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Ankuburus
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Large Outsider (Evil, Extraplanar) |
Hit Dice: | 15d8+75 (142 hp) |
Initiative: | +8 (+4 Dex, +4 Improved Initiative) |
Speed: | 30 ft. fly 60 ft. (poor) |
AC: | 30 (-1 size, +4 Dex, +17 natural), touch 13, flat-footed 26 |
Base Attack/Grapple: | +15/+26 |
Attack: | Claw +22 melee (1d8+7) or tail-pincer +17 melee (2d6+3) or bite +17 melee (1d8+3) | Full Attack: | 2 claws +22 melee (1d8+7) and tail-pincer +17 melee (2d6+3) and bite +17 melee (1d8+3) |
Space/Reach: | 10 ft./10 ft. |
Special Attacks: | Spell-like abilities, improved grab, constrict 2d6, rend 2d8+8, paralyzing breath | Special Qualities: | Fast healing 5, immunities, DR 20/magic, SR 26, keen vision |
Saves: | Fort 14, Ref 13, Will 13 |
Abilities: | Str 25, Dex 18, Con 20, Int 18, Wis 18, Cha 16 |
Skills: | Bluff +21, Climb +25, Concentration +23, Disguise +21, Hide +22, Jump +25, Knowledge (planes) +22, Knowledge (arcane) +22, Listen +22, Move Silently +22, Spellcraft +22, Spot +22 | Feats: | Cleave, Combat Casting, Improved Initiative, Improved Trip, Knock Down, Power Attack |
Environment: | Eldin or the Infinite Layers of the Abyss |
Organization: | Solitary or team (2-4) |
Challenge Rating: | 15 |
Treasure: | Standard coins, double goods, standard items |
Alignment: | Always Neutral Evil |
Advancement: | 16-30 HD (Large); 31-45 (Huge) |
Level Adjustment: | - |
- Appearance
- The Ankuburus is an evil creature which seeks out wizards bodies to possess and feed upon.
When not possessing the body of another magic using creature, the Ankuburus, which is
also known as the Angel of Darkness, is a fearsome creature to behold. It is a black monstrosity that stands 9 feet tall,
with great fanged wings, arms which end in ten symmetrically arranged claws the size of short-swords at the ends, a
mouth of black daggers which pulse in and out with each breath, a powerful build of broad muscles, and a thick tail
trailing behind that ends in a spike with a pincer to either side.
Often, the Ankuburus is not encountered in its natural form, but in possession of a mortal
spell caster. The more powerful spell caster, the better for the Ankuburus. The Ankuburus is able to telepathically communicate with any
creature within 120 feet that has a language.
- Combat
- The Ankuburus is a mighty warrior and strong spell caster. They relish entering into combat with both claws and magic.
Being a formed spirit, the Ankuburus does not breath and so does not require its head to survive and thus can continue
fighting, although it will be hindered by lack of sight.
Spell-Like Abilities: The Ankuburus has no spell like powers of it's own except
for Magic Jar, which it can use at will, as a 15th level sorcerer (save DC 18). Successful possession of a spell
casting creature allows the Ankuburus to cast any spell that the creature had memorized at the time. The Ankuburus
retains these memorized spells until either they are cast or until such a time as the Ankuburus possesses another spell
caster. An Ankuburus cannot memorize it's own spells. All spells are cast as if by a 15th level spell caster (save DC 13
+ spell level).
Improved Grab (Ex): To use this ability, the Ankuburus must hit a Medium-size
or smaller creature with it's tail pincers. If it gets a hold, it deals automatic pincer damage each round that the hold is
maintained and can constrict for an additional 2d6 points of bludgeoning damage each round.
Rend (Ex): If an Ankuburus hits with both claw attacks, it latches its claws onto the
victim's body and tears their flesh apart. This attack automatically deals an additional 2d8+8 points of damage.
Paralyzing Breath (Su): In lieu of a bite attack, the Ankuburus may spew a
black, cloudy gas into the air around the opponent directly in front of it, filling the space of a five foot cube. The target
of the breath weapon must make a Fortitude check (DC 20) or be paralyzed for 2d4 rounds and slowed for d4 rounds.
A successful Fortitude save results in d4 rounds of being slowed.
Fast Healing (Ex): An Ankuburus heals 5 hit points of damage each round. The
Ankuburus heals at this rate until slain.
Immunities (Ex): An Ankuburus is immune to fire, cold, and acid related attacks.
Keen Vision (Ex): All Ankuburus have low-light vision and 60-foot dark vision.
- Habitat/Society
- Ankuburus wander through-out the lower planes seeking gates opened by powerful wizards or other methods of entering
the Prime. Once there on the prime they seek out the nearest powerful wizard and begin their attempts at possessing him.
Once this has been accomplished the first order of business is the creating of a focus. This mystical room-area is where the
Ankuburus can re-form its natural body should both its host and its physical form be destroyed. Unless the Ankuburus' spirit
is captured, destroyed, or banished during the round following its death, its spirit will flee back to this focus room and there
it will spend one hour rebuilding a physical form. Often this room is warded to deter good-aligned immortals from entering
within and may have one or more magical traps to assist the Ankuburus deal with intruders. Once per day the Ankuburus
can magically teleport itself back to this sanctuary.
Ankuburus are not always solitary creatures. Occasionally they travel together so that all
present can pass through a hapless wizards gate when an opportunity to enter the Prime avails itself.
- Ecology
- The Ankuburus is said to be a fallen Agathinon or Deva who traveled to far into the abyss or lower planes and was
over-powered by the insidious evil which lurks there. Turned to evil and filled with a hunger for power these
creatures seek entrance to the Prime where they can create the most disruption in the works of their lawful-good
inclined ancestors. An Ankuburus is not native to the Prime and thus the only purpose it serves by existing on the
Prime is it's own.
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