View Full Version : [Creature] Far Beasts

The Glyphstone
2006-08-29, 09:16 AM
This is a reprint of my victorious entry in the Psionics contest, Things Best Left Forgotten (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=Contests;action=display;num=11475470 40), featuring the near-infinitely customizable and really really wierd Far Beasts...
Far Beasts

The alien landscape of the Far Realms is unlike anything imaginable. The only similarity between it and our own world is that both have their own native inhabitants, and that is a tenuous connection at best. The creatures that populate the Far Realms are strange beyond description, since they adhere to no normal physics, let alone biology. Most of the time, they remain happily in their own universe. However, one occasionally ends up in the “normal” world, from accidentally venturing into a natural portal (or a created one). Lost and confused in surroundings they cannot comprehend, it will wander or rampage according to its own feelings. These “Far Beasts”, as they are called, are individually unique – no two are ever the same, though they all have certain traits in common that include the ability to project psionics of varying power, a vestige of the ways that they manipulate their home.

The following is an example of a “sample” Far Beast. To design or generate your own Far Beast, see the complete guidelines below.
Hideous Blorglesnof (Far Beast)
Size/Type: Large Abberation [Far Realms, Extraplanar]
Hit Dice: 11d8+22 (72 HP)
Initiative: +3
Speed: 30ft. (6 squares)
Armor Class: 28 (+16 natural, -1 size, +3 Dex), touch 12, flat-footed 25
Base Attack/Grapple: +8/+15
Attack: Tentacle +10 melee (1d8+3 bludgeoning) or eyeblob +10 ranged touch (3d6 acid)
Full Attack: 2 tentacles +10 melee (1d8+3 bludgeoning) or eyeblob +10 ranged touch (3d6 acid)
Space/Reach: 10ft./10ft.
Special Attacks: Improved Grab, Constrict, Breath Weapon
Special Qualities: Darkvision 120ft., Resistance 10 vs. Fire, Cold, Electricity; Damage reduction 10/magic or psionics; +11 to saves vs. banishment or dismissal; immunity to charms, compulsions, and telepathy; all-round vision; fast healing 5
Saves: Fort +5, Ref +6 Will +9
Abilities: Str 16, Dex 16, Con 14, Int 14, Wis -, Cha 10
Skills: Climb +17, Listen +18, Search +20, Spot +22
Feats: Alertness; Combat Reflexes; Multiattack; Improved Multiattack
Environment: Far Realms
Organization: Always solitary (the horror!)
Challenge Rating: 12
Treasure: None
Alignment: Chaotic Neutral
Advancement: -
LA: –

This vaguely ovaloid abomination shambles about on dozens of short, stumpy legs. Its brown, scaly body is covered in large, globular eyes that blink and roll in all directions. A number of thick, ropy tentacles protrude from its sides, and a leech-like mouth ringed with teeth gasps at the air as it leaks wispy blue tendrils of gas. It spots you, every eye looking in your direction at once, and begins to move again. One tentacles reaches down, plucks an eyeball from its body like a fruit, and hurls the organ to explode with a splatter of corrosive goo at your feet. It picks up speed as a new eye sprouts to replace the missing one.

Improved Grab: If a "Hideous Blorglesnof" hits with a tentacle attack, it can make an immediate grapple check as a free action. If it wins the check, it establishes a hold and can constrict.

Constrict: On a successful grapple check, a “Hideous Blorglesnof” Far Beast deals 1d8+3 bludgeoning damage.

Breath Weapon: Every 1d4 rounds, a “Hideous Blorglesnof” can breathe a 30ft. cone of ice that deals 3d6 cold damage, Reflex save DC19 for half damage.
Creating A Far Beast

Every Far Beast is utterly original, having only a handful of features in common with their ‘fellows’. To represent this, the following guidelines are set up in the form of tables, each of which is rolled randomly on to determine the traits and abilities of the Far Beast (excepting Hit Dice, which are used to judge the Challenge Rating – see below). Once the “crunchy” parts of the beast are determined, you can then decide on its exact form and description...be inventive! Alternatively, you can start with a specific concept/shape, then mix and match different powers/abilities to best fit what you have in mind.
Step 1: Framework

To build a Far Beast, start by deciding the target CR value you want. This number should be the number of Hit Dice you give the creature, though this can be adjusted up or down 1-2 points to taste. The number of Hit Dice the Far Beast has will determine its size:


