PDA

View Full Version : D&D 3.x Other Eldritch Grafts (PEACH)



Aniikinis
2018-10-30, 09:45 AM
This has been something that I've been mulling over for over a week now and prompted by a joke but ended up as something cool to think about.


"You know what we need to do? We need to find R'lyeh, gank Cthulhu before he realizes and/or wakes up, then clone him, study the clones and figure out how the xothian creatures flew between the stars. And/or use them to lead our ships ala Santa's reindeer. Then we can finally get off the rock!"

That lead to this...

Eldritch Grafts
Eldritch grafts are body parts of a lovecraftian nature that can be attached to the body of another corporeal creature. However, given that the materials that make up eldritch grafts tend to be of dimensions not of our own, hold to different natural laws, both, or even stranger still, the an eldritch graft still functions within null magic zones and anti-magic zones.

Acquiring an eldritch graft
There are a number of ways to acquire an eldritch graft. Certain magical devices have been discovered that sedate a creature, remove one of its limbs, dealing 9d8 points of damage, and replace the limb with an eldritch graft, restoring 3d6 points of damage in the process.

When a character gains an eldritch graft as a class benefit, however, an eldritch entity typically bestows the graft at the climax of a dark ritual. Characters without such specific classes can perform similar rituals in order to gain the benefits of an eldritch graft. Such a ritual requires 10 rounds and deals 1d4 points of damage to the character per round with a Will save (DC 22) and the end or go insane.

Finally, cultists of a great old one, elder god, or the like with the Craft Flesh(Eldritch) or Wyrdgrafter feat can create eldritch grafts and apply them to other creatures. They grant these "gifts" as rewards to characters who are progressing well along the path of corruption or for helping the goals of their patron or their cult. The creator must be in a quiet and comfortable setting-usually an evil temple, but sometimes an alchemical laboratory or similar locale. He also needs a supply of materials, including flesh taken from another creature of the appropriate type. The cost for the materials is subsumed in the cost for creating the graft, which is one-half the price given for the item.

If the prerequisites for making the graft include spells or psionic powers, the creator must have prepared the spells to be cast, know the spells or powers, or have access to spell-like abilities that duplicate the required spells or powers. The creator need not provide any material components or focuses the, spells may require, nor are any XP costs inherent in a prerequisite spell incurred in creating the graft. The act of working on the graft expends the spells or power points, just as if they had been cast or manifested.

When applying a graft, the creature takes 1d4 points of Con damage unless specified. A graft is not psionic, nor is it a magic item. It does not radiate magic once completed, does not count against a creature's limit for magic items worn, does not have a caster level, and is very difficult (if not impossible) to salvage as treasure. It does, however, count against the treasure value of the creature with the graft. Thus, a grafted creature is still an appropriate challenge for its normal Challenge Rating, but it has reduced treasure.

Drawbacks of Eldritch Grafts
When characters with eldritch grafts interact with NPCs of their own kind without eldritch grafts, they take a -4 penalty per graft to reflect the abhorrent and twisted nature they have applied to themself. When interacting with NPCs of other races but of the same type, the penalty lessens to -2 per graft. And is lessened to -1 per graft when dealing with NPCs of a different creature type.

Additionally, whenever a creature is subject to something that causes confusion, fear, insanity, madness, mindbreak, or the like, they take a -4 to their save per eldritch graft. If the character would normally be immune to the effect, they lose this immunity.

Eldritch Grafts:

Arm Sheaths: A small organic sac linking to an extradimensional space is placed in each of your forearms. The grafted creature gains a sheath which can hold a single non-reach melee weapon from the one-handed or light size categories. The weapon can be drawn and replaced as a free action each and appears within the hand attached to the arm. Unlike Bags of Holding, this graft does not interact negatively with portable holes or other extradimensional spaces.
Prerequisites: Graft Flesh(Eldritch), secret chest, creator must be a cultist of an eldritch being; Market Price: 800 gp

Atlatchic Legs: Atlatchic legs are four spider-like legs that jut out from the creature's body around the hips but does not remove the legs of the grafted creature leading to them also being called "quadpods". The creature can walk up walls and even upside down on ceilings at a speed of 15 feet, as if wearing slippers of spider climbing.
Prerequisites: Graft Flesh(Eldritch), creator must be a cultist of an eldritch being; Market Price: 4,000 gp.

Byakhee Wings: A set of two pairs of bat-like wings reminiscent of a crow, a vulture, and a skinned chicken situated into a dragonfly formation with a strange pulsing organ anchored between them. The grafted creature gains a fly speed equal to twice their walking speed with perfect maneuverability and the Void Flyer special quality.
Prerequisites: Graft Flesh(Eldritch), fly, creator must be a cultist of an eldritch being; Market Price: 100,000 gp

Communicae of the Nameless One: This strange, squirming, worm-like organs seems as though it is made of rotting flesh, though it is simply covered yellow, tattered flesh. The creature is given a form of telepathy that only functions if both creatures connected know the other's truename. This type of telepathy doesn't care for differences, whether spacial or planar, and all creatures are always in range of its' effects.
Prerequisites: Graft Flesh(Eldritch), correspond, creator must be a cultist of an eldritch being; Market Price: 500,000 gp.

