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Doomtrain, the Convoy of the DeadThe Phantom Train or Doomtrain became so known for its primary purpose during an ancient war—the transport of battalions of the ghastly Enthralled. It is also called the Chariot of the Damned.

Doomtrain, the Convoy of the Dead (CR 15)

XP 51,200
N Huge Undead (Boss, Extraplanar, Primal)
Init +11; Senses Darkvision 60 ft.; Perception +28

DEFENSE

AC 32 [27], touch 17 [27]; flat-footed 23 [18] (-2 size, +8 dex, +1 dodge, +15 natural armor) or [-2 size, +8 dex, +1 dodge, +10 deflect]
Hp 595 [826] (21d12+161)
Mp 150
Fort +19, Ref +20, Will +16
Absorb Poison and Sap; DR 10/-; Defensive Abilities Channel Resistance +8, Incorporeal Form;
Immune Bind, Blind, Charm, Confuse, Paralyze, Sleep, Slow, Stun, Death effects;
Resist Lightning 5, Dark 20, Water 15, Earth 15, Ice 5; SR 30
Weakness Holy, Fire, and Suplex

OFFENSE

Speed 60 ft.
Melee Bite +29 (2d6+8 plus poison), 2 Wheels +24 (1d10+4)
Space 15 ft.; Reach 10 ft.
Special Attacks Acid Rain, Diabolical Headlight, Diabolical Whistle, Diabolical Wind, Diabolical Light, Doomstrike, Head On, Phantom Run, Runaway Train, Saintly Beam, Toxic Rail, Train Wreck, Wheel
Special Abilities Summon Ghosts

STATISTICS

Str 26, Dex 26, Con -, Int 14, Wis 18, Cha 24
Base Atk +21; CMB +29; CMD 47 [39]
Feats Awesome Blow, Awesome Charge, Bull Rush Strike, Cleave, Combat Reflexes, Dodge, Greater Bull Rush, Improved Bull Rush, Improved Initiative, Power Attack, Quick Bull Rush
Skills Intimidate +31, Knowledge (Arcana, Religion) +26, Perception +28, Sense Motive +28, Survival +25
SQ Does not Eat, Does not Sleep
Languages Common, Necril and 3 others

SPECIAL ABILITIES (Phase i)

Diabolic Light (Su)

Once every 1d2+1 rounds as a standard action, Doomtrain sends out an evil red light towards two opponents within 120 feet. On the following round as an immediate action, the lite up opponents create a 30 ft.-radius of radiant energy that deals 4d8 points of holy damage every round anyone is in it. This effect dispels any ghosts in it and disappears after 5 rounds.

Diabolic Whistle (Su)

Once every 1d2+1 rounds as a standard action, Doomtrain sends out an evil whistle hitting all enemies nearby him. All creatures within 30-ft.-radius from Doomtrain hitting friend and foe a like are inflicted with a random bad ailment on each creature for 1d8 rounds, roll a 1d8: Berserk (Will), Blind (Will), Confuse (Will), Disease (Fortitude), Doom (Fortitude), Frog (Fortitude), Petrification (Fortitude), Sap (Fortitude), Silence (Will), or Slow (Fortitude). They must make a save based on the status effect (DC 28) to negate it.

Blue mage may learn this ability as a 8th level spell (Knowledge: Religion DC 31).

Doomstrike (Ex)

Once every 1d4+4 rounds, as a standard action, Doomtrain strikes with great power towards one opponent within bite range. If it hits (+29) [critical hits included], This attack does 12d8 points of bludgeoning damage.

Head On (Ex)

Once every 1d6+2 rounds, Doomtrain charges up energy within for one full-round, then charges at its foes as a swift action the following round within 60-ft.-radius from itself. Everyone within the radius takes 15d8 points of (half shadow/non-elemental) damage must make a Reflex save (DC 29) for half damage.

Incorporeal Form (Su)

Once every 1d4+1 rounds as an immediate action, Doomtrain can alter it’s form to be Incorporeal for 1 round.

Poison (Ex)

Bite — injury; save Fort DC 29; frequency 1/round for 4 rounds; effect 2d6 non-elemental damage; cure 1 save.

Summon Ghosts (Su)

Once per phase as an immediate action, Doomtrains summons 1d6+1 ghosts to help it fight.

Toxic Rail (Ex)

While Doomtrain charges an opponent, it can attempt to poison his target for 1d6 damage per turn for 1d6 rounds. With a successful Fortitude save (DC 29 to negates the status effect.

Train Wreck (Ex)

As a full-round action, Doomtrain charges in a 50-ft.-line, causing damage to foes in the line of effect. All creatures in the area of effect take 6d6+24 bludgeoning damage and are knocked prone unless they make a successful Reflex save (DC 29).

Wheel (Ex)

Once every 1d4+1 rounds as a full-round action, Doomtrain shoots out a wheel from under its foe’s feet. This wheel hits all enemies in between it and the target (30 feet max). Then returns, hitting all enemies between the target and it. Doomtrain must make a range attack at +20. The wheel flings towards the target doing 4d6+16 bludgeoning/piercing damage to all opponents in between. Then it returns doing the same amount of damage hitting all opponents on its way back.

SPECIAL ABILITIES (Phase iI)

Acid Rain (Su) [Phase II+]

Once every 1d4 rounds as a standard action, Doomtrain downpours acid rain upon his enemies. All creatures within the 20-ft.-radius around the target receive Deprotectra III and Deshellra III for 10 rounds unless they make a Will save (DC 28) to negate it.

Blue mage may learn this ability as a 9th level spell (Knowledge: Religion DC 33).

Diabolic Wind (Su) [Phase II+]

Once every 1d2+1 rounds as a standard action, Doomtrain sends out an evil wind towards every opponents within 240 feet from it. On the following round as an immediate action, the wind branches up around each opponent creating a 15 ft.-radius of aero energy that deals 3d6 points of wind damage every round anyone is in it. This effect can stack with other ones nearby and disappears after 3 rounds.

Runaway Train (Su) [Begins Phase II]

Once a day, under 75% health (619) as a standard action, Doomtrain runs down all its foes within a 60 ft.-line with a 20 ft. radius inflicting various ailments for 1d4+7 rounds each: Berserk (Will), Blind (Fort), Confuse (Will), Disease (Fort), Doom (Fort), Petrification (Fort), Sap (Fort), Sleep (Will), Slow (Fort), and Silence (Fort). It also does 8d6 points of shadow damage. Multiple saves (DC 28) will negate status effects and half of the damage.

SPECIAL ABILITIES (Phase iII)

Diabolic Headlight (Su) [Phase III]

Once every 1d2+1 rounds as a standard action, Doomtrain sends out an evil blue light towards one opponent within 120 feet. On the following round as an immediate action, the light hits all opponents from it towards his target that deals 24d6 points of holy damage divide by how many opponents there were in between. A knowledge (religion) check of 15 will anyone know they need to stack in front of Doomtrain’s target.

Phantom Run (Su) [Begins Phase III]

Once a day, under 40% health (330) as a standard action, Doomtrain makes a phantom of itself that goes through all its foes doing 15d8 points of non-elemental damage in a 60-ft.-line that’s 5 feet wide. The target must make a Reflex save (DC 28) for half damage.

Saintly Beam (Sp) [Phase III]

Once every 1d4 rounds, Doomtrain casts Saintly Beam as the 9th level white mage spell (DC 28). This is a spell-like ability and consumes 9 MP.