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afroakuma
2008-10-16, 11:18 AM
Alright, as voted by the Homebrew Crew, I've switched to a new Pandemonium project. Please drop comments, questions and concerns here; love the input.

Pandemonium IV

Directory

Fluff
Wastes of Pandesmos (http://www.giantitp.com/forums/showpost.php?p=5115682&postcount=2)
Sorrows of Cocytus (http://www.giantitp.com/forums/showpost.php?p=5115696&postcount=3)
Voids of Phlegethon (http://www.giantitp.com/forums/showpost.php?p=5115699&postcount=4)
Secrets of Agathion (http://www.giantitp.com/forums/showpost.php?p=5115702&postcount=5)
Wind Madness (http://www.giantitp.com/forums/showpost.php?p=5273154&postcount=74)
Inhabitants of Pandemonium (http://www.giantitp.com/forums/showpost.php?p=5274763&postcount=77)
Powers of Pandemonium (http://www.giantitp.com/forums/showpost.php?p=5274896&postcount=78)
A Tourist's Guide to Pandemonium (http://www.giantitp.com/forums/showpost.php?p=5275588&postcount=79)

New Monsters
Odivia (http://www.giantitp.com/forums/showpost.php?p=5129122&postcount=9)
Screech spirit (http://www.giantitp.com/forums/showpost.php?p=5137193&postcount=16)
Sbah (http://www.giantitp.com/forums/showpost.php?p=5261883&postcount=57)
Drega (http://www.giantitp.com/forums/showpost.php?p=5263263&postcount=58)

Updated Monsters
Murska (http://www.giantitp.com/forums/showpost.php?p=5258046&postcount=52)

Lamenti
Polytrotos (Fragile Lamente) (http://www.giantitp.com/forums/showpost.php?p=5150086&postcount=21)
Adikethes (Scapegoat Lamente) (http://www.giantitp.com/forums/showpost.php?p=5151988&postcount=22)
Kataklaion (Crying Lamente) (http://www.giantitp.com/forums/showpost.php?p=5152103&postcount=23)
Tetromenos (Wounded Lamente) (http://www.giantitp.com/forums/showpost.php?p=5154344&postcount=27)
Cheimothnes (Frozen Lamente) (http://www.giantitp.com/forums/showpost.php?p=5156909&postcount=28)
Oimozon (Wailing Lamente) (http://www.giantitp.com/forums/showpost.php?p=5157916&postcount=30)
Odyromenos (Guilty Lamente) (http://www.giantitp.com/forums/showpost.php?p=5160324&postcount=32)
Athlios (Miserable Lamente) (http://www.giantitp.com/forums/showpost.php?p=5164740&postcount=33)
Haemorragon (Bleeding Lamente) (http://www.giantitp.com/forums/showpost.php?p=5167931&postcount=34)
Algedon (Agonized Lamente) (http://www.giantitp.com/forums/showpost.php?p=5177122&postcount=35)
Thneiskon (Dying Lamente) (http://www.giantitp.com/forums/showpost.php?p=5217281&postcount=38)
Ekpneon (Expiring Lamente) (http://www.giantitp.com/forums/showpost.php?p=5257808&postcount=51)

Rulers of Pandemonium
Yd, Potentate of Pandemonium, Sage of Suffering, Lord of Laments (http://www.giantitp.com/forums/showpost.php?p=5271529&postcount=70)

Thanks to KevLar for the proper names of the Lamenti.

afroakuma
2008-10-16, 11:19 AM
Wastes of Pandesmos

The first layer of Pandemonium is a cavernous wasteland, featuring vast, gaping tunnels and open expanses large enough to encompass whole nations. The severe winds that thrash this miserable vastness scour it dry of most forms of life, save for the hardiest petitioners, the most stubborn exiles, and the most canny predators.

The wind on Pandesmos is stale and numbing. Severe windstorms occasionally whip up, blasting objects to pieces and tearing heavier things (including living creatures) free of the ground.

