D&D 3e (3.0/3.5) Rules
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.
A 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.
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