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The Vorpal Tribble
2010-11-01, 12:45 PM
Considered To Be Unnatural II
http://oi56.tinypic.com/157fymf.jpg
Pic done by IRIRIV of DeviantArt.

Journal entry #2, November 1st, 2010
I start a new entry this day, far different than those before. They have found me. But who are they? Who are they indeed. They that should not be. Souls of eccentricity, strangers to conformity. Beings without equal outside the fevered visions of the mad. Oh, how I wish I could slide into the haven of insanity. But no, I must first give an account of this life, if such a term can apply to these beings...


_/ _/ _/ _/ _/ _/ _/ _/


The contest begins with the posting of this thread and will continue until the 20th of November.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.


Rules

1. You will be creating an original D&D creature. A creature that should not, nor should have have been. Cyclopean horrors or deranged diminutives. These need not be aberrations, but they must be remarkable in their alien existence. No existing Elder Evils or Old Ones. Nor will gods, deities, or equivalent be accepted.

Note: Journal Entries regarding your creation is encouraged.

2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. Incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV-V, except for a lore section which is encouraged).

4. Post all entries on this thread. Do not post conversation here until after the poll has been posted. Any and All Comments and discussions will take place on a separate thread here (this is a link) (http://www.giantitp.com/forums/showthread.php?p=8753819#post8753819).

5. One entry per participant. No double-teaming.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Adding class levels to an already published or posted creature does not count as a new monster. Nor does adding templates. There must be an original base creature devoid of any template added on as the actual entry. Samples of the original base creature with a template may be posted in 'addition' but will not be judged.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.

8. Please state if you do not want critiques, otherwise other participants and myself will likely give a rundown of your build in the chat thread.

The Vorpal Tribble
2010-11-02, 10:39 AM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)

As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=8753819#post8753819).

-=-=-=-

No Parsed Stat Block Code
Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat

Ability descriptions

-=-=-=-=-=-=-

- Optional -

Lore

Plot Hook/Story if any

Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat

Ability descriptions

-=-=-=-=-=-=-

- Optional -

Lore

Plot Hook/Story if any

unosarta
2010-11-03, 06:33 PM
Sarthras had swum in that sea all of his life. He had known every caress of every wave, and had sung to the gentle fish and creatures that lived there. He had whispered the darkest secrets of the darkest depths, and knew them by heart. He knew which fish would be the biggest by their second year, which coral would poison him if he happened to cut himself upon it. He had even known the names of every single fish he had encountered. He knew those seas, and they knew him.

Its tail shuddered and spun. It floated free of the undercurrents, on the bottom of the sea. Of that sea. It swam away, the blue on its fins sparkling and shining against those cold dark depths. As it swam, its futile little legs tried to kick and floundered, until the tail started beating. Its eyes, cold and blood red stared silently and dumbly at the small man. No, he was not a man. He was a merman, of sorts. It had never tasted mer-flesh.

Sarthas was silent that day. The youngest of his flock, sweet Grr’rrb’llrr had fallen, her pure voice laid low by an awful predator. The others were frightened, and huddled their little fish bodies against him. He looked over them warmly and with hope. His flock had sustained many casualties, from the predators of the sea, but still remained whole. He had not lost his first, or the second. They stood strong, salmon the both. Well, swam strong. Sarthas chuckled to himself as he serenely swam his flock to a coral bed, and watched as they fed, looking out for predators. Normally, his flock wouldn’t have dared, but he was there, and they knew that he would protect them from the predators. Also, he relished the chance to observe the ocean scenery. Normally he spent most of his time protecting the flock, or getting them food, or communicating with his nest. His nest-mate had told him the minnows were growing strong. He prided himself that one day they would join his flock, and learn the ways of fish, and then take over his flock, when he went to the great Crag Beneath. He relished that moment, and spent most waking hours dreaming of it. It was during one such dream that he noticed the shadow. His flock was still eating, and he was almost to dozing off. It slithered, and slunk over towards him. When he picked up his trident, ancient coral covered in pictorials of waves, twisting round and round it.

The merman had noticed it. Its mind was not fully developed enough that it could determine that to be a bad thing or a good thing. It would have to ask the Lord Beneath the Waves. Of course, unbeknownst to it, one does not just ask the Lord Beneath the Waves. One must dream of him, and it could not dream. As it crept forwards, the merman picked up a long piece of coral, with strange, hypnotic patterns on it, and branched out into three prongs. It spoke some strange tongue, which sounded completely foreign to it, it not being able to communicate via language at all. Its tail swished slightly behind its back, and it slunk lower to the sea floor. Its hair waved and spiraled like the seaweed that surrounded it. The merman looked back at the coral behind it. He was a strange, murky grey, which attempted to hide from its eyes. But it saw.

Sarthas was feeling a creeping feeling. He wasn’t sure what it was, or what it was doing here, but he felt that he needed to tend his flock, to protect them. He turned back to the coral and looked on in horror. The coral had swallowed them up. Each little body looked slightly misshapen and twisted, set in the vise of a large maw in what was the coral. Little plumes of some sort of purple smoke rose from their bodies, and their eyes stared lifelessly above, at the shimmering lights on the ceiling of the ocean. Sarthas gasped and babbled, his dreams, his hopes, drowning and sinking down, down, down.

It swam closer. The merman appeared to be crying over the bright green coral that was behind him. It noticed small plumes of purple smoke coming out of the coral, and laughed. It swam even closer, careful not to disturb the merman. It was to have mer-flesh this night.

Sarthas continued to cry. His tears silently floated up to the surface. He turned away from the coral, unable to look at the little bodies of what was once his flock. It was his fault. He hadn’t been careful enough. He should have found a safer spot, a better place for his flock to feed.

Everyone… everyone was dead…

It could not smile, but if it had the mouth to do so, it would have been at this moment. It felt a great heaving despair coming from this lone merman, and it loved despair. Despair was one of the only things that fed it. Despair, raw flesh, and fear. The teeth on the long arms that it kept folded at its side, wiggled ferociously, desperate to taste the warm flesh of the mer. It was close enough. It went for the kill.

Sarthas couldn’t stand himself. He had failed them, and he could never live past it. As he looked up, seeking some way to kill himself, he saw a giant shadow fall over him. It belonged to the most foul of beings that Sarthas had ever seen. Its eyes were huge and red, and its hair waved and twisted around its head, purple and dank. It didn’t even have scales. Its stomach area had small leechlike… things, blood red. On its long fins, it had rows of teeth, like those of a shark. It had a mouth on each fin as well. The mouth on its face had no teeth, just small tentacles. Its tail was a light blue, and like that of some strange sea creature. It stared at him silently, and then swam as fast as it could towards him. He turned, trying to get away, but the creature was too fast. Its tail pumped harder and harder, and it reached him within several seconds.

It was all agony after that. The teeth bit down, his pale, soft skin torn and his flesh consumed. The little leechlike appendages on its stomach attached themselves to his back, and he felt blood leave his body. All the while, out of its mouth grew five long, thin tongues. They licked all over Sarthas’ body, and he felt little razors on those tongues.

He was going to die in the sea. In that sea.

After it was done feasting on the flesh of the mer, slowly prying every tasty drop of flesh from its tiny bones, it looked around. It seemed to hear something, and swam away. It reached a giant dome, rising up from the sea floor. It swam with strange carvings and markings.

As it climbed inside, it was welcomed by the Lord Beneath the Waves. Its brethren looked up at it, their blood red eyes glowing softly. It sank to the bottom, and began to sleep. Maybe it would have man-flesh on the morrow…

http://images.epilogue.net/users/mythrilgolem/seaman11v2.jpg

Don’t swim; they’ll find you. Don’t run; they will catch you. Don’t fight; they will break your will. Don’t speak; they’ll eat you, and devour your sanity. Don’t scream; they will drink your fear.