Pandesmos is unique among the layers in that it has normal gravity. Also unique is that a rare encampment or village can be found in some of the smaller cavers, although these usually play host to exiles, criminals and the dregs of other societies. The larger caverns, when populated at all, may have nests of vrocks hiding in their upper crevices, or be the stomping grounds for a howling dragon.

The lamenti, the original inhabitants of Pandemonium, are as rare as any other living thing in these dark caves, but compared to the other populations they are relatively numerous. Polytrotoi, adikethentes and athlioi are especially prone to be encountered on this layer. Screech spirits cavort in the winds, and odivias are a well-known and universally feared threat. Sbah and murskas, though feared by travelers, are killed and cooked by the locals. Dregas are fairly common, and form a staple of Pandemonium diet. Stonegrass (thick, rough, clay-flavored plant life that grows in some caverns) and shattergrass (glasslike weeds that need hours of boiling to be edible) supplement these beasts for the traveler's needs.

Adventurers have little reason to spend much time in this misery. Among the few attributes that compel visitors to Pandesmos are wraith almonds and misery dust. Wraith almonds grow on thick, cordlike vines that are as strong as steel, which flay creatures that come too close due to the powerful wind. These dessicated fruit have a dusky, smokelike almond flavor which is sometimes added to fine wines. Misery dust is misnamed, as it is in fact a tarry liquid that bubbles up in certain caverns. When any minor amount is separated from the pool, it turns to a choking black dust that is a vicious poison. Misery dust pools are often tracked by following the cloud of poison dust plumes that arise from the windswept liquid disintegrating.

Pandesmos features many dark streams that are tributaries of the River Styx. Certain fiends may be found swimming in these waters, although it is rare to find a marraenoloth willing to sail this far. Apart from these features, Pandesmos is lonely, desolate and perilous.

The Wind
There is a 1 in 10 chance that a windstorm will pass through a given area each day. Roll 1d20 on the following table if your players are caught in a Pandesmos windstorm.

{table=head]Roll|Wind Effect|Save
1|Flying pebbles deal 1d4 damage for 1 round.|Reflex DC 15 half
2|Flying pebbles deal 1d4 damage for 5 rounds.|Reflex DC 16 half
3|Pelting stones deal 2d6 damage for 1 round.|Reflex DC 17 half
4|Pelting stones deal 2d6 damage for 5 rounds.|Reflex DC 18 half
5|Flying boulders deal 2d10 damage for 1 round.|Reflex DC 19 half
6|Flying boulders deal 2d8 damage for 5 rounds.|Reflex DC 20 half.
7|Gust of wind for five rounds.|Fortitude DC 16 negates.
8|Gust of wind with each size category treated as one smaller for five rounds.|Fortitude DC 20 negates
9|Gust of wind with each size category treated as two smaller for five rounds.|Fortitude DC 24 negates
10|Wind dashes travelers against a cavern wall for 2d12 damage.|Reflex DC 20 half.
11|Wind dashes travelers against a cavern wall for 4d12 damage.|Reflex DC 22 half.
12|Wind dashes travelers against a cavern wall for 6d12 damage.|Reflex DC 24 half.
13|Wind throws 1d4 odivias into the immediate area.|-
14|Wind throws 1d6 polytrotoi into the immediate area.|-
15|Wind throws a vrock into the immediate area.|-
16|Howling wind causes confusion for 1d4+1 rounds.|Will DC 15 negates.
17|Shrieking wind causes confusion for 2d4+1 rounds.|Will DC 18 negates.
18|Shrieking wind causes insanity.|Will DC 21 negates.
19|Wind knocks travelers prone, scattering loose equipment in a one mile radius.|Reflex DC 20 negates.
20|Wind brings forth a creeping doom.|-
[/table]

afroakuma
2008-10-16, 11:23 AM
Sorrows of Cocytus

The second layer of Pandemonium is a narrow labyrinth of chiseled tunnels that channel the endless winds to a wailing fury. Home to a majority of Pandemonium's waters, it also plays host to some of the most loathsome creatures in the multiverse.

