Entrope
Deadly creatures, entropes are a recent plague on the Inner Planes. These long, wormlike creatures are covered with multiple eyes, arms, and mouths, with at least one pair of claws and fanged maw amongst them.
Entrope: AC 3; MV 12; HD 11+6; THAC0 9; #AT 3; Dmg 1d8/1d8/1d12 (claw/claw/bite); SA Sunder space; SD Struck only by +2 or better weapons, immune to elements; MR Nil; SZ H (20' long); ML Fanatic (17-18); Int Low to average (7-10); AL CN; XP 10000.
Entropes are a recent creation of the Doomguard, in an attempt at tearing down the borders between the Inner Planes so as to encourage its falling apart. The products of hundreds of years of research by Doomguard mages and alchemists in Citadel Sealt, these creatures were finally completed after the work of four generations of Sinkers. Upon their completion, the Doomguard released their creation, only to have the first set escape their control. The Doomguard quickly created a second batch, kept under closer watch this time, but made no effort to capture or reign in the first, glad that entropy would be encouraged both with and without their guidance. It is that first batch that makes up the majority of entropes encountered today by travelers of the Inner Planes.
Appearance
With little concern for aesthetics in their creation, the Doomguard didn't care much to make a reasonable-seeming creature. Vaguely reminiscent of gibbering mouthers, entropes are massive segmented creatures, 20 feet long, something like giant worms or centipedes. Entropes are covered down the length of their bodies with arms, eyes, and mouths; of an entrope's arms, at least one pair will possess a massive set of claws, and of an entrope's mouths, at least one will be filled with sharp fangs.
Though intelligent, entropes have no means of communication, as the Doomguard saw little reason to give these creatures the power of speech. Entropes also have no means of reproduction, nor any real ecology, being nothing more than biological constructs.
Abilities
By far the greatest ability of an entrope is its ability to chew through the barriers between the Inner Planes. An entrope can pull a small hole from any Inner Plane to any other Inner Plane once every three rounds, causing both planes to bubble into one another and mixing the building blocks of the multiverse that little bit more. Though the entrope itself is immune to the harmful effects of this skill, all those within 25 feet of the new rift suffer ill effect depending on the plane to which the rift was made.
- Air, Earth, Mineral, Ooze, Salt, Water: Matter exploding through the hole inflicts 3d10 points of impact damage with a save vs. breath weapon for half. They must also make a separate save vs. breath weapon or be knocked down and/or blown back 10 feet, stunned for 1 round by the blow.
- Ash, Dust, Smoke, Steam: Particulate matter shooting through the hole sandblasts all in range for 2d6 points of impact damage, with a save vs. breath weapon for half. On top of this, all within range must save vs. poison or cough and choke for 1d6 rounds, unable to do any other actions in the interim.
- Fire, Lightning, Positive Energy, Radiance: The rift explodes with raw energy, burning all within range for 8d6 points of damage; a save vs. breath weapon for half.
- Ice, Magma: A mixture of matter and energy erupts through the hole, dealing 6d6 points of searing heat or freezing cold, with a save versus breath weapon for half.
- Negative Energy: All within range have a single level drained from them, as if facing an undead
- Vacuum: Instead of flowing out, matter instead flows into this whole, causing an implosion that deals 3d6 points of damage, half on a successful save vs. breath weapon. In addition, a save vs. death magic must be made to avoid being pulled through with the surrounding matter and left on Vacuum when the hole closes.
As a side effect of their abilities, entropes are also wholly immune to any sort of elemental effects. From a fireball to the lightning breath of a blue dragon even to a thrown boulder, no spell or effect based in elemental damage can harm an entrope. The only known ways of harming one are either +2 or better magical weapons or nonelemental magical attacks, such as magic missile.
Reference
- Planescape MCIII, pp. 38-39