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Another correction (and a buff to compensate)
''Invoking the name of [http://en.wikipedia.org/wiki/Veles_(god) Veles] and holding the god's holy symbol aloft, you toss forth the slab of meat with the embedded rudy and sapphire to call forth the primal elements he commands - the water and the earth - to create a gigantic snake made of [[SRD:Water Elemental|water]] and [[SRD:Earth Elemental|earth]] [[SRD:Elemental|elementals]]. The snake hisses ominously, then proceeds to violently smother your foes. You smirk as you watch the carnage unfold, witnessing Veles's pet obliterate the infidels who defy his will.''
You summon a Colossal serpent ([[SRD:Elemental Type|Elemental type]]), well over 150 feet long, made of numerous [[SRD:Water Elemental|water]] and [[SRD:Earth Elemental|earth]] [[SRD:Elemental|elementals]]. (It takes up the standard amount of space for a Colossal creature (a 30-foot-area space, 30 feet high) when coiled up, and can uncoil, take two move actions or a move action and standard action, and recoil in the space of 1 round.) This monster great serpent is essentially an exemplar of Veles's power, dispatched to aid the caster, and as such, it has numerous unique characteristics. The level [[SRD:Hit Die|Hit Dice]] of your ''Veles serpent'' is equal to your [[SRD:Caster Level|caster level]], so factors that are dependent on level (like [[SRD:Base Attack Bonus|base attack bonus]], ranks in [[SRD:Skills|skills]], and base [[SRD:Saving Throw|saving throw]] bonuses) aren't included or factored into the statistics block. You'll have to calculate those for yourself. (The ''Veles serpent'' prefers to take ranks in [[SRD:Spot Skill|Spot]], [[SRD:Listen Skill|Listen]], [[SRD:Hide Skill|Hide]], [[SRD:Move Silently Skill|Move Silently]], [[SRD:Swim Skill|Swim]], and [[SRD:Bluff Skill|Bluff]], but and [[SRD:Climb Intimidate Skill|ClimbIntimidate]], but [[SRD:Spellcraft Climb Skill|SpellcraftClimb]], and [[SRD:Intimidate Spellcraft Skill|IntimidateSpellcraft]] are also considered class skills for it.)
The ''Veles serpent'' will attempt to aid the caster to the best of its ability (its preferred strategy is to immediately attack the caster's most dangerous or hated enemy before they can react, then begin to constrict). The caster can direct the serpent not to attack, to attack particular enemies, or to perform other actions, but while the serpent generally defers to the caster's wishes, it might disobey if it deems a different course of action to be more tactically sound. The serpent never outright betrays the caster, and always acts in what it perceives to be the caster's best interest. (For example, it may prioritize attacking somebody engaged in melee combat with the caster over attacking whomever the caster ordered it to attack, especially if the designated target is not likely to be defeated quickly or the caster is being overwhelmed by immediate direct threats.)
Note: the ''Veles serpent'' only has as many feats as its Hit Dice allow it to have. It selects feats in the listed order.
Being made of water, the ''Veles serpent'' gets a +40 racial bonus to [[SRD:Hide Skill|Hide]] and [[SRD:Move Silently Skill|Move Silently]] checks while remaining perfectly still in water (it's effectively [[SRD:Invisible|invisible]]and inaudible). This racial bonus is reduced to +20 while in motion in water, +10 while perfectly still on land, and +5 while in motion on land. It doesn't get its racial bonus at all if in midair. The ''Veles serpent'' can hide in plain sight while in water. (As it's made of earth elementals as well as water elementals, the ''Veles serpent'' can naturally blend in with any terrestrial environment, but not as well as it does in an aquatic one.)
'''{{Anchor|Snake's Deafness}}''' and '''{{Anchor|Supreme Tremorsense}} (Ex):''' Like most serpents, the ''Veles serpent'' has no ears and is technically deaf. However, just like a real snake, the ''Veles serpent'' compensates for this with an incredibly powerful tremorsense. This tremorsense can pick up vibrations in the ground, even extremely faint ones caused by such things as the air displaced by beating wings striking the ground; in effect, the ''Veles serpent''<nowiki>'</nowiki>s tremorsense ''is'' its sense of hearing for most in-game purposes, allowing it to make Listen checks and do most things that creatures with hearing can do. It cannot hear speech or music, but it can communicate with the spell's caster telepathically. It is not immune to most sonic effects, but is immune to those which are dependent upon the subject hearing a specific noise, such as most forms of bardic music. The ''Veles serpent'' is functionally deaf with respect to creatures and objects a significant distance above the ground. A significant distance is one large enough that the vibrations of any sound the creature or object may produce won't reach the ground without becoming too weak for even the ''Veles serpent'' to detect. For example, it the ''Veles serpent'' wouldn't "hear" an eagle flying 1,000 feet overhead, but it probably ''would'' "hear" a [[Sonic Warrior (3.5e Class)|sonic warrior]] from the same distance, since the latter tends to be much louder. Also, just because the ''Veles serpent'' can't "hear" a creature doesn't necessarily mean that it can't see it. However, if the ''Veles serpent'' somehow loses its tremorsense, then it is automatically considered to be [[SRD:Deafened|deafened]], taking all associated penalties, until its tremorsense is regained.