Dark Young Tendrils: The dark young tendrils is a graft consisting of four thick tentacles of any colour, though usually either a dark colour or mottled with black and an earthy colour. They are typically attached just above and below the forelimbs or arms. The creature gains a +6 bonus to Strength when using the tendrils for any purpose, including attacking. A successful natural attack with the tendrils deal 4d6 points of damage plus the grafted creature's adjusted Strength bonus. The tendrils must attack in a single action and cannot attack alone. It is possible to hold things with the tendrils, but you cannot wield weapons with them.
Prerequisite: Graft Flesh(Eldritch), creator must be a cultist of an eldritch being; Market Price: 60,000 gp.

Dreamscale Gills: Small frilled cilia are applied to the entirety of the respiratory tract, making the sense of smell far sharper and allowing the ability to breathe underwater. The grafted creature gains the scent and and amphibious special qualities. The scent quality granted by this graft functions underwater, and while underwater it has a base range of 100 ft. due to the enhanced cilia.
Prerequisites: Graft Flesh(Eldritch), alter self, water breathing, creator must be a cultist of an eldritch being; Market Price: 8,000 gp

Flying Polyp Propulsion System: Small structures that channel air through them granting a very precise, if slow, ability to fly. The grafted creature gains a 10 ft. fly speed with perfect maneuverability.
Prerequisites: Graft Flesh(Eldritch), fly, creator must be a cultist of an eldritch being; Market Price: 20,000 gp

Hydratia Lungs: Additional sacs are grafted onto the lungs, allowing the creature to hold more air. The grafted creature gains the Hold Breath ability and can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
Prerequisites: Graft Flesh(Eldritch), alter self, creator must be a cultist of an eldritch being; Market Price: 8,000 gp

Leviathan Fins: Small fin-like protrusions along the sides and back as well as more webbing between the fingers and toes. The grafted creature gains a swim speed equal to their movement speed.
Prerequisites: Graft Flesh(Eldritch), alter self, creator must be a cultist of an eldritch being; Market Price: 5,000 gp

Mother's Voice: Fungoanimalistic spores are implanted on the vocal cords, and allowed to grow into the surrounding tissues. The grafted creature can change their voice to mimic or create any sound with their mouth. Additionally, they gain the following spell-like abilities: Ghost Sound and Ventriloquism at-will, Calm Emotions and Shatter 3/day, Charm Monster 2/day, and Shout 1/day.
Prerequisites: Graft Flesh(Eldritch), calm emotions, charm monster, ghost sound, shatter, shout, ventriloquism, creator must be a cultist of an eldritch being; Market Price: 1,000,000 gp

Mother's Pheromones: Tiny fungoanimalistic spores are implanted into the sweat glands of the body to modify the pheromones. The grafted creature gains the Stench quality of the 3.5 edition troglodyte, except that it only works on aberrations, animals, humanoids, magical beasts, and monstrous humanoids. Those within the range must save against contentment (this counts as a mind-affecting morale effect). If the creature fails its save, it no longer wishes to harm the grafted creature, though anyone else in the area may still be attacked.
Prerequisites: Graft Flesh(Eldritch), animal trance, creator must be a cultist of an eldritch being; Market Price: 10,000 gp

Mouther Palms: A small mouth is placed on the palm of each hand and are capable of movement, even though logically they shouldn't be able to. The grafted creature gains a natural bite attack for each hand they have that deals 1d2 damage for a medium creature. If the creature already has a claw attack, they can choose which natural weapon to use but cannot use both attacks in the same turn.
Prerequisites: Graft Flesh(Eldritch), creator must be a cultist of an eldritch being; Market Price: 1,000 gp

Mouth of Dzéwà: A small lamprey-like pharyngeal jaw is implanted within your mouth. The grafted creature gains a bite attack that deals 1d4 damage and deals 1 point of con damage on a critical. If they already have a bite attack, they may attack with this bite attack without rolling whenever they hit with their bite attack and if the original bite attack was a critical hit, then the automatic attack counts as a critical hit as well.
Prerequisites: Graft Flesh(Eldritch), alter shape, creator must be a cultist of an eldritch being; Market Price: 6,000 gp.

Pharaoh Masks: This strange biological mask resembles porcelain before implantation then conforms to the grafter creature's face, giving it a complexion like broken and fleshy porcelain. The grafted creature gains the minor shapechange ability of the Eberron changelings but the faces of the forms all have the same porcelain-like texture.
Prerequisites: Graft Flesh(Eldritch), alter shape, creator must be a cultist of an eldritch being; Market Price: 68,000 gp.

