PDA

View Full Version : Carkesserae and Syll'guzzes [Demons]



Baron Corm
2008-08-31, 09:13 PM
Looking through some of my old homebrews made me in the mood for a new monster. I've made elite servitor devils for two of my favorite archdevils, Dispater and Asmodeus, and now it's time for two of my favorite demon lords, Dagon and Juiblex.

--------

Carkessera

Carkesserae are fierce little demons who always travel in packs. This is because while relatively weak and unremarkable on their own, carkesserae who quickly swarm over their enemies will tear them to shreds in an instant. Carkesserae have no particular love for their brethren or remorse for their own lives, so if a few of them die during the swarming, the remaining carkesserae simply eat them and move on.

A carkessera has the ability to regenerate itself from even a single finger. If a school of them finds itself running low on members, they will simply create more. This can prove especially dangerous in the middle of combat, when their numbers keep multiplying and their hapless victims don't realize why.

A carkessera looks like a conglomeration of various types of sea creatures. One might say that they look like a smaller, and much less terrible, version of their master. They have long, thin, and scaly whitish-blue bodies, with four equally long and thin arms being their most prominent feature. Their hands each have slender, yet sharp claws, designed more for ripping than for holding. They have six tentacles instead of feet, which are capable of quick bursts of movement, but not suitable for moving long distances. The tentacles are also commonly used to grasp objects instead of the hands, but the carkessera must be careful even with those, as their suckers have tiny barbs all around them. It is said that a touch from a carkessera's tentacle is a taste of the Shadowsea. The torso of a carkessera is hominid, just like their arms, but their head is a fearsome cross between a barracuda, a piranha, and a shark. Though carkesserae are small, their mouths are huge pits of teeth and darkness. On top of the carkessera's head is a single horn which is shaped like and doubles as a fin.

Unlike many elite servitor forms, the carkessera form is given out in droves. This is because the carkessera form is a punishment, given to those who displease Dagon. When a demon is given carkessera form, it loses its will completely, bending to the awesome willpower of Dagon. It becomes one of many expendable, yet powerful minions.

Though Dagon would normally find displeasure in counting a tanar'ri among his most trusted of servants, in his wisdom he has decided to evolve with the times. He sees the power these new demons have, and his twist on them has created a formidable and frightening creature which he is quite proud of.

Size/Type: Small Outsider (Evil, Extraplanar, Chaotic, Tanar'ri, Aquatic)
Hit Dice: 6d8+6 (33 hp)
Initiative: +5
Speed: 20 feet (4 squares), swim 20 feet
Armor Class: 22, touch 20, flat-footed 17 (+5 dex, +2 natural, +1 size, +4 insight)
Base Attack/Grapple: +6/+5
Attack: Claw +11 melee (1d6+3, 18-20) or tentacle +11 melee touch (1d4+3 plus 1d3 cold) or bite +11 melee (1d10+3) or hornfin +11 melee (1d8+3, x4)
Full Attack: Four claws +11 melee (1d6+3, 18-20) and six tentacles +9 melee touch (1d4+1 plus 1d3 cold) and bite +9 melee (1d10+1) and hornfin +9 melee (1d8+1, x4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Jet, powerful charge
Special Qualities: Damage reduction 5/good and cold iron, resistance to acid 10, immune to cold and poison, telepathy 100 feet, darkvision 60 feet, amphibious, schoolmind, wisdom of the deep, regeneration 3
Saves: Fort +6, Ref +10, Will +9
Abilities: Str 13, Dex 21, Con 12, Int 14, Wis 19, Cha 14
Skills: 10 skills with a max rank of 9
Feats: Weapon Finesse, Multiattack, one more
Enviroment: Abyssal seas
Organization: School (5-18)
Challange Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7-9 HD (Small), 10-15 HD (Medium), 16-23 HD (Large), 24-36 HD (Huge), 36-55 HD (Gargantuan)
Level Adjustment: -

A school of carkesserae will patrol an area together, with a mission in mind. They will coordinate their attacks with telepathy, all jetting towards the most powerful creature in tandem.

Attacking a carkesserae unprepared is dangerous, because, like a starfish, any limb which is severed from one can grow into a completely new carkessera. A lone carkessera will take advantage of this, pulling off his own arms and tentacles until he has a school to back him up.

Jet (Ex)

Once per 1d4 rounds, as a full-round action, a carkessera can jet towards his prey, moving up to five times his normal speed, and make a full attack. He receives a +2 to bonus to all attacks, but a -2 penalty to AC. This is considered a charge action for the purposes of feats and abilities.

Amphibious (Ex)

Although carkesserae are aquatic, they can survive on land for 1 hour, after which their skin dries out and they take 1d6 nonlethal damage per minute until they immerse themselves in water. This damage cannot be healed or avoided in any way except immersion in water.