One From the Waves
Large Aberration (Aquatic)
HD 16d8+64+16 (152 hp)
Speed 20 ft. (4 squares); 40 ft. Swim
Init: +10
AC 25; touch 19; flat-footed 15 (10+10[Dex]+6[Nat]-1)
BAB +12; Grp +30
Attack Tail +27 (2d8+24) or Claw +27 (2d6+16)
Full-Attack Tail +27 (2d8+16) and 2 Claws +22/+22 (2d6+16)
Space 10 ft.; Reach 10 ft.
Special Attacks Improved Grab, Constrict, Suck out the Soul, Pierce the Insanity, Drink in the Fear
Special Qualities Aura of Crushing Insanity, Darkvision 120, Immunities
Saves Fort +9, Ref +18, Will +12
Abilities Str 42, Dex 30, Con 18, Int 3, Wis 14, Cha 4
Skills Spot +21
Feats Improved Initiative, Lightning Reflexes, Combat Reflexes, Improved Unarmed Strike, Improved Grapple, Improved Toughness
Environment Aquatic
Organization Solitary, Brood (8-10)
Challenge Rating 15
Treasure Standard
Alignment Neutral Evil

The One from the Waves is an ancient abomination, created from the hate and fear of a thousand million souls. They eat others, constantly hungering for flesh, but never able to fulfill their insatiable hunger for long. Their claws look almost like teeth, and are, in fact, able to bite others. Their mouths are circular and filled with sharpened teeth, but mostly only for show. Their most deadly feature is the fleshy area of their stomach. If they are able to connect a creature to it, they are able to suck out their blood, innards, and some of their very life force. They also exude an area of pure fear. Anything within it feels the most terrible fear known to them, pure unabashed terror. Those few who have survived the very encounter with the aura tend to have fits and gibber for the rest of their very short lives, usually killing themselves by jumping into the sea, if possible.

Most Ones From the Waves live in large underwater enclaves, with dozens, possibly even hundreds of their numbers. It is rumored that a shadowy being heads the enclaves, named the Lord Beneath the Waves. He slumbers, ever slumbers, waiting for his children to gain enough souls in order to facilitate his awakening, or so it is said. Those precious few Ones From the Waves that have been captured, and survived their time outside the waters that birthed them, gibber in a strange language, splutter about some sort of lord. They always die within around a week after leaving the waters.

[size=3]Combat

Improved Grab: If the One From the Waves hits an opponent with its claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.

Constrict: When the One From the Waves successfully makes a grapple check, they deal damage equal to their claw attack, and 1d6 Constitution damage to the opponent.

Pierce the Insanity (Su): The One From the Waves is immune to any confusion effects, and the caster must make a will save (DC 20), or be affected by the same spell.

Suck Out the Soul (Su): If at any time the One From the Waves grapples a creature successfully for two rounds, they must make a Will save (DC 20) or take 1d4 points of Intelligence, Charisma and Wisdom damage. After this has a creature to make a save, they are immune to until the end of the encounter.

Drink in the Fear (Su): Whenever a creature within 30 feet of the One From the Waves becomes affected by a spell with the fear or mind affecting descriptor, or any fear inducing or mind affecting supernatural or spell-like ability, the One From the Waves heals a number of hit points equal to five times the level of the spell or spell-like ability. If it is a supernatural ability, it heals a number of hit points equal to one fourth of its hit dice times five, or 20 hit points.

Aura of Crushing Insanity (Ex): The One From the Waves emits an Aura of Crushing Insanity out to 40 feet around it. Any creature of 1 HD or less instantly dies when it comes in contact with the Aura. Creatures with 2 HD to 6 HD must make a will save (DC 20) or go insane (http://www.d20srd.org/srd/spells/insanity.htm) permanently. Creatures of 7 HD to 12 HD take a -4 penalty to all rolls and checks. Creatures of 13+ HD take a -2 penalty to all rolls and checks. This is a mind affecting ability. The insanity portion of the effect may only be cured by a Wish, Miracle, or Lesser Wish spell.

Immunities: The One From the Waves is immune to all mind affecting spells and abilities, and is immune to poison and fire damage.

LOTRfan
2010-11-03, 09:57 PM
Armed Horror
Small Aberration
Hit Die: 6d8+12 (39)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 16 (+3 Dex, +2 natural, +1 size), touch 14, flatfooted 13
Base Attack/Grapple: +4/+4
Attack: Claw +5 melee (1d6 damage)
Full Attack: 4 Claws +5 melee (1d6 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend
Special Qualities: Spider climb, Racial Insanity, Outstretch, Darkvision 60 ft., Translucent, Horrific Grappler, Regeneration 1
Saves: Fort +4, Ref +5, Will +8
Abilities: Str 10, Dex 16, Con 14, Int 8, Wis 4, Cha 16
Skills: Hide +17, Jump +7
Feats: Combat Reflexes, Improved Grapple, Improved Unarmed Strike
Environment: Underground
Organization: Solitary, Pair, or Group (3-9)
Challenge Rating: 5
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 7-12 HD (Small)
Level Adjustment: -----

A creature the size of a human child crawls down from the ceiling. The exact features are hard to describe, as it is translucent. In fact, all that can be seen clearly are its many arms springing from its back, the veins and organs inside the pallid flesh, and a pained expression locked permanently on its face.

The influence of the Far Realm corrupts anything in its presence. On such example is the Armed Horror. Believed to be descended from Gnome stock, these beasts are nothing like their friendly prankster cousins. These creatures, more akin to feral beasts than their relatives, particularly like eating the flesh of humanoids.

Armed Horrors get their name from their most distinguishing feature: thirteen clawed arms erupting from the creature's back. These arms are unnatural growths: the back was torn apart as they grew in, and the scars of torn flesh can still be found around the appendages. Despite their many arms, Armed Horrors only have the motor skills to use four at any one time. The other arms writhe while not being used.

Their arms do serve another purpose, however: when attacked with either a melee or touch attack, the writhing arms automatically start grabbing the attacker as a natural reflex. The arms themselves are light and have a cartilage skeleton that leeches off of the main body. They are capable of extending another five feet at the cost of the creature's health. Their unnatural shape also allows them to climb walls and ceilings.

One of their most unnerving characteristics are their translucent flesh. Unless in bright light, it is extremely hard to see Armed Horrors in their entirety. The only parts that can be seen clearly are its three throbbing hearts and the capillaries that transport its glowing orange blood.

Armed Horrors live in small hunting groups, and speak a barbaric version of Undercommon.

Combat
Armed Horrors prefer to ambush prey, clinging to the ceilings of tunnels before dropping down on top of prey, and ripping them apart with their vicious claw attacks.

Horrific Grappler (Ex): The writhing arms of Armed Horrors are generally seen as useless, until when actually attacked or grappled. When being attacked with a touch attack or melee weapon, the Armed Horrors automatically initiate a grapple.

Outstretch (Ex): As a standard action, an Armed Horror may stretch four of its arms by five feet as a standard action, by extending the cartilage. They function as standard reach weapons, except they can also attack creatures within five feet of the Armed Horror. This stretching of the limbs lasts for 1d4-1 rounds (minimum 1), before snapping back into place. This messes around with their (already fragile) skeletal structure, and causes 1d4 Constitution damage per use.

Racial Insanity: Armed Horrors are completely insane, suffering a -6 penalty to Wisdom and +6 bonus to Charisma. They gain their Charisma modifier to will saves, and are immune to confusion and insanity effects. If a spell is cast to heal this insanity, the Armed Horror must make a Will save (DC the casters Caster Level), or its head will explode (lethally). If it succeeds, the spell has no effect.

Regeneration (Ex): An Armed Horror is dealt lethal damage by fire and acid.

Rend (Ex): Whenever an Armed Horror hits a single opponent with at least two claw attacks in a single round, the claws latch onto the flesh and tear, automatically dealing an additional 2d6 damage. For every claw attack done to a single opponent in one round after two, add an addition 1d6 damage.

Spider Climb (Ex): Armed Horrors can climb, even on vertical surfaces, as though by the spider climb spell.

Translucent (Ex): Armed Horrors are translucent. Although difficult to see, they are not at all difficult to hit, because of their glowing veins. It is harder to deal sneak attack damage to them, however, as it is hard to see exactly were their weak points are. As a result there is a 25% an otherwise successful Sneak Attack will fail. Armed Horrors gain an additional +8 to hide checks.

