Hollow Growth Powers

Below are the various powers that Hollows may choose from.
Remember, certain powers rely on your choice of attack when you first took the
Hollow. You may not take any of these powers more times than one-third of
your level (rounded down). All powers here are marked with the [Hollow growth Power].

### Air Gate

**Prerequisite:** Cero, 20 Strength

**Benefit:** You're capable to literally tear open a hole in reality between worlds before you step through, this process takes a total of 1 minute and this portal opening is visible on the other side as are you until the portal is completely ripped open. As such you can be attacked by anyone on the opposite side, you cannot defend yourself and thus you're considered flat-footed. This method of travel is not precise and you can only specific a point of arrive with roughly a 1-mine accuracy.

### Aquatic

**Prerequisite:** Hollow

**Benefit:** The hollow is an aquatic creature, equipped with gills, flippers and
other such underwater adaptations. The hollow gains water breathing as an
extraordinary ability, and gains a swim speed equal to their land speed. this
feat may be taken multiple times, each time increasing the hollow's

swimming speed by their base land speed. This ability
is physical, but is not sealed when you gain Sealed form.

### Bala

**Prerequisites:** Hollow, 2 or more attacks

**Benefit:** The hollow gains the ability to fire two quick blasts of spirit energy
that deals damage equivalent to their claw or unarmed attack. A Bala is a touch
attack with a range of 100 feet. Firing it is a standard action. This ability
may be taken multiple times, each time gives another attack with

the bala when used. The amount of bala fired cannot exceed
the hollow’s attacks per round. This ability is supernatural

### Bite Attack

**Perquisite:** Hollow

**Benefit:** You gain a bite attack appropriate to your size (Small - Medium: 1d6,
Large: 1d8, etc). This bite attack adds a bonus damage equal to your unarmed
damage source. This ability is physical.

### Bizzare

**Perquisite:** Hollow

**Benefit:** The form of a Hollow with this power has become utterly bizarre and
alien. Choose one of the following monster type to replace the basic humanoid
type: Abberation, Construct, Dragon, Elemental, Magical Beast, Ooze, Plant,
Undead, Vermin. Only type traits apply (See Friends and Enemies Section). This
ability is physical.

### Bottomless Stomach

**Prerequisites:** Hollow, Swallow Whole

**Benefit:** You may, as a standard action, you may swallow willing creatures and
unattended objects of any size. This does not increase your weight at all and
does not weigh anything to you. Retrieving an item from your stomach is a move
action that does not provoke an attack of opportunity. Those swallowed by this
power do not and cannot take damage unless you are disintegrated. You cannot
suffocate while within a bottomless stomach. Someone using bottomless stomach
does not gain the benefits of Consumption or Devour. You can take damage from
things in your stomach if the object would deal damage to you. This ability is supernatural.

### Burrowing

**Prerequisite:** Hollow

**Benefit:** The hollow gains a burrowing speed equal to ½ of it's land speed. this
ability may be taken multiple times, each time increasing the speed by an extra
1/2 land speed.

### Caustic Blood

**Prerequisite:** Energy Resistance 30 with the element chosen.

**Benefit:** When struck in melee combat, the striker is subject to 2d6 points of
damage of your elemental type. This may be taken multiple times to increase the
damage by 2d6. This ability is supernatural.

### Cero

**Prerequisite:** Hollow, 100+ Reiatsu

**Benefit:** This attack allows the hollow to unleash a condensed burst of energy in a 60ft line that deals 1d6 damage per 100 Reiatsu in your pool maximum. This costs 50 Reiatsu + 30 Reiatsu per d6 of damage you wish to deal on top of the initial source. Targets may make a
reflex save (DC 10 + Character Level + Hollow’s primary ability modifier) for
half damage. This ability may be used once every 1d4 rounds. This power marks
you as a Menos ranked Hollow, and prey for any hollow attempting to climb the
food chain. This ability is supernatural.

### Cero Bocanada

**Prerequisites:** Cero

**Benefit:** You may choose to fire your Cero as a 30 foot burst centered within
medium range (100 feet + 10 feet per level). This ability is supernatural. You
may only us one ceroshape ability per cero use.

