Warlawk
2011-02-24, 02:46 PM
So I'm doing some pre-pre-game planning for something I might run down the line (I'm the backup DM for when our main DM would like to take a little break and just be a player for a bit). At the moment I don't have any set time to start the game, and I'm just getting some ideas down on (digital) paper so I have them organized and don't forget anything.
The basic premise of the game is dealing with fragments of a powerful artifact designed to create a link between the prime material (in this case, Toril specifically as it will start in Forgotten Realms) and the Far Realm. The Far Realm is a completely unknown factor as it doesn't really feature in FR and hasn't ever really shown up in our games before, so I pretty much have complete artistic license without anyone trying to say "it's not like that!" Not really an issue in our group, but basically no one is coming into it with any preconceived notions.
I'm planning to use a lot of templated creatures early in the game before they get high enough level to throw some really messed up Abberant creature types at them. I'm not worried too heavily about assigning specific CR values to them, as we tend to be a bit loose with that anyways. What I'm looking to do is create three tiers of templates to add to existing creatures.
Lesser Horror
The creature is immune to fear and gains one point of mutations.
Greater Horror
The creature is immune to fear and gains two points of mutations. The creature also gains Lowlight vision (or double range if already possessed)
True Horror
The creature is immune to all mine effecting abilities and gains five points of mutations. The creature also gains Darkvision (or double range if already possessed)
The mutations should be broken down as one, two and three point mutations.
Putrefaction, 1 point mutation.
This creature is alive though its body is in the process of decay.
Any melee attack which strikes the creature causes the attacker to take 1 point of damage from the various foul fluids and vermin (maggots and the like) which splash forth from the wound. When this creature is killed the body decay which has begun within its body becomes complete and it collapses in a pool of putrid decay. All creatures within 5 feet take 1d4 points of damage and all creatures within 15 feet must make a fort save dc 12+ the HD of the creature or be sickened for 1d4 rounds. All creatures with any Horror template or aberrant type are immune to this effect.
Monstrous Reach, 1 point mutation.
Through various mutations of the limbs this creature has 5 feet additional reach.
The details of how this reach is gained vary from creature to creature. For some it may be as simple as a grotesque lengthening of the arms. For others their body may have mutated in such a way that they can tear off their own arm and wield it with the other hand to gain additional reach, or have a very long prehensile muscular tongue that can wield a weapon or allow for reach.
Spew Corruption, 1 point mutation.
The creature can spew powerful stomach acids or other filth and corruption from within its body.
The horror gains the ability to make a ranged attack which is a standard action and does not provoke AoOs. It has a range of 60' and a damage of 1d8+2 per HD. The target must make a fort save with a DC of 12+1 per HD or be sickened for 1 round.
Supernatural Senses, 2 point mutation. (perhaps 1 point?)
The creature has mutated a completely new set of sensory organs. In many cases the entire head of the creature may simply be a pulsing mass of odd tissue that reacts to stimulus around it.
The creature gains Blindsight 30'
These are just a couple of ideas I had right off the top of my head that I wanted to get written down. Any ideas or suggestions would be much appreciated. Thinking maybe a t2 ability to make a ranged attack in which the creature pukes up a small tentacled horror from within its body, certainly need to get a tentacle power in there, just not sure if I want it to be something wrapped into the Monstrous Reach, or like a T2 or T3 power with really nasty effects tied into the tentacle hits, maybe a contact poison or free grapple/trip effects or something.
The basic premise of the game is dealing with fragments of a powerful artifact designed to create a link between the prime material (in this case, Toril specifically as it will start in Forgotten Realms) and the Far Realm. The Far Realm is a completely unknown factor as it doesn't really feature in FR and hasn't ever really shown up in our games before, so I pretty much have complete artistic license without anyone trying to say "it's not like that!" Not really an issue in our group, but basically no one is coming into it with any preconceived notions.
I'm planning to use a lot of templated creatures early in the game before they get high enough level to throw some really messed up Abberant creature types at them. I'm not worried too heavily about assigning specific CR values to them, as we tend to be a bit loose with that anyways. What I'm looking to do is create three tiers of templates to add to existing creatures.
Lesser Horror
The creature is immune to fear and gains one point of mutations.
Greater Horror
The creature is immune to fear and gains two points of mutations. The creature also gains Lowlight vision (or double range if already possessed)
True Horror
The creature is immune to all mine effecting abilities and gains five points of mutations. The creature also gains Darkvision (or double range if already possessed)
The mutations should be broken down as one, two and three point mutations.
Putrefaction, 1 point mutation.
This creature is alive though its body is in the process of decay.
Any melee attack which strikes the creature causes the attacker to take 1 point of damage from the various foul fluids and vermin (maggots and the like) which splash forth from the wound. When this creature is killed the body decay which has begun within its body becomes complete and it collapses in a pool of putrid decay. All creatures within 5 feet take 1d4 points of damage and all creatures within 15 feet must make a fort save dc 12+ the HD of the creature or be sickened for 1d4 rounds. All creatures with any Horror template or aberrant type are immune to this effect.
Monstrous Reach, 1 point mutation.
Through various mutations of the limbs this creature has 5 feet additional reach.
The details of how this reach is gained vary from creature to creature. For some it may be as simple as a grotesque lengthening of the arms. For others their body may have mutated in such a way that they can tear off their own arm and wield it with the other hand to gain additional reach, or have a very long prehensile muscular tongue that can wield a weapon or allow for reach.
Spew Corruption, 1 point mutation.
The creature can spew powerful stomach acids or other filth and corruption from within its body.
The horror gains the ability to make a ranged attack which is a standard action and does not provoke AoOs. It has a range of 60' and a damage of 1d8+2 per HD. The target must make a fort save with a DC of 12+1 per HD or be sickened for 1 round.
Supernatural Senses, 2 point mutation. (perhaps 1 point?)
The creature has mutated a completely new set of sensory organs. In many cases the entire head of the creature may simply be a pulsing mass of odd tissue that reacts to stimulus around it.
The creature gains Blindsight 30'
These are just a couple of ideas I had right off the top of my head that I wanted to get written down. Any ideas or suggestions would be much appreciated. Thinking maybe a t2 ability to make a ranged attack in which the creature pukes up a small tentacled horror from within its body, certainly need to get a tentacle power in there, just not sure if I want it to be something wrapped into the Monstrous Reach, or like a T2 or T3 power with really nasty effects tied into the tentacle hits, maybe a contact poison or free grapple/trip effects or something.