Morph Bark
2010-11-04, 06:27 PM
http://fc04.deviantart.net/fs51/i/2009/274/2/6/Abiogenisis_tribute_creature_by_IRIRIV.png
by IRIRIV of DeviantART

Thoughtswimmer
Huge Aberration (Aquatic, Extraplanar)
Hit Dice: 22d8+96 (195 hp)
Initiative: +13
Speed: 20 ft (4 squares), fly 80 ft (perfect maneuverability), swim 80 ft
Armor Class: 22 (+9 Dexterity, +5 natural, -2 size), touch 17, flat-footed 13
Base Attack/Grapple: +16/+28
Attack: Horn +20 melee (2d10+4)
Full Attack: Horn +20 melee (2d10+4) plus 4 telekinesis (see below)
Space/Reach: 15 ft/10 ft
Special Attacks: Create Husk, Entrap Other, Knowledge Eater, Possess Husk, Telekinesis, Thought Eater
Special Qualities: Amphibian, Darkvision 60 ft, Damage Reduction 10/magic, Immunities, Telepathy 100 ft, Tremorsense 50 ft
Saves: Fort +9, Ref +16, Will +24
Abilities Str 18, Dex 28, Con 15, Int 35, Wis 30, Cha 30
Skills: Autohypnosis +35, Bluff +35, Concentration +27, Decipher Script +37, Hide +34, Intimidate +43, Knowledge (arcana) +37, Knowledge (the plantes) +14, Listen +35, Move Silently +34, Spellcraft +39, Spot +35, Swim +42, Tumble +34, Use Magic Device +35, Use Rope +34
Feats: Dark SpeechBoVD, DarkstalkerLoM, Demonic SkinBoVD, Epic ToughnessEpic feat, Improved Initiative, Improved Toughness, Keeper of Forbidden BoVD, MindsightBonus feat, LoM, Run
Environment: Any aquatic, the Far Realms
Organization: Solitary or Pair
Challenge Rating: 16
Treasure: Standard
Alignment: Lawful Evil
Advancement: 23-43 HD (Huge), 44-83 HD (Gargantuan), 84 HD+ (Colossal)
Level Adjustment: --

Thoughtswimmers are deadly creatures that slay the minds of others to create homes and slaves for themselves at the same time. They are very hard to kill because they almost always hide away within the minds of slaves, from whom they can steal knowledge.

Combat

Amphibian: A thoughtswimmer can breathe air as easily as water.

Create Husk (Su): Whenever a thoughtswimmer reduces a creature to 0 Intelligence via its Thought Eater ability, it can turn that creature into its slave with a standard action. The creature will act as normal except that its mind is replaced with the thoughtswimmer's, giving it an Intelligence score of 35. The creature's own Intelligence score won't be recovered until the thoughtswimmer is either slain or sent to another plane (the creature's Intelligence damage won't heal until this occurs, but if the thoughtswimmer returns while it is healing, the healing is disrupted and the thoughtswimmer must be slain or sent away again). A thoughtswimmer can control as many husks at once equal to its Charisma score.

Entrap Other (Su): While it is possessing a husk, a thoughtswimmer may try to drag another creature's mind into a world of its own creation. This ability may target a creature within 100 feet of its current husk host who must succeed on a DC 33 Will save or have its body fall to the floor as its mind is dragged into the world of the thoughtswimmer's own mind.

The world of the thoughtswimmer's own mind is like a demiplane that is only accessible by the thoughtswimmer itself and through it targeting others with this ability. The thoughtswimmer resides there while it possesses a husk host and appears tangible and visible as it normally would. The target creature appears in there in the same state it is in the real world with all of its equipment. It is subject to any damage dealt to the creature in the real world or in the thoughtswimmer's demiplane as well as any other effects, but it counts as being asleep in the real world. The only way to get out is either through some spell, power or effect that allows or forces them to return to their body, or through killing the thoughtswimmer or forcing it to depossess its husk host (without repossessing another).

Immunities: A thoughtswimmer is immune to disease, mind-affecting effects, poison and sonic damage.

Knowledge Eater (Su): While possessing a husk, a thoughtswimmer can eat some of its knowledge. It can steal one rank in any Knowledge skill its current husk host as ranks in and add it to its own Knowledge ranks in that same skill. It can never go beyond the normal skill rank limit this way and it may only use this ability once per hour. A randomly encountered thoughtswimmer has stolen 1d4 Knowledge ranks per 2 HD. The sample thoughtswimmer has no stolen Knowledge ranks, displaying a thoughtswimmer that had not visited the Material Plane yet.

Possess Husk (Su): A thoughtswimmer can enter the mind of one of the husks under its control as a standard action that provokes an attack of opportunity. The husk must be within 10 feet of the thoughtswimmer for it to be able to do this. While inside the husk the thoughtswimmer is not affected by most spells or effects except for force effects, spells and effects that deal damage to evil creatures specifically (such as the holy word spell) and those that specifically target creatures possessing other creatures.

A thoughtswimmer can possess another husk within 30 ft of its current husk host as a standard action. While possessing a husk host the thoughtswimmer has Regeneration 3, which is pierced by fire, force and good-aligned attacks.

Skills: A thoughtswimmer has a +8 bonus to Swim checks.

Telekinesis (Sp): A thoughtswimmer can use telekinesis, as the spell, as a spell-like ability at-will. It uses its four tentacle-prongs near the end of its tail to direct these, allowing it to use it against four different targets as a full-round action or as part of a full attack. It can use one use of telekinesis as a standard action. It uses these at caster level 20th.

Thought Eater (Sp): A thoughtswimmer can consume the thoughts of a creature it detects with its mindsight. Doing this requires a full-round action that doesn't provoke attacks of opportunity. The target must succeed on a DC 33 Will save or take 3d6 points of Intelligence damage. The thoughtswimmer heals itself by 1d8 hit points per 2 Intelligence damage done. This is a mind-affecting effect and is used at caster level 20th.

PersonMan
2010-11-08, 01:15 PM
Eye Demon



Large Outsider
Hit Dice: 12d8+60 (114 HP)
Initiative: +3
Speed: 40(8 squares) or Fly 60 ft(good)
Armor Class: (+9 natural, +3 dex), touch, flat-footed
Base Attack/Grapple: +12/+24
Attack: Claw +20 melee (1d8+8 damage)
Full Attack: Claws +20/+15 melee (1d8+8 damage, 1d8+4 on second attack)
Space/Reach: 10ft/10ft
Special Attacks: Planar Eye
Special Qualities: Darkvision 180 ft, All-Around Vision, Resistance to fire 10,
Saves: Fort +13, Ref +11, Will +11
Abilities Str 26, Dex 17, Con 21, Int 19, Wis 16, Cha 12
Skills: 12 max'd
Feats: 5
Environment: Any Material Plane or Far Realm
Organization: Solitary, Mission(1 Eye Demon plus 1 spokesperson), Temple(4-16 Eye Demons plus 5-20 spokespeople plus 10-20 servants)
Challenge Rating: X
Treasure: Y
Alignment: Lawful Good
Advancement: X
Level Adjustment: --

Eye Demons, despite their appearance, are actually not from the Lower Planes, but from the Far Realm. Many have come to the Material Plane, seeking isolated places to meditate and pursue perfection. However, once out of the impossible madness of their home Eye Demons quickly find themselves drawn to communities of natives, hoping to teach them the basics of perfection.

However, those who are approached by Eye Demons almost always flee, and of those who remain many attack. As such, these creatures prefer to operate through a trusted go-between, eliminating threats to the community's continued existence.

The average Eye Demon is 12 feet tall and weighs only 200 pounds due to the planar forces that keep it together.

Combat

All-Around Vision(Ex): An Eye Demon is covered in eyes, which allow it to see in all directions, including up and down, at all times. An Eye Demon cannot be flanked.

Planar Eye(Su): An Eye Demon can channel the energies of several of the planes through its eyes. It can do this once every X+2 rounds, with X being the number of rounds the previous plane is being channeled. The maximum length for each channeling is equal to the Eye Demon's Constitution modifier-2, which is 3 for the average specimen.

