| WASTRILITH (WATER LORD) |
| |
| Huge Outsider (Aquatic, Chaotic, Evil, Extraplanar, Tanar’ri) |
| Hit Dice: 17d8+136 (212 hp) |
| Initiative: +10 |
| Speed: 20 ft. (4 squares), swim 80 ft. |
| Armor Class: 29 (-2 size, +6 Dex, +15 natural), touch 14, flat-footed 23 |
| Base Attack/Grapple: +17/+36 |
| Attack: Bite +26 melee (2d8+11) |
| Full Attack: Bite +26 melee (2d8+11) and 2 claws +24 melee (2d4+5) and tail slap +25 melee (1d12+5) |
| Space/Reach: 15 ft./10 ft. |
| Special Attacks: Breath weapon, constrict 3d6+16, dominate elemental, improved grab, spell-like abilities, summon water creatures |
| Special Qualities: Amphibious, break domination, damage reduction 10/cold iron and good, darkvision 60 ft., electrical reflection, immunity to cold and poison and water, resistance to acid 10, spell resistance 27, telepathy 100 ft., vulnerability to fire, water mastery |
| Saves: Fort +18, Ref +16, Will +15 |
| Abilities: Str 33, Dex 23, Con 27, Int 18, Wis 20, Cha 22 |
| Skills: Bluff +26, Concentration +28, Hide +26, Intimidate +28, Knowledge (geography) +24, Knowledge (the planes) +24, Listen +25, Search +24, Sense Motive +26, Spot +25, Survival +25 (+27 to avoid hazards and when on other planes and when following tracks) , Swim +39* |
| Feats: Combat Reflexes, Dodge, Improved Initiative, Improved Sunder, Multiattack, Power Attack |
| |
| Environment: Infinite Layers of the Abyss |
| Organization: Solitary |
| Challenge Rating: 18 |
| Treasure: Double standard |
| Alignment: Always chaotic evil |
| Advancement: 18-34 HD (Huge); 35-52 HD (Gargantuan) |
| This creature possesses a gray, eel-like body with a pair of muscular arms ending in clawed hands. Its large maw is filled with rows of gleaming, wickedly sharp teeth. Sharp barbs run down its slick back, from its head to the end of its tail. |
| The wastrilith are the Water Lords of the Abyss. They rule deepest depths of the malignant waters that foul the various abyssal layers with their scum and refuse. They are the lords of the deepest, underwater chasms, of fiendish reefs, and dilapidated submerged fortresses. |
| The wastrilith are loners. They carve out great swaths of territory and war unceasingly with anything that dares to enter. They set up petty underwater fiefdoms and wage wars that none know or care about. |
| Despite their arrogance and lust for power, dozens of powerful wastrilith serve the lord Demogorgon in the brine seas of Abysm, serving as commanders and nobles for their dreadful lord. |
| Wastrilith measure about 25 feet in length and weigh almost 7,000 pounds. |
| COMBAT |
| Wastrilith are hateful opponents. They protect anything they deem as their territory with an almost dreadful rage. Most likely, they summon up reinforcements before wading into battle. If their opponents remain outside of water, they will either flee out of their range and wait or blast away with their spell-like abilities. |
| A wastrilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. |
| Amphibious (Ex): Although wastrilith are aquatic, they can survive indefinitely on land. |
| Break Domination (Su): Wastriliths are ridiculously hard to control. If one is called via a greater planar binding spell, the wastrilith gains a +6 racial bonus on its Charisma check to escape from the trap. Normally, a creature bound in this manner can attempt to escape only once per day, however a wastrilith can make a number of escape attempts equal to its Intelligence modifier (normally 4) per day. |
| If the wastrilith is called with a gate spell it can try to break the control with a successful Charisma check (DC 15 + 1/2 the caster’s level + the caster’s Cha modifier), though it receives no racial bonus on this check. |
| An uncontrolled wastrilith usually kills the summoner before seeking out more havoc to wreak. |
| Breath Weapon (Su): Once every 1d6 rounds, the wastrilith can unleash a 60 ft. cone of boiling water, dealing 8d10 points of damage. Those affected can attempt a Reflex save (DC 26) for half damage. Half the damage is fire damage and the other half is the result of the abyssal power of the wastrilith and is thus not protected by effects that grant fire resistance. The save DC is Constitution-based. |
| Constrict (Ex): A wastrilith deals 3d6+16 points of damage with each successful grapple check. |
| Dominate Elemental (Su): At will, as a standard action a wastrilith can attempt to wrest control of any water-based elemental. This is the equivalent of a dominate monster spell (caster level 17th), but it only effects elementals with the water subtype. The elemental is allowed a Will save (DC 25) to resist the effect. The save DC is Charisma-based. |
| If the elemental was summoned or is currently being controlled by another creature, the wastrilith can attempt to wrest control away by making an opposed caster level check (1d20+17 for the wastrilith). The wastrilith makes this check as a free action when it uses its dominate elemental ability. |
| Electrical Reflection (Su): Unlike other tanar’ri, wastrilith are vulnerable to electrical damage. However, if the wastrilith is subject to any spell that deals electricity damage, it has the potential to reflect it back upon the caster. Any time the wastrilith is subject ranged touch, touch, line, or spell that deals electricity damage, the caster must make a caster level check (DC 23) or the spell reflects back on him and the wastrilith remains unaffected. The caster makes this check after checking for spell resistance. The save DC is Wisdom-based. |
| Improved Grab (Ex): To use this ability, the wastrilith must hit a foe at least one size category smaller than it with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and it can constrict. |
| Spell-Like Abilities: At will – control water, deeper darkness, desecrate, detect good, dispel good (DC 21), fear (DC 20) greater dispel magic, greater teleport (self plus 50 pounds of objects only), telekinesis (DC 21), unholy blight (DC 20), wall of ice; 3/day – cone of cold (DC 21), mass suggestion (DC 22); 1/day – blasphemy (DC 23). Caster level 17th. The save DC’s are Charisma-based. |
| Summon Water Creatures (Sp): Once per day, a wastilith can automatically summon either 1d6 large fiendish sharks, 1d4 fiendish giant octopuses, or 1 elder water elemental (always evil). The summoned creatures remain for 1 hour and then they return from whence they came. This is the equivalent of an 8th-level spell. |
| Water Mastery (Ex): A wastrilith gains a +1 bonus to attack and damage rolls if its opponent is touching the water. |
| Skills: Wastriliths have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if rushed or threatened. |