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Volthawk
2010-06-14, 01:17 AM
Stalker
Stalker
Large Aberration
HD 5d8+10 (32hp)
Speed 20 ft. (4 squares); climb 20ft
Init: +3
AC 18; touch 15; flat-footed 16
(+3 natural, +3 Deflection +2 Dexterity)
BAB +3; Grp +8
Attack Claw +5 melee (1d6+3, 19-20) or bite +5 melee (1d4+3 plus poison)
Full-Attack 2 claws +5 melee (1d6+3, 19-20) and bite +0 melee (1d4+3 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks Piercing Claw, Scream, Poison, Insanity Aura
Special Qualities Otherworldly Eyes, Scent, Tremorsense 60ft, Strength from the Realms
Saves Fort +3 Ref +4 Will +7
Abilities Str 12, Dex 15, Con 12, Int 16, Wis 14, Cha 10
Skills Climb +9, Hide +16, Jump +4, Listen +14, Move Silently +16, Spot +20, Survival +14
Feats Track, Stealthy
Environment Areas influenced by the Far Realms
Organization Solitary
Challenge Rating 6
Treasure 1/10 coins; 50% goods; 50% items and eggs (see below)
Alignment Always Lawful Evil
Advancement 6-10 HD (Large) or by class; Favoured Class: Ranger
Level Adjustment -

As you walk along, you get that strange feeling you're being watched. Looking behind you, you don't see anything, until a shape becomes noticeable in the darkness. As it comes closer, you see that it looks quite like a spider, just a lot larger, looming over you. It has huge mandibles, and two of its legs are arms instead, ending in a pair of large claws. It has a mass of misshapen eyes, although that doesn't seem to affect it negatively. It opens those terrible mandibles and a wave of sound rushes over you, ripping through your mind.

The Stalkers once were ordinary monstrous spiders, until the energies of the Far Realms infused them, but it didn't drive them insane like most are. Quite the opposite in fact. They became smarter and more cunning. However, the energies of the Realms influenced them in another way, making them able to expose others to the Realm's influence, either through just being nearby them or by a sonic burst that directly exposes them to the madness of the Far Realms. They were also changed physically, losing their front pair of legs, as they were transformed into deadly claws, infused with the Realm's power, able to slice through most armour. They have become an even more adept predator, able to track down most prey, which range from humans to magical beasts like Shocker Lizards or Hippogriffs, and strike from the shadows.

Combat
Stalkers, as their name suggests, prefer to quietly sneak around and follow it's prey until they get in a vulnerable position. Then they strike, using their Scream to disorient their prey, and killing with their piercing claws and poison.

Piercing Claw (Su)

The newly formed claws of the Stalkers are some of the most Far Realms infused parts of their bodies. All claws attacks made by the Stalker are touch attacks, and ignore 5 points of DR. They are also treated as magic weapons for the purpose of overcoming damage reduction.

Scream (Su)

Stalkers can let loose a mind-shattering scream as a move action. This is in the shape of a 40ft cone, and any non-Aberrations caught in the cone must make a DC 16 Will Save or take 1d4 Wisdom damage and be confused for 1d4 rounds. The saving throw is Wis-based and includes the +2 bonus from Strength from the Realms.

Poison (Ex)

Injury, DC 15, initial and secondary damage 1d10 Str. The DC is Con-based and includes the +2 bonus from of from the Realms.

Otherwordly Eyes (Su)

The Stalker's eyes have changed a lot, and they now are a lot more alert. They have Keen Senses, and so have Darkvisision out to 120ft. and can see four times as far as a human in low-light conditions.

Insanity Aura (Su)

Despite not being driven mad by the Far Realms, they still radiate the madness of that place. Any living creature within 10 feet of a Stalker must make a successful Will saving throw (DC 16) each round or become confused for 1 round. The saving throw is Wis-based and includes the +2 bonus from Strength of the Realms.

Strength of the Realms (Su)

The energy of the Far Realms makes the Stalker even more powerful. They gain +1 HP per HD, gain a +1 inherent bonus to saves and attack rolls and a +2 inherent bonus to damage rolls and the DCs of it's special attacks and abilities.

