Monday, January 3, 2011

General Rules: Monsters - Devil, Ghargatula

Devil, Ghargatula (from the Book of Vile Darkness)
Huge Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 24d8+288 (396 hit points)
Initiative: +6
Speed: 50 feet
Armor Class: 20 (-2 size, +2 Dexterity, +10 natural); touch 10, flat-footed 20
BAB/Grapple: +24/+46
Attack: Bite +36 melee (5d8+14, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +36 melee (5d8+14, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +31 melee (3d6+7, slashing, 20 x2) and tail stinger +31 melee (2d6+7 plus poison, piercing, 20 x2)
Space/Reach: 10 feet by 10 feet/15 feet
Special Attacks: Improved grab, poison, swallow whole
Special Qualities: Devil traits, DR 25/+2, outsider traits, regeneration 10, scent, SR 25, summon devil
Saves: Fortitude +26, Reflex +16, Will +16
Abilities: Str 39, Int 7, Wis 11, Dex 14, Con 35, Cha 10
Skills: Climb +38, Intimidate +24, Jump +38, Listen +24, Move Silently +26, Spot +24
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always lawful evil
Advancement: 25 - 36 Hit Dice (Huge)

These terrors, likely to be mistaken for fiendish dinosaurs, either wander about the warmer regions of hell, killing anything that they find (even other devils) or they are employed as guardians in important palaces and cathedrals on that dark plane.

A ghargatula stands 25 feet tall and has a tail 15 feet long. It has terrible claws, and its tail ends in a wicked stinger black with venom - but the ghargatula's massive mouth is its most striking feature. Filled with many rows of teeth the size of daggers and short swords, a ghargatula's maw could engulf a human in a single bite. Its flesh is jagged and dark, almost craggy like the terrible wastelands in hell where it lives.

Ghargatulas speak Infernal.

Ghargatulas do not possess the magical abilities of other devils, other than a weak attempt at summoning. Instead, they are straightforward, extremely ferocious combatants that use their terrible natural weapons to great effect.

Improved Grab (Ex): If a ghargatula hits a Large or smaller opponent with its bite attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +46). If it successfully grabs a creature that it can also swallow whole, it can attempt to do so in the next round. The ghargatula has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on the grapple check, but the ghargatula is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deal bite damage.

Swallow Whole (Ex): A ghargatula can try to swallow a Medium or smaller opponent that is already in its mouth by making a successful grapple check (grapple bonus +46). The swallowed creature takes 2d8+8 points of crushing damage per round and 8 points of acid damage from the ghargantula's innards. A swallowed creature can cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the innards (Armor Class 20). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out. The ghargatula's innards can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller creatures.

Poison (Ex): Each successful tail stinger attack delivers a ghargatula's poison (Fortitude save DC 34). The initial and secondary damage is the same (2d6 points of Dexterity damage).

Regeneration (Ex): A ghargatula takes normal damage from holy and blessed weapons of at least +2 enhancement.

Scent (Ex): A ghargatula can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Summon Devil (Sp): Once per day, a ghargatula can attempt to summon one cornugon with a 25% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no devils answer the summons. Summoned devils automatically return whence they came after an hour. A devil that has been summoned cannot use its own summon devil ability. Most devils do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to gain victory or save their own lives.

Devil Traits: Devils can communicate telepathically with any creature within 100 feet that has a language. Devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell. A devil is immune to fire and poison, and it has acid resistance 20 and cold resistance 20.

Outsider Traits: A ghargatula has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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