Dungeons and Dragons Uvuudaum 3.5 PBP RPG

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Large Outsider (Evil, Extraplanar)

Hit Dice:

38d8+646 (817 hp)


+14 (Dex)


80 ft., climb 40 ft.

Armor Class:

52 (+14 Dex, -1 size, +29 natural), touch 23, flat-footed 38

Base Attack/Grapple:



Head spike +51 (10d6+21/19-20 plus Wisdom drain) melee

Full Attack:

Head spike +51 (10d6+21/19-20 plus Wisdom drain) melee


10 ft./10 ft.

Special Attacks:

Confusion aura, spell-like abilities, Wisdom drain

Special Qualities:

Blindsight 500 ft., damage reduction 10/epic and good, electricity resistance 30, fast healing 20, regeneration 5, spell resistance 39


Fort +40, Ref +37, Will +41


Str 39, Dex 38, Con 44, Int 32, Wis 38, Cha 46


Balance +18, Climb +32, Concentration +58, Craft (alchemy) +52, Diplomacy +22, Escape Artist +55, Gather Information +22, Hide +51, Intimidate +59, Jump +69, Knowledge (arcana, history, local, religion, the planes) +52, Listen +55, Move Silently +55, Search +52, Sense Motive +55, Spellcraft +56, Spot +55, Swim +55, Tumble +59


Cleave, Combat Casting, Combat Reflexes, Great Cleave, Improved Critical (head spike), Lightning Reflexes, Power Attack

Epic Feats:

Epic Reflexes, Improved Combat Reflexes, Spell Stowaway (time stop), Tenacious Magic (haste), Tenacious Magic (displacement), Tenacious Magic (stoneskin)




Solitary, pair, or madness (3-6)

Challenge Rating:





Usually neutral evil


As character class

Uvuudaums can speak telepathically to any creature within 500 feet that has a language.

A uvuudaum's natural weapons are treated as epic and evil for the purpose of overcoming damage reduction.


Confusion Aura (Su): This ability operates continuously, as the confusion spell but with a 30-foot radius. Potential victims can make a Will save (DC 47) to resist confusion. Those affected by the aura can make a new save every 4 rounds to throw off the effect. Once it has successfully resisted, a subject remains immune to that uvuudaum's confusion aura for 24 hours. The save DC is Charisma-based.

Wisdom Drain (Su): This effect permanently reduces a living opponent's Wisdom score by 2d4 points when the creature hits with its head spike, or twice that amount on a critical hit. The creature regains 5 lost hit points (or 10 on a critical hit ) whenever it drains Wisdom, gaining any excess hit points as temporary hit points. Thesse temporary hit points last a maximum of 1 hour. An opponent can avoid the Wisdom drain with a Fortitude save (DC 47). The save DC is Charisma-based.

Regeneration (Ex): Uvuudaums take normal damage from holy weapons, cold, and fire.

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