9,697
edits
Changes
m
Numerous minor adjustments
|ac=56 (-8 size, +9 Dexterity, +45 natural) |touch=11 |flat=47
|bab=N/A (use elemental progression) |grapple=+50 (size +16, Strength +30, Improved Grapple +2; use elemental progression for base attack bonus)
|at=bite +22 melee (3d8+30) or slam +17 melee (1d12+1d6+30 plus knock prone) (add base attack bonus)|full_at=bite +22 melee (3d8+30) and slam +17 melee (1d12+1d6+30 plus knock prone) (add base attack bonus)
|space=30 ft. (coiled) |reach=30 ft.
|sa=[[#Recoiling Grab|Recoiling Grab]], [[SRD:Improved Grab|Improved]] [[#Improved Grab|Grab]], [[#Constrict|Constrict]] (8d4+30 plus suffocate opponents of up to Large size plus 1 point of temporary [[SRD:Constitution|Constitution]], [[SRD:Dexterity|Dexterity]], and [[SRD:Strength|Strength]] [[SRD:Ability Damage|damage]]; ability damage goes away after 1 minute if not continuously inflicted), [[SRD:Swallow Whole|Swallow]] [[#Swallow Whole|Whole]], [[#Water and Earth Mastery|Water and Earth Mastery]], [[#Drench|Drench]], [[#Vortex|Vortex]], [[#Push|Push]], [[#Serpentine Strike|Serpentine Strike]], [[#Rolling Crush Attack|Rolling Crush Attack]], [[#Aqua Ray|Aqua Ray]], [[#Graviza|Graviza]]
|sq=[[#Snake's Coils|Snake's Coils]], [[#Elemental Concealment|Elemental Concealment]], [[SRD:Darkvision|Darkvision]] out to 120 ft., [[SRD:Tremorsense|tremorsense]] out to 1200 ft., [[SRD:Elemental Type|elemental traits]], [[#Snake's Deafness|Snake's Deafness]], [[#Earth Glide|Earth Glide]], [[SRD:Damage Reduction|damage reduction]] 20/epic and adamantine, [[SRD:Spell Resistance|spell resistance]] 50,
|fort=+30 |ref=+11 |will=+20 (add base save bonuses using elemental base save progression)
|str=60 |dex=28 |con=60 |int=14 |wis=36 |cha=24
|skills=N/A (determine those for yourself!)
|feats=[[SRD:Improved Grapple|Improved Grapple]]<sup>B</sup>, [[SRD:Alertness|Alertness]]<sup>B</sup>, <sup>[[SRD:Endurance|Endurance]]</sup>, [[SRD:Skill Focus|Skill Focus (Hide)]], [[SRD:Power Attack]], [[SRD:Skill Focus|Skill Focus (Move Silently)]], [[SRD:Lightning Reflexes|Lightning Reflexes]], [[SRD:Ability Focus|Ability Focus (Recoiling Grab)]], [[SRD:Skill Focus|Skill Focus (Spot)]], [[SRD:Iron Will|Iron Will]], [[SRD:Combat Reflexes|Combat Reflexes]], [[SRD:Skill Focus|Skill Focus (Bluff)]], [[SRD:Skill Focus|Skill Focus (Intimidate)]], [[Nightmare Fuel (3.5e Feat)|Nightmare Fuel]], [[SRD:Ability Focus|Ability Focus (Rolling Crush Attack)]], [[SRD:Ability Focus|Ability Focus (Vortex)]], [[Stilled Charge (3.5e Feat)|Stilled Charge]], [[SRD:Ability Focus|Ability Focus (''Graviza'')]], [[SRD:Ability Focus|Ability Focus (Aqua Ray)]]
|env=With caster (works best in or near water)
|org=With caster
The ''Veles serpent''<nowiki>'</nowiki>s natural weapons (including constriction attacks) are treated as epic and bearing the caster's alignment for the purpose of overcoming damage reduction.
