Mighty Drowned

From Epic Path
Jump to navigation Jump to search

Go back to the Life in Celegia page.

Go back to the Celegian Bestiary page.


Mighty Drowned

HD: 18d12 +108 +216 (454 hp)

Initiative: +5

Speed: 60, Swim 60

AC: 49(+6 Dex, +10 Ins, +10 Luck, +13 Nat), Touch: 36

BAB/Grapple: +30/+47

Attack: Slam +38 melee (1d8+27)*

Full Attack: 2 Slams +38 melee (1d8+27)*

Space/Reach:5/5

Special Attacks: Drowning Aura, DC 18 Con check each round, +1 per round, or fall unconscious as lungs fill with water from within.

Special Qualities: Darkvision 60, undead traits, unholy toughness, ER 10/-, DR 20/epic, SR 29, Fast Healing 25

Saves: Fort:+16, Ref:+26 ,Will:+20

Abilities:Str:45,Dex:23,Con:-, Int:19,Wis:20,Cha:32

Skills:Hide:+30, Listen +24, Move Silent: +30, Spot +28, Swim +28(36 vs risks)

Feats: Alertness, Cleave, Great Cleave, Improved initiative, Improved Natural Attack(slam), Lightning Reflexes, Power Attack, Weapon Focus(slam), Blind-Fighting

Environment: Any

Organization:Solitary

CR:19

Treasure: None

Alignment: Always CE

Advancement:By Character Class

Level Adjustment:-


   Includes ten points of Power Attack 


A Mighty Drowned is the brutish but overly clever remains of a humanoid whose last breath was stolen by the waves. Still Deep Water imbues these fiends with her stilling strength, and they use it to slay more victims. The drowning aura is deadly effective once any water breathing spells are removed, as a failed Con check fills the victims lungs from within. Even a necklace of adaptation is no help, and only gills render this attack moot.




This hideous, nameless fiend is the husk remaining of one of the workers who perished when the facility fell beneath the waves, and it still bears a key to The Channel, forgotten for millenia in a pocket moldering to its hideous form (Spot50 or Search 20 to find). Thousands of years of exposure to the power in The Channel have produced this beast.

Too clever by half, this fiend works to keep the inner citadel clean and dry and cozy, plus maintains the various dispel magic and antimagic sigils. It wants any protections against drowning removed before its victims arrive in The Channel anteroom, where the shadows and golems await.

The shadows, fearless in their hunger, and the constructs, mindless and mighty, will wade into combat without hesitation. This Mighty Drowned will lurk and slip up to any weak foes, and rush them by surprise and initiate a grapple, trusting its massive strength to hold them. (+20 situational bonus to Hide checks in the anteroom, dim lighting and utter familiarity with the space.)

Once grappled, it holds that person still until its lethal drowning aura takes them, then assesses the fight. If its going well, it will move in and use its drowning aura and grapple to help the golems and shadows end the battle.

If the tide turns against it, it will flee without hesitation.