Far Beasts are technically abberations, though even those unnatural creatures are more suited to this world, and they gain the [Far Realms] and [Extraplanar] subtype. This renders them vulnerable to dismissal or banishing, though they gain a bonus on saves against such effects (see below).
Speed: To determine a Far Beast’s size, roll 2d3 and multiply by 10. Alternately, simply give it a speed equal to 10ft. plus 10ft. per size category (starting at Small).
Space/Reach: Far Beasts are considered to be bipedal creatures for determining their natural reach. Whether they are actually bipedal or not is up to the DM.
Step 2: Weapons and Armor

Armor Class: Far Beasts have natural armor equal to their HDx1.5. They have their Dexterity and Size modifiers applied to AC, but gain no other bonuses except from special qualities.
Base Attack Bonus: Equal to ¾ their Hit Dice, as for a cleric. Grapple checks are calculated normally by adding Strength and size bonuses.
Attacks: Similarly to a Chaos Beast, even though Far Beasts can manifest in an infinite variety of forms, they typically only produce one or two usable weapons. All Far Beasts have a primary attack and a secondary attack, selected or rolled on the charts below:

1d20......Primary Attack
18-20......Roll Twice, disregard further results of 18-20.

A Far Beast’s primary attack uses its full attack bonus to hit, and its full Strength bonus to damage. If the Beast is Large or larger, each primary attack can strike twice per round in a full attack.
The Far Beast’s secondary attack has a 50/50 chance of being either melee or ranged. Decide this before rolling on the chart below:

1d20....Secondary Attack
*An energy ranged attack is a ranged touch attack with a maximum range of 100ft., dealing 1d6 damage per size category of the Far Beast. Its type is chosen or rolled on a D10; 1-2 = Fire; 3-4 = Cold; 5-6 = Electric; 7-8 = Acid; 9-10 = Sonic. If this is rolled as a melee attack, it instead adds 1d3 damage per size category of the selected type to the primary melee attack. Should the creature have no primary melee attack, it becomes a melee touch attack dealing damage equal to 1d6 per size category, same as the ranged touch attack. Secondary attacks strike at the primary attack bonus -5, and only add 1/2 Strength bonus to damage.

The exact form of a Far Beast’s attacks are up to the DM. They could be crab-like pincers, spikes, thick tentacles, spike-tipped tentacles, crab pincers at the end of tentacles, or WHATEVER.
Damage: A Far Beast’s damage is not randomized, but fixed dependent on its size. Secondary attacks deal damage as if the creature were one size smaller (minimum 1d4).

Step 3: Special Attacks and Qualities

Far Beasts are often capable combatants, but some of their greatest dangers come from the otherworldly abilities they can muster. A Far Beast receives 1 special attack per 3 HD, chosen or rolled randomly on the chart below. If the same ability is rolled twice, increase the save DC (if applicable) by 2. This stacks with the Ability Focus feat, should the creature be given it.

1d12.......Special Attack
...4.......Augmented Critical
...5.........Breath Weapon
...6.........Insanity Aura
...8.........Swallow Whole
...9.........Cursed Wound
..10........Energy Drain
..11........Gaze Attack

Constrict: Gains the Improved Grab ability by default. If it makes a successful grapple check against a grabbed opponent, it deals bludgeoning damage equal to its weapon damage, regardless of its actual type.

Poison: Fortitude negates, (save DC = 10+1/2 HD+Con modifier). Initial and secondary damage (1d3 Int +1d3 Wis +1d3 Cha). Delivered by means of hitting with its primary natural attack.

Pounce:[i/] The Far Beast can make a full attack after charging.

[i]Augmented Critical: The Far Beast’s attacks have an 18-20 critical range and deal x3 damage on a successful critical hit.

Breath Weapon: This Far Beast has a breath weapon usable once every 1d4 rounds. It is either a 60-ft line or a 30-ft cone, with type and damage determined the same way as an Energy-type secondary attack, except that the damage is equal to 2d6 per size category. A successful Reflex save (DC10+1/2 HD+Int mod) halves the damage.

Insanity Aura: This Far Beast has brought a tiny piece of the Far Realms with it, warping the minds of those nearby. Each turn, any creature within 10ft of the Far Beast must pass a Will save (DC = 10+1/2 HD+Int mod) or be confused for 1 round.

Disease: Alien Unmaking – Incubation period 2 days, damage 1d6 into two random ability scores (can roll the same one twice). The save DC to resist is (10+1/2 HD+Con mod). Being extraplanar in nature, Alien Unmaking is difficult to cure or remove. A successful DC20 manifester level check will allow a Psychometabolism power to restore ability damage lost to the disease. A successful DC25 caster level check is required before any Conjuration(Healing) spell to cure or remove the disease will be accepted. Failure in either case means the spell or power fails to affect the target. This division is an exception to psionics/magic transparency, because psionic power is partially descended from the Far Realms. The disease is transmitted by means of hitting with the Far Beast’s primary natural attack.