Cocytus' wind is shrieking, jarring and deafening in the extreme. It is so potent as to carry whole rivers of water in midair, and can reach hurricane strength in an instant. The chiseled, even walls deposit razorlike shards that tear through the air at deadly speeds.

Cocytus is the second least inhabited of Pandemonium's layers. What it does have are numerous streams and tributaries, which can be found on walls, the ground or the ceiling, given the layer's objective gravity. A warning to the thirsty traveler: many of these are runnings of the Styx, and will rob the unwary drinker of his memory. Cocytus is the least pleasant and hospitable of all the layers, and so many travelers take pains to avoid it. However, the draw of hidden lore and the legendary treasure of the ancient carvers spurs on adventurers.

Even dregas are few in number here, and no sbah or murskas inhabit Cocytus. Among the lamenti, algedones are most common, although some of the larger odyromenoi lair here. In the most bitterly cold recesses, a cheimothnes or two may skulk, toiling on magic rings for the bravest followers of Loki and Thrym. So what creatures would dare call Cocytus home? The desperate.

As a realm of endless punishment, Cocytus is a perfect hiding place for exiles, escapees and those marked for death. Those who have made a home here take great pains to isolate themselves.

Cocytus does have one resource to seek and exploit: anhedonia, a midnight blue fungus round among the sharpest patches of shatterglass. Anhedonia is a potent drug that blocks all pleasure, excitement and satisfaction. Sensates use it for a new experience. More importantly, it can be used to instill a perfectionist focus, without the ability to be diverted by pleasant things. A "sad run" is a delve into Cocytus to acquire anhedonia, and is usually done in month-long trips, with a well-established network of base camps between Pandesmos, Phlegethon and other planes. Anhedonia is illegal in many places, espeically Elysium, where its extracts are a surprisingly popular illicit pastime.

The Wind
There is a 1 in 6 chance that a windstorm will pass through a given area each day. Roll 1d20 on the following table if your players are caught in a Cocytus windstorm.

{table=head]Roll|Wind Effect|Save
1|Flying pebbles deal 2d4 damage for 1 round.|Reflex DC 16 half
2|Flying pebbles deal 2d4 damage for 5 rounds.|Reflex DC 17 half
3|Pelting stones deal 3d6 damage for 1 round.|Reflex DC 18 half
4|Pelting stones deal 3d6 damage for 5 rounds.|Reflex DC 19 half
5|Razor-sharp shards deal 4d8 slashing damage for 1 round.|Reflex DC 20 half
6|Razor-sharp shards deal 4d8 slashing damage for 5 rounds.|Reflex DC 21 half.
7|Gust of wind for five rounds.|Fortitude DC 20 negates.
8|Gust of wind with each size category treated as one smaller for five rounds.|Fortitude DC 24 negates
9|Gust of wind with each size category treated as two smaller for five rounds.|Fortitude DC 28 negates
10|Wind dashes travelers against a cavern wall for 2d12 damage.|Reflex DC 22 half.
11|Wind dashes travelers against a cavern wall for 4d12 damage.|Reflex DC 24 half.
12|Wind dashes travelers against a cavern wall for 6d12 damage.|Reflex DC 26 half.
13|Wind causes crushing despair for one hour|Will DC 18
14|Wind causes one temporary negative level.|Fort DC 20
15|Wind instills exhaustion.|Fort DC 20
16|Howling wind causes confusion for 1d4+4 rounds.|Will DC 16 negates.
17|Shrieking wind causes confusion for 2d6+4 rounds.|Will DC 20 negates.
18|Shrieking wind causes insanity.|Will DC 22 negates.
19|Wind knocks travelers prone, scattering loose equipment in a one mile radius.|Reflex DC 22 negates.
20|Wind brings forth deeper darkness in a one-mile radius for the next 24 hours.|-
[/table]

afroakuma
2008-10-16, 11:24 AM
Voids of Phlegethon

The third layer of Pandemonium is noticeably darker, colder and damper than the previous layers. This is because Phlegethon actively absorbs light and heat energy. It does not, however, leach body warmth (usually), just radiant heat. Phlegethon, like Pandesmos, has normal gravity in most places (but objective gravity elsewhere) and the channeled streams of water craft gigantic stalactites and stalagmites.