Skills

A Stalker gains a +10 bonus to Spot and Jump checks, a +8 bonus to Hide and Climb checks, a +4 bonus to Listen, Move Silently and Survival checks. A Stalker can always choose to take 10 on Climb checks, even if rushed or threatened. A Stalker uses either its Strength or Dexterity modifier for Climb checks, whichever is higher.

Stalker Eggs

Stalker Eggs contain distilled energy from the Far Realms, and can be used offensively. Anyone in the same square as a Stalker Egg takes a -5 penalty to Will saves. Each Stalker has 1d4 eggs, and they are worth 1000gp each.
Madscale
Madscale
Medium Aberration (aquatic)
HD 3d8+9 (22 hp)
Speed 40 ft. (8 squares); swim 40ft
Init: +1
AC 20; touch 14; flat-footed 19
(+6 natural, +3 Deflection +1 Dexterity)
BAB +2; Grp +4
Attack Claw +5 melee (1d8+4, x3) or bite +5 melee (1d6+4 plus Toxic Bite) or tail +5 melee (1d6+4 plus Draining Tail)
Full-Attack 2 claws +5 melee (1d6+4, x3) and bite +5 melee (1d4+2 plus poison) and tail +5 melee (1d4+2 plus Draining Tail)
Space 5 ft.; Reach 5 ft.
Special Attacks Draining Tail, Toxic Bite, Empowered Insanity Aura, Leaping Strike
Special Qualities Amphibious, Strength from the Realms, SR 10
Saves Fort +4 Ref +5 Will +7
Abilities Str 14, Dex 12, Con 14, Int 4, Wis 4, Cha 16
Skills Balance +7, Jump +27, Swim +16
Feats Power Attack, Improved Bull Rush, Skill Focus (Jump)B
Environment Areas influenced by the Far Realms
Organization Solitary or pairs
Challenge Rating 5
Treasure Standard
Alignment Always Chaotic Evil
Advancement By class; Favoured Class: Barbarian
Level Adjustment -

In front of you stands a strange reptilian humanoid. It resembles the common lizardfolk, but it has long, razor-sharp claws, dripping with blood, and a greenish-grey substance foams in its mouth. It has a thick tail, criss-crossed with red lines. The area around it seems slightly distorted, and sometimes you can catch glimpses of images you don't understand. Without warning, it closes the gap between you and it with a single leap, sinking its jaws into your neck.

The twisted power of the Far Realms isn't just limited to changing the mindless. Madscales once were Lizardfolk, although these tribes set up camp a little too close to a breach to the Far Realms. It slowly changed them, sapping away their intelligence and sanity, although making them stronger, faster, and more potent. Their tails became more useful in helping them move, and they became leaner, more agile. The lizardfolk tribe had hated magic beforehand, and this power mingled with that hatred, giving them powers against magic. They became more and more savage, adopting leaping charges as their battle tactic, compared to the old ordered tactics, and less and less sane, eventually being enveloped in the madness. They developed poison that ate away at their victim's sanity, and soon had one mission: to make others join them in insanity.

Combat
Madscales prefer to use their Leaping Strikes, before using their venom to drain their enemy's Wisdom, making them more susceptible to their Madness aura.

Amphibious (Ex)

Madscales can breathe both air and water.

Strength of the Realms (Su)

The energy of the Far Realms makes the Madscale even more powerful. They gain +1 HP per HD, gain a +1 inherent bonus to saves and attack rolls and a +2 inherent bonus to damage rolls and the DCs of it's special attacks and abilities.

Madness (Ex)

Madscales use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A Madscale cannot be restored to sanity by any means short of a miracle or wish spell.

Empowered Insanity Aura(Su)

Having been driven mad by the Far Realms, Madscales radiate out large amounts of the madness of that world. Any living creature within 15 feet of a Madscale must make a successful Will saving throw (DC 18) each round or become confused for 1 round. Also, any living creature within 5 feet of a Madscale who fails his save becomes dazed instead of confused and takes 1d3 points of Wisdom damage. The saving throw is Cha-based and includes the +2 bonus from Strength from the Realms and a +2 racial bonus.