### **Prerequisite:** Hollow, 100+ Reiatsu, Exclusive Cero

**Benefits:** Whenever the hollow would be subject to a line effect,
they may attempt to make a fortitude save instead of a reflex save. Should they
succeed, they absorb the line effect and fire it back adding 1d6 damage per 200
reiatsu to the effect and the save increases from the original by your own spellscore modifier. Using this ability causes the
user to become exhausted till the end of combat. This ability is supernatural

**Special:** This ability counts as Cero for feat prerequisites and prestige paths

### Cero Metralleta

**Prerequisites:** Cero, Ressurecion

**Benefit:** You may choose to fire one Cero per character level in a single turn.
Each however does only 2d6 instead of the normal [1d6 per 100 Reiatsu]. For
each target, total the damage before applying it to damage reduction. Firing this
in it's entirety is a full-round action. This ability is supernatural. You may
only us one ceroshape ability per cero use.

### Cero Seccion

**Prerequisites:** Cero

**Benefits:** You may choose to fire your Cero as a ray with a range
of 250ft. This ability is supernatural. You may only us one ceroshape ability
per cero use.

### Cero Sincretion

**Prerequisites:** Hollow, Cero

**Benefits:** By adding another person's Cero to your own, you can
increase it's power. Increase the d6's of damage by 1 per 200 reiatsu in the
lower hollow's pool (round down). (IE If one person has a pool of 1,000 and the
other has a pool of 800, the Cero Sincretio would deal 14d6 damage.) This
attack requires a readied action by the two people firing it. You can only have
one Ceroshape on a cero at  one time.
This ability is supernatural.

### Consumption

**Perquisite:** Hollow

**Benefit:** Whenever a Hollow performs a coup de grace on an opponent, he can choose
to consume the opponent’s soul and gain a 10% XP bonus on the encounter (This portion
of the power only works once per consumed). The Hollow is also healed up to its
fallen enemy's constitution score in HP. This ability is physical.

### Crunch

**Perquisite:** Hollow

**Benefit:** Perquisite: Must have chosen Unarmed Strike and not Claws. If the hollow
hits with two or more unarmed attacks, the hollow may deal extra damage. The
second attack deals an additional 2d6 +STR bonus points of damage. This ability
is physical.

### Deflection

**Prerequisites:** Hollow

**Benefit:** This gives the Hollow’s hide the ability to deflect ray or line attacks
once/encounter as an immediate action, casting them harmlessly aside. This
ability may be taken multiple times, it gives an additional use per encounter.
This ability is supernatural

### Descorrer

**Prerequisites:** Hollow, character level 10th.

**Benefit:** With a simple hand gesture the hollow can force a Garganta pathway to open up, allowing the hollow and companions to step between worlds like with Air Gate. However it only takes 1 standard action to cast, then 2 full-rounds for it to form. The pathway remains open for as long as the caster wishes it to, even to the extent that it may risk people following.

### Elemental Hands

**Prerequisite:** Hollow

**Benefit:** You may use a standard action to activate this power. After activation,
you deal an additional +2d6 damage of the appropriate type(Acid, Cold,
Electricity, Fire, Force, Sonic or Water). You may take this two additional
times to gain +2d6 damage of the appropriate type each time. This ability is physical.

### Energy Resistance

**Perquisite:** Hollow

**Benefit:** The hollow gains 10 resistance to either fire, cold, lightning, acid,
sonic, force or water. This ability may be taken multiple times. Each time
gives either a new resistance or stacks with an existing resistance. This
ability is supernatural

### Enhanced Speed

**Prerequisites:** Hollow

**Benefit:** This ability increases the Hollow’s base movement and fly speed (if
applicable) by 10 and 20 feet respectively. This may be taken multiple times.
This ability is Supernatural

### Extra Limb

**Perquisite:** Hollow

**Benefit:** The hollow gains an extra limb. They can gain another leg, increasing
their movement by 5 feet per extra leg, an extra arm/tentacle, giving them
another unarmed or claw attack, a tail, giving them a tail attack (1d8), or a
wing (1d4). One wing gives the hollow a wing buffet attack. Two wings also
grant the hollow the ability to fly at twice their land speed with poor
maneuverability. The attacks gained through this power gains additional damage based
of your unarmed damage source. This ability is physical.

### Fast Healing

**Prerequisites:** Hollow

**Benefit:** The Hollow gains Fast Healing 3. This ability may be taken multiple
times, the benefits stack. At the time the Fast Healing is taken, select two
energy types that can prevent the Fast Healing from functioning. The Hollow cannot
gain immunity to either of these energy types, and any existing immunity to the
energy types are effectively negated. If you already have an Immunity to the
chosen energy types, you may reallocate your elemental immunity. This ability
is physical.