Phlegethon's wind is not nearly as jarring as that of Cocytus. Comparable in strength to Pandesmos' winds, what makes it unique is the cold. The bitter sting of polar air is sometimes accompanied by a swoop of magical darkness or magical silence, enough to unnerve most travelers.

Phlegethon is the second most inhabited layer of Pandemonium, and surprisingly, a prime destination for planar sightseeing. The magnificent striated caverns and glasslike shale walls (when they can be seen) are breathtaking vistas. Phlegethon also features deadly drops, zones of ideal darkness and some of the most dangerous spelunking areas in the multiverse.

This layer plays host to the greatest concentration of lamenti, and some kataklaiontes, tetromenoi and athlioi enter towns to do business with the exiles. The dregas on Phlegethon have an unpleasant oily quality to them, but this oil can be used to make enduring candles and lanterns. Sbah, murskas and screech spirits are similarly present, and odivias skitter through the rubble of isolated camps. Apart from the population of exiles, which is reasonably numerous, and adventurer caravans bringing tourists, the local wildlife forms a majority. Anarchic white wolves, malign oozes and puddings and giant chuul are said to roam the darkness of Phlegethon.

Most importantly, Phlegethon is home to many dragons' lairs, as its relative isolation and decent stock of wildlife with less competition draws draconic interest. Phlegethon is also the stomping ground for evil fey, and is host to their home, the Unseelie Court. Fairy wars take place on this layer between the eladrins and Seelie and the demons and Unseelie.

The Wind
There is a 1 in 8 chance that a windstorm will pass through a given area each day. Roll 1d20 on the following table if your players are caught in a Phlegethon windstorm. The wind also deals 2d6 cold damage, no matter what result was rolled.

{table=head]Roll|Wind Effect|Save
1|Flying pebbles deal 1d4 damage for 1 round.|Reflex DC 15 half
2|Flying pebbles deal 1d4 damage for 5 rounds.|Reflex DC 16 half
3|Pelting stones deal 2d6 damage for 1 round.|Reflex DC 17 half
4|Pelting stones deal 2d6 damage for 5 rounds.|Reflex DC 18 half
5|Flying boulders deal 2d10 damage for 1 round.|Reflex DC 19 half
6|Flying boulders deal 2d8 damage for 5 rounds.|Reflex DC 20 half.
7|Gust of wind for five rounds.|Fortitude DC 16 negates.
8|Gust of wind with each size category treated as one smaller for five rounds.|Fortitude DC 20 negates
9|Gust of wind with each size category treated as two smaller for five rounds.|Fortitude DC 24 negates
10|Wind dashes travelers against a cavern wall for 2d12 damage.|Reflex DC 20 half.
11|Wind dashes travelers against a cavern wall for 4d12 damage.|Reflex DC 22 half.
12|Wind brings forth deeper darkness in a one-mile radius for the next 24 hours.|-
13|Wind throws 2d4 odivias into the immediate area.|-
14|Wind causes crushing despair for one hour|Will DC 18
15|Wind causes one temporary negative level.|Fort DC 20
16|Howling wind causes confusion for 1d4+1 rounds.|Will DC 15 negates.
17|Shrieking wind causes confusion for 2d4+1 rounds.|Will DC 18 negates.
18|Wind brings forth silence in a one-mile radius for the next 24 hours.|-
19|Wind knocks travelers prone, scattering loose equipment in a one mile radius.|Reflex DC 20 negates.
20|Wind unleashes a freezing cold that deals 8d8 cold damage.|Fort DC 24 half.
[/table]

afroakuma
2008-10-16, 11:25 AM
Secrets of Agathion

The fourth layer of Pandemonium is a sea of stone with islands of space. It is riddled with hidden pockets containing the caches, cast-offs and cosmic secrets of the multiverse. Agathion has a few cave networks, but most are just fragments of tunnel. The hardest layer to navigate, it is also the least inhabited, though the most sought.