Draining Tail (Su)

Any creature hit by the madscale's tail is affected by dispel magic, as if cast by a 6th level caster. They also can't cast spells, a if they are in an antimagic field, for 1d4 rounds.

Poison (Ex)

Injury, Fortitude DC 15, initial and secondary damage 1d4 Wis. The save DC is Constitution-based and includes the +2 bonus from Strength of the Realms.

Piercing Claw (Su)
All claws attacks made by the Madscale are touch attacks, and ignore 5 points of DR. They are also treated as magic weapons for the purpose of overcoming damage reduction.

Leaping Strike (Ex)

As a full-round action, a Madscale can make a Jump check, doubling the distance achieved, to try land in its targetís square. If it succeeds, it can make a bull-rush attempt with a +1 bonus per 5ft it jumped, and if that succeeds, it can make a full attack. If the Madscale fails its bull-rush attempt, it can still make a single attack, and has to make a DC 15 Reflex save or fall prone. If the initial Jump check fails, the Madscale falls prone.

Skills

A madscale has a +12 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Madscales also have a +6 bonus to Balance and Jump checks. Madscales always count as having had a running start for Jump checks.
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More to come later.

Lord Vukodlak
2010-06-14, 02:00 AM
Hmm I don't think they'd be completely without treasure, the tougher vermin have a little treasure from the remains of their victims.
As a off-shoot of spiders they should to.
Say
1/10 coins; 50% goods; 50% items

Volthawk
2010-06-14, 02:02 AM
Hmm I don't think they'd be completely without treasure, the tougher vermin have a little treasure from the remains of their victims.
As a off-shoot of spiders they should to.
Say
1/10 coins; 50% goods; 50% items

That does make sense. I'll do that.

Volthawk
2010-07-22, 03:12 PM
Alright, put up another monster; the Madscales, Influenced Lizardfolk.

The Tygre
2010-07-22, 04:00 PM
Like the monsters so far. :smallcool: Are there any particular aesthetic differences between these creatures and the originals? Tentacles, eyes, extra mouths, etc.?

Volthawk
2010-07-22, 04:15 PM
Like the monsters so far.

Thanks.


:smallcool: Are there any particular aesthetic differences between these creatures and the originals? Tentacles, eyes, extra mouths, etc.?

Oh yeah, I'll need to add that in.

The way I get my ideas is by using this generator (http://chaoticshiny.com/monstergen.php), picking out the ones that have 'otherwordly influence', and then picking out of them. I've got loads to choose from now. Any you'd like out of this:



This bear-sized arachnoid monster lairs in places touched by otherworldly power. It stalks its prey, which includes other predators, magical beasts, and humans. It attacks with piercing claws, sound, paralyzing toxins and venom. They travel alone. Local folktales say that their eggs are powerful alchemical ingredients.

This horse-sized chimeric beast can be found in places touched by otherworldly power. It stalks its prey, which includes other monsters of the same type, other predators, large creatures, and monstrous humanoids. It attacks with spines, fire, elemental magic and electricity. According to folktales, they are as smart as humans, and possibly smarter.

This large, rodent-like, undead beast dwells in places touched by otherworldly power. It ensares its prey, which includes mundane beasts, magical beasts, and monstrous humanoids. It attacks with spines and elemental magic. It fears silver. They hunt in families of 1-15.

This bear-sized scaled beast makes its home in places touched by otherworldly power. It ensares its prey, which includes other monsters of the same type, other predators, medium-sized creatures, and large creatures. It attacks with dizzying blows and acid.

This small hybrid beast makes its home in places touched by otherworldly power. It attacks with a tail striker, debilitating effects and a hypnotic gaze.

This enormous oozing monster can be found in places touched by otherworldly power. It attacks with spikes, obscuring fog, fire and creeping darkness. They lair alone.

This dog-sized undead monster lives in places touched by otherworldly power. It attacks with dizzying blows, grasping tentacles and necrotic energy.