### Glamorous Cero

**Prerequisite:** Hollow, Cero

**Benefit:** You may choose to fire your Cero in a 30 foot cone instead of the 60
foot line. This ability is supernatural. You may only us one ceroshape ability
percero use.

### Ground and Pound

**Perquisite:** Hollow, Must have chosen Unarmed Strike and not
Claws.

**Benefit:** A creature with this special attack gains extra natural attacks when it
grapples its foe. Normally, a monster can attack with only one of its natural
weapons while grappling, but a monster with the Ground and Pound ability usually
gains two additional unarmed attacks that it can use

only against a grappled foe. Ground and Pound attacks
are not subject to the usual -4 penalty for attacking with a natural weapon in
a grapple. A Hollow with the ground and pound ability must begin its turn
grappling to use its ground and pound—it can’t begin a grapple and ground and
pound in the same turn. This ability is physical.

### High Speed Regeneration

**Perquisites:** Hollow, Regeneneration

**Benefit:** Instead of 1hp/3 character levels, your regeneration becomes 2hp/3
character levels. This ability is physical.

### Improved Hollow Flight

**Perquisite:** Hollow, 2 Wings

**Benefit:** This requires wings for the hollow to take. Increase the hollow’s base
flight speed by 5 feet and its maneuverability by one step. If the hollow has
perfect maneuverability, instead increase the flight speed by 10 feet. This
ability is physical.

### Improved Grab

**Perquisite:** Hollow

**Benefit:** Select either unarmed strike or a natural attack the hollow possesses.
If they hit with that attack, they can immediately initiate a grapple with any
opponent up to one size category smaller than them as a free action without provoking
an attack of opportunity. This ability is physical.

### Increased Size

**Perquisite:** Hollow

**Benefit:** Increase the Hollow’s size category by one step. (Check Bestiary) This
can be taken multiple times. It's effects stack. This ability is physical. The
Hollow’s ability scores change along with the other size modifiers as opposed
to the Anthropomorphic feat and Child feat.

### Increased Natural Armor

**Perquisite:** Hollow

**Benefit:** The Hollow gains +3 natural armor. This ability is physical.

### Infinite Slick

**Prerequisite:** Hollow

**Benefit:** As a standard action you may coat a five foot area/4 levels with Slick.
Anyone standing in that square must make an acrobatics check or fall prone. You
may move on your slick without the balance check and may choose to slide across
it in a straight line that does not count against your movement total. This
ability is supernatural

### Magic Fang

**Perquisite:** Hollow

**Benefit:** The Hollow gains a +1 enhancement bonus to any of their unarmed strikes
and natural attacks. This ability can be taken multiple times, but no one
natural attack can have more than a +5 enhancement bonus. This ability is supernatural.

### Merging

**Prerequisites:** Hollow

**Benefit:** As a full round action you may fuse with another hollow who is willing.
The one not initiating the fusion adds their modifiers as a bonus to the
initiator's statistics, they become one being. Ending the merger is a standard
action. If the merged being dies, both hollow die. While merged you gain the
Slippery mind feat as a bonus feat and take 2 less penalty for fighting with 2
weapons. You can only merge with one hollow at a time. This ability is
supernatural.

### Muda

**Benefit:** You and up to your Spellscore modifier of allies are made invisible.
Also, that same number of allies has their Reiatsu completely hidden. This
lasts until one of you makes an attack against an enemy, or an enemy uses the Reiraku
Hunter feat with a DC 50 to track you down. This ability is Supernatural.

### Permanency

**Prerequisites:** Hollow

**Benefit:** This gives the Hollow a permanent spell effect. Any spell under the
Wizard spell “Permanency”. This ability is supernatural

### Pounce

**Perquisite:** Hollow

**Benefit:** When a creature with this special attack makes a charge, it can follow
with a full attack—including any extra attack abilities he may have (Rend,
Crunch, Ground and Pound, etc). This ability is physical.