Swallow Whole: Gains the Improved Grab ability by default. If it makes a successful grapple check against a grabbed opponent their size or smaller, it swallows them. Each turn, it takes bludgeoning damage and acid damage from the digestive juices of the Far Beast. If the Beast is Large or smaller, this damage is 1d8+1 per size category plus 1d6 acid damage. If the Beast is Huge or larger, it deals 2d8+2 per size category and 2d6 acid damage instead. If the Far Beast in question also has Poison or Disease as a special attack, the swallowed creature must save each round against the effect. To escape, the creature must deal 20 points of damage to the Far Beast’s interior (AC14) with a light slashing or piercing weapon, after which they are freed, and the hole seals behind them. A Far Beast can hold two creatures equal to its size at one time – smaller creatures count as ¼ that of the next largest size.

Cursed Wounds: Damage inflicted by this Far Beast doesn’t heal naturally and resists magical and psionic healing. A character trying to manifest a Psychometabolism power on a creature damaged by this Far Beast must succeed on a DC15 manifester level check, or the power has no effect. For casters using a Conjuration(Healing) power, the caster level check DC is 20. This is an exception to the psionics/magic transparency rules, because psionic power is partially descended from the Far Realms.

Energy Drain: A successful hit by this Far Beast in melee bestows one negative level on the target. For each negative level bestowed, the Far Beast gains 5 temporary hit points that last for 1 hour. If a creature has as many negative levels as it does Hit Dice, it dies (but will not rise as any sort of undead). After 24 hours, the creature must pass a Fortitude save (DC10+1/2 HD+Int mod) or permanently lose a level.

Gaze Attack: This Far Beast has a powerful gaze attack. A d6 roll determines the form of the attack: 1-2 = paralyzing gaze; 3-6 = confusing gaze. In either case, the effect lasts for 1d4 rounds and the save to resist (Fortitude against Paralysis, Will against confusion) is (DC10+1/2 HD +Int mod).

Rend: Re-roll if given to a Far Beast of Small or Medium size. Otherwise, if the Far Beast hits twice with its primary natural attack in the same round, it can deal automatic damage equal to 2d6+1.5 Strength modifier.

Randomized Special Qualities: A Far Beast receives 1 special quality from the chart below per 4 HD. If the same ability is rolled twice, re-roll - they do not stack.

1d10..........Special Quality
...1...........All-round vision
...2...........Blindsight 60ft.
...3........Otherworldly Geometry
...5.........Spell/Power Resistance
...7...............Fast Healing
...8..............Alien Resilience
...9.............Elongated Reach
..10............Alien Immunities

All-round vision: Gains a +4 racial bonus on Spot and Search checks, and cannot be flanked. Takes a -2 penalty against gaze attacks.

Blindsight 60ft: As per the ability.

Otherworldly Geometry: Bends the laws of physics in its favor, granting it a +4 deflection bonus to AC.

Fortification: Gains a 50% chance to ignore additional damage from critical hits and sneak attacks.

Spell/Power Resistance: Gains spell and/or power resistance equal to 5+Hit Dice.

Quickness: Can take an additional move action or standard action each round.

Fast Healing: Gains Fast Healing equal to 5 pts/round per 2 full size categories of the Far Beast (minimum 5). Changing the Far Beast’s size after creation does not change this value.

Alien Resilience: Increase all Hit Dice of the Far Beast to d12’s, with a commensurate increase in HP.

Elongated Reach: The Far Beast’s natural attacks have an extra 5ft of reach.

Alien Immunities: Gains immunity to poison, paralysis, sleep, and death effects.
Step 4: Final Touches

Automatic Special Qualities: In addition to the chart above, all Far Beasts have a number of special qualities in common. These consist of the following: Darkvision 120ft., a bonus against banishment and dismissal equal to their HD, immunity to telepathy, charm, and compulsion effects, and energy resistance and damage reduction according to the chart below:

Hit Dice.........Energy Resistance................Damage Reduction
....1-4.........Fire 5, Cold 5, Electric 5..................---------
....5-8.........Fire 5, Cold 5, Electric 5...........5/Magic or Psionics
....9-12......Fire 10, Cold 10, Electric 10.....10/Magic or Psionics
...13-16.....Fire 15, Cold 15, Electric 15.....15/Magic or Psionics
...17-20.....Fire 20, Cold 20, Electric 20.....20 Magic or Psionics
.....21+......Fire 25, Cold 25, Electric 25...............20/Epic
Saving Throws: A Far Beast has saves as a Wizard (good Will, poor Fortitude and Reflex.
Ability Scores: Far Beasts are obviously not from this world, or even this multiverse completely. Their mindset is utterly alien and incomprehensible, with no way to understand exactly how they operate. In game terms, all Far Beasts and other denizens of the Far Realms are treated as having no Wisdom score. This is different then having a Wisdom score of 0, and bypasses the normal requirement that all creatures must have a Wisdom score. For any roll that depends on Wisdom, a Far Beast uses its Intelligence modifier instead.