'''{{Anchor|Improved Grab}} (Ex):''' The ''Veles serpent'' can, upon making a successful bite attack upon any opponent, attempt to grapple them as a free action. If it succeeds, it wraps itself around the foe and begins to [[#Constrict|constrict]].
'''{{Anchor|Constrict}} (Ex):''' The ''Veles serpent'' can constrict just like a [[SRD:Constrictor Snake|constrictor snake]], but its massive size makes its constriction ability extremely dangerous in numerous ways. First and foremost, the ''Veles serpent'' is capable of constricting several creatures at a time. The ''Veles serpent'' is so big that it can hold up to 1 Colossal or Gargantuan opponent, 2 Huge opponents, 4 Large opponents, 8 Medium opponents, 16 Small opponents, or 32 Tiny or smaller opponents in its coils at any given time without hindering its ability to attack (and capture) other opponents. If it goes over this limit, then it gives all creatures it's currently grappling a cumulative +4 bonus to grapple checks to escape for every extra size category of creature it attempts to grapple (a Colossal creature being treated as 2 Gargantuan creatures for this purpose unless the Colossal creature is the only one being held), and also takes a cumulative -4 penalty to all attack rolls against creatures it isn't grappling. In addition to doing hit point damage (specifically 2d12+30 points of damage) through crushing pressure, the ''Veles serpent'' squeezes the air out of its victims' lungs as it constricts, causing 1 point of Strength, Dexterity, and Constitution [[SRD:Ability Damage|damage ]] per round to all creatures it constricts that need to breathe. This ability damage is due to shortness of breath more than it is to bodily harm; as such, all ability damage inflicted in this manner goes away after 1 minute if the ''Veles serpent'' does not continuously constrict its victim, and a creature can spend two consecutive full-round actions to catch its breath and immediately eliminate the ability damage if it is freed from the constriction. A creature being [[#Swallow Whole|swallowed]] by the ''Veles serpent'' still cannot breathe, and thus cannot get its breath back and eliminate its ability damage. Creatures of Large or smaller size are utterly smothered in the ''Veles serpent''<nowiki>'</nowiki>s coils, to the point where they find breathing impossible; they must hold their breath or else [[SRD:Suffocation|suffocate]].
'''{{Anchor|Swallow Whole}} (Ex):''' The ''Veles serpent'' can swallow enemies whole and alive (or undead, or just animated), just like a [[SRD:Purple Worm|purple worm]] or [[SRD:Nightcrawler|nightcrawler]]. However, like a real snake, the process of swallowing its prey can take quite some time. It can transfer a constricted opponent to its mouth and begin the swallowing process as a full-round action that requires a grapple check (holding it in both mouth and coils at the same time), and then use a series of [[SRD:Full-Round Action|full-round actions ]] to swallow the foe starting on the next turn (it . This works the same way as a spellcaster casting a spell that requires multiple rounds to execute; the ''Veles serpent'' requires 5 [[SRD:Full-Round Action|full-round actions]] rounds to swallow a Colossal opponent, 4 full-round actions rounds to swallow a Gargantuan opponent, 3 full-round actions rounds to swallow a Huge opponent, 2 full-round actions rounds to swallow a Large opponent, 1 full-round action to swallow a Medium opponent, and or a standard action to swallow a Small or smaller opponent. A grapple check is required for every round of swallowing, but once the process begins, the creature being swallowed cannot free itself from the ''Veles serpent''<nowiki>'</nowiki>s mouth unless it beats the ''Veles serpent''<nowiki>'</nowiki>s grapple check by 10 or more. On a success by 9 or less, its struggles only prevent it from going further down the ''Veles serpent''<nowiki>'</nowiki>s throat (like a real snake, the backwards curvature of the ''Veles serpent''<nowiki>'</nowiki>s fangs makes it nearly impossible to wriggle back out of the ''Veles serpent''<nowiki>'</nowiki>s throat once swallowing begins). A success by 10 or more allows the creature to offset one round's worth of swallowing progress plus 1 more for every five points by which its grapple check result beats the ''Veles serpent''<nowiki>'</nowiki>s check result plus 10. Once a creature is fully swallowed, escape via grapple checks is no longer possible. The ''Veles serpent''<nowiki>'</nowiki>s "stomach" can hold 1 Colossal, 2 Gargantuan, 4 Huge, 8 Large, 16 Medium, 32 Small, 64 Tiny, or 128 Fine or smaller creatures. Opponents in the ''Veles serpent''<nowiki>'</nowiki>s "stomach" take 3d12+30 bludgeoning damage and 1d12+10 acid damage per round, and are also forced to hold their breath or else [[SRD:Drowning|drown]]. All creatures in the ''Veles serpent''<nowiki>'</nowiki>s "stomach" are considered to be fully immersed in water, with the worst possible consequence (so, for instance, a vampire will lose ⅓ of its hit points every round and be utterly destroyed when they reach 0). The snake, being made of elementals, holds victims inside it through raw magical force, and so once a creature is fully swallowed, escape through grapple checks is utterly impossible. It is still possible to break out with a light melee weapon (anything larger can't be swung effectively due to the immobilizing effects of the magic powering the ''Veles serpent''); its "stomach" has [[SRD:Armor Class|AC]] 20 (-8 size, +18 natural) and [[SRD:Damage Reduction|damage reduction]] 20/epic and adamantine. The "stomach"'s [[SRD:Hit Points|hit points]] are equal to half the full normal total of the caster, and once a creature exits, the hole is repaired by the spell's magic; other victims must break out themselves.