Planar Eye effects:

Elemental Plane of Fire: Attacks deal +2d6 fire damage, and creatures grappling the Eye Demon takes 2d8 damage. Creatures adjacent to the Eye Demon may make a Reflex save at a DC equal to 10+1/2 HD+Constitution modifier, which is 21 for an average Eye Demon, or take 1d6 points of fire damage. The Eye Demon is immune to fire damage while channeling this plane.
Elemental Plane of Water: The air around the Eye Demon becomes watery and distorted, requiring swim checks to move through effectively. Attacks are made with penalties as if they were underwater, and the distorting properties of the watery air impose a 20% miss chance on ranged attacks. The Eye Demon is immune to these effects, which have a radius of 25 ft going out from the edge of the Eye Demon's squares.
Elemental Plane of Air: The Air Demon becomes hidden in a bank of thick fog, [effect].
Elemental Plane of Earth: [fluff, effect]
Positive Energy Plane: The Eye Demon and its surroundings seem to grow brighter and more robust. Everything within 20 ft of the Eye Demon gain Fast Healing 4, even if they are objects or other such non-self-repairing things. The Eye Demon can choose a single creature to gain Fast Healing 10 within the area usually choosing itself. Temporary hit points are not gained from this effect. Affected creatures and attended objects may make a Will save to resist this affect. The DC is the same as that of the Elemental Plane of Fire's effect(21 for an average Eye Demon).
Negative Energy Plane:





-=-=-=-=-=-=-

- Optional -

Lore

Plot Hook/Story if any

Vaynor
2010-11-10, 05:20 PM
http://i25.photobucket.com/albums/c83/Vaynor/llawfeddyg.gif

http://i25.photobucket.com/albums/c83/Vaynor/untitled83.jpg
our greatest fears lie in ourselves and what we may become:
the most unnatural of our own perversions

http://i25.photobucket.com/albums/c83/Vaynor/Llawfeddyg/moon_risen.gif

Medium Aberration
Hit Dice: 9d8+18 (58 hp)
Initiative: +8
Speed: 50 ft. (10 squares)
Armor Class: 26 (+4 Dex, +6 natural, +6 insight), touch 20, flat-footed 22
Base Attack/Grapple: +6/+9 (+15 tentacles)
Attack:
+1 adamantine scalpel +11 (+17 corporeal) melee (1d6+2(+8 corporeal) and 1 Con; 17-20/x3)
and tentacle +10 (+16 corporeal) melee (1d10+1(+7 corporeal) and fear)
Full Attack:
+1 adamantine scalpel +11/+6 (+17/+11 corporeal) melee (1d6+2(+8 corporeal) and 1 Con; 17-20/x3)
and 2 tentacles +10 (+16 corporeal) melee (1d10+1(+7 corporeal) and fear)
Space/Reach: 5 ft./5 ft. (10 ft. tentacles)
Special Attacks: Mortal fear, scalpel, shadowspawn
Special Qualities: Darkvision 60 ft., anatomical prodigy, autonomic tentacles, fast healing 5, immune to fear, surgical modifications
Saves: Fort +11, Ref +13, Will +12
Abilities Str 12, Dex 18, Con 15, Int 23, Wis 19, Cha 20
Skills: Balance +10, Bluff +17, Climb +7, Disguise +17, Escape Artist +10, Forgery +12,
Heal +22, Hide +10, Intimidate +15, Jump +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +10,
Knowledge (local) +12, Knowledge (nature) +12, Knowledge (religion) +10, Knowledge (the planes) +12,
Listen +15, Move Silently +10, Sleight of Hand +16, Spot +15, Swim +7, Tumble +10, Use Rope +10
Feats: Weapon Finesse, Combat Reflexes, Improved Initiative, Iron Will, Improved Critical (scalpel)B
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: Standard items and scalpel
Alignment: Always lawful neutral
Advancement: By character class

The lean figure is clothed in a clean white coat and black pants. Atop its seemingly normal body is a face devoid of features except for a single, unblinking eye. One hand rests in a coat pocket, the other limp at its side, clutching a small, surgical blade. Its face is expressionless and its posture stiff yet relaxed. Its feet are wrapped in shadow, the darkness pooling out from beneath it. As time passes under its glare, slender shapes emerge from the shadows, twirling around the figure, spiraling upwards. Eyes emerge from their heads, their mouths opening widely to reveal a set of sharp, shadowy teeth. Sudden, immense fear overwhelms the area as the air grows cold.

All llawfeddyg were once men, but using that word to describe the would be very far from the truth. Obsessed with the knowledge of medicine and anatomy, the llawfeddyg casts out its own mortal fears, which take the form of serpentine shadows emanating from its own shadow. Without fear, the llawfeddyg pursues anatomical perfection, perverting its own image to suit its warped fantasies. However, in order to refine its techniques, it needs practice and “volunteers” for surgery. Due to the fatality rate of its volunteers, the llawfeddyg constantly seeks additional patients.

The llawfeddyg stands six feet high and weighs 150 pounds. It can speak and read all languages. The llawfeddyg does not receive any penalties from aging and cannot die of old age. The llawfeddyg does not need to eat, drink, sleep, or breathe.


http://i25.photobucket.com/albums/c83/Vaynor/Llawfeddyg/monsters.gif

Combat
The llawfeddyg prefers to attack swiftly and with minimum risk to itself. It will attempt to entrap its opponents using its tentacle attack as often as possible, inspiring fear in the hearts of its enemies to its advantage. If melee combat is necessary, it will use its scalpel primarily, keeping its tentacles on hand as a method of keeping its opponents at bay. If faced with multiple enemies at once or damaged too heavily, it will use its area effect fear attack to give it a chance to regain its health. If forced to, the llawfeddyg will attempt to flee to preserve its life when all other options fail. The llawfeddyg prefers to take prisoners to experiment on after the battle is over, and will stabilize any nearby unconscious enemies if it is not in immediate danger. It will not sacrifice itself to do this, however, it holds its own life above all others, and will gladly perform autopsies if a victim happens to die during combat.


http://i25.photobucket.com/albums/c83/Vaynor/Llawfeddyg/human_eyes.gif

Anatomical Prodigy (Ex): A llawfeddyg has a masterful knowledge of the anatomies of all creatures. This knowledge allows it to spot weaknesses in the creatures it fights and exploit them to its advantage. When fighting any corporeal creature the llawfeddyg strikes with surgical precision, gaining an insight bonus to all attack and damage rolls equal to its Intelligence modifier.

This ability applies to the llawfeddyg’s body as well, its knowledge of its own anatomy allowing it to move its body in a manner that prevents serious damage from being done (by missing vital organs), or avoiding damage altogether. The llawfeddyg gains an insight bonus to its armor class equal to its Intelligence modifier.

The llawfeddyg gains an insight bonus equal to its Intelligence modifier on all Heal checks.


http://i25.photobucket.com/albums/c83/Vaynor/Llawfeddyg/cut_blood.gif

Surgical Modifications (Ex): The llawfeddyg is a master surgeon and has spent time operating on itself in order to perfect its own body. The llawfeddyg has altered the way its body functions, removing the need for a mouth and nose entirely (and has naturally removed them from his face). The llawfeddyg does not need to eat, drink, breathe, or sleep, and does not age. Additionally, despite its low strength, the llawfeddyg has modified its body to more efficiently and capably perform physical activities as well as increasing its perception. The llawfeddyg has a bonus equal to its Intelligence modifier on the following skills: Balance, Climb, Escape Artist, Hide, Jump, Listen, Move Silently, Sleight of Hand, Spot, Swim, Tumble, and Use Rope. Additionally, the llawfeddyg gains an insight bonus equal to its Intelligence modifier on Fortitude and Reflex saves.

