Chaos Beast

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Chaos Beast (CR 17)

True Chaotic - Large - Aberration (Outsider)
Lore: K. (Dungeoneer)
34 49
Basic DC Full DC
Initiative
Initiative Icon 2.png
29
Perception:
37 +27
Passive Active
Ambush:
8+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
40
Man Def
Shield Icon 3.png
41
Monster Health
611 305 32
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +19
Refl: +14
Will: +15
  • Maneuver Defense Notes: immune to Prone

Strong Against:

  • ER 32/Lightning (energy, common)
  • Hardened (½ damage): precision damage
Weak Against:

Offense

Size: Large
10 ft. 15 ft.
Space Reach
To-Hit
+25
Sword Icon 3.png
Man Off
+28
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Globsmack +25 (4d8+17/19-20 x2)
    as slime (physical, common)
    plus: Perversion of Flesh

Full Attack (Melee):

  • 3x Globsmack +25 (4d8+17/19-20 x2)
    as slime (physical, common)
    plus: Perversion of Flesh

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

13
STR
8
DEX
31
CON
13
INT
19
WIS
4
CHA

Skills:

Languages: Gurahn'lloig

Feats:

Special Abilities

Perversion of Flesh (Su) Automatic after successful attack, 1/Rnd/Target Struck

The first time each round that a foe is struck by a chaos beast, that creature's flesh is compromised, potentially transforming into a wobbly mass of shapeless flesh. The victim gains the Weakened condition, unless it succeeds on a Fort save, DC 29.

Due to the highly invasive nature of this transformation, this status condition cannot be cleared normally. Only a Remove Curse (Cleric Spell), a Greater Restoration, or a power or ability which emulates one of these spell effects can remove it. Except for being cured in this way, the Weakened condition is permanent.

Flailing Spasms (Ex) Always On

If any creature provokes an attack of opportunity from a chaos beast, rather than making an attack of opportunity against that foe, the chaos beast makes a single attack of opportunity against all creatures within its reach (friend or foe). Note that chaos beasts do NOT have combat reflexes, so they can only use this ability once per round.

World Warper (Su) Swift Action 1/Enc

Once per encounter as a swift action, a chaos beast can teleport up to 100 feet from their current space. Their destination space must be unblocked and unoccupied. Upon arriving, all creatures adjacent to their destination space suffer 4d8+17 points of interstice (physical, rare) damage. Affected creatures may make a Reflex save, DC 27, for half damage.

Chaos Beast

Chaos Beast

A chaos beast is a blubbery mass of shifting tentacles, claws, eyes, mouths, and other... bits. The creature constantly shifts through forms and shapes, in a never-ceasing, highly-disturbing ballet of senseless ataxia. Despite these many limbs, organs, and features, the chaos beast is effectively formless, while seeming to be trying to hold every form at once. It has no true internal structure, nor does it breathe, eat, or sleep. Chaos beasts are tiny fragments of elemental chaos, injected into the Prime Material.

Chaos beasts, as their name suggest, behave unpredictably. It is unclear if they are motivated by anything, or if they are driven by any instincts or needs. Indeed, it is easy to assume that chaos beasts are mindless, operating randomly within their environments, but this isn't actually true. While chaos beasts aren't known for making sound tactical decisions in combat, or even consistently distinguishing friends from foes (if they can be said to have friends, or foes), there is a cold, albeit alien, intelligence lurking within them.

Chaos beasts seem drawn to others of their kind, as though they can sense the disruption to time and space caused by their brethren. Given enough time, a chaos beast will always congregate with other chaos beasts. Of course, due to the hazards of observing chaos beasts in their natural environment, it is possible that, rather than gathering with other chaos beasts already in the Prime Material, the chaos beast is actually summoning or creating more chaos beasts. In any case, they are rarely encountered by themselves. Where there is one chaos beast, there are almost certainly more.

In combat, chaos beasts are dangerous, not only for their unpredictability, but also because they can corrupt the flesh of Prime Material creatures they come into contact with. While a corrupted creature isn't turned into a chaos beast themselves, they are turned into shuddering blobs of flesh, making wielding weapons or casting spells quite difficult, if not impossible.

Combat Tactics

Chaos Beasts might employ the simple tactic of closing with their enemies and making full attacks. Between their Perversion of Flesh ability and their Flailing Spasms abilities, they are quite fierce in melee combat. However, chaos beasts are, by their nature, highly chaotic, and may choose to do something else entirely. They may spend the encounter making single attacks and moving around, suffering attack of opportunity from their enemies and allies, or they may single-mindedly attempt to reach a distant door, sewer grate, or other portal. No creature is more unpredictable than a chaos beast.

Out of Combat

Chaos beasts are rarely found in civilized areas. Whether this is due to a reclusive nature, or some abhorrence of being near these centers of lawfulness and order, is unclear. Instead, chaos beasts frequent deep dungeons, forgotten caverns, and can even be found underwater. They have no need to eat, breathe, sleep, so they can be found in some quite inhospitable environments. While not specifically vulnerable to it, chaos beasts dislike cold environments, and will tend to avoid them, or move to more temperate areas, if possible. Furthermore, chaos beasts tend to avoid being exposed to the open sky (i.e. above ground) for any longer than they need to be. While it is possible to encounter them outdoors, this is likely only because they were discovered while migrating from one place to another, rather than any general desire to get some fresh air.

Outside of combat, the chaos beast's World Warper ability can be used up to once every 5 minutes. This, combined with their modest Walk speed makes their overland travel somewhat better than an average humanoid's, but certainly not great.

Rewards

XP: 102,400

Treasure: Sellable Goods worth 51,444 gp.

Weight: 170 lbs.     Volume: 6.8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)