Plankta
The shattered remnants of buildings and statues can be seen in
this shuddering mass of wet, rugged rock.
PLANKTA CR 17
XP 102,400
NE Colossal aberration (aquatic, earth)
Init +5; Senses darkvision 60 ft., tremorsense 120 ft.;
Perception +31
DEFENSE
AC 36, touch 11, flat-footed 36 (+8 cover, +1 Dex, +25 natural,
–8 size)
hp 313 (19d8+228)
Fort +18, Ref +13, Will +20
Defensive Abilities all-around vision, rock catching, stony
cover; DR 15/—; Immune cold, electricity, fire; SR 28
OFFENSE
Speed 10 ft., swim 30 ft.
Melee 2 slams +27 (4d6+20/19–20), bite +26 (4d6+20)
Space 30 ft.; Reach 30 ft.
Special Attacks capsize, clashing rocks, fiery fault, powerful
charge (slam, 8d6+24), push (slam, 10 ft.), rain of boulders
STATISTICS
Str 50, Dex 13, Con 34, Int 13, Wis 28, Cha 21
Base Atk +14; CMB +42; CMD 61 (can’t be tripped)
Feats Blind-Fight, Critical Focus, Dazing
Assault APG , Improved Critical (slam),
Improved Initiative, Lightning Reflexes,
Power Attack, Snatch, Staggering
Critical, Weapon Focus (slam)
Skills Climb +36, Knowledge
(history) +13, Knowledge
(nature) +10, Perception +31,
Stealth +7 (+27 in natural
rocks), Survival +31, Swim +38;
Racial Modifiers +20 Stealth
in natural rocks
Languages Aquan, Terran
ECOLOGY
Environment any oceans
Organization solitary
Treasure standard
SPECIAL ABILITIES
Clashing Rocks (Ex) A plankta
can scatter its rocky mass
into multiple fragments with
a shared consciousness and
a shared pool of hit points,
though it loses its stony
cover ability when it does so.
These fragments churn and clash,
dealing 4d6+14 points of bludgeoning
damage per round to all creatures in a 60-foot-radius sphere
in the water (extending up to 10 feet above the water’s
surface). Activating or maintaining this ability is a full-round
action. If it chooses not to maintain this ability, the plankta’s
body reforms automatically at any point in the area. The
save DC is Strength-based.
Fiery Fault (Su) When a critical hit is confirmed against a
plankta, its rocky form cracks and a gout of magma spews out
in a 10-foot cone toward the attacker, dealing 10d6 points
of fire damage (Reflex DC 31 half). Any creature that fails
its save is entangled for 2d4 rounds and takes 5d6 points
of fire damage each round at the beginning of its turn, but
can attempt a new save each round at the end of its turn to
end this damage. A creature can break free of the hardened
magma and end the entangled condition as a standard
action with a successful DC 25 Strength check. This also ends
the fire damage. The save DC is Constitution-based.
Rain of Boulders (Ex) As a standard action, a plankta can
unleash a barrage of heated boulders that deals 12d6 points
of bludgeoning damage and 6d6 points of fire damage
(Reflex DC 31 half) in a 120-foot line. Huge or smaller ships
that fail their saves are affected by the plankta’s capsize
ability, while creatures that fail their saves are affected by its
push ability. The save DC is Constitution-based.
Stony Cover (Ex) A plankta’s outer shell is covered in most
places by ruin fragments that aren’t part of its body,
providing it improved cover at all times. As usual for
improved cover, this grants the plankta improved evasion.
Planktas are stony creatures formed from
the shattered remnants of ancient island
civilizations devastated and inundated
by natural or magical cataclysms,
and given life by unleashed magical
energies and the anguished spirits
of those lost in the tragedies
that formed the planktas.
These massive, rocky
aberrations dwell in the
seas. They burn with
hatred for the ships and
cities of empires that
still stand, and seek to
ruin such foes in the hope
of creating more planktas,
though this bizarre attempt at
reproduction rarely succeeds.
Some planktas are nomadic,
wandering in search of prey,
but others lurk in busy sea-
lanes or narrow straits
to shatter and sink ships
attempting to pass.