Destroyah (3.5e Creature)
It suddenly becomes difficult to breath, then you hear a bone chilling shriek, you turn, only to see a massive creature, It stands over 398 feet tall, it's obviously a crustacean, but one of proportions never seen before. It turns to you, dropping it's latest kill.
Destroyah | |
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Size/Type: | Titanic Magical Beast (Evil, Shapechanger) |
Hit Dice: | 64d10+1088 (1440 hp) |
Initiative: | +4 |
Speed: | 30ft (6 squares), Fly 100ft (poor) |
Armor Class: | 64 (+22 natural, +15 deflection, +25 (profane), -8 size), touch 42, flat-footed 64 |
Base Attack/Grapple: | +64/+104 |
Attack: | Claw +79 melee (3d6+22) |
Full Attack: | 2 Claws +79 melee (3d6+22), Bite +77 melee (4d6+11), Tail Claw + 73 melee (2d6+11) |
Space/Reach: | 60ft/30ft or 100ft (tail claw) |
Special Attacks: | Oxygen Destroyer, Horn Cutter, Improved Grab, Trample, Suffocating Presence, Floral pattern Beam, Oxygen destroyer comet. Sign |
Special Qualities: | Energy Resistance (Acid, Sonic, Electricity, Radiation) 50, Aggregate Form, Cold vulnerability, SR 68, Dark vision 600ft, True seeing |
Saves: | Fort +53, Ref +36, Will +30 |
Abilities: | Str 54, Dex 10, Con 45, Int 20, Wis 24, Cha 45 |
Skills: | Intimidate +33, Listen +17, Spot +18, Survival +17, Search +17 |
Feats: | Ability focus (oxygen destroyer), awesome blow, blind-fight, cleave, diehard, endurance, flyby attack, great cleave, great fortitude, hover, improved bull rush, improved critical (claw), improved initiative, improved overrun, improved sunder, iron will, lightning reflexes, multiattack, power attack, weapon focus (bite, claw) |
Environment: | Any warm land |
Organization: | Unique |
Challenge Rating: | 66 |
Treasure: | None |
Alignment: | Always Neutral Evil |
Advancement: | 64+(titanic) |
Level Adjustment: | — |
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Destoroyah is one of the most vicious creatures in existence. Unlike most of the other beings, Destoroyah's only motivation in his existence seems to be a seething hatred for all other things, be they living or dead. When he appears, he destroys everything in his path with sadistic glee, taking time to cause as much fear and despair as possible in his victims. Were he human, Destoroyah would probably be considered insane. Yet, such a definition can not be attached to an entity of such primal and ancient a nature.
Little do people know that Destroyah is a Elder evil. And thus it brings a sign with it. Destroyah's kind Lasted before the Aboleths, when the world was a Anaerobic and hellish place, It can go toe to toe with any god, and he can ***DUNK*** on Vecna any day of the week. Destroyah makes a good Villain, for it's power seems limitless and it's madness more so, but nothing matches it's Sadism, it has once carried the child of a Draconic Diety into the air, then injected it with it's deadly Oxygen Destroyer, wounding it, and then dropped it in front of it's father, Mocking the Dragon God while circling from above watching him fail to Revive his last and only kin, the god proceeded to unleash his anger in a long drawn out battle, which Resulted in the Deity melting down and dieing and Destroyah's defeat. However the Deities son was revived by the energy, Destroyah, was just durable.
Combat
Destoroyah is a being that even the gods fear. He is ruthless, relentless and more belligerent than any known creature. When it comes down to sheer brute strength, few creatures can stand in Destoroyah's way. When opening combat, Destoroyah relies heavily on his Oxygen Destroyer and Horn Cutter until he can close in on his opponent and begin to tear at them with his claws and fangs. Destoroyah seems to enjoy toying with his foes, so as to prolong their suffering, and once melee has been joined, will use his claws and teeth preferentially to his oxygen destroyer and horn cutter. While he's not particularly secretive, he is a cruel and crafty opponent.
Destoroyah's natural weapons are considered Epic and Evil for overcoming damage reduction.
Oxygen Destroyer (Su): Once every 1d4 rounds as a standard action, Destoroyah can fire a blast of anti-oxygen from his mouth. This attack forms a line 300ft long and 10ft wide. All creatures in the stream's path take 16d8 points of disintegration damage. A successful reflex save (DC 72) reduces the damage to half. This save is Constitution based. Any creature reduced to -10 hit points by this attack is completely disintegrated, and can only be revived by a Miracle, True Resurrection or Wish spell.
