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Description
from Elder Evils - 3.5e
When quiescent, the four female Hulks of Zoretha look nearly identical and stand in a circle facing each other. They resemble stone monoliths over 20 feet in height, blocky but vaguely humanoid and traced with indecipherable carvings that occasionally seem to move out of the corner of one’s eye. They do not look female in any mammalian sense and are not beautiful. One monolith is mottled red and orange; one is gray stone with pale blue veins; a third is brown with sickly green blotches; and the fourth female hulk is dark blue with white veins like crystal. The male Hulk of Zoretha looks different from the other four. He still resembles a stone monolith but is slightly smaller, especially around the base. He is all black, and his back bulges as if somewhat deformed. Though basically humanoid, the black Hulk exhibits no mammalian male traits. He stands just outside the circle of females, facing out. When they awaken, the Hulks of Zoretha become slightly more organic in their overall shape and appearance, but their tough hides still resemble stone. The carvings that covered them become tattoos. They remain alien and sexless in overall appearance. After the fi rst use of any physical attack, a female Hulk shows signs of her associated energy type. The red and orange hulk begins to fl icker with pale fl ames, while the gray and pale blue hulk is brushed lightly with frost. Foul liquid drips from the brown and green hulk, and the dark blue and white hulk crackles slightly with static electricity. Upon awakening, the male Hulk of Zoretha unfurls large black wings and reveals a graceful, slightly shadowy form, perfectly molded to human standards of beauty.
Hulk of Zoretha (Female) CR 16
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hp 336 (16 HD); fast healing 15; DR 10/epic CE Huge outsider (evil) Init +0; Senses blindsight 500 ft., darkvision 60 ft., true seeing; Listen +23, Spot +23 Languages Abyssal, Celestial, Infernal, telepathy 1,000 ft., tongues; Aquan (ice hulk), Auran (lightning hulk), Ignan (fi re hulk), Terran (acid hulk) AC 32, touch 8, fl at-footed 32 Immune anathematic secrecy (malefi c property), elder evil immunities (page 6), paralysis; plus fi re (fi re hulk) or cold (ice hulk) or acid (acid hulk) or electricity (lightning hulk) Resist acid 20, electricity 20 (fi re hulk and ice hulk) or fi re 20, electricity 20 (acid hulk) or fi re 20, cold 20 (lightning hulk); SR 24 (all) Fort +23, Ref +10, Will +14 Speed 60 ft. (12 squares) Melee slam +31/+26/+21/+16 (2d10+25 plus 2d6 energy [fi re, cold, acid, or electricity]) Space 15 ft.; Reach 15 ft. Base Atk +16; Grp +41 Atk Options Awesome Blow, Cleave, Great Cleave, Improved
Bull Rush, Improved Overrun, Power Attack Special Actions breath weapon, summon elemental, waking nightmare Abilities Str 45, Dex 10, Con 37, Int 16, Wis 19, Cha 10 SQ dark visiting (malefi c property), nondetection, quiescent invulnerability, sign (blood moon) Feats Awesome Blow, Cleave, Great Cleave, Improved Bull
Rush, Improved Overrun, Power Attack Skills Climb +36, Diplomacy +2, Intimidate +19, Jump +48,
Knowledge (arcana) +22, Knowledge (the planes) +22,
Knowledge (religion) +22, Listen +23, Search +22, Sense
Motive +23, Spot +23, Swim +36 Breath Weapon (Su) 50-ft. cone, once every 1d4 rounds, damage 14d10 energy (of an energy type appropriate to that hulk), Refl ex DC 31 half. Summon Elemental (Sp) A female Hulk of Zoretha can summon elementals once per day—one elder, two greater, or four Huge. The elementals arrive in 1d4 rounds and serve for 1 day or until released. The fi re hulk summons fi re elementals; the ice hulk summons water elementals; the acid hulk summons earth elementals; and the lightning hulk summons air elementals. All hulks summon chaotic evil elementals. Waking Nightmare (Su) The female Hulks of Zoretha are so horrifying that they induce waking nightmares in their opponents. Three times per day as a swift action, a Hulk can induce waking nightmares in all opponents within a 5-foot radius. Opponents thus affected must make a DC 22 Will save or be subjected to the following effects for 1d6 rounds as they are immersed in a waking dream.