The ''Veles serpent'' is considered to be both an earth and water elemental, and therefore its '''{{Anchor|Earth Mastery}} (Ex)''' and '''{{Anchor|Water Mastery}} (Ex)''' abilities work in concert; the ''Veles serpent'' gets a +2 bonus to all [[SRD:Attack Roll|attack rolls]] and damage rolls against opponents as long as both it and the opponent are on the ground and/or in water, but takes a -4 penalty to [[SRD:Attack Roll|attack rolls]] and damage rolls if it or the opponent is airborne. An opponent being grappled by the ''Veles serpent'' is considered to be wherever the ''Veles serpent'' is (in the water if the ''Veles serpent'' is in the water, on land if the ''Veles serpent'' is on land, or in the air if the ''Veles serpent'' is in the air).
'''{{Anchor|Drench}} (Ex):''' Being essentially made of water, a ''Veles serpent'' can put out fires of Gargantuan or smaller size just by moving into them. Nonmagical fires are automatically extinguished, while magical fires are treated as though the caster of the ''Veles serpent'' had cast [[SRD:Superb Dispelling|''superb dispelling'']] on them (this causes no backlash damage to the ''Veles serpent'' or its caster). A ''Veles serpent'' also adds +2d12 to all non -constriction damage rolls against creatures with the [[SRD:Fire Subtype|Fire subtype]] - against creatures that are actually made of fire, such as [[SRD:Fire Elemental|fire elementals]], this bonus is doubled to +4d12 damage. For constriction damage rolls, the damage bonuses against fire-subtype creatures and fire-based creatures are increased to +3d12 and +6d12, respectively.
The ''Veles serpent''<nowiki>'</nowiki>s '''{{Anchor|Vortex}} (Su)''' attack works just like a [[SRD:Primal Water Elemental|primal water elemental]]'s. Its '''{{Anchor|Push}} (Ex)''' attack works just like a [[SRD:Primal Earth Elemental|primal earth elemental]]'s. (The ''Veles serpent'' can [[SRD:Bull Rush|bull rush]] just like a Huge earth elemental; its body isn't built for bull rushing, so it bull rushes as though it's two size categories smaller than it actually is. It can resist being bull rushed as a Colossal creature (its actual size category).)
'''{{Anchor|Serpentine Strike}} (Ex):''' Because the ''Veles serpent'' is, well, a massive serpent, its range is deceptively huge. It can strike 30 feet away from its space as a standard action or when making an attack of opportunity, but if it takes a full-round action to aim for its target, it can make a single melee attack against an opponent up to 75 90 feet away from it(taking a -1 penalty on the attack roll if the foe is more than 75 feet away and able to use its Dexterity bonus to AC, as the opponent has more time to react). It can use its improved grab when making this attack if its target is Large Huge or Smaller, grabbing the foe in its jaws and yanking it into its space to be constricted; if the foe is Tiny or smaller, the Veles serpent may swallow it immediately as a free action instead of constricting it first (swallowing the foe requires a second grapple check immediately after grabbing the foe). Foes of Huge Gargantuan or larger size are too heavy and bulky to be snatched up from outside the ''Veles serpent''<nowiki>'</nowiki>s standard attack range.
'''{{Anchor|Earth Glide}} ([[SRD:Ex|Ex]]):''' A ''Veles serpent'' can glide through stone, dirt, or almost any other sort of earth except metal as easily as it swims through water (albeit not as quickly). Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A ''[[SRD:Move Earth|move earth]]'' spell cast on an area containing a burrowing ''Veles serpent'' flings it back 30 feet, stunning the creature for 1 [[SRD:Round|round]] unless it succeeds on a [[SRD:DC|DC]] 15 [[SRD:Saving Throw|Fortitude save]].