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http://www.dlnexus.com/fan/rules/12721.aspx
GholorD&D 3e (3.0/3.5) Rulesby James O'RanceHuge Undead Gholors, also known as feasters, are undead beasts with 20-ft. long hooked claws, but that lack a ribcage or hind legs. Similar in appearance to a rotting or skeletal dragon, a gholor dwells at the bottom of deep funnel-like depressions found only in desolate areas, and waits for its prey to slip within their grasp. CombatA gholor attacks with 20-foot-long bony hooked arms and its sharp teeth. It is unable to move from the bottom of its funnel, and cannot charge or make any movement actions. Acid (Ex): A gholor's jaws secrete acid, causing an additional 1d8 points of acid damage with every bite. Attraction (Su): A gholor radiates a magical pull within a 1d10-mile radius of their funnels, causing all victims in the area to feel a desire to travel to the funnel. Every hour that a creature is within the radius of this attraction, it must make a Will save (DC 13) or move towards the funnel at its normal speed. This is a mind-affecting effect. Funnel (Ex): The sides of the gholor's funnel are usually made of loose earth or sand. When a victim reaches the funnel, its begins to slip inside; every round, a character must make a Reflex save (DC 16) or slip towards the centre of the funnel. Three failed saves bring the creature within the gholor's reach. A creature can make a full-round action to move up the side of the funnel, negating one failed Reflex save. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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