TheCountAlucard
2008-10-09, 05:10 PM
I'm working on a campaign that's set in the Abyss during the Age Before Ages. Part of this process involves cranking out a few new obyriths. I figured I'd put them on this thread and see if I can get some advice. Spoilered for length.
Writhla
Writhla
Medium Outsider (chaotic, evil, extraplanar, obyrith)
Hit Dice: 2d8+4 (13 hit points)
Init: +1
Speed: 20 ft.; climb 20 ft.
Armor Class: 15 (+1 Dex, +4 natural), flat-footed 14, touch 11
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Form of Madness
Special Qualities: Darkvision 60 ft., Damage Reduction 5/cold iron or lawful, fast healing 1, obyrith traits, telepathy 100 ft., true seeing, worms
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 15, Dex 12, Con 14, Int 4, Wis 10, Cha 6
Skills: Climb +10, Hide +6, Listen +5, Move Silently +6, Spot +5, Swim +7
Feats: Ability Focus (form of madness)
Environment: Infinite Layers of the Abyss
Organization: Solitary or hive (2d6 writhlae plus an advanced 5 HD writhla)
Challenge Rating: 4
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 3-5 HD (Medium), 5-10 HD (Large)
Level Adjustment: --
A typical writhla is five feet long and weighs 120 pounds. It resembles a bloated, decaying worm with four gelatinous red eyes and over a dozen tails, the sores and tears in its flesh wriggling with thousands of worms and slugs. It creates a disgusting trail of such vermin everywhere it goes. Its mouth is packed with three rows of razor-sharp teeth made of iron. Writhla do not speak, but they understand Abyssal, and can communicate telepathically.
Combat
Writhlae resort to fairly simple tactics in combat, preferring to sneak up on prey and attempt to crush it into submission.
Form of Madness (Su): The form of a writhla is so jarring that those within 60 feet of a writhla who observe it must make a DC 11 Will save or be permanently haunted with visions of slime-riddled worms oozing from the flesh of those they interact with, imposing a -4 penalty on all social-based skill checks, distracted by the horrific hallucinations. A creature that makes its saving throw against this writhla's form of madness is immune to it for 24 hours. This is a mind-affecting ability. Chaotic evil outsiders are immune to a writhla's form of madness. The insanity caused by a writhla's form of madness can only be removed by a greater restoration, heal, limited wish, miracle, or wish.
Obyrith Traits (Ex): Immunity to poison and mind-affecting effects, resistance to acid 10, cold 10, electricity 10, and fire 10.
Skills: A writhla receives a +8 racial bonus on Climb checks and can always choose to take 10, even when threatened.
True Seeing (Su): A writhla is under the constant effect of true seeing, as the spell. This effect cannot be dispelled.
Worms (Su): A writhla is constantly producing worms from its disgusting flesh. Once every ten rounds, a swarm of worms appears in the same square as the writhla. (Use a swarm of centipedes without the poison ability.) The writhla cannot control the swarm, but also does not take damage from the swarm. The swarm of worms lasts for 4d4 rounds before dissolving into slime.
Xelrah
Xelrah
Large Outsider (chaotic, evil, extraplanar, obyrith)
HD: 5d8+20 (42 hit points)
Init: +3
Speed: 60 ft.