Additionally, the llawfeddyg has an increased metabolism, allowing it to heal its own body at a greatly increased pace, granting the llawfeddyg fast healing 5.


http://i25.photobucket.com/albums/c83/Vaynor/Llawfeddyg/beef_salute.gif

Scalpel (Ex): The llawfeddyg’s main weapon is its scalpel, or surgical knife. The scalpel is considered a +1 wounding scalpel made of adamantine except when noted otherwise. This item is always included in a llawfeddyg’s treasure in addition to normal treasure. The scalpel is described below.


http://i25.photobucket.com/albums/c83/Vaynor/Llawfeddyg/dread_heartbeat.gif

Shadowspawn (Su): The llawfeddyg’s fear is externally personified as two serpentine shadows. The shadows grant the llawfeddyg two tentacle attacks with a 10 foot reach. Whenever the llawfeddyg succeeds on an attack with one of his tentacles, it may make an immediate grapple check against its target with an insight bonus equal to its Intelligence modifier. If the grapple check succeeds, the tentacle latches on to the head of its target, rendering it immobilized as long as the tentacle remains attached. At the end of the first round of attachment, the victim may attempt to get free by making a grapple check against the tentacle or making a DC 19 Fortitude save. This save is Charisma-based. While latched onto an opponent, the tentacle deals tentacle damage each round until removed, and cannot attack any other opponents. The llawfeddyg can move up to 30 feet away from an ensnared target before the tentacle is forced to detach.

Autonomic Tentacles: The shadowspawn act independently of the llawfeddyg (although commanded by it) allowing the llawfeddyg to make tentacle attacks without disrupting its actions. If a llawfeddyg does not make a full-attack during its turn it may make a single tentacle attack as a swift action. Additionally, when making a full attack that includes both of its two tentacles, neither tentacle receives a penalty to their attack roll due to being secondary attacks.


http://i25.photobucket.com/albums/c83/Vaynor/Llawfeddyg/fears.gif

Mortal Fear (Su): The fear of our own mortality petrifies the mightiest of warriors. By attacking his foes with his own, conquered fears, the llawfeddyg introduces that fear unto their minds. Upon a successful hit with the llawfeddyg’s tentacles, the target must succeed on a DC 19 Will save or be shaken. Additionally, as a standard action, the llawfeddyg may send out a wave of fear in a 30-foot radius, causing any who fail a DC 19 Will save to be shaken. This fear effect is cumulative as normal. The saves are Charisma-based.


http://i25.photobucket.com/albums/c83/Vaynor/Llawfeddyg/darker_place.gif

http://i25.photobucket.com/albums/c83/Vaynor/Llawfeddyg/punchline.jpg
Credit for quotes and images to Clive Barker




New Weapon

Scalpel: A small blade commonly used for performing surgeries, the scalpel is incredibly sharp. The scalpel is a light simple weapon, dealing 1d4 piercing and slashing damage with a critical threat range of 19-20/x3. The scalpel grants a +2 bonus on Heal checks when performing surgery of any kind. A scalpel is always masterwork.
Weight: 1 lb; Cost: 310 gp.

SlaadLord
2010-11-16, 10:16 AM
Tefleid
Large Aberration (Extraplanar)
Hit Dice: 12d8 + 12 (66 hp)
Initiative: +8
Speed: 30ft., fly 15 ft. (average)
AC: 18, touch 13, flat-footed 14 (-1 size, +4 Dex, +5 natural)
Base Attack/ Grapple: +8/+16
Attack: Bite +11 melee (1d8 + 4) or Reality acid +11 ranged touch (see below)
Full Attack: Bite +11 melee (1d8 + 4) or Reality acid +11 ranged touch (see below)
Space/Reach: 10ft./5ft.
Special Attacks: Form of madness, reality acid, seize into madness
Special Qualities: Darkvision 60ft., DR 10/magic, flight, geometric blasphemy, resist acid and fire 20, SR 19
Saves: Fort +5, Ref +8, Will +9
Abilities: Str 18, Dex 19, Con 13, Int 10, Wis 12, Cha 21
Skills: Intimidate +12, Listen +8, Spot +9, Survival +9
Feats: Ability Focus (Form of Madness), Combat Reflexes, Flyby attack, Improved Natural Attack (Bite), Improved Initiative, Lifesense (B) (http://www.realmshelps.net/cgi-bin/feats.pl?Lifesense)
Environment: Far Realm
Organization: Solitary, pair or clutch (3-8)
Challenge Rating: 9
Treasure: None
Alignment: Usually Neutral Evil
Advancement: 13-18 HD (large), 19-25 HD (Huge)
Level Adjustment: -

A hideous predator from the Far Realm, tefleids resemble nothing more than a massive centipede, every segment of its body host to multiple segmented legs around its circumference. The head is uncannily like that of a bald human, although it is covered in chitin and the jaw seems unnaturally large and distended compared to the rest of the skull. The creature floats in the air, seemingly unaffected by gravity.

Tefleid exist to undermine the foundations of reality, which they accomplish with their ability to produce reality acid. They measure twelve feet long from end to end and are about three feet in diameter. They weigh approximately 500 lbs. They do not speak any intelligible tongue, but make a constant rasping noise from deep inside their throat.

Combat
Form of Madness (Su): A creature within 60 feet that witnesses a tefleid use its reality acid special attack must make a DC 23 Will save or be struck terrified by the realization that the creature could emerge from any surface, at any time. Such creatures become shaken until this insanity is cured through the use of heal, greater restoration, miracle, or wish. A creature that makes the save is immune to that particular tefleid's form of madness for 24 hours. This is a mind-effecting fear effect that does not effect aberrations. The save DC is Charisma-based.
Reality Acid (Su): As a standard action, a tefleid can produce a spray of intense, otherworldly acid. With a ranged touch attack, it can strike a creature or object within 30 feet, dealing 4d6 acid damage to the target. Unlike normal acid, this attack deals full damage to objects. Alternately, as a full-round action, a tefleid can use this ability to eat directly through a solid surface, creating a hole three feet across and up to five feet deep each round. Finally, once per day, a tefleid can use its reality acid to open a gaping hole in reality, allowing it to use a plane shift on itself, transporting it to any of the transitive planes (plane of shadow, ethereal plane, astral plane). This process takes a full minute, during which time the tefleid can take no action and cannot move.
Seize into Madness (Sp): As a standard action up to three times per day, a tefleid produce a dominate monster effect targeting a creature made shaken by its form of madness. This effect lasts for a number of rounds equal to the tefleid's HD (usually 12 rounds) and can be negated by a Will save (DC 25). The saving throw is Charisma-based.
Flight (Su): A tefleid is partially unbound from our plane's rules and natural laws; it can fly at up to half its base land speed with average maneuverability.
Geometric Blasphemy (Ex): Despite its great size, a tefleid is unnaturally thin and can compress its body to fit through spaces as small as 2 feet by 2 feet in size.

Fax Celestis
2010-11-16, 08:18 PM
http://img.photobucket.com/albums/v216/FaxCelestis/Lurking_Horror_by_nanya.jpg

Lurking Horror
Huge Aberration (Air, Earth, Fire, Water)
HD 12d8+144 (198 HP)
Speed 50 ft. (10 squares); Fly 50' (Good); Swim 50'; earth glide
Init: +5
AC 25; touch 20; flat-footed 20

(+5 Dex, +5 deflection, +5 natural)
BAB +9; Grp +33
Attack Bite +17 (2d8+12 plus 2d6 fire)
Full-Attack Bite +17 (2d8+12 plus 2d6 fire) and two spines +17 (2d4+4 plus 2d6 fire) and two claws +17 (2d4+4 plus 2d6 fire)
Space 15' ft.; Reach 30' ft.
Special Attacks Elemental Maelstrom, Improved Grab, Swallow Whole
Special Qualities All-Around Vision, Alien Mind, Aura of Terror, Claws Aflame, Damage Reduction 15/mithril, Darkvision 60', Energy Retort, Fast Healing 3, Malleable Form, Spell-Like Abilities, Tremorsense 60'
Saves Fort +16 Ref +9 Will +14
Abilities Str 26, Dex 20, Con 34, Int 14, Wis 22, Cha 12
Skills Hide +20, Listen +21, Move Silently +20, Search +4, Spot +25
Feats Multiattack, Improved Multiattack, Combat Reflexes, Power Attack, Ability Focus (Aura of Terror)
Environment The Elemental Planes
Organization Solitary, pack (2d3+1), or battalion (5d4+5)
Challenge Rating 11
Treasure None
Alignment Always True Neutral
Advancement 13-20 HD (Huge), 21-40 HD (Gargantuan); Favored Class by Hit Dice
Level Adjustment --

Lurking horrors are so named due to their proclivity for hiding within dirt or stone, pouncing out of the ground, consuming its prey, and returning to the safety of the earth. While native to the elemental planes, it is theorized that they did not originate there as they do not share many traits with elementals.

