Walking Wasteland Creature (CR +2)

Sometimes the deities of poison and destruction take special delight in cursing the mortal forms of the innocent so that wherever they go, people and things tend to wither and die, or fall to rust and ruin. Sometimes it’s not a curse, but the result of flawed magic, though the result is the same that many still feel as if they have been cursed by some malefic force. As it passes by, plants curl up and turn black, wine sours, liquids spoil, wood rots away, metal rusts, mirrors shatter, animals run screaming and, in time, mere mortals perish.

This toxic nature almost always affects a creature’s appearance making it sometimes appear like an undead creature though it is very much alive. Sometimes it looks perfectly normal, which can be even more frightening as it walks forward despoiling all around it.

Creating a Walking Wasteland Creature

“Walking Wasteland” is an acquired template that can be added to any creature. A walking wasteland creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +2.

Defensive Abilities: ferocity, poisonous blood (poison cloud); Immune ability damage, ability drain, bleed, death effects, disease, exhaustion, fatigue, paralysis, mind-affecting, poison, nonlethal damage, sleep, stun; Resist cold, fire 10

Special Abilities: A walking wasteland creature retains all the special abilities of the base creature, plus the special abilities as described below:

Degeneration Aura (Su): Any living creature within 10 ft. per HD of a walking wasteland creature must make a successful Fortitude save (DC 10 +1/2 the walking wasteland creature’s HD, + its Con modifier) or their regeneration and fast healing special abilities are suppressed for 24 hours. Anyone attempting to use spells, spell-like abilities or magical items with a healing effect within the area of effect must make a successful caster level check (same DC) or the healing spell fails. In addition, any creature that failed its save suffers 1 point of negative energy damage per round within the area of effect; a walking wasteland creature heals an amount equal to the damage dealt.

A plant that isn’t a creature doesn’t receive a save and immediately withers and dies, though the walking wasteland creature does not heal any hit points.

Putrefying Aura (Su): This effect spoils and poisons food and liquids within the radius of the walking wasteland’s degeneration and makes them unsuitable for consumption (it can only affect up to 1 cubic foot of food or drink per HD within its aura, so it could not despoil an ocean). A creature consuming such food or drink must succeed on a Fortitude save (DC 10 +1/2 the walking wasteland creature’s HD, + its Con modifier) or take 1 point of Constitution damage each round for 2 rounds. Holy water and similar food and drink is spoiled as are magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. Purify food and drink can counter this effect through it requires a caster level check (same DC).

Poisonous Cloud (Su): A walking wasteland creature is constantly surrounded by an invisible cloud of poisonous gas. The inhaled poison affects any creature that breathes the air or water within 10 feet of the walking wasteland creature.

  • Poison Cloudtype inhaled; save Fortitude (DC 10 +1/2 the walking wasteland creature’s HD + its Con modifier); frequency 1/round for 6 rounds; effect 1d3 Str plus sickened for 1 hour; cure 2 saves.

Ruin (Su): A walking wasteland creature’s natural attacks cause any object it touches to swiftly rust, decay or corrode. The object touched takes half its maximum hp in damage and gains the broken condition—a second hit ruins the item. A walking wasteland creature never provokes attacks of opportunity by attempting to strike an object or weapon with its natural attacks. Against creatures made of non-living material (such as a construct or undead creature), a walking wasteland creature’s natural attacks deal 1d6 points of damage plus the base creature’s HD, an additional 1d6 points of damage is added for every two HD the base creature possesses. An attended object, any magic object, or any non-living creature can attempt a Reflex save (DC 10 +1/2 the walking wasteland creature’s HD + its Con modifier) to negate this effect.

Creatures that hit a walking wasteland creature with manufactured weapons or non-living creatures that use natural attacks suffer effects as though hit by the walking wasteland creature’s natural attacks and must make a Reflex save to avoid the ruin effect.

This even affects the ground a walking wasteland travels upon and as such it is almost always on the move.

Shattering Aura (Su): Within the area of the walking wasteland’s degeneration aura, non-magical objects of crystal, glass, ceramic, or porcelain are ruined. All such unattended objects are smashed into dozens of pieces by this effect. Objects weighing more than 1 pound per HD of the walking wasteland creature are not affected, but all other objects of the appropriate composition are shattered.

Ability Scores: Increase the base creature's abilities as follows: Con +8 (+4 hp per HD, +4 to Fortitude saves, and any of the base creature’s Constitution-based DCs).

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