Armor Class: 17 (+3 Dex, +5 natural, -1 size), flat-footed 14, touch 12
Base Attack/Grapple: +5/+13
Attack: Bite +8 melee (1d8+4 plus poison); or claw +8 melee (1d6+4); or tail +8 melee (1d8+4)
Full Attack: Bite +8 melee (1d8+4) and 2 claws +6 melee (1d6+2) and tail +6 melee (1d8+2 plus poison)
Space/Reach: 10 ft./10 ft. (15 ft. with tail)
Special Attacks: Form of Madness, Poison, Spell-like abilities
Special Qualities: Darkvision 60 ft., Damage Reduction 5/cold iron, fast healing 3, obyrith traits, telepathy 100 ft., true seeing
Saves: Fort +8, Ref +7, Will +5
Abilities: Str 18, Dex 16, Con 18, Int 15, Wis 12, Cha 14
Skills: Balance +11, Bluff +10, Concentration +12, Jump +12, Knowledge (arcana) +10, Hide +11, Listen +17, Move Silently +11, Spot +9, Survival +9
Feats: Ability Focus (Form of Madness), Multiattack
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 6-8 HD (Large), 9-12 HD (Huge)
Level Adjustment: --
The Xelrah is a cunning predator of the Abyss. Its lithe, cat-like body is covered in a revolting mixture of black scales and thick fur. The large quadruped tears ferociously into its prey, using claws and teeth and tail to strike it down. Xelrah are usually solitary, but can occasionally be found in the company of a more powerful obyrith.
Combat
The Xelrah prefers to sneak up on a foe in combat. It buffs itself beforehand with cat's grace and magic fang before it attacks.
Form of Madness (Su): The appearance of a Xelrah is so haunting that those within 60 feet of a (name) who observe it must make a DC 16 Will save or be permanently be afflicted by hallucinations, seeing the Xelrah everywhere, causing a -4 penalty on Initiative checks. A creature that makes its saving throw against this Xelrah's form of madness is immune to it for 24 hours. This is a mind-affecting ability. Chaotic evil outsiders are immune to a Xelrah's form of madness. The insanity caused by a Xelrah's form of madness can only be removed by a greater restoration, heal, limited wish, miracle, or wish.
Poison (Ex): A Xelrah's tail blade is slick with venom. Fort. save DC 18, 1d6 Str/1d6 Str
Obyrith Traits (Ex): Immunity to poison and mind-affecting effects, resistance to acid 10, cold 10, electricity 10, and fire 10.
Spell-like abilities: 3/day: cat's grace, magic fang. Caster level 5th.
Skills: The Xelrah's sensitive ears give it a +8 racial bonus on Listen checks.
True Seeing (Su): A Xelrah is constantly under the effect of true seeing, as the spell. This effect cannot be dispelled.
Writhla
Writhla
Medium Outsider (chaotic, evil, extraplanar, obyrith)
Hit Dice: 2d8+4 (13 hit points)
Init: +1
Speed: 20 ft.; climb 20 ft.
Armor Class: 15 (+1 Dex, +4 natural), flat-footed 14, touch 11
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Form of Madness
Special Qualities: Darkvision 60 ft., Damage Reduction 5/cold iron or lawful, fast healing 1, obyrith traits, telepathy 100 ft., true seeing, worms
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 15, Dex 12, Con 14, Int 4, Wis 10, Cha 6
Skills: Climb +10, Hide +6, Listen +5, Move Silently +6, Spot +5, Swim +7
Feats: Ability Focus (form of madness)
Environment: Infinite Layers of the Abyss
Organization: Solitary or hive (2d6 writhlae plus an advanced 5 HD writhla)
Challenge Rating: 4
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 3-5 HD (Medium), 5-10 HD (Large)
Level Adjustment: --
A typical writhla is five feet long and weighs 120 pounds. It resembles a bloated, decaying worm with four gelatinous red eyes and over a dozen tails, the sores and tears in its flesh wriggling with thousands of worms and slugs. It creates a disgusting trail of such vermin everywhere it goes. Its mouth is packed with three rows of razor-sharp teeth made of iron. Writhla do not speak, but they understand Abyssal, and can communicate telepathically.
Combat
Writhlae resort to fairly simple tactics in combat, preferring to sneak up on prey and attempt to crush it into submission.
Form of Madness (Su): The form of a writhla is so jarring that those within 60 feet of a writhla who observe it must make a DC 11 Will save or be permanently haunted with visions of slime-riddled worms oozing from the flesh of those they interact with, imposing a -4 penalty on all social-based skill checks, distracted by the horrific hallucinations. A creature that makes its saving throw against this writhla's form of madness is immune to it for 24 hours. This is a mind-affecting ability. Chaotic evil outsiders are immune to a writhla's form of madness. The insanity caused by a writhla's form of madness can only be removed by a greater restoration, heal, limited wish, miracle, or wish.