### Precognition

**Prerequisites:** Hollow

**Benefit:** This ability gives the Hollow a +3 insight bonus to AC. This ability can
be taken multiple times, its effects stack. This ability is supernatural

### Quimera Parca

**Prerequisite:** Hollow, at least two other Hollows with this
ability

**Benefit:** You and your partners summon a beast of incredible power that requires
the sacrifice of the use of your left arms. By sacrificing the use of your left
arm, the creature uses the stats, attack ranks, and defenses of the highest
level user of this ability +2 to all of the above per other participant
(Maximum +20). The first time this ability is taken you gain a rank one
construct. Each additional 3

levels increases the rank by 1 culminating at Rank 6.
This hollow construct automatically starts with the Bizzare: Construct Hollow
Growth Power as listed in Chapters: “Power Choices” and detailed in “Friends
and Enemies”. Your Construct begins at Small size and gains one size category
per rank; do not modify it's stats. This ability is supernatural.

**RANK 1** The character summons a weak construct with: 75 Hit Points, 5 damage
reduction, land speed of 30 feet, 2d6 damage in unarmed melee combat, and 2
Hollow Growth Power.

**RANK 2** The character summons a average construct with: 150 Hit Points, 10
damage reduction, land speed of 40 feet, 4d6 damage in unarmed melee combat,
and 4 Hollow Growth Powers.

**RANK 3** The character summons a strong construct with: 225 Hit Points, 15 damage
reduction, land speed of 50 feet, 6d6 damage in unarmed melee combat, and 6
Hollow Growth Powers.

**RANK 4** The character summons a powerful construct with: 300 Hit Points, 20
damage reduction, land speed of 60 feet, 8d6 damage in unarmed melee combat,
and 8 Hollow Growth Powers.

**RANK 5** The character summons a very powerful construct with: 375 Hit Points, 25
damage reduction, land speed of 70 feet, 10d6 damage in unarmed melee combat,
and 10 Hollow Growth Powers.

**RANK 6** The character summons a extraordinarily powerful construct with: 450 Hit
Points, 30 damage reduction, land speed of 80 feet, 12d6 damage in unarmed
melee combat, and 12 Hollow Growth Powers.

**Special:** All Hollow growth powers must be chosen the same per rank adding new
ones as new ranks are achieved. Once chosen, the abilities cannot be changed.

### Rake

**Perquisite:** Hollow, Must have chosen Claws instead of Unarmed
Strike.

**Benefit:** A creature with this special attack gains extra natural attacks when it
grapples its foe. Normally, a monster can attack with only one of its natural weapons
while grappling, but a monster with the rake ability usually gains two
additional claw attacks that it can use only against a grappled foe. Rake
attacks are not subject to the usual -4 penalty for attacking with a natural
weapon in a grapple. A Hollow with the rake ability must begin its turn
grappling to use its rake—it can’t begin a grapple and rake in the same turn.
This ability is physical.

### Reflection

**Prerequisites:** Hollow, Deflection Power

**Benefit:** This changes one of the Hollow’s uses of Deflection into reflection,
causing the ray or line attack to rebound upon its caster and target them
instead. The caster’s attack roll is made against the caster’s AC instead of
the Hollow’s AC, and the effects are resolved normally. This ability is
supernatural.

### Regeneration

**Perquisite:** Hollow

**Benefit:** Creatures with this extraordinary ability recover from wounds quickly
and can even regrow or reattach severed body parts. Damage dealt to the
creature is treated as nonlethal damage, and the creature automatically cures itself
of nonlethal damage at a rate of 1HP/3 levels per round.

Choose two forms of energy, These energy forms deal damage
to the creature normally; that sort of damage doesn’t convert to nonlethal
damage and so doesn’t go away. The Hollow cannot gain immunity to either of
these energy types, and any existing immunity to the energy types are effectively
negated. If you already have an Immunity to the chosen energy types, you may reallocate
your elemental immunity. The creature’s description includes the details. A regenerating
creature that has been rendered unconscious through nonlethal damage can be
killed with a coup de grace. The attack cannot be of a type that automatically converts
to nonlethal damage. Creatures with regeneration can regrow lost portions of
their bodies in 1d6 rounds and can reattach severed limbs or body parts
instantly. Severed parts die if they are not reattached. Regeneration does not
restore hit points lost from starvation, thirst, or suffocation. Attack forms
that don’t deal hit point damage ignore regeneration. An attack that can cause
instant death only threatens the creature with death if it is delivered by
weapons that deal it lethal damage. This ability is physical.