Lurking horrors seem to exist as a sort of aberrant, elemental response to inevitables, though this is only theorized. While they are capable of speaking all the elemental languages, most lurking horrors are not interested in discussion and would prefer to feed their hungry gullet.

All-Around Vision (Ex): A lurking horror's many eyes across its torso allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A lurking horror can't be flanked.

Alien Mind (Su): A lurking horror is immune to mind-affecting abilities. In addition, if a lurking horror is targeted with a mind-affecting ability, the lurking horror (reflexively, out of turn, and without consuming an action) immediately uses a perfect copy of the same ability on the target that used it on it, except that it substitutes its Hit Dice for the caster level (if required) and uses its ability scores to determine the saving throw DC.

Aura of Terror (Su): A lurking horror's menacing presence renders its foes paralyzed in fear. Any creature within 60' of a lurking horror when it makes a bite attack must make a DC 20 Fortitude save or be rendered paralyzed for one round, and must also make a DC 20 Will save or become shaken. This ability cannot force a creature to become frightened or panicked. The saving throws are Charisma-based and include a +2 bonus for the lurking horror's Ability Focus feat.

Claws Aflame (Su): A lurking horror's natural attacks deal an additional 2d6 points of fire damage.

Earth Glide (Su): A lurking horror can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing lurking horror flings the creature back 30', stunning it for 1 round unless it succeeds on a Fortitude save versus the spell's DC.

Elemental Maelstrom (Su): As a standard action, a lurking horror can surround itself with a conflagration of elemental energies. All creatures excluding the lurking horror within 50' take 4d6 acid damage, 4d6 cold damage, 4d6 electrical, 4d6 fire damage, and 4d6 sonic damage. A successful Reflex save (DC 18; the saving throw is Charisma-based) halves the damage.

Energy Retort (Su): If a lurking horror is damaged with acid, cold, electrical, fire, or sonic damage, it instead heals one-third of the damage it would have received. Further, if the source of the effect is within 400', it also immediately makes a ranged touch attack against the source of the effect, dealing 1d6 points of energy damage per caster level of the triggering affect, matching the damage type that was inflicted upon it. Should the triggering effect have no caster level (such as a pool of lava), this ability instead only deals 1d6 damage.

Improved Grab (Ex): To use this ability, a lurking horror must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the opponent the following round.

Malleable Form (Ex): A lurking horror is treated as being two size categories smaller or larger when determining the affects of size for all cases where it would be beneficial to do so, including reach, bonuses to skills, and armor class. A lurking horror does not actually alter its size when using this ability: it is merely treated as always having the most advantageous size.

Spell-Like Abilities (Sp): Caster level equal to Hit Dice. 2/day – plane shift, summon monster V (elementals only)

Swallow Whole (Ex): When a lurking horror begins its turn with a grappled opponent of its size or smaller in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 2d8+16 points of bludgeoning damage plus 2d6 acid damage, 2d6 cold damage, 2d6 electrical, 2d6 fire damage, and 2d6 sonic damage per round from the lurking horror's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge lurking horror's interior can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents, but since a lurking horror can be treated as a Colossal creature due to its Malleable Form ability, its stomach can actually contain 1 Colossal, 2 Gargantuan, 4 Huge, 8 Large, 32 Medium, 128 Small, 512 Tiny, or 2048 Fine or smaller opponents.

Amiel
2010-11-17, 03:22 AM
The ground was slick with blood and crushed ice. Slashing wounds upon the earth and mangled forms bore silent testimony to the struggle that played out here.

An armoured body heaved with exertion - aching arms barely managing to grip a pitted sword. Each breath drew shards of hoar-frost into lungs, stabbing like too sharp daggers.

It was sprawled there, mewing pitifully like a newborn lamb. Stupefied and affixed to the earth by a mindblast, its left arm hung uselessly at its side - a thin strip of muscle the only bridge between shoulder and forearm.

Shaira raised a gauntled fist for the coup de grace; her face contorted by battle lust. Madness, fleeting yet present, roiled behind auburn lens.

Like lightning, the naked blade hewed off the creature's head. A face, animalistic yet unnatural with great unblinking eyes stared from a tiger's visage.
It was a rakshasa.

Shaira remembered it well, it who chose to devour innocents and consume their forms. She had being hunting this particular quarry for an age, and time had not been kind to her. Once hale, her red hair had turned a wan silver, and though her figure was still trim, muscle had been replaced by fat.

Dark circles bespoke of the fatigue gripping her then, and she longed to hug her daughter, left in the local inn and lower her aching body in a bath of hot water.

Wiping her sword upon the body of the dead rakshasa, she drew flint and stone, intent on purging the mortal form of the creature with cleansing fire. Fire was the great purifier, and with its spark, this village would be re-consecrated.

Unnaturally flammable, the creature's body soon sent putrid fumes skyward, choking Shaira. Yet, she gritted her teeth and steeled her resolve. Once began, she would see a quest to the very end.

As the flames sputtered out, she stalked upon the squelching mud to the tavern at the edge of the village. A sudden gust of chilling wind threw her tattered cloak like great, sullen wings behind her.

Something was not right. The tavern was too silent. Too dark. She kicked open the door, calling her daughter's name. The sudden adrenaline giving her vitality and energy.

She raced upon the stairs - heedless of the silence - boots thudding against the oak-wood, its rhythm matching the pounding of her heart.

Shaira hesitated at the portal to her room. Anxiety warring with courtesy stayed her hand. The silence could mean that everyone in the tavern was fast asleep, she did wish not to disturb her daughter or the other guests. It would be poor form.

Finally, Shaira opened the door. Maternal instinct won. Her daughter still lay in the bed as she left her. Angelic, Shaira's daughter was the only light in a room cowled with shadows and darkness.

Some noise startled her daughter, who sat bolt upright upon the bed and looked in the direction of Shaira. Shaira's daughter did not reach up to wipe the sleep and drowsiness from her eyes. In fact, she did not appear to blink at all.

"Creature", Shaira's daughter spoke in a volume far too low and sonorous to have come from a child, "why do you wear my mother's form?"


***

Seciovraehi
Medium Aberration
Hit Dice: 14d8+56 (119 hp)
Initiative: +5
Speed: 50 ft.
Armor Class: 29 (+2 Dex, +17 natural), touch 12, flat-footed 27
Base Attack/Grapple: +10/+20
Attack: Tentacle +20 melee (1d8+10) or proboscis +18 melee (1d6+5)
Full Attack: 4 tentacles +20 melee (1d8+10) and proboscis +18 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gibbering, festering constriction, improved grab, seal within stone
Special Qualities: Abhorrent mockery , darkvision 30 ft., immunity to acid, cold and petrification, putrescent, violation of form
Saves: Fort +8, Ref +7, Will +10
Abilities: Str 31, Dex 12, Con 18, Int 17, Wis 13, Cha 22
Skills: Concentration +21, Bluff +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19
Feats: Ability Focus (festering constriction), Improved Initiative, Lightning Reflexes, Power Attack, Multiattack
Environment: Any
Organization: Solitary
Challenge Rating: 14
Treasure: No coins, no goods
Alignment: Always good (any)
Advancement: 14+ HD (Large)

Abhorrent Mockery (Su): A seciovraehi can assume the form of any Small or Medium humanoid or monstrous humanoid. However, there is an utter wrongness about the creature. Whether it is the lingering presence of too many digits or the aberrant posture of the seciovraehi, sighted creatures may make a DC 23 Will save to pierce the incipient form of the seciovraehi. Success stuns the creature as it breaches the veils of unreality and witnesses the true repugnance of the seciovraehi. However, every round thereafter for 3 rounds, the creature benefits from a +1 cumulative bonus to its attacks and damage as its revulsion is replaced with the intent to destroy the seciovraehi for sanity's sake.

Festering Constriction (Ex): A seciovraehi deals 1d8+20 points of damage with a successful grapple check. Creatures must also succeed against a DC 23 Fort save or contract the shakes. Failure rots the flesh of the victim, dealing 3 points of vile damage with no save. The save DC is Constitution-based.