Obyrith Traits (Ex): Immunity to poison and mind-affecting effects, resistance to acid 10, cold 10, electricity 10, and fire 10.
Skills: A writhla receives a +8 racial bonus on Climb checks and can always choose to take 10, even when threatened.
True Seeing (Su): A writhla is under the constant effect of true seeing, as the spell. This effect cannot be dispelled.
Worms (Su): A writhla is constantly producing worms from its disgusting flesh. Once every ten rounds, a swarm of worms appears in the same square as the writhla. (Use a swarm of centipedes without the poison ability.) The writhla cannot control the swarm, but also does not take damage from the swarm. The swarm of worms lasts for 4d4 rounds before dissolving into slime.
Xelrah
Xelrah
Large Outsider (chaotic, evil, extraplanar, obyrith)
HD: 5d8+20 (42 hit points)
Init: +3
Speed: 60 ft.
Armor Class: 17 (+3 Dex, +5 natural, -1 size), flat-footed 14, touch 12
Base Attack/Grapple: +5/+13
Attack: Bite +8 melee (1d8+4 plus poison); or claw +8 melee (1d6+4); or tail +8 melee (1d8+4)
Full Attack: Bite +8 melee (1d8+4) and 2 claws +6 melee (1d6+2) and tail +6 melee (1d8+2 plus poison)
Space/Reach: 10 ft./10 ft. (15 ft. with tail)
Special Attacks: Form of Madness, Poison, Spell-like abilities
Special Qualities: Darkvision 60 ft., Damage Reduction 5/cold iron, fast healing 3, obyrith traits, telepathy 100 ft., true seeing
Saves: Fort +8, Ref +7, Will +5
Abilities: Str 18, Dex 16, Con 18, Int 15, Wis 12, Cha 14
Skills: Balance +11, Bluff +10, Concentration +12, Jump +12, Knowledge (arcana) +10, Hide +11, Listen +17, Move Silently +11, Spot +9, Survival +9
Feats: Ability Focus (Form of Madness), Multiattack
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 6-8 HD (Large), 9-12 HD (Huge)
Level Adjustment: --
The Xelrah is a cunning predator of the Abyss. Its lithe, cat-like body is covered in a revolting mixture of black scales and thick fur. The large quadruped tears ferociously into its prey, using claws and teeth and tail to strike it down. Xelrah are usually solitary, but can occasionally be found in the company of a more powerful obyrith.
Combat
The Xelrah prefers to sneak up on a foe in combat. It buffs itself beforehand with cat's grace and magic fang before it attacks.
Form of Madness (Su): The appearance of a Xelrah is so haunting that those within 60 feet of a (name) who observe it must make a DC 16 Will save or be permanently be afflicted by hallucinations, seeing the Xelrah everywhere, causing a -4 penalty on Initiative checks. A creature that makes its saving throw against this Xelrah's form of madness is immune to it for 24 hours. This is a mind-affecting ability. Chaotic evil outsiders are immune to a Xelrah's form of madness. The insanity caused by a Xelrah's form of madness can only be removed by a greater restoration, heal, limited wish, miracle, or wish.
Poison (Ex): A Xelrah's tail blade is slick with venom. Fort. save DC 18, 1d6 Str/1d6 Str
Obyrith Traits (Ex): Immunity to poison and mind-affecting effects, resistance to acid 10, cold 10, electricity 10, and fire 10.
Spell-like abilities: 3/day: cat's grace, magic fang. Caster level 5th.
Skills: The Xelrah's sensitive ears give it a +8 racial bonus on Listen checks.
True Seeing (Su): A Xelrah is constantly under the effect of true seeing, as the spell. This effect cannot be dispelled.