Hulk Effect on Opponent
Fire Attacks self in melee as a standard action, seeing a monster burrowing under own skin Ice Begins to drown without water; Fortitude save each round (DC 22, +1 per round) or fall unconscious for 1d4 rounds Acid Screams in terror from horrible visions; can take only move actions Lightning Wracked with phantom pain; –4 to all rolls, takes 2d6 nonlethal damage
Anathematic Secrecy (Su) The female Hulks of Zoretha are immune to all divine divination spell effects. Dark Visiting (Su) Any divine spellcaster who sleeps within 100 miles of the Hulks must succeed on a DC 18 Will save or take 1d4+1 points of Wisdom damage and be fatigued for the day. The spellcaster additionally cannot regain spells, power points, or any similar ability that requires rest. A spellcaster who is reduced to half normal
Wisdom is affected by insanity while within this area. Nondetection (Su) As the nondetection spell; continuous; caster level 20th. Quiescent Invulnerability (Su) When dormant, a Hulk of Zoretha cannot be harmed by any means. Once awakened,
Hulks of Zoretha cannot become dormant again.
Illus. by R. Horsley
Hulk of Zoretha (Male) CR 16
hp 256 (16 HD); fast healing 15; DR 10/epic CE Huge outsider (evil) Init +12; Senses blindsight 500 ft., darkvision 60 ft., true seeing;
Listen +23, Spot +23 Languages Abyssal, Celestial, Infernal, telepathy 1,000 ft., tongues AC 44, touch 20, fl at-footed 32; uncanny dodge Immune anathematic secrecy (malefi c property), elder evil immunities (page 6), poison, paralysis Resist acid 20, fi re 20, cold 20, electricity 20; SR 24 Fort+18, Ref +22, Will +14 Speed 80 ft. (16 squares); fl y 80 ft. (clumsy); Flyby Attack Melee 2 claws +26 each (1d8+11 plus poison) and bite +24 (2d6+11 plus poison) Ranged spikes +26/+21/+16/+11 (2d8 plus poison) Space 15 ft.; Reach 15 ft. Base Atk +16; Grp +35 Atk Options Point Blank Shot, Precise Shot, poison (Fortitude
DC 26, 1d6 Con/2d6 Con), sneak attack +8d6 Special Actions hypnotic gaze, summon displacer beast Abilities Str 33, Dex 35, Con 27, Int 33, Wis 19, Cha 24 SQ dark visiting (malefi c property), improved uncanny dodge, nondetection, quiescent invulnerability, sign (blood moon) Feats Flyby Attack, Hover, Multiattack, Point Blank Shot, Precise Shot, Weapon Finesse Skills Balance +33, Bluff +26, Climb +30, Concentration +27, Diplomacy +30, Hide +23, Intimidate +28, Jump +52, Knowledge (arcana) +30, Knowledge (history) +30,
Knowledge (the planes) +30, Knowledge (religion) +30,
Listen +23, Move Silently +31, Search +30, Sense Motive +23, Spellcraft +32, Spot +23, Tumble +33 Spikes (Ex) The male Hulk of Zoretha can shoot up to four poisoned spikes per round from his forearms as a ranged weapon with a range increment of 100 feet. Spikes regenerate immediately after use. Hypnotic Gaze (Su) The male Hulk of Zoretha can hypnotize foes into helplessness. Five times per day as a swift action, the Hulk can force a target opponent to make a DC 22 Will save or lose all sensory and time perception until the end of the Hulk’s action. On a failed Will save, the target loses her Dex and shield bonus to AC, is treated as if blinded, and is held immobile until the Hulk fi nishes his action for the round. Summon Displacer Beast (Su) The male Hulk of Zoretha can summon a displacer beast pack lord once per day. The displacer beast pack lord summoned is chaotic evil. It arrives in 1d4 rounds and serves for 1 day or until released. Anathematic Secrecy (Su) The male Hulk of Zoretha is immune to all divine divination spell effects. Dark Visiting (Su) Any divine spellcaster who sleeps within 100 miles of the male Hulk must succeed on a DC 25
Will save or take 1d4+1 points of Wisdom damage and be fatigued for the day. The spellcaster additionally cannot regain spells, power points, or any similar ability that requires rest. A spellcaster who is reduced to half normal
Wisdom is affected by insanity while within this area. Nondetection (Su) As the nondetection spell; continuous; caster level 20th. Quiescent Invulnerability (Su) When dormant, a Hulk of Zoretha cannot be harmed by any means. Once awakened,
Hulks of Zoretha cannot become dormant again.
Waking Hulks