Slack 'n' Hash

Didumos

Didumos
Huge Aberration (Aquatic)
Hit Dice: 10d8+50 (95 hp)
Initiative: +1 (Dex)
Speed: 20 ft. (4 squares)
Armour Class: 18 (-2 size, +1 Dex, +9 natural), touch 11, flat-footed 17
Base Attack / Grapple:+7/+22
Attack: Tentacle +12 melee (2d6+7)
Full Attack: 2 tentacles +12 melee (2d6+7)
Space/Reach: 15 ft./15 ft.
Special Attacks: Hypnotic gaze, psionics, spell-like abilities, song
Special Qualities: Amphibious, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to poison, resistance to acid 10, spell resistance 15
Saves: Fort +8, Ref +4, Will +10
Abilities:Str 24, Dex 12, Con 20, Int 17, Wis 17, Cha 19.
Skills: Concentration +18, Heal +16, Knowledge (any one) +16, Listen +12, Search +8, Spellcraft +16, Spot +12 Swim +15
Feats: Ability Focus (hypnotic gaze, song), Alertness, Combat Casting.

Environment: Aquatic
Organisation: Solitary, brood (2-5) or conclave (5-20).
Challenge Rating: 11
Treasure: Standard coins, double goods, standard items
Alignment: Always lawful evil
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment:

Didumoi are malevolent, hermaphrodite gastropods. They are a far-flung species, dwelling in underground lakes and the deeper reaches of the oceans.

Each didumos has a long, slug-like body that terminates with two heads. Each head has four eyes on short stalks and two long antennae that are covered with chemical receptors, serving as organs of taste, touch and smell. A total of four long tentacles with suction cups that bear sharp teeth grow from either side of the didumos. These appendages are primarily used for locomotion, but can also deliver an unpleasant rake. Didumoi are racists, despising all non-mollusks and one-headed creatures. However, unlike other evils species they do not attempt to enslave or exterminate them; rather, they attempt to convert them into a more ideal shape, removing their skeletons, peeling off carapaces and, in many cases, grafting two creatures together. Such experiments usually end in madness and death for the subject.

Didumoi speak a language that is difficult for single-headed beings to reproduce, due to the fact that each head sings in two-part harmony and each vocal part consists of different words. Well trained bards or telepathically linked creatures may be able to communicate in this tongue, however. Didumoi are highly intelligent, and also speak Aquan, Undercommon and Terran.

Combat

Didumoi are easily capable of ripping a normal person in half with their tentacles, but prefer to use their psionics and hypnotic gaze to overwhelm their enemies before engaging them physically.

Hypnotic Gaze (Su): The didumos' many eyes are capable launching a gaze attack (50-foot range) that renders its victims open to suggestion. If the victim fails a Will save (DC 21) he is affected as per the hypnotic pattern spell (caster level 10th), with no limit to the amount of Hit Dice that may be hypnotized at once. The save DC is Charisma-based.

Psionics (Sp): The didumos has the following psionic abilities. At will: detect remote viewing, detect thoughts, ectoplasmic form; 3/day: compression, displacement, dimension door, expansion, remote viewing; 1/day: insanity, mind blank. Caster level 10th. The save DCs are Charisma-based. If you do not use psionics rules, substitute the following powers. At will: detect scrying, detect thoughts, gaseous form; 3/day: displacement, dimension door, enlarge, reduce, scrying; 1/day: insanity (DC 21), mind blank. 10th-level caster. The save DCs are Charisma-based.

Spell-Like Abilities: The didumos has the following spell-like abilities: At will: dream, nightmare (DC 19); 3/day: black tentacles, control water, slow (DC 16). 10th-level caster. The save DC is Charisma-based.

Song (Sp): When a didumos sings, all creatures within a 60-foot spread (except didumoi) must succeed at a Will save (DC 21) or be affected by fear (caster level 10th). A creature that successfully saves against the song cannot be affected by the didumos' song again for one day. This is a sonic, mind-affecting fear effect. A bard's countersong ability allows affected creatures to attempt a new Will save. The save DC is Charisma-based.

Amphibious (Ex): Although didumoi are aquatic, they can survive indefinitely on land.

Skills: A didumos's two heads give it a +2 racial bonus to Listen, Spot, and Search checks. A didumos has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


Last modified: 26/11/08. All material ©2003-8 its creators.

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