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Golothoma

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Serpent Reliquary

Serpent Reliquary

Possessions +1 full plate, +1 speed anarchic spiked chain, +3 composite longbow (+8 Str bonus) with 20 arrows, belt of giant strength +6, periapt of Wisdom +6, greater bracers of archery, ring of minor fi re resistance, ring of freedom of movement Improved Grab (Ex) Seghulerak can make a grapple check without provoking attacks of opportunity if she hits a

Large or smaller creature with her bite. If she establishes a hold, she can constrict. Aversion (Sp) Seghulerak can create a compulsion effect targeting any creature within 30 feet. The target must succeed on a DC 23 Will save or gain an aversion to snakes for 10 minutes. Affected creatures must stay at least 20 feet from any snake or yuan-ti, alive or dead; if already within 20 feet, they move away. A subject unable to move away, or one attacked by snakes or yuan-ti, is overcome by revulsion that reduces the creature’s Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of a snake or yuan-ti.

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This ability is otherwise similar to an antipathy spell (CL 16th). Contingent Conjuration (Ex) If Seghulerak takes any damage or ability damage, a summon monster VIII spell immediately summons 1d3 babaus to aid her. Produce Acid (Sp) Seghulerak can exude acid from her body, dealing 3d6 points of acid damage to the next creature she touches, including a creature hit by her bite. If she is grappling, constricting, or pinning a foe when she uses this power, her grasp deals 5d6 points of acid damage.

The acid becomes inert when it leaves her body, and she is immune to its effect. Alternate Form (Sp) Seghulerak can assume the form of a viper (size Tiny to Large) as with a polymorph effect, yet she does not gain any hit points for changing forms. Chameleon Power (Sp) Seghulerak can change her coloration to gain a +10 circumstance bonus on Hide checks. Extended Summoning (Ex) The durations of Seghulerak’s summoning spells are doubled. Improved Ally (Ex) Seghulerak can make a Diplomacy check when casting any planar ally spell. If she adjusts the creature’s attitude to helpful, the creature works for 50% of the standard fee as long as the task is not one that goes against its nature. Planar Cohort Seghulerak has used greater planar ally to call a marilith demon named Zuvexus to serve as her cohort.

The marilith’s statistics appear on page 125.

“Its ravenous hunger is not blunted by the lack of a mouth, and this fact makes the spectacle of a golothoma feeding frenzy all the more horrifi c.”

—From the Demonomicon of Iggwilv

Although the obyrith demons are nowhere near as numerous as they were in the Age before Ages, enough survive to this day to give a horrifi c hint to the variety of shapes these prehistoric demons held. Golothomas are most common in the lightless tunnels of the Writhing Realm of Ugudenk, the 177th layer of the Abyss. Their association with Sertrous is partially accidental, owing to a coincidental likeness of form. As the Vanguard nears its goal and the abandoned Abyssal layer of Hungry Tarns grows full with petitioners, golothoma demons become increasingly common in that realm’s poisoned bogs and bottomless lakes.

GOALS

Although golothomas understand a few words in Abyssal, they are only barely intelligent enough to belch them out in a mockery of conversation. They are hardly more than horrifi c predators driven only by a ceaseless hunger to feed, not from any biological requirement but from a deeper need simply to consume the bodies of other creatures.

USING GOLOTHOMAS

As a campaign against the Vanguard of Sertrous progresses, you can use golothomas as guardian monsters or simply as part of the infestation of serpents that heralds the resurrection of the Prince of Heretics. They serve well as additional monsters in battles with more intelligent foes, and are an excellent choice for monsters resulting from Vanguard agents casting gate or similar spells.

DESCRIPTION

A golothoma has a vaguely serpentine body, although its fl anks bulge in odd places and horns protrude from random locations along its knotted length. Its tail rises up into the air like a scorpion’s, and even without a stinger it drips with black, steaming acid. The creature’s face is little more than a single yellow snake’s eye. Arrayed around this eye in a radial pattern are its fi ve insectoid arms, each with three joints and covered with horns and ridges. Each arm ends in a nest of talons and claws. The creature’s shadow is misshapen and doesn’t match its body.

Golothoma CR 16

hp 243 (18 HD); fast healing 10; DR 15/cold iron and lawful CE Huge outsider (chaotic, evil, extraplanar, obyrith) Init +12; Senses darkvision 60 ft., true seeing; Listen +24,

Spot +24 Aura form of madness (60 ft., Will DC 27) Languages Abyssal; telepathy 100 ft. AC 33, touch 16, fl at-footed 25 Immune mind-affecting spells and abilities, poison Resist acid 10, cold 10, electricity 10, fi re 10; SR 24 Fort +22, Ref +19, Will +16 Speed 30 ft. (6 squares), burrow 50 ft., swim 50 ft. Melee tail +27 touch (8d6 acid/19–20) and 5 claws +25 each (1d10+5/19–20) Ranged 5 claws +24 each (1d10+11/19–20) Space 15 ft.; Reach 15 ft. Base Atk +18; Grp +37 Atk Options acid, dimensional reach, ravenous shadow Abilities Str 32, Dex 26, Con 28, Int 4, Wis 17, Cha 22 Feats Ability Focus (form of madness), Great Fortitude, Iron

Will, Improved Critical (claw), Improved Critical (tail), Improved Initiative, Multiattack Skills Balance +29, Climb +32, Listen +24, Spot +24, Swim +40 True Seeing (Su) As the true seeing spell; continuous; caster level 20th. Form of Madness (Su) A creature within 60 feet that observes a golothoma must attempt a DC 27 Will save. Failure indicates the victim develops an unhealthy obsession with shadows and shadowy illumination. Whenever the creature is in darkness or bright illumination, its distraction and discomfort sicken it, imposing a –2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. In addition, it

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