Schoolmind (Su)

If one carkessera within telepathy range of others isn't flatfooted, none of them are. In addition, each carkessera within telepathy range receives a +3 bonus on Spot and Listen checks, and a +1 bonus to attack and dodge AC for every carkessera within range (requires at least two carkesserae).

Powerful Charge (Ex)

A carkessera who uses his hornfin attack in a charge action deals triple damage with it.

Wisdom of the Deep

Being a chosen of Dagon has its obvious benefits. Carkesserae automatically succeed on any Knowledge (the planes) checks, unless Dagon chooses to withhold information, such as if a carkessera is being tortured for information. In addition, due to the fact that Dagon has complete control of them, carkesserae are immune to compulsion effects.

Regeneration (Ex)

Carkesserae are dealt lethal damage by good-aligned effects, cold iron, fire, and electricity. If any part of a carkessera (except nonliving parts such as teeth, and liquids such as blood) is severed, it grows into a fully functional carkessera with the same hit dice as the original. The new carkessera may take no actions until it has fully regenerated its hit points (it starts with -10).

A carkessera's regeneration ceases functioning if the carkessera is taking nonlethal damage for being out of water for too long, but is reactivated if the carkessera (or his body part) is immersed in water.

Encounters

1. The players find a dried tentacle which radiates evil and is cold to the touch. Somehow it finds water. (CR 9)

2. A small school of carkesserae are patrolling the shoreline of an area which is of interest to Dagon. (CR 12)

3. A large school of carkesserae have set up an outpost near the beach of a human settlement. The town is well-defended, but the carkesserae never stop coming. (CR 17)

Fully Advanced Carkessera
Size/Type: Gargantuan Outsider (Evil, Extraplanar, Chaotic, Tanar'ri, Aquatic)
Hit Dice: 55d8+440 (687 hp)
Initiative: +2
Speed: 50 feet (10 squares), swim 50 feet
Armor Class: 23, touch 12, flat-footed 21 (+2 dex, +11 natural, -4 size, +4 insight)
Base Attack/Grapple: +55/+82
Attack: Claw +66 melee (3d6+15, 18-20) or tentacle +66 melee touch (2d6+15 plus 1d8 cold) or bite +66 melee (4d8+15) or hornfin +66 melee (4d6+15, x4)
Full Attack: Four claws +66 melee (3d6+15, 18-20) and six tentacles +66 melee touch (2d6+7 plus 1d8 cold) and bite +66 melee (4d8+7) and hornfin +66 melee (4d6+7, x4)
Space/Reach: 20 ft./20 ft.
Special Attacks: Jet, powerful charge
Special Qualities: Damage reduction 15/good and cold iron, resistance to acid 10, immune to cold and poison, telepathy 100 feet, darkvision 60 feet, amphibious, schoolmind, wisdom of the deep, regeneration 60
Saves: Fort +37, Ref +31, Will +33
Abilities: Str 41, Dex 15, Con 26, Int 14, Wis 19, Cha 14
Skills: 10 skills with a max rank of 58
Feats: Weapon Finesse, Multiattack, Improved Multiattack, 16 more
Enviroment: Abyssal seas
Organization: Solitary or Two
Challange Rating: 20
Treasure: Standard
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -

If Dagon finds a carkessera to be performing unusually well in its new form, unlike it did in its previous one, he will advance it to a larger size. These form the basis of Dagon's actual royal guards: gigantic monstrosities which patrol the Shadowsea, dealing swiftly with any threats so that Dagon can continue doing whatever it is an ancient obyrinth does.

Advanced carkesserae are only allowed to be made by Dagon, so if one is accidentally regnerated from a limb during the middle of battle, it kills itself once the battle is over.

--------

Syll’guzz

Syll’guzzes are the wicked personal servants of that most disgusting of entities, Juiblex. Like their master, and most of his moldy minions, they have an uncanny ability to remain ubiquitous, no matter how hard you scrub. Though their vaguely humanoid bodies seem solid, they actually have the consistency of pond scum, held in by a thick and flexible membrane. A slimy coating keeps the membrane soft and permeable. Blows from just about any source will bounce off, or worse, sink in. Even if the syll’guzz is harmed, it will simply eject more horrible fluids, healing itself rapidly. All of the fluids that the syll’guzz emits contain a potent acid straight from the bowels of Juiblex, making any sort of encounter with a syll’guzz a dangerous one.

The worst part about a syll’guzz is that their looks - and, should one be so unlucky, their feel - are not even their worst aspect. Syll’guzzes are experts at corrupting and stealing the souls of untainted beings. Such beings are possibly the most valuable type of soul, even more so because normally they must be gradually corrupted, which would steadily decrease their value. However, syll’guzzes have the supernatural ability to corrupt the pure in one moment, and then send them straight to the Abyss; one of the most vile acts possible.

