eya keeps her voice low enough so that the guards can't hear but loud enough for the others in the cell to hear.

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