Agathion is perfused with a muffled howl, as the wind does not pass through the closed caverns. These bubbles of space often contain sealed fiends, or beasts too terrible to let loose on other worlds. Hidden treasures, secreted away by the gods themselves, line the deepest pockets of this layer. Many closed bubbles contain dead, stale air. Others are filled with vacuum. Most dangerous are those with a barrier between Agathion and another layer, as thewind that whips through may excoriate the bubble, sweeping its contents into another layer with enough speed to cause near-instant death.

No native creatures inhabit Agathion. There is no ecology. Agathion is a layer of prisons, penance and purgatory, of shadows and secrets. These are the caches of gods, of angels, of demon princes, and the wise know better than to seek out these lost secrets.

Agathion is also the layer where the dreaded Yd makes his domain. A procession to seek his benevolence winds along a steep, narrow track where the winds can cast the unworthy into the void. No adventuring outfits operate in this area, leaving only individual parties fool enough to make the trek.

The Wind
In an open bubble, there is a 1 in 6 chance that a windstorm will pass through a given area each day. Roll 1d6 on the following table if your players are caught in an Agathion windstorm.

{table=head]Roll|Wind Effect|Save
1|Flying boulders deal 2d10 damage for 1 round.|Reflex DC 22 half
2|Flying boulders deal 2d10 damage for 5 rounds.|Reflex DC 25 half.
3|Gust of wind with each size category treated as two smaller for five rounds.|Fortitude DC 28 negates
4|Wind dashes travelers against a cavern wall for 4d12 damage.|Reflex DC 24 half.
5|Wind dashes travelers against a cavern wall for 8d12 damage.|Reflex DC 28 half.
6|Wind pulls travelers through the barrier, killing them instantly upon impact. Save pulls them through but deals 4d12 damage instead.|Fort DC 24 partial.
[/table]

Zeta Kai
2008-10-16, 11:48 AM
Why is Pandemonium numbered IV? And why is Limbo numbered 4.0, for that matter?

afroakuma
2008-10-16, 11:57 AM
The Planes existed in all three (.5) of the first D&D editions. 4E kind of... ate them all. Since major campaign setting shifts were done by Wizards around the death/birth of editions, my redux of the Planes assumes that they are current to a 4E that didn't puree them. So they are the fourth edition of the planes.

Sereg
2008-10-16, 10:47 PM
Yay! The next chapter of Afroakuma's Guide to the Planes is up.

afroakuma
2008-10-18, 03:54 PM
Odivia
Diminutive Undead (Chaotic, Extraplanar)
HD 3d12 (19 hp)
Speed 30 ft. (6 squares); climb 30 ft.
Init: +5
AC 21; touch 19; flat-footed 16 (+5 Dex, +4 size, +2 natural)
BAB +1; Grp +4
Attack Stab +20 melee (16 damage, 19-20/x2)
Full Attack Stab +20 melee (16 damage, 19-20/x2) or bite +9 melee (1 damage + wasting hatred)
Space 1 ft.; Reach 0 ft.
Special Attacks Wasting hatred
Special Qualities Regeneration 5, electric immunity, darkvision 120 ft., undead traits
Saves Fort +1 Ref +6 Will +6
Abilities Str 40, Dex 21, Con -, Int 3, Wis 16, Cha 19
Skills Move Silently +11
Feats Alertness, Dodge
Environment Windswept Depths of Pandemonium
Organization Solitary or culling (3-6)
Challenge Rating 6
Treasure None
Alignment Always chaotic evil
Advancement 4-6 HD (Diminutive), 7-12 HD (Tiny)
Level Adjustment -

Odivias are malevolent undead bent on spawning further evils. Their ability to create and stoke a soul-consuming hatred in others allows them to create all manner of undead.