### Rend

**Perquisite:** Hollow, Must have chosen Claws and not Unarmed
Strikes.

**Benefit:** If the hollow hits with both claw attacks, it latches onto the
opponent’s body and tears the flesh. The second attack deals an additional 2d6
+STR bonus points of damage. This ability is physical.

### Scent

**Perquisite:** Hollow

**Benefit:** This extraordinary ability lets a creature detect approaching enemies,
sniff out hidden foes, and track by sense of smell. A creature with the scent
ability can detect opponents by sense of smell, generally within 30 feet. If
the opponent is upwind, the range is 60 feet. If it is downwind, the range is

15 feet. Strong scents, such as smoke or rotting
garbage, can be detected at twice the ranges noted above. Overpowering scents,
such as skunk musk or troglodyte stench, can be detected at three times these
ranges. The creature detects another creature’s presence but not its specific
location. Noting the direction of the scent is a move action. If it moves
within 5 feet of the scent’s source, the creature can pinpoint that source. A
creature with the Track feat and the scent ability can follow tracks by smell,
making a Wisdom check to find or follow a track. The typical DC for a fresh
trail is 10. The DC

increases or decreases depending on how strong the quarry’s
odour is, the number of creatures, and the age of the trail. For each hour that
the trail is cold, the DC increases by 2. The ability otherwise follows the rules
for the Track feat. Creatures tracking by scent ignore the effects of surface
conditions and poor visibility. Creatures with the scent ability can identify
familiar odours just as humans do familiar sights. Water, particularly running
water, ruins a trail for airbreathing

creatures. Water-breathing creatures that have the
scent ability, however, can use it in the water easily. False, powerful odours
can easily mask other scents. The presence of such an odour completely spoils
the ability to properly detect or identify creatures, and the base Survival DC
to track becomes 20 rather than 10. This ability is physical, but is not sealed
by sealed form.

### Spell-like Ability

**Perquisite:** Hollow

**Benefit:** The hollow gains a spell-like ability usable once per day per point of
wisdom modifier. The spell level must be equal to 1/3 of the character level +
INT bonus or lower. This ability can be selected multiple times, adding a use
per day, or a new spell-like ability. This ability is supernatural

### Special

**Perquisite:** Hollow, GM Fiat

**Benefit:** To facilitate unique effects, the GM and the Player may converse about
allowing something outside the listed abilities, but within reason. As always,
the GM has the final say on what is an acceptable ability. Varies, check with
GM.

### Summon Lesser Hollow

**Prerequisites:** Hollow, Telepathy

**Benefit:** As a standard action you may summon 1d4 (+1d4 per four character levels)
lesser hollow. Lesser Hollow have 10 hit points per four character levels and a
bite attack that deals 5 damage per four character levels. They may choose to
explode as a standard action dealing 5 damage per 5 levels in a 5 foot area per
5 levels that bypasses all damage reduction which instantly kills the lesser
hollow. Any lesser hollow caught in the blast radius of another lesser hollow explodes
dealing their damage and dying. This ability is supernatural

### Super Speed

**Prerequisites:** Run

**Benefit:** You may move up to four times your speed when charging, and when you run
you move at 10 times your base speed. You may take this multiple times to add 1
multiplier to your charge speed and 2 multipliers to your run speed (IE 4 and
10 would become 5 and 12). This ability is supernatural.

### Swallow Whole

**Perquisite:** Hollow, Improved Grab

**Benefit:** This requires the Hollow to have the Improved Grab ability with its bite
attack. You must have taken the bite attack physical alteration power before
this. If it wins its first grapple check, it can establish a hold and attempt
to swallow its target on the next round. A successful grapple check allows it
to swallow any target at least two size categories smaller than it. Swallowed
creatures take 2d8+4 points of bludgeoning damage, plus an additional +4 bludgeoning
damage per size category greater than large the Hollow is (huge Hollow do
2d8+8, gargantuan Hollow do 2d8+12, colossal Hollow do 2d8+16). In addition,
the target also takes 4 points of acid damage, +4 for each size

category greater than large (huge Hollow do 8,
gargantuan Hollow do 12, colossal Hollow do 16). A swallowed creature can cut
its way out using a slashing or piercing weapon to deal 25 points of damage to
the Hollow’s gizzard. Once the creature exits, muscular action closes the hole;
another swallowed opponent must cut its own way out. The hollow can hold up to
2 creatures two size

categories smaller than it, 4 creatures three size categories
smaller than it, 8 creatures four size categories smaller than it, 32 creatures
five size categories smaller than it, 128 creatures six size categories smaller
than it, 512 creatures seven size categories smaller than it, and 1,524
creatures

eight size categories smaller than it in its gizzard
at one time. This ability is physical.