Horn Cutter (Su): Once every 1d4 rounds as a standard action, Destoroyah can create a beam of force from his horn, and use it to attack any creature within 300ft. To hit with this attack Destoroyah must make a ranged touch attack with a +10 bonus to hit. Should he connect, the beam deals 15d6 points of slashing damage. Because the beam disrupts the body when it hits, this damage is not susceptible to damage reduction.
Improved Grab (Ex): To use this ability, Destoroyah must hit his opponent with his tail.
Trample (Ex): As a standard action during its turn each round, Destoroyah can run over an opponent of Colossal size or smaller. Destoroyah merely has to move over the opponent.
The trample deals 4d12+11 points of damage. Trampled opponents can attempt to make an attack of opportunity, but these incur a - 4 penalty. If the opponent does not make an attack of opportunity, she can attempt to make a Reflex save (DC 67) for half damage. The DC is strength based.
Suffocating Presence (Ex): Destoroyah's very presence causes the oxygen in the air to be destroyed, making it harder for living beings to survive in his presence.
All creatures within 500ft. of Destoroyah that breathe become fatigued after five rounds. After another five rounds, the character becomes exhausted. Should she remain in Destoroyah's aura for another five rounds, the character begins to suffocate (treat as drowning). This effect only applies if the victim takes more than one standard or move-equivalent action per round. For every round that the victim takes no other action but catching her breath, reduce the round count by 1.
Should the count drop below the number of rounds for an effect, that effect vanishes. For example, if a character performs a full rounds worth of actions for six rounds, she becomes fatigued.
If she stops and does nothing for 2 rounds, she is no longer fatigued, but if she performs another full round of actions, she will become fatigued again.
Aggregate form (Su): Once per turn as a full round action, Destoroyah can break down into a swarm of 2d4+6 aggregate Destoroyah. He can remain in this form indefinitely, or return to his giga form as a full round action by bringing all of the living aggregates together. Those aggregates killed turn to dust. When he returns to his giga form, he regains 30d6 hit points.
Floral Pattern beam (Su): Every 1d4 rounds Destroyah can open the pattern on his chest and unleash a devastating beam of Oxygen destroying energy as a standard action, it stands 45 feet wide and goes out to 1,000 feet, this beam deals 40d12 points of disintegration damage. Anything reduced to -10 hp is turned to ash and dust and can only be revived by Miracle, Wish, True ressurection or something of similar power. After using this weapon Destroyah cannot use it for 1d4+2 rounds.
Oxygen destroying comet (Su): Every 1d4 rounds destroyah can fire a comet of pure Oxygen destroyer energy from it's horn, it heads for the highest concentration of HD in a 10 mile radius. When it impacts everything in 500 feet is subjected to 20d12 points of disintegration damage. Once using this Destroyah cannot use it for 2d4+1 rounds.
Cold Vulnerability (Ex): Cold based attacks deal 150% damage to Destoroyah.
Sign; Anaerobic Doom (Ex): (Note his sign happens on all planes in your cosmology) Faint (El 45) When Destroyah is approaching revival, the microscopic creatures composing it begin to swarm the water, and eating it's inhabitants to the bone, and on land Crustaceans are everywhere The PCs will be sent to investigate. On faint, roll a d% once per hour, if 51 or higher, then they encounter micro destroyah's and various crustaceans and crustacean like creatures, which deal 5d12 disintegration damage per round. Treat them as a swarm.
Sample Encounters
Weak (El 50): As Faint but now Juvenile destroyah's haunt the land and water in addition to micro forms (same for check). A large swarm of the creatures will head for the city the PCs are in and the PCs must hold them off. They seem to target healers, seeing them as anathema to their destructive ways, now the Celestial planes have involved themselves in the matter.
Moderate (El 55): As Weak but Aggerate Destroyah's are now roaming and smashing all in their path and the check is done once every 10 minutes and will give aggerates and juveniles as well. The Beings of the Law oriented planes have involved themelves in the matter, seeing the Destroyers as a threat to order.
Strong (El 60): As Moderate but Flying form destroyers are present and choking the skies. The check is now once every 5 minutes and includes flying forms. The chaotic aligned planes have also pitted themselves to stop the destroyers, knowing that they could wipe them out.
Overwhelming (EL 65) : By now the Lord of Destruction himself has been Reborn. And the world is being overrun. The check is now once every 2 and a half minutes. The players must put a stop to destroyah or else he will spread his evil to other cosmologies, and even the Blood war will die before his wrath, and his swarms of Crustaceans. The blood war has been paused to deal with the Threat of destroyah, however Destroyah has made deals with other Elder evils, thus making the final battle harder.
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