An odivia resembles an elongated white spider, with pale steel spikes at the ends of its four legs. Its body resembles an eyeless maggot with two black fangs, and is tiny and wrinkled. The spread of the legs usually extends about 9-10 inches. Odivias move in arachnoid fashion, except when they take to moving on two legs as though on stilts. These undead beasts reside on Cocytus and Phlegethon, though some have been spotted on Pandesmos.

An odivia is freakishly, terrifyingly strong, using its spikes to tear openings in barriers so that it may hunt the living. It possesses a deep, abiding hatred for all living things. The odivia's freakish strength is all that allows such a light being to move in the winds of Pandemonium.

Combat
The odivia is out to bite a living creature, after which it will sit back and let unnature take its course. Those attempting to harm it will be punctured by its vicious spikes.

Wasting Hatred (Su) An odivia's bite transfers some of its ultimate hatred and apathy to a living victim. The bite is numb, so the recipient does not know he or she has been bitten. Each round after the bite is administered, the victim must make a Fortitude check (DC 15) or take 1d4 points of permanent Str, Con and Wis damage. These checks do not stop as long as the odivia survives, and the DC increases by 1 each round. A creature that has taken ability damage this way may make an Intelligence check each round (DC 15) to realize what is happening. When ability damage is dealt, the creature must also make a Will save (DC 15) or have their alignment shift according to the following chart:

{table=head]Current Alignment|New Alignment
Lawful Good|Lawful Neutral
Lawful Neutral|Neutral
Lawful Evil|Neutral Evil
Neutral Good|Neutral
Neutral|Chaotic Neutral
Neutral Evil|Chaotic Evil
Chaotic Good|Chaotic Neutral
Chaotic Neutral|Chaotic Evil
Chaotic Evil|-
[/table]

Only a heal, greater restoration or remove curse can stop the wasting hatred from progressing, and an atonement spell will be required to reverse alignment changes. If the odivia is dead, the ability damage dealt becomes temporary damage aqnd may be removed accordingly.

Should a character be drained entirely of one ability, he or she dies and becomes an undead, per the following table:

{table=head]Last traumatic event|Undeath
Madness (confusion, insanity)|Allip
Encountered a fiend of 10 HD or more|Bodak
Employed enervation, vampiric touch or energy drain|Devourer
Profited from the suffering of another humanoid|Ghoul
Killed several creatures at once|Mohrg
Died aware of wasting hatred|Odivia
Weakened, lost strength or employed the Plane of Shadow|Shadow
Affected by an arcane necromantic spell of 1st level|Skeleton
Died violently and raised|Spectre
Dominated or energy drained by a vampire|Vampire
Blood drained by a vampire|Vampire spawn
Survived energy drain|Wight
Suffered the effects of a spell with the Evil descriptor|Wraith
Affected by an arcane necromantic spell of 1st level|Zombie
[/table]

A chaotic evil character who dies knowing what has happened to him acquires a stillborn egg within his brain. It hatches 4d6 hours later, spawning a 1 HD Fine odivia larva, which punches its way out of the skull and scurries off.

Regeneration (Ex) An odivia takes normal damage from bludgeoning weapons and energy. Despite being undead, the odivia's unique nature allows it to regenerate 5 hp per round.

Zeta Kai
2008-10-18, 05:37 PM
Damn, that thing is just wrong. It would have made a fine addition to the BoVD. I especially like the egg-laid-in-the-dude's-brain thing.

afroakuma
2008-10-18, 07:50 PM
Damn, that thing is just wrong.

