PDA

View Full Version : Dreamcoral [Creature]



The Demented One
2007-09-23, 01:00 PM
Dreamcoral
Gargantuan Magical Beast (Aquatic, Psionic)
Hit Dice: 8d10+40 (84 hp)
Initiative: +2
Speed: –
Armor Class: 22 (-4 size, +16 natural), touch 6, flat-footed 22
Base Attack/Grapple: +8/–
Attack: –
Full Attack: –
Space/Reach: 20 ft./10 ft.
Special Attacks: Hydrokinesis, manifesting, psychic sting
Special Qualities: Blindsight 60 ft., power resistance 18, telepathy 100 ft.
Saves: Fort +11, Ref +6, Will +7
Abilities: Str –, Dex –, Con 20, Int 18, Wis 16, Cha 18
Skills: Autohypnosis +16, Concentration +16, Diplomacy +17, Knowledge (Psionics) +17, Psicraft +17, Sense Motive +14
Feats: Iron Will, Psionic Endowment, Psionic Meditation
Environment: Aquatic
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually Lawful Neutral
Advancement: 9-14 HD (Gargantuan), 15-18 HD (Colossal)
Level Adjustment: –

Dreamcoral are a strange race of sentient, psionic coral reefs that dwell deep beneath the sea. Although they appear to be nothing more than jutting mounds of coral, they are actually colony organisms, hundreds of thousands of tiny organisms, each one acting as a mere synapse of the gestalt sentience that inhabits a Dreamcoral. Dreamcorals are fierce predators, using their hydrokinesis to trap fish or other aquatic fauna in pockets of dense water, and then psychically stinging them until they are rendered comatose. Once a Dreamcoral has rendered its prey comatose, it will slowly devour it over a period of days. When a Dreamcoral encounters sentient beings, it will typically attack them as if they were prey, being unable to distinguish them from the mindless animals they prey on. However, if a sentient being can somehow communicate with the Dreamcoral, it will almost always call of its attack, and attempt to communicate back, unless it is attacking out of self-defense.

Hydrokinesis (Ps)
A Dreamcoral can telekinetically manipulate water in four different ways. Firstly, it can use telekinesis to create a strong, focused current, allowing it to move any object or creature submerged in a body of water, as the telekinetic thrust power, DC 18, with a manifester level of 8th. The save is Charisma based. A Dreamcoral can use this ability at will, but once it has used it, it must wait 5 rounds before it can use it again.

Secondly, a Dreamcoral can use telekinesis to create a 30 ft. cube of extremely dense water within 100 ft. of itself. The water within this cube is extremely pressurized, and deals 5d6 points of bludgeoning damage each round to any creature within it that is not adapted to deep-sea pressures, with a DC 18 Fortitude save to negate the damage. The save is Charisma-based. Moving within the dense water is difficult–it costs two squares of movement to enter a square of dense water. In addition, it is even harder to attack in dense water than normal. Ranged attacks are completely ineffective in dense water, and all melee attack and damage rolls take an additional -4 penalty, in addition to the normal penalties for fighting underwater. A Dreamcoral must concentrate in order to maintain an area of dense water this way.

Thirdly, a Dreamcoral can use telekinesis to create a 30 ft. cube of light, aerated water. All creatures can move normally in this light water, as if they were under a freedom of movement attack, and the normal penalties for fighting underwater are ignorared–even thrown weapons can be used in an area of light water. Both aquatic and terrestrial creatures can breathe normally in the light, aerated water. However, non-magical fire will still not burn even in light water. A Dreamcoral must concentrate in order to maintain an area of light water this way.

Finally, a Dreamcoral can use telekinesis to either harm or heal a single Elemental or Outsider with the Water subtype. If it chooses to harm a creature, it deals 15d6 damage to it, though a DC 18 Fortitude save reduces the damage to 5d6. The save is Charisma base. If it chooses to heal a creature, then that creature is healed 5d10 damage. A Dreamcoral can use this ability at will, but once it has used it, it must wait 5 rounds before it can use it again.

Manifesting
A Dreamcoral manifests psionic powers as a 4th-level Telepath. A Dreamcoral receives 25 power points each day. The save DC of a Dreamcoral’s power is equal to 14 + the power’s level.

Typical Powers Known
1st–detect psionics, empathy, mind thrust, telempathic projection, vigor; 2nd–brain lock, detect hostile intent, read thoughts, psionic suggestion.

Psychic Sting (Ps)
As a standard action, a Dreamcoral can extend quasi-real barbs of psychic energy at any creature within 10 ft. of it. That creature must make a DC 18 Will save or take 1 point of Intelligence burn and be stunned for 1 round. The save is Charisma based.

EvilElitest
2007-09-23, 02:18 PM
How do they interact with other races?

OH and really cool idea, remins me of the Elder Brains
from,
EE

Lord Iames Osari
2007-09-23, 03:38 PM
Very, very nice. I may have to adopt these for my campaign setting.

martyboy74
2007-09-23, 05:20 PM
What does Hydrokinesis do to creatures composed primarily out of water, such as Water Elementals?

The Demented One
2007-09-23, 05:44 PM
What does Hydrokinesis do to creatures composed primarily out of water, such as Water Elementals?
I'll add a function to deal with that.

Armoury99
2007-09-24, 04:29 PM
How do they interact with other races?

Nice, but why "dreamcoral?"

Before I read the post I was half-expecting it to influence the dreams and desires of those around it... An explanation of how they relate with other races, especially one that included an explanation of their name, would round the description off perfectly. Maybe the coral just spends most its time dreaming and so is something of an expert on dreams (or dream analysis, or the Plane of Dreams, or whatever). Or did you mean that its named after all the creature floating peacefully in its grasp, being slowly nibbled away....

Again, nice creature.