'''{{Anchor|Snake's Coils}}:''' The ''Veles serpent'' takes up the standard amount of space for a Colossal creature (a 30-foot-area space, 30 feet high, thus a 6-by-6 square) when coiled up, and is treated as a [[Segmented (3.5e Creature Ability)|segmented]] creature composed of 7 Huge sections (including its head, which is its leading section) when uncoiled. It must uncoil to move more than half its speed in a round, and can uncoil as a swift action, but its reach is halved and it is forced to abide by the [[Publication:Unearthed Arcana/Combat Facing|combat facing]] rules while uncoiled. However, it can only use its [[#Rolling Crush Attack|Rolling Crush Attack]] while uncoiled (see below). While uncoiled, the segments each have 1/7th of the ''Veles serpent''<nowiki>'</nowiki>s HP; also, since they are Huge, their size modifiers are adjusted accordingly. The ''Veles serpent'' is automatically "killed" and unsummoned (ending the spell) if the HP of its head is reduced to 0, but the loss of its other sections only reduces its constriction damage by 1d4 per "killed" section and prevents it from using the "killed" sections to carry foes and move efficiently at the same time (see the description of its [[#Improved Grab|improved grab]] below). The ''Veles serpent'' tends to make bite attacks with its head and slam attacks with its tail; its other segments are practically unable to attack. The ''Veles serpent'' can coil up at any time as a full-round action that provokes attacks of opportunity, but it only requires a move action to do so if its segments are already arranged in a circle (and it also performs its "[[#Recoiling Grab|Recoiling Grab]]" as part of that move action; see below). The ''Veles serpent'' must be resting on a solid surface to coil up. Once coiled, the ''Veles serpent'' is treated as a Colossal creature and may use its full reach and its [[#Serpentine Strike|Serpentine Strike]]. Anything that alters the ''Veles serpent''<nowiki>'</nowiki>s current hit points (mainly damage and healing) while it is coiled is divided evenly among all of its segments (with the remainder going to a random segment chosen by a d8 roll, with 1 being the head, 2 being the segment behind it, and so on, and an 8 being the same as a 1). Anything that alters the current hit points of a segment while uncoiled is applied to the ''Veles serpent'' as a whole.
'''{{Anchor|Recoiling Grab}} (Ex):''' If any creatures are in the middle of the circle formed by the ''Veles serpent''<nowiki>'</nowiki>s segments when it coils up, they are automatically grappled and take quadruple constriction damage (and the ''Veles serpent'' gains a position of advantage over them, which will be explained shortly). Creatures caught by this attack are allowed a [[SRD:Reflex|Reflex]] save (DC = 20 + the caster's spellcasting modifier + ½ the Veles serpent<nowiki>'</nowiki>s HD + the ''Veles serpent''<nowiki>'</nowiki>s Dexterity modifier) to halve the damage and manage to avoid being put into a ''very'' disadvantageous position. "Recoiling Grab" provokes [[SRD:Attack of Opportunity|attacks of opportunity]], but any creatures who attempt an attack of opportunity are not entitled to a Reflex save if they're inside the ''Veles serpent''<nowiki>'</nowiki>s coils (any creatures outside aren't going to be affected by Recoiling Grab anyways). The ''Veles serpent'' gets an especially tight grip on any creatures who fail or forfeit their [[SRD:Reflex |Reflex]] saves, which grants it a +20 bonus to all grapple checks and double constriction damage against said creatures until it is no longer grappling them.
'''{{Anchor|Elemental Concealment}} (Ex):''' 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. (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 with an aquatic one.) The ''Veles serpent'' can hide in plain sight while in water, just like a [[SRD:Shadowdancer|shadowdancer]] can hide in areas of shadowy illumination.
'''{{Anchor|Push}} (Ex):''' The ''Veles serpent''<nowiki>'</nowiki>s push attack works just like a [[SRD:Primal Earth Elemental|primal earth elemental]]'s, except that since the ''Veles serpent'' must uncoil to move properly, its [[SRD:Bull Rush|bull-rushing]] capacity is changed appropriately; its body isn't built for bull rushing, so it's treated as a Huge creature for bull rush and overrun attempts. However, it can always resist being bull rushed as though it is a Colossal creature, regardless of whether it's coiled or uncoiled (it gains a +4 bonus to resist being bull rushed or overrun if coiled, as that posture stabilizes it).
'''{{Anchor|Serpentine Strike}} (Ex):''' Because the ''Veles serpent'' is, well, a massive serpent, its range is deceptively huge. While coiled, it can strike 30 feet away from its space as a standard action or when making an attack of opportunity. However, if it is coiled (and ''only'' if it is coiled), it can take a full-round action to carefully aim for its target and launch most of its body at them at lightning speed, then retract in the blink of an eye. This allows the ''Veles serpent'' to make a single melee attack against an opponent up to 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 a little more time to react). It can use its improved grab when making this attack if its target is 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 Gargantuan or larger size are too heavy and bulky to be snatched up from outside the ''Veles serpent''<nowiki>'</nowiki>s standard attack range. The ''Veles serpent'' cannot use its Stilled Charge feat in conjunction with this attack.