For actual ability scores, a Far Beast has one of 4 arrangements, derived from the Elite array. It can be rolled randomly, or chosen according to your wishes. After choosing the base statline, apply size modifiers as per the Monster Manual for increasing/decreasing size, then add 1 free point per 4 HD as normal for advancing Hit Dice.

d4.........Str.......Dex.......Con.......Int...... .Wis.......Cha
.1..........15..........8...........14........10.. ........-...........10
.2...........8..........15..........10........14.. ........-...........10
.3..........10.........14..........15.........8... ........-...........10
.4..........14.........10...........8.........15.. ........-...........10
Skills: Far Beasts have skill points equal to (2+Int modifier) per Hit Die, with quadruple points for the first Hit Die. They only take skill ranks in physical skills like Climb, Jump, Hide, Move Silently, Spot, Listen, and/or Swim; a Far Beast never has any ranks in a skill such as Diplomacy, Craft, or Knowledge. Feats should be chosen to best complement the Far Beast’s design intentions, or how it eventually came out.

Challenge Rating: Far Beasts, by default, have a CR equal 3/4 their HD, rounded to the nearest whole number. If the DM feels that the generated creature is too weak or strong for its CR, the number can be adjusted, but it should never be more than 3 points above or below its HD.

Treasure: Far Beasts never carry treasure. Their body components themselves might be valued by some wizards or alchemists as spell components or raw materials, but this is determined by the DM.

2006-08-29, 01:54 PM
Cool and somewhat creepy, I like the flavor alot

MitP Vote: Yes

2006-08-29, 02:22 PM
The concept is nice. And how it funtions is even better. It is diferent every time, the players will never know what it does exactly.

MitP Vote: Yes

Fax Celestis
2006-08-29, 02:36 PM
Perfect. Modular, customizable, unpredictable, dangerous...excellent.

MitP Vote: Yes.

2006-08-29, 03:54 PM
Holy criminy - it's almost as if the Chaos Beast were redesigned by someone with a fully-functional imagination! It's a brilliant Lovecraftian-monster-from-beyond-the-universe generation system. The sample monster is great, too.

I give it four A-Team Smart cars out of four:

Winged One
2006-08-29, 04:06 PM
MitP vote: Oh wombat yes.

2006-08-29, 04:21 PM
Creepy, evil, dastardly create-your-own aberrations? Let me think wether I like this or not. Why yes, yes I do. Eight thumbs, two eye tentacles, and on razor sharp proboscis way up!

MitP Vote: Yes

2006-08-29, 04:47 PM
i must say, i love these guys i've made a few already, just need to get a game going.... to use them

2006-08-29, 05:00 PM
Would a spell letting you summon one of the create-a-beaties be balanced? Or a feat giving one instead of a more traditional (and sane) familiar?

Saithis Bladewing
2006-08-29, 05:23 PM
Weird and yet cool. Saithis approves.

MitP Vote: Yes.

2006-08-29, 05:55 PM
MitP vote: Yes

The Glyphstone
2006-08-29, 05:55 PM
i must say, i love these guys i've made a few already, just need to get a game going.... to use them

Post 'em up, my good man! I'd love to see what freaky things I've inspired. I assume that's a MitP Yes?

HPoB: Actually, follow the link I gave to the original contest entry - Alien Apocalypse, the 9th level spell, culminates by summoning a Far Beast to wreak havoc. I think you were looking for a Summon Far Beast I/II/III/IX spell, though...it'd be difficult, because of the widely varying power level. If you want a freaky familiar, snag some levels in the Alienist PrC - though I can see a Far Realms Familiar feat allowing a low-HD Far Beast in place of an Improved Familiar - probably using Improved Familiar as a prerequisite.

That's 7, perhaps 8 yesses in a row...if HPoB says yes, I'm in! ;D

2006-08-29, 05:58 PM
Thats 7, Far Beasts are IN. I'm not the official putter inner, but the requirement was just lowerd to 7 to facilitate getting monsters in due to the scarcity of contributors

2006-08-29, 09:12 PM
Make it 8. MitP Vote: Yes.

It's like a Build-a-Bear Workshop from ummm, wherever...

2006-09-01, 04:20 PM
Sorry to take so long! Had to go last time.

MitP Vote: But of course! YES!