Friday, June 5, 2015

Frightful Fridays! Denouemoth

Hello and welcome back to an overly delayed Frightful Fridays! This week's monster resuses an image from over two years ago (where it formerly was in service of the scroll eating moth), but it was an appropriate image for a creature that strips heroes of their abilities before an imminent apocalypse. It also implants its victims with larvae, which spring forth from the doomed body and teleport away to another planet where they await their new home's inevitable destruction.
 
I hope you like this cutest little pre-apocalyptic guy, and you can use it to terrify your players (and their characters). I'll see you next time with a new monster. Thanks for reading!
 
 

This delicate-seeming moth is the size of a small dog; its dark eyes absorb light and life.
Denouemoth CR 22
XP 614,400
NE Small aberration
Init +14; Senses arcane sight, true seeing; Perception +35

DEFENSE
AC 40, touch 34, flat-footed 29 (+12 deflection, +10 Dex, +1 dodge, +6 natural, +1 size)
hp 402 (35d8+245); fast healing 5
Fort +17, Ref +23, Will +23
SR 33

OFFENSE
Speed 20 ft., fly 90 ft. (good)
Melee bite +37 (1d6–2), sting +37 (1d6–2 plus implant), 2 wings +32 touch (1d2–2 plus touch of vulnerability)
Special Attacks implant, reflection of failure
Spell-Like Abilities (CL 35th; concentration +41)
At will—insanity (DC 23)
7/day—orb of the void (DC 26), prediction of failure (DC 24)
3/day—energy drain (DC 27), greater spellcrash (DC 25), mage's disjunction (DC 26)
1/day—cursed earth, interplanetary teleport

STATISTICS
Str 6, Dex 31, Con 22, Int 18, Wis 19, Cha 23
Base Atk +26; CMB +35 (+39 disarm); CMD 56 (58 vs. disarm, 64 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Dodge, Flyby Attack, Greater Disarm, Greater Spell Focus (necromancy), Greater Spell Penetration, Hover, Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Spell Focus (abjuration), Spell Focus (necromancy), Spell Penetration, Stealthy, Toughness, Weapon Finesse
Skills Acrobatics +10 (+6 to jump), Disable Device +45, Escape Artist +39, Fly +21, Knowledge (arcana) +39, Knowledge (history) +39, Knowledge (planes) +39, Perception +35, Spellcraft +42, Stealth +39, Use Magic Device +41
Languages Abyssal, Aklo, Celestial, Common, Infernal

ECOLOGY
Environment any land
Organization solitary, pair, or brood (3–6)
Treasure none

SPECIAL ABILITIES
Implant (Su) If a denouemoth damages a creature with its sting attack, it implants a larval denouemoth in its victim. If the prospective host fails a DC 33 Fortitude save, the larva lives dormant within the victim; otherwise it dies. If the host takes at least 120 points of energy damage that kills it, the larva bursts out of the corpse, grows instantaneously to adult, and uses its interplanetary teleport ability to travel to a new planet. While its host is alive, the larva has no adverse effect on it.

Reflection of Failure (Su) If a spell or effect fails to penetrate a denouemoth's spell resistance, it can use its prediction of failure spell-like ability as an immediate action against the spellcaster.
Touch of Vulnerability (Su) If a denouemoth touches a target with its wings, it potentially saps its opponent of power. The target creature must succeed at a DC 33 Will save or permanently take a –4 penalty to spell resistance and saving throws. An affected creature also reduces its energy resistances and damage reduction by 10 (to a minimum of 0). This is a curse effect, and can be removed via the normal means, but the DC to remove the effect is increased by 4. A creature that saves against this ability cannot be affected by the same denouemoth's ability for 24 hours. The save DC is Charisma-based.

Denouemoths live solely to see the ends of the worlds on which they reside. These effectively immortal creatures shelter away in the hidden areas of their home worlds and watch for signs of armageddon. Spurred to action, the moths locate the most powerful good creatures on their doomed planets and attack. While not a direct physical threat, the moths reduce their opponents in power such that they cannot prevent the oncoming destruction of their homes. The moths also implant their larvae in their foes; these larvae can only metamorphose in the destructive death throes of a world, so the moths prefer to select creatures likely to be the final living creatures as hosts.