Drakainia
Description
Primal life energy, raw and uncontrolled, seethes through this mother of monsters. Her churning, distended belly mocks creation, birthing horrors and dismal failures. The weak are torn apart in the writhing mass of her nursery, while the strong transcend their hideous origins to become creatures of greatness in their own right.
She is always encountered with at least a handful of her favored children, as well as other progeny she can sacrifice to protect herself. With their help, she impregnates those who come across her with twisted, monstrous life.
When a drakainia spawns, either through her own body or through a surrogate, what issues forth is a mutated abomination. Any impregnated creature that's within the drakainia's gestation aura has a child of the parents' race, but with one of the following mutations.
Combat Stats
- Melee
- 2 claws +31 (4d8+14/16–20/×4), gore +28 (4d6+7), 4 tentacles +29 (2d6+7)
- Space
- 15 ft.
- Reach
- 15 ft. (20 ft. with claws)
- DR
- 10/epic
- SR
- 36
- Aura
- gestation (30 ft.)
Ability Scores
Special Attacks
Impregnate Surrogate — A drakainia can disgorge a monstrous embryo into the mouth of a living, corporeal creature that is pinned or helpless. She makes a grapple combat maneuver check, and if she succeeds she impregnates that creature regardless of its gender. A mythic character must succeed at a DC 38 Fortitude saving throw to avoid being impregnated; a non-mythic character is impregnated automatically. An impregnated creature's pregnancy lasts for 2d4 rounds. During this pregnancy, the victim is nauseated until the monster bursts forth from the victim's abdomen, which deals 10d6 points of damage to the pregnant creature and applies the broken condition to any armor it is wearing.Remove Disease (DC 28) eliminates the unnatural embryo. Alternatively, as a full-round action another creature can attempt to cut out the growing monster with a DC 38 Heal check. On a successful check, the offspring is removed, and the formerly pregnant creature takes 1d4 points of bleed damage. On failed check, the pregnant creature takes 2d6 points of bleed damage and is stunned for 1 round, but the offspring is not removed. The creature spawned by means of this impregnation is any creature of the drakainia's choice that is at least one size category smaller than the creature she impregnated. These spawn count against the drakainia's daily CR allowance for birth spawn (see above).
mythic power (10/day, surge +1d12)
Razor Claws — A drakainia's claws are razor sharp with a critical threat range of 17-20 and a critical multiplier of ×4.
Well of Life — A drakainia can unleash the primal life energy within in her body to channel positive energy as if she were a 20th-level cleric (DC 35). She can use this ability 18 times per day and can choose to expend 1 use of mythic power at each use to maximize the damage healed.
Special Qualities
Birth Spawn — As a full-round action, a drakainia can give birth to a spawn, which is a Large or smaller creature of her choice with a single random mutation (see the facing page). Each day she can produce any number of creatures whose combined total base CR does not exceed 3 + her Constitution modifier (usually 21).
Invert Birth — When a drakainia uses her dimension door spell-like ability, instead of the normal range, she can choose to teleport to any space occupied by one of her spawn that is within 1 mile of her. She doesn't need line of sight or knowledge of the spawn's location. If she chooses a spawn that is farther than a mile away, she does not lose the use of the spell-like ability, but does lose the action. On arrival, she explodes out from her offspring, destroying it entirely.
Polymorphism — The spawn gestating inside the drakainia constantly alter her internal construction, making her immune to bleed, disease, poison, and polymorph effects. When she is subject to a critical hit or a sneak attack, this polymorphism grants her a 75% chance of negating such attacks.
Transfer Suffering — As a swift action, a drakainia can transfer a single harmful spell effect or condition from herself to one of her offspring that is currently within her gestation aura.
Feats
Combat Casting, Combat Reflexes, Combat Reflexes, Mythic, Great Fortitude, Great Fortitude, Mythic, Improved Initiative, Iron Will, Iron Will, Mythic, Lightning Reflexes, Lightning Reflexes, Mythic, Multiattack, Quick Channel, Quicken Spell-Like Ability (cure serious wounds), Selective Channeling, Skill Focus (Perception), Weapon Focus (claw), Weapon Focus, Mythic (claw), Weapon Focus (tentacle)
Special Abilities
Special Abilities
Feats, Traits & Items
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
You can make any number of additional attacks of opportunity per round. As a swift action, you can expend one use of mythic power to, until the start of your next turn, make attacks of opportunity against foes you've already made attacks of opportunity against this round if they provoke attacks of opportunity from you by moving.
Whenever you roll a Fortitude saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.
Whenever you roll a Will saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.
Whenever you roll a Reflex saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.
The creature's secondary attacks with natural weapons take only a –2 penalty.
You may channel energy as a move action by spending 2 daily uses of that ability.
Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.
A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can expend one use of mythic power to gain a bonus on attack rolls with your selected weapon equal to half your tier until the end of your turn.
Skills
Bluff +40, Climb +45, Diplomacy +40, Handle Animal +20, Heal +30, Intimidate +43, Knowledge (arcana) +34, Knowledge (dungeoneering) +34, Knowledge (nature) +34, Perception +39, Sense Motive +30, Spellcraft +37, Swim +50, Use Magic Device +40
Spells
- Type
- Aberration
- Alignment
- NE
- Size
- Huge
- Environment
- any
- Organization
- solitary
- Treasure
- double
- Senses
- darkvision 120 ft., lifesense, true seeing; Perception +39
- Aura
- gestation (30 ft.)
- Languages
- Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran
- Source
- Bestiary 4