Sebeki Scales: This scaly skin improves the grafted creatures natural armor bonus by +4 and grants Endure Elements(Hot).
Prerequisites: Graft Flesh(Eldritch), Endure Elements, creator must be a cultist of an eldritch being; Market Price: 68,000 gp.

Shantak Wings: Large horrific bird wings covered in horse skin and scales. The grafted creature gains a fly speed equal to twice their walking speed with poor maneuverability.
Prerequisites: Graft Flesh(Eldritch), fly, creator must be a cultist of an eldritch being; Market Price: 30,000 gp

Shoggoth Filter: A cytoplasmic organism is grafted into the lining of the lower digestive tract and the liver to help filter out toxins. The grafted creature is immune to poisons and diseases and is immediately alerted after a poison or disease is filtered out.
Prerequisites: Graft Flesh(Eldritch), remove disease, neutralize poison, creator must be a cultist of an eldritch being; Market Price: 14,000 gp

Shroud of Ink: A strange set of small black bumps similar in consistency to jello are placed under the skin of each major area of the body. The grafted creature can always attempt Hide even while being observed, just as if they had cover or concealment for the purpose of the determination. Additionally, the grafted creature may cast the Dancing Shadows mystery 3/day and the Umbral Body mystery 1/day.
Prerequisites: Graft Flesh(Eldritch), sight eclipsed, dancing shadows, umbral body, creator must be a cultist of an eldritch being; Market Price: 2,000,000 gp

Tail of Beauty: A long, lithe feline tail covered in golden brown fur. The grafted creature gains a +4 competence bonus on balance checks, a prehensile tail, and the ability to roll two d20s and take the better result and any charisma-based checks (and also +4 bonus to Appearance if you use it).
Prerequisites: Graft Flesh(Eldritch), Greater Heroism, creator must be a cultist of an eldritch being; Market Price: 60,000 gp.

Tsathogguan Stomach: A set of strangely elastic organs and sacs that are applied to the stomach of a creature. The grafted creature gains the Swallow Whole ability that deals 1d4 crushing damage and 1d2 acid damage and must be deal 1d4 points of slashing damage (for a medium creature) to cut its way out. The AC of the stomach is (10+1/2 Natural armour+3)
Prerequisites: Graft Flesh(Eldritch), creator must be a cultist of an eldritch being; Market Price: 38,000 gp.

Wendigo Hide: This coat of thick yet hairless skin improves the grafted creatures natural armor bonus by +2 and grants Endure Elements(Cold).
Prerequisites: Graft Flesh(Eldritch), Endure Elements, creator must be a cultist of an eldritch being; Market Price: 38,000 gp.

Xothian Wings: Massive skeletal and angular bat-like wings covered in a rubbery squid-like skin with a strange pulsing organ anchored between them. The grafted creature gains a fly speed equal to thrice their walking speed with clumsy maneuverability and the Bio-Drift 1 and Void Flyer special qualities.
Prerequisites: Graft Flesh(Eldritch), fly, creator must be a cultist of an eldritch being; Market Price: 1,200,000 gp


New special qualities:

Bio-Drift Drive: A creature with the bio-drift drive special quality can use the Drift as though they had a drift engine like a starship. The engine rating is given after the quality is listed.

Void Flyer (Ex): A creature with the Void Flyer quality can breathe in environments that lack any form of oxygen. They still need to breathe, however, but can breathe in a total vacuum or any other non-terrestrial location that they would not be normally able to. This does not grant the ability to breathe in lava, underwater, or within solid rock, only the ability to breathe in outer space and vacuums. Additionally, said creatures can fly through outer space and other non-solid materials as though it were air and suffer no ill effects if they do. They are also immune to pressure damage and radiation, but still must eat, breathe, and sleep as normal.

When in outer space or another friction-less environment, their movement speed is cumulative. A creature which was moving at 30 ft. last round and moves another 30 ft. is now moving at 60 ft. a round without effort from them. This motion will continue until they effectively "move" in the opposite direction to slow down. If the creature begins moving at speeds over 500 ft. per round, instead translate it into 1 hex of movement. This movement increases by 1 hex each turn until they reach a speed of 14 Hexes per turn if they continue to accelerate and speed is reduced in the same manner when slowing down. Impact with any solid body larger than them can be fatal at high speeds, as the typical fall damage limitation of 20d6 is completely uncapped.

I mostly eyeballed the prices and they're probably not balanced yet, but I'd love to hear what you guys think and any constructive criticism.

khadgar567
2018-10-30, 12:30 PM
now this is material worthy of cthulhu mythos i love the wing grafts expecialy the Byakhee Wings and xothian wings also dark young tendrils feels so good to be true.

Aniikinis
2018-10-31, 07:23 AM
Danke Schoen! I'm thinking of changing the requirements for those to be "must be an elder god or other eldritch deific figure" to keep them from being super OP and upping the price for the tendrils a bit. Any other criticisms or thoughts.