Gibbering (Su): A horrific susurrus of maddening wails and tortured plaintives surrounds the seciovraehi in a 60 ft. radius. Madness dwells within this vile chorus, driving all who hear these anguished screams to insanity and suicide. A creature in the area must succeed on a DC 23 Will save or be affected as though by an insanity spell (caster level 14th). Success lessens this affect somewhat to a confusion spell that lasts for 1d2 rounds. The creature is also slowed as its neuroses depletes the will and concentration of the creature. Failure causes the creature to attempt to kill itself, dealing at least half the total hp damage. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, a seciovraehi must hit with its tentacles. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it establishes a hold and can constrict.

Putrescent (Ex): A seciovraehi constantly exudes a rank malodour of vomit and piss within a 5 ft. radius. A creature in the area must succeed against a DC 21 Fort save or become sickened and nauseated (as the conditions) as the creature retches the contents of their stomach.

Seal Within Stone (Ex): A sighted creature within a 30 ft. radius that looks upon the seciovraehi must succeed against a DC 23 Will save or its sinews begin to lock and its flesh hardens to stone. The brain, however, remains in an alert state, aware of the unrelenting passage of time and immobile in an unbearable prison. The creature must make additional DC 23 Will saves every round or it will lose Wisdom. When the creature's Wis reaches 0, it is irrevocably insane. Only a remove curse spell or equivalent cast at 14th level can revert this curse. The save DC is Charisma-based.

Violation of Form (Ex): A seciovraehi's obscene and heinous shape shares some commonality with the Ooze type. A seciovraehi is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight, poison, sleep effects, paralysis, polymorph and stunning.

The Glyphstone
2010-11-18, 10:51 PM
"They call me mad, they do. Perhaps I am, but after what I have done, who could be anything but mad? I've seen them, you see. And now I can hear them, all the time. I was like you, once, young and bright, full of wonder and curiosity about what lay beyond my little part of the world. I had friends, like you do, who I traveled with. We explored every corner of the world, then went beyond it and explored every corner of every world.

We should have stopped there. They did, fat and happy with their spoils of travel. But I...I was still curious. I studied, and I researched - and I succeeded. I found my way outside of the worlds, to the void that lies between everything...and I saw them. Too many to count, feeding endlessly on what never was and will never come to be. And they saw me.

There's no escape for me now. I can hear them, when I'm alone. Their chittering - in my head, in the walls. Their scampering never lets me sleep, the twisted rats that race behind the walls of this puny reality, their chittering that beckons me to shed what remains of my mind and join them in nothingness. The rats only I can hear, the rats, the rats between the planes."
-Ramblings of Langolirus the Crazed


Oblivion Rat, Lesser

Small Outsider (Extraplanar)
Hit Dice: 4d8+12 (30 HP)
Initiative: +6
Speed: Fly 30ft. (6 squares)
Armor Class: 20 (+3 Dex, +3 natural, +1 size, +3 Probability Distortion), touch 17, flat-footed 17
Base Attack/Grapple: +4/+5
Attack: Bite +11 melee (1d4+4 plus unraveling bite)
Full Attack: Bite +11 melee (1d4+4 plus unraveling bite)
Space/Reach: 5ft./5ft.
Special Attacks: Unraveling Bite, Devour Spell
Special Qualities: Impermanent Presence, Impossible Form, Probability Distortion, Void Sight
Saves: Fort +10, Ref +10, Will +10
Abilities Str 12, Dex 16, Con 16, Int 10, Wis 12, Cha 16
Skills: Hide +13, Move Silently +13, Listen +11, Knowledge (Arcana) +10, Knowledge (The Planes) +10, Spot +11, Search +10, Spellcraft +10
Feats: Weapon Finesse, Iron Will
Environment: Fringes of Reality
Organization: Solitary or pack (2-5 Oblivion Rats)
Challenge Rating: 6
Treasure: None
Alignment: True Neutral
Advancement: -
Level Adjustment: –

The scholarly study of planar travel and the nature of reality is an obscure and little-studied branch of the magical arts. Most arcanists prefer to either travel the planes in an adventuring capacity, or focus their studies on areas that do not require them to leave a comfortable and safe home. Even more obscure, a discipline within a discipline, is the exploration of time travel, but those who dedicate their lives to both are privy to an obscure and somewhat interesting fact. Most creatures, mortal or immortal, are accustomed to thinking of their plane of existence as singular. They acknowledge other planes, but each is unique – there is one Prime Material, one Elemental Plane of Fire, one Abyss, and so forth. Sufficiently skilled planar travelers can traverse the depths of the Plane of Shadow in search of portals to alternate Prime Materials, but only the most learned and skilled of arcanists can combine with with their knowledge of temporal magics to discover what are referred to as the ‘probable planes’. Not quite planes so much as demi-planes, miniaturized mirrors of the true planes with infinite variations and numbers, they are theorized and widely believed to be expressions of what could be, and what might have been. Great decisions and events can change the direction of the future, and while most go through their lives only knowing what did happen, the probable planes cling as relics of possible futures that never came to be, from recent decisions or those far in the past.

Left to their own devices, these would-be futures can progress infinitely, following their branched timelines and rapidly spawning new probable planes of their own. The cosmos cannot support an infinite number of exponentially multiplying planar futures, though, necessitating the existence of the ‘oblivion rats’. These bizarre creatures, only partially real themselves, swarm in uncountable numbers in the empty void between planes, devouring invalidated futures before they can begin to multiply. Left to their own devices, they are effectively harmless, cosmic scavengers keeping timelines clean and orderly. Occasionally, though, something goes wrong, and an oblivion rat is unleashed on the ‘true’ reality. Unable to distinguish between what is and what might have been, they ‘chew’ on the fabric of existence, weakening the borders between planes and potentially causing great damage unless someone eliminates them.

Oblivion rats are so named because of the appearance they take within reality, the only manner in which they can be properly interpreted by existence. They resemble oversized rats, ranging in size from three to ten meters long, but even a casual glance immediately informs any observer that this creature is no rat. More than the way each of its long, glossy hair strands seem to move independently, or how its empty, void-like black eyes bear an inhuman intelligence, or how they scurry about heedless of whether they walk on solid ground or thin air, an oblivion rat’s presence just bears a soul-scraping wrongness. It does not belong here, and everything around it knows as such.

Combat

Oblivion rats are not instinctively aggressive, but still approach their ingrained duty with a single-minded fervor. If attacked, they assume that the opponents are residents of the discarded possible-world fighting to preserve their existence, and will make no attempt to give or offer quarter once battle is joined. They focus their attacks on whichever opponent has dealt them the most damage in a single hit, biting until that opponent dies or another enemy exceeds the previous top damage.

Unraveling Bite (Su): The jaws of an oblivion rat are just as effective against what is as they are against what might have been, consuming reality and leaving nothing behind. When an oblivion rat successfully hits a target with its bite attack, the target’s maximum hit points are decreased by an amount equal to the damage rolled for the bite, even if the latter is somehow reduced or negated. If a target goes for 24 hours without being affected again, reality reasserts himself and the health penalty goes away, allowing him to benefit from natural or magical healing to restore his lost hit points. Alternatively, a Heal spell will cure both current and maximum hit points. A creature whose maximum hit points is reduced to 0 in this fashion ceases to exist, and cannot be restored by any magic short of a Wish or Miracle.

Devour Spell (Su): As an attack action, an oblivion rat may target one active spell effect within 5ft. and automatically dispel it, as per Greater Dispel Magic. This ability may not target magic items or living creatures.

Impermanent Presence (Ex): Oblivion rats exist natively on the border between reality and nothingness, and when they intrude into reality, carry a hint of that nothingness with them. Any spell, attack, or ability that would affect the oblivion rat has a 50% chance to fail, as the oblivion rat is rejected and ignored by that portion of existence. Area effects that last for multiple rounds check at the beginning of the oblivion rat’s turn.