### Swiftness

**Prerequisites:** Hollow

**Benefit:** This ability gives the Hollow +4 to initiative. This ability may be
taken multiple times, its effects stack. This ability is supernatural.

### Telepathy

**Perquisite:** Hollow

**Benefit:** A creature with this ability can communicate telepathically with any
other Hollow within a 30 yards range. It is possible to address multiple
creatures at once telepathically, although maintaining a telepathic conversation
with more than one creature at a time is just as difficult as simultaneously
speaking and listening to multiple people at the same time. This ability is supernatural

### Thick Hide

**Prerequisite:** Hollow

**Benefit:** The Hollow's skin is extraordinarily thick and nearly impervious to damage, increasing their damage reduction by 3/-. This can be taken multiple times, to a maximum of three times.

### Trample

**Perquisite:** Hollow

**Benefit:** As a full-round action, a creature with this special attack can move up
to twice its speed and literally run over any opponents at least one size
category smaller than itself. The creature merely has to move over the
opponents in its path; any creature whose space is completely covered by the
trampling creature’s space is subject to the trample attack. If a target’s
space is larger than 5 feet, it is only considered trampled if the trampling
creature moves over all the squares it occupies. If the trampling creature
moves over only some of a target’s space, the target can make an attack of
opportunity against the trampling creature at a -4 penalty. A trampling
creature that accidentally ends its movement in an illegal space returns to the
last legal position it occupied, or the closest legal  position, if there’s a legal position that’s
closer. A trample attack deals bludgeoning damage (the creature’s unarmed or
claw damage + 1½ times its Str modifier). The creature’s descriptive text gives
the exact amount. Trampled opponents can attempt attacks of opportunity, but these
take a -4 penalty. If they do not make attacks of opportunity, trampled
opponents can attempt Reflex saves

to take half damage. The save DC against a creature’s
trample attack is 15 + creature’s HD + creature’s Str modifier (the exact DC is
given in the creature’s descriptive text). A trampling creature can only deal
trampling damage to each target once per round, no matter how many times its
movement takes it over a target creature. This ability is physical

## **Vasto Lorde Abilities**

Vasto Lorde powers cannot be taken unless a feat or
ability grants you the specific ability to take one. All of these abilities are marked with [Vasto Lorde Ability]

### Multi-Cero

**Benefit:** As a full round action make a ranged touch attack against a target
within 60' and all enemies within 30' of them this attack deals 3d6 per ranged
attack you can make in a round plus 1d6 per 4 your attack roll beats their Defense
max 10d6 extra damage. This ability is supernatural.

### Full Power

**Benefit:** Gain 4 shikai and 2 Bankai abilities when you unleash your zanpakutou (
Arrancar ). This ability is supernatural.

### Dreadful Wounds

**Benefit:** Once per day per four character levels, damage from your cero or hollow
powers can't be healed by any effect other than natural healing and your
attacks over come Regeneration. This ability is supernatural.

### Aura of Decay

**Benefit:** All characters within 30' +10' per 5 character levels take 2 str, dex,
and con drain at the beginning of your turn or when they enter your aura. This
ability is supernatural.

### Spirit Lance

**Benefit:** Once per day per 4 character levels you may make a touch or ranged touch
attack with a 30' range that deals 3d6 per weapon attack the Vasto Lorde can
make in a round. This attack ignores all DR the target possess. This ability is
supernatural.

### Ungodly Healing

**Benefit:** The Vasto Lorde can increase its Fast Healing by 10 for 3 rounds or it
can increase its Regeneration by 5 for 3 rounds once per day per 4 character
levels This ability is supernatural.

### Inhuman Stamina

**Benefit:** The Vasto Lorde does not die at negitive half their max hit points, in
order to die he must reach his full Hit point total in negative in order to
die. The Vasto Lorde will not go unconscious until death. At 0 HP the Vasto Lorde gains + 10 DR, at 1/2 his HP total negative his DR increases again by
5. This ability is extraordinary.