This tiny, oozing, fiendish beast lives in places touched by otherworldly power. It attacks with slashing claws and thrown weapons. It can only be harmed by cold. They live in prides of 3-9.

This bulky canine monster lairs in places touched by otherworldly power. It lures its prey, which includes monstrous humanoids and magical beasts. It attacks with spines, illusions and psionics. Legends say that they come from another world.

This towering, rodent-like, fiendish monster dwells in places touched by otherworldly power. It leaps upon its prey, which includes other monsters of the same type, humans, and large creatures. It attacks with strangling grabs, lightning and a hypnotic gaze. According to folktales, they prefer a certain type of weather.

This large humanoid beast makes its home in places touched by otherworldly power. It attacks with piercing claws, elemental magic and electricity. It can only be harmed by cold iron.

This dog-sized, ursine, arachnoid beast lairs in places touched by otherworldly power. It tracks its prey, which includes monstrous humanoids, other predators, mundane beasts, and small creatures. It attacks with dizzying blows and thrown weapons. They lair in mobs of 1-5.

This large insect-like creature lives in places touched by otherworldly power. It attacks with fangs and piercing shrieks. It can be easily injured with fire. According to folktales, they are not always violent, and sometimes merely play tricks on the unwary.

This human-sized, equine, bird-like monster dwells in places touched by otherworldly power. It ensares its prey, which includes other predators, humans, and magical beasts. It attacks with slashing claws, electricity and grasping tentacles.

This towering rodent-like beast lairs in places touched by otherworldly power. It ensares its prey, which includes small creatures, medium-sized creatures, humans, and other monsters of the same type. It attacks with fangs, an eldritch aura, melee weapons and entangling webs. Rumor holds that they often steal trinkets from civilized creatures.

This large bat-like monster dwells in places touched by otherworldly power. It tracks its prey, which includes mundane beasts and magical beasts. It attacks with piercing claws, obscuring fog and sound. It is rumored that they can be negotiated with, though their demands are unusual.

This massive draconic creature dwells in places touched by otherworldly power. It lies in wait for its prey, which includes other monsters of the same type, mundane beasts, other predators, and monstrous humanoids. It attacks with slashing claws, a petrifying gaze and obscuring fog.

This enormous unnatural monster lives in places touched by otherworldly power. It attacks with a tail striker and blinding light.

This medium-sized fiendish monster dwells in places touched by otherworldly power. It attacks with strangling grabs, debilitating effects and elemental magic. They travel alone.

This dog-sized ursine creature can be found in places touched by otherworldly power. It tracks its prey, which includes medium-sized creatures, other monsters of the same type, small creatures, and large creatures. It attacks with spines and elemental magic. It can only be harmed by ice. They travel in families of 1-10.

This bulky, mongrel, rodent-like beast can be found in places touched by otherworldly power. It stalks its prey, which includes other monsters of the same type and mundane beasts. It attacks with slashing claws and acidic gas. It can only be harmed by holy icons. They hunt in bands of 1-8.

This diminutive slimy beast makes its home in places touched by otherworldly power. It stalks its prey, which includes magical beasts, other monsters of the same type, and medium-sized creatures. It attacks with a tail striker and draining magic. They hunt alone.

This towering slimy monster lives in places touched by otherworldly power. It tracks its prey, which includes magical beasts, large creatures, and other monsters of the same type. It attacks with spines, psionics and thrown weapons. It will flee from silver.

This tiny, fiendish, fey monster can be found in places touched by otherworldly power. It lures its prey, which includes small creatures, other predators, mundane beasts, and other monsters of the same type. It attacks with rapid blows and grasping tentacles. Myths suggest that their bones can be ground into powerful potions.

This hulking chimeric beast makes its home in places touched by otherworldly power. It stalks its prey, which includes monstrous humanoids, other predators, mundane beasts, and medium-sized creatures. It attacks with a tail striker, thrown weapons and toxic bites.


Yeah, a big list. Hopefully I'll manage to stat up most of them.