Impossible Form (Ex): Oblivion rats are not actually rats, but as their cosmic function amounts to something very similar to actual rats, reality interprets them as such and makes them appear correspondingly. Any non-mindless creature who views an oblivion rat while immune to mind-affecting effects, however, is ‘warded’ from this instinctive blind spot and so exposed to the oblivion rat’s true horrific form. Any such creature viewing a lesser oblivion rat suffers 1d4 Wisdom damage per turn (Will DC15 negates) that they are exposed to it. The save DC is Charisma-based. A creature exposed to multiple oblivion rats must only save once per round, and only against the appearance of the largest oblivion rat they are viewing.

Probability Distortion (Su): Oblivion rats exist to feed on and consume discarded possibilities, and this diet grants them a limited ability to bend probability in their favor. Oblivion rats add their Charisma modifier to all attack rolls, damage rolls, saving throws, skill checks, and ability checks.

Void Sight (Su): Oblivion rats benefit from a constant True Seeing effect. In addition, they can see and automatically identify all active spells and magical auras within 120ft.

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Oblivion Rat, Average

Medium Outsider (Extraplanar)
Hit Dice: 8d8+32 (78 HP)
Initiative: +7
Speed: Fly 40ft. (8 squares)
Armor Class: 25 (+2 Dex, +8 natural, +5 Probability Distortion), touch 17, flat-footed 21
Base Attack/Grapple: +8/+16
Attack: Bite +16 melee (1d6+10 plus unraveling bite)
Full Attack: Bite +16/+11 melee (1d6+10 plus unraveling bite)
Space/Reach: 5ft./5ft.
Special Attacks: Unraveling Bite, Devour Spell
Special Qualities: Impermanent Presence, Impossible Form, Probability Distortion, Void Sight
Saves: Fort +15, Ref +13, Will +14
Abilities Str 16, Dex 14, Con 18, Int 10, Wis 12, Cha 20
Skills: Hide +18, Move Silently +18, Listen +17, Knowledge (Arcana) +16, Knowledge (The Planes) +16, Spot +17, Search +16, Spellcraft +16
Feats: Improved Natural Armor, Iron Will, Rapidstrike*
Environment: Fringes of Reality
Organization: Solitary or pack (2-5 Oblivion Rats)
Challenge Rating: 9
Treasure: None
Alignment: True Neutral
Advancement: -
Level Adjustment: –

Unraveling Bite: As per Lesser Oblivion Rat.

Devour Spell: As per Lesser Oblivion Rat.

Impermanent Presence: As per Lesser Oblivion Rat.

Impossible Form: As per Lesser Oblivion Rat, except it deals 1d6 Wisdom damage/round (Will DC 19 negates).

Probability Distortion: As per Lesser Oblivion Rat.

Void Sight: As per Lesser Oblivion Rat.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Oblivion Rat, Greater

Large Outsider (Extraplanar)
Hit Dice: 12d8+48 (102 HP)
Initiative: +8
Speed: Fly 50ft. (10 squares)
Armor Class: 29 (+1 Dex, -1 Size, +12 natural, +7 Probability Distortion), touch 17, flat-footed 28
Base Attack/Grapple: +12/+23
Attack: Bite +23 melee (2d6+13/19-20/x2 plus unraveling bite)
Full Attack: Bite +23 melee (2d6+13/19-20/x2 plus unraveling bite)
Space/Reach: 10ft./10ft.
Special Attacks: Unraveling Bite, Devour Spell
Special Qualities: Impermanent Presence, Impossible Form, Probability Distortion, Void Sight
Saves: Fort +20, Ref +16, Will +16
Abilities Str 18, Dex 12, Con 20, Int 10, Wis 12, Cha 24
Skills: Hide +23, Move Silently +23, Listen +23, Knowledge (Arcana) +21, Knowledge (The Planes) +21, Spot +23, Search +21, Spellcraft +21
Feats: Improved Natural Armor, Improved Natural Attack (Bite), Improved Critical (Bite), Iron Will, Rapidstrike
Environment: Fringes of Reality
Organization: Solitary or pack (2-5 Oblivion Rats)
Challenge Rating: 12
Treasure: None
Alignment: True Neutral
Advancement: -
Level Adjustment: –

Unraveling Bite: As per Lesser Oblivion Rat.

Devour Spell: As per Lesser Oblivion Rat.

Impermanent Presence: As per Lesser Oblivion Rat.

Impossible Form: As per Lesser Oblivion Rat, except it deals 1d8 Wisdom drain/round (Will DC 23 negates).

Probability Distortion: As per Lesser Oblivion Rat.

Void Sight: As per Lesser Oblivion Rat.

The Vorpal Tribble
2010-11-21, 05:37 PM
And the deadline has come. The poll is up for any and all to vote. Comments, critiques, and praises are welcome. Discuss all you like.

-=-=-=-=-=-=-=-=-

PersonMan's entry has been disqualified due to being incomplete at the deadline.

Vaynor
2010-11-24, 12:30 AM
Let's get those votes in! Just about a week left until it's over.

Edit: Also, no discussion? Come on guys! Tell us what you liked. :smallsmile:

The Tygre
2010-11-24, 01:31 AM
My vote can't go to anything but the Llawfedyg. Everything about it was just absolutely perfect. However, this was a great contest, with a lot of wonderful, evocative entries. You should all be proud. Well done. :smallcool:

Fax Celestis
2010-11-24, 03:51 PM
I can honestly say I'm surprised at the vote breakdown.

Tanuki Tales
2010-11-24, 03:55 PM
I can honestly say I'm surprised at the vote breakdown.

I'm not. I figured the Llawfeddyg would take first with The One From the Waves taking second.

Vaynor
2010-11-24, 04:44 PM
I can honestly say I'm surprised at the vote breakdown.

I am too, actually. I rather liked your entry and I'm surprised it hasn't received more votes.

Good entries all around though, it was a hard choice.

The Vorpal Tribble
2010-11-27, 10:07 AM
Looks like we have a clear favorite, but also a strong underdog. Still have a few days to, so who knows what way it'll go.

Kallisti
2010-11-27, 02:40 PM
The llawfeddyg is very awesome, and I am going to vote for it, with honorable mention to the One from the Waves for having pretty sweet fluff.

Also, Vaynor, what is that font?

Vaynor
2010-11-27, 05:04 PM
The font for the name, or the quotes?

The first is Polla (http://www.dafont.com/polla.font), and the latter is Secret Labs (http://www.dafont.com/secret-labs.font).

Morph Bark
2010-11-27, 08:04 PM
7?

o.o

I seriously am in second place?

Okay, can someone make me a Sanity check because I think I am dreaming. Dreaming in R'lyeh.

unosarta
2010-11-27, 11:36 PM
Okay, can someone make me a Sanity check because I think I am dreaming. Dreaming in R'lyeh.

That sounds like it would be a fabulous short story/campaign setting.

The Tygre
2010-11-28, 02:00 AM
Why the surprise? You made a really interesting monster. You too, Unosorta.

unosarta
2010-11-28, 12:31 PM
Why the surprise? You made a really interesting monster. You too, Unosorta.


Honestly? Because I never win these things. I just throw my ideas out, and then leave them for people to look at. I never expect to win, probably because of this.

The Vorpal Tribble
2010-12-01, 12:59 AM
And voting has come to a close.

Vaynor's unspeakable (literally :smallwink:) abomination, the Llawfeddyg, has stolen the hearts of this competition! Congrats!

Vaynor
2010-12-01, 02:16 AM
Thanks everyone! There were a lot of great entries this round. :smallsmile:

Morph Bark
2010-12-01, 05:59 AM
Congratulations, Vaynor, on a job well done.

Bisected8
2010-12-01, 09:50 AM
Looks like I've missed another one. Oh well, I doubt I'd have had a chance this time. :smallbiggrin:

And; His monster's name's unspeakable? Don't you know how to pronounce Welsh? :smalltongue:

The Glyphstone
2010-12-01, 12:10 PM
Curse me and my non-Euclidean ethics, otherwise I would be voting for myself and...still losing, but being tied for 2nd instead of 3rd.

Grats to Vaynor.:smallbiggrin:

The Vorpal Tribble
2010-12-01, 12:18 PM
New contest is up :smallamused:

The Glyphstone
2010-12-01, 01:53 PM
And I've already got my entry in mind.