'''{{Anchor|Rolling Crush Attack}} (Ex):''' If the ''Veles serpent'' is uncoiled into its full 7 Huge segments, all of its segments are arranged in a perfectly straight single-file line, and the ''Veles serpent'' is facing straight ahead (in the same direction that its segments are lined up in), it can initiate a very special attack. As a full-round action, it can have all of its segments initiate a [[SRD:Trample|trample]] attack in a straight line at a 90-degree angle to its facing, flattening everything of Gargantuan or smaller size in the way. (Basically, the ''Veles serpent'' is treated as if it was an [[Oblong (3.5e Creature Ability)|oblong]] creature during this attack,) Creatures on the ground or less than 20 feet above the ground caught in the path of the attack take triple constriction damage due to flattening unless they succeed on a [[SRD:Reflex|Reflex]] save and are able to move out of the attack's area on their next turn (if they can't or won't, the Reflex save is automatically considered a failure). Success on the Reflex save and managing to get out of the way negates the damage if one move action was sufficient to escape, or halves the damage if two move actions or running was necessary. Alternatively, a creature being targeted by this attack may make a [[SRD:Jump Skill|Jump]] check as an immediate action, adding half of its Reflex save modifier to the check, to avoid the attack entirely if the ceiling is high enough; the check DC is equal to the save DC plus 32 (the Veles serpent gets to add its size modifier to the DC (which is +2 for Huge since it's fully uncoiled), and also gets a +30 circumstance bonus because managing to make such an incredibly high leap on such short notice is really, really difficult). Failure on the Jump check means that the victim didn't jump in time, while failure by 5 or more means that it was in midair when it got struck, causing it to take quintuple constriction damage instead of triple. Flying away (as a readied action) can also be used to dodge this attack if the creature in question can ascend quickly enough (which generally requires good or perfect maneuverability). The Rolling Crush Attack provokes [[SRD:Attack of Opportunity|attacks of opportunity]] (albeit at a -4 penalty), but any creatures that attempt an attack of opportunity are not entitled to a Reflex save or Jump check. Any creature damaged by the Rolling Crush Attack must also make a Fortitude save (adding the damage taken to the DC); on a failure, such a creature takes 1d4 points of Strength and Dexterity damage per 5 points of save failure, -1 for every point of failure less than 5, due to bones being crushed by the impact. Regardless of the Fortitude save's results, creatures damaged by the attack are also knocked [[SRD:Prone|prone]] and take 1 point of nonlethal damage (3 on a badly failed Jump check); this nonlethal damage is not added to the Fortitude save DC. The caster of ''Veles serpent'' can be affected by this attack if she's in the area, but the ''Veles serpent'' won't use it if she's in the way for precisely that reason. The base save/check DC for this attack is 20 + the caster's spellcasting modifier + ½ the Veles serpent<nowiki>'</nowiki>s HD + the ''Veles serpent''<nowiki>'</nowiki>s Strength modifier. The DC is reduced by 2 for the Reflex save or Jump check for every 20 feet the Veles serpent has to travel to get to a creature, because that creature has more time to react. (The Fortitude save DC isn't affected because a bone-crushing impact is a bone-crushing impact, regardless of how far away it came from.) If the ''Veles serpent'' collides with a Colossal creature with one of its middle sections, it immediately stops and performs [[#Recoiling Grab|Recoiling Grab]] on it, as the interruption of the move throws its body around the intervening creature; however, because the grab is incredibly awkward, the Colossal creature only takes 2.75 × constriction damage (2 points of ability damage) and gains a +8 circumstance bonus to its Reflex save. If the head or rear section strikes a Colossal creature, the ''Veles serpent'' is knocked off-kilter and rotates 45 degrees around the collision point before stopping (if it is out of movement, it must complete this movement on its next turn), and the Colossal creature takes half collision damage (no ability damage).
