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Entrope

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Entrope

With a rending gnashing sound the great beast turns an insectile head towards your party, before diving into the ground beneath your feet. A sudden sound of vaccume and wind rushes past as you stare into the void of another plane, the tail end of the segmented worm writhing in the distance.

Entropes are centipede-like marauders created by the Doomguard with the intention of breaking down the borders between the the different elemental planes. Each entrope is an alchemical aberation, with multiple arms, eyes and mouths - the number of which varies with each specimen. However each entrope has at least one pair of arms equipped with vicious claws and a gaping maw filled with razor sharp teeth.

Huge Aberration
Hit Dice: 11d8+33 (82 hp)
Initiative: +0
Speed: 30ft.
Armor Class: 17 (-2 size, +9 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +11 melee, bite +9 melee
Space/Reach: 10ft. by 20ft./10ft.
Special Attacks: Sunder border
Special Qualities: Damage reduction 20/+2, elemental immunity
Saves: Fort +6, Ref +3, Will +6
Abilities: Str 21, Dex 11, Con 17, Int 8, Wis 8, Cha 10
Skills: Escape Artist +5, Intuit Direction +6, Listen +8, Spot +8
Feats: Multiattack, Power Attack
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Chaotic Neutral
Advancement: 12-16 HD (Huge); 17-33 HD (Gargantuan)
Level Adjustment: 0

Sunder Border (Su): An entrope can choose, once every three rounds, to open a rift through the elemental borders causing a burst with a 25-foot radius of elemental matter centered on itself. All within that area can make a successful Reflex save (DC 18) for half damage. All saves have a DC of 18. The entrope chooses from the following, which plane the hole leads to:

Air, Earth, Mineral, Ooze, Salt, Water: Matter or air explodes through the hole with great force, causing 3d10 points of damage from the impact and knocking down Large or smaller creatures and stunning them for one round unless they make a successful Reflex save.

Ash, Dust, Smoke, Steam: Particulate matter bursts through the tear, inflicting 2d6 points of damage. All within the radius must successfully make a Fortitude save or choke and cough for 1d6 rounds and can take only move-equivalent actions, as if nauseated.

Fire, Lightning, Positive Energy, Radiance: Raw energy gushes through the rent, causing 8d6 points of damage of the appropriate type.

Ice, Magma: Cold or fire energy, as well as varied amounts of matter, erupts through the tear inflicting 6d6 points of damage of the appropriated type. All Large or smaller creatures in range must make a successful Fortitude save or be knocked down and back 10 feet.

Negative Energy: This hole gives a negative level to all in the burst radius. The DC to remove the negative level is 18.

Vacuum: Matter and energy is drawn into this rent. The implosion inflicts 3d6 points of damage and requires a Fortitude save to avoid being drawn into the plane of Vacuum before the hole closes.

Elemental Immunity (Ex): Entropes are immune to all attacks of elemental nature, including fire, cold, lightning, acid, air or earth-based abilities or attacks (like thrown boulders), but not positive or negative energy-based attacks, except for its own.Habitat/SocietyThese creatures are barely under the control by their faction designers and seem to lack any more palpable purpose than to cause havoc.EcologyEntropes were created not born. They represent a threat to the Inner Planes and its inhabitants as a whole.For more detailed information, please see the Planescape Monstrous Compendium Appendix III (pg. 38).

Planescape, Dungeons & Dragons, their logos, Wizards of the Coast, and the Wizards of the Coast logo are ©2008, Wizards of the Coast, a subsidiary of Hasbro Inc. and used with permission.