Size/Type: Large Outsider (Evil, Extraplanar, Chaotic, Tanar'ri)
Hit Dice: 13d8+78 (136 hp)
Initiative: +10
Speed: 30 feet (6 squares)
Armor Class: 24, touch 18, flat-footed 15 (+6 dex, +9 natural, -1 size)
Base Attack/Grapple: +13/+23
Attack: Slam +18 melee (1d8+6 plus 1d20 acid)
Full Attack: Two slams +18 melee (1d8+6 plus 1d20 acid)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d8+6 plus 1d20 acid, improved grab, defile
Special Qualities: Sticky, damage reduction 10/good and cold iron, regeneration 23, immunity to electricity, acid, and vile, spell resistance 23, blindsight 60 feet, detect lawful good, death throes, sticky fingers, immunity to poison, immunity to disease, telepathy 100 feet
Saves: Fort +14, Ref +14, Will +3
Abilities: Str 23, Dex 23, Con 23, Int -, Wis 1, Cha 1
Skills: -
Feats: Improved Initiative (B), Combat Reflexes (B)
Enviroment: Abyss
Organization: Solitary or Gang (2-5)
Challange Rating: 15
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 14-23 HD (Large)
Level Adjustment: -

Syll’guzzes are mindless. They detect any nearby creature which isn't an ooze or demon as hostile. In combat, they will not discriminate among targets, attempting to hit the closest creature with their slam attack. If a syll’guzz senses a Lawful Good creature, it will go for that creature with its slam attack, and defile it if it can.

A syll’guzz's telepathy goes mostly unused except to take commands from Juiblex. Syll’guzzes have no known language.

Blindsight (Ex)

A syll’guzz's entire body is a sensory organ that can ascertain prey within 60 feet by scent and vibration.

Detect Lawful Good (Su)

A syll’guzz can sense when a Lawful Good creature comes within 60 feet of it, and can pinpoint its location precisely.

Constrict (Ex)

A syll’guzz deals automatic slam and acid damage with a successful grapple check.

Improved Grab (Ex)

To use this ability, a syll’guzz must hit with its slam 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 constrict.

Defile (Ex)

If the syll’guzz succeeds on a grapple check, it may spend a full-round action to open its horrid maw and spew out its most vile emissions, from deep within itself. This causes the grappled creature to take 13d20 vile damage, and make a DC 22 Will save (save is Constitution-based) or have its alignment changed immediately to Chaotic Evil. The creature takes a -2 penalty on its save for every step away from Chaotic Evil it currently is.

Sticky (Ex)

While not technically an ooze, the syll’guzz does have a somewhat phlegmatic body. If hit with a precision damage attack or a critical hit, the syll’guzz ignores half of the extra damage. In addition, if the attack was a melee attack, the syll’guzz may make an attack of opportunity against the creature.

The syll’guzz takes half damage from slashing damage and is immune to piercing damage.

Sticky Fingers (Ex)

While mostly slow, physically and mentally, syll’guzzes are notoriously good at catching their prey, due to their acute senses. A syll’guzz can make attacks of opportunity with its slam from up to 30 feet away by extending its rubbery arms. If the target is grabbed by this attack (and the syll'guzz's Improved Grab ability), it is automatically pulled into the syll'guzz's square as a free action.

Regeneration (Ex)

Syll’guzzes are dealt lethal damage by good-aligned effects, cold iron, fire, and cold. In any round in which the syll’guzz regenerates damage, it sends off a spray of liquids, dealing 2d20 damage to all creatures within 10 feet (DC 22 Reflex save half, save is Constitution-based). The damage is half acid damage, half vile damage.

Death Throes (Ex)

A syll’guzz which is reduced to -10 hit points or below by lethal damage "pops" in a shower of goo, dealing 8d20 damage to all creatures within 40 feet (DC 22 Reflex save half, save is Constitution-based). The damage is half acid damage, half vile damage.

Immunity to Acid and Vile (Ex)

Syll'guzzes take no damage from acid or vile damage. An acid attack which hits the syll'guzz instead heals 1 hp for every 2 damage it would have done. A vile attack which hits the syll'guzz instead grants 1d3 points of temporary Constitution, to a maximum bonus equal to the syll'guzz's base Constitution score. The temporary Constitution fades at a rate of 1 per minute.

Encounters

1. A town has found its buildings to be collapsing unexpectedly, and its fields to be rendered infertile. The culprit: a syll'guzz mucking around in the sewer system, or a cave nearby. (CR 15)

2. A gang of syll'guzzes have been going from town to town, murdering any inhabitants not smart enough to run. The survivors tell terrible stories of things the syll'guzzes do to people before killing them. Following their trail of slime all the way back to the beginning leads the players to an entrance to the Abyss, where lesser demons are steadily coming out. (CR 19)

LibraryOgre
2012-05-29, 02:10 PM
The Mod Wonder: Reopened at creator request.