'''{{Anchor|Aqua Ray}} (Su):''' Though primarily a melee fighter, the ''Veles serpent'' does have a couple of options for fighting at range - ''especially'' against anyone who'd dare try to evade it via flight. The first of these ranged options, the Aqua Ray, is a 150-foot line of water, 15 feet high and 15 feet wide, which does 1d8 damage per HD the ''Veles serpent'' has. Anyone in its path is allowed a Reflex save for half damage. Flying creatures Creatures in midair get a +2 bonus to the Reflex save because of the ''Veles serpent''<nowiki>'</nowiki>s [[#Water and Earth Mastery|Water and Earth Mastery]], but any flying creature struck and damaged by the ray must make a Fortitude save equal to the damage taken or get knocked to the ground, sustaining falling damage damage, after which creatures whose flight is an extraordinary ability will be too waterlogged to take off again for the next 1d6-1 rounds (if such a creature has the Water subtype, it can take off again immediately). Creatures whose flight is a supernatural ability or due to an ongoing magical effect are free to take off again immediately unless getting wet somehow interferes with their flight. This attack deals double damage to any creature with the Fire subtype. Because it is effectively a breath weapon, the ''Veles serpent'' can only use it once every 1d4+2 rounds. The Reflex save DC is equal to 20 + the spellcaster's spell casting modifier + ½ the ''Veles serpent''<nowiki>'</nowiki>s Hit Die + the ''Veles serpent''<nowiki>'</nowiki>s Constitution modifier. The caster of ''Veles serpent'' can be affected by this attack, but that just means that the serpent won't use it if it'd risk harming her.
'''{{Anchor|Graviza}} (Sp):''' The second ranged attack of the ''Veles serpent'' is explicitly designed to utterly '''''devastate''''' flying creatures. Once every eight rounds, as a standard action, the ''Veles serpent'' can draw upon the power of its master to generate a huge gravity well. This gravity well forms a 60-foot-radius pitch-black sphere anywhere within 200 feet of the ''Veles serpent'', even in midair. All creatures within 120 feet of the sphere must make a Reflex save or get sucked in. Creatures caught in the sphere immediately lose half of their hit points, and also lose the ability to fly, levitate, or otherwise remain above the ground for 10 rounds due to gravity taking an especially intense hold of them. They Any magical effects that enabled flight are outright dispelled, and trying to cast any other such spell in the next ten rounds will automatically fail. Creatures affected by ''Graviza'' also take a -2 penalty to Reflex saves and a -20 penalty to Jump checks. Creatures that were flying upon being caught in the sphere get slammed '''hard''' to the ground, and take double the amount of fall damage that they would otherwise have taken for falling that distance (''after'' losing half of their hit points to ''Graviza''). A successful Fortitude save can halve the damage taken (including fall damage) and halve the penalties and the duration of the aftereffect. The gravity well itself lasts for 1 round. The save DC is 32 (34 with Ability Focus). This ability is the equivalent of a 9th-level spell. The save DC is Wisdom-based. The caster of ''Veles serpent'' can be affected by this attack, but that just means that the serpent won't use it if it'd risk harming her.
'''{{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]]. The ''Veles serpent'' cannot carry grappled foes underground, but any foe that it is currently grappling when it submerges into the earth is smashed between the ground and the burrowing serpent's body, taking quintuple (×5) constriction damage (or sextuple (×6) if initially seized via [[#Recoiling Grab|Recoiling Grab]] with a failed Reflex save). The foe can halve the amount of damage taken with a successful [[SRD:Fortitude|Fortitude]] save (DC = 20 + the caster's spellcasting modifier + 1/2 ½ the Veles serpent<nowiki>'</nowiki>s HD + the ''Veles serpent''<nowiki>'</nowiki>s Strength modifier). Regardless of whether or not they made their saves, any creatures that the ''Veles serpent'' was grappling when it went underground are immediately released from the grapple once it's submerged.
When the spell expires or is dispelled, or the ''Veles serpent'' has its HP (or its head's HP) reduced to 0 or is otherwise killed, the ''Veles serpent'' disperses into its constituent elementals, which immediately return to their own planes. ''Veles serpent'' has a +20 bonus to its [[SRD:DC|DC]] for resisting dispel checks.
Though this spell refers to [http://en.wikipedia.org/wiki/Veles_(god) Veles], Slavic god of water and earth, you may substitute whatever god is most appropriate for your campaign, such as Poseidon or Satan. Change the name of the spell accordingly. Whichever deity you choose to associate this spell with, it is ''only'' available to worshippers of that deity.
[[Category:3.5e]]
[[Category:User]]
[[Category:Epic]]
[[Category:Epic Spell]]
[[Category:Slavic Spells]]
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