Welcome to Pandemonium. :smallamused:


I especially like the egg-laid-in-the-dude's-brain thing.

I love it most because it's not even laid. It germinates stillborn from a mere mote of awareness. It's essentially abiotic. Which possibly makes it creepier.

Question is, what happens when you find a live one?

zeruslord
2008-10-18, 08:04 PM
Via ut LacrimaThis does not mean what you think it means. This does not, in point of fact, mean anything at all. Even in Latin. The best I can get is "the way so that tear."
You probably want something more like "via ad furor" (the path to madness) or "viae furoris" (the paths of madness.) If lacrima is the right word, you want via lacrimarum (the path of tears)
You have just seen Latin nerdrage:smallfurious:

afroakuma
2008-10-18, 08:39 PM
I greatly appreciate the Latin nerdrage, as I am a language wonk myself. Sadly, Latin is a weakness of mine, and I relied upon a resource that handed be "Via ut Lacrima" as "Path to Tears."

The nerdrage was certainly productive, though. Paths of Madness is much better, and I shall steal it forthwith.

zeruslord
2008-10-18, 08:52 PM
"Ut" does translate as "to", but it is "to" as in "I went to buy bread", not as in "I went to the store." Latin and English prepositions and conjunctions don't have a one-to-one correspondence, and Latin nouns absorb quite a few English words anyway. Current auto-translate can't handle English well at all, and Latin tends not to be as thoroughly checked.
"Path to Tears" would be "Via ad Lacrimas," but I don't think that's the standard description of Pandemonium in older material.

afroakuma
2008-10-18, 09:24 PM
Nonstandard description, certainly; but I was referring to Pandemonium as an adventure location. The trip will end in sorrow. Not to mention Cocytus, the layer of lamentation.

As for "ut," I was informed it fit in the sense of taking a step towards. I should have remembered "ad." Dumb of me.
At any rate, fixed. And yes, I do prefer "Paths of Madness."

afroakuma
2008-10-19, 07:05 PM
Screech Spirit
Tiny Aberration (Chaotic, Extraplanar, Incorporeal)
HD 7d8-7 (24 hp)
Speed Fly 30 ft. (6 squares) (perfect)
Init: +2
AC 14; touch 14; flat-footed 12 (+2 Dex, +2 size)
BAB +5; Grp -
Attack Cringing touch +9 melee touch (1d4+2 and cowering)
Full Attack 2 cringing touches +9 melee touch (1d4+2 and cowering)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Cringing touch, malevolence, screeching
Special Qualities Incorporeal subtype, painful mind
Saves Fort +1 Ref +4 Will +2
Abilities Str -, Dex 15, Con 8, Int 6, Wis 5, Cha 15
Skills Intimidate +12
Feats Ability Focus (malevolence), Ability Focus (screeching), Weapon Finesse
Environment Windswept Depths of Pandemonium
Organization Solitary or cacophony (3-6)
Challenge Rating 5
Treasure None
Alignment Always chaotic neutral
Advancement 8-12 HD (Tiny), 13-24 HD (Small)
Level Adjustment -

Screech spirits infest the quieter places on the borders of Pandesmos and Cocytus, they layer they call home. These terrible creatures seek to spread fear and sceaming to join the chorus of Pandemonium's winds.

The vicious screech spirit is misnamed, as it is a living creature: a bagworm-like greasy brown sac with a single orange eye, slit vertically to reveal dozens of individual black retinal orbs. Two long talons, coated in long silken fibers, extrude at odd locations from the body sac, twitching slowly as they caress the nearby environment. This, of course, assumes the ability to see the invisible, for a screech spirit's body is incorporeal.

Combat
Screech spirits utilize their malevolence ability to enter the body of other beings, where they will simply screech until their current host is used or another host presents itself, after which time they will leave the first body screaming and jump to the next. If attacked, the spirit can retaliate with its cringing touch.

Cringing Touch (Su) When piercing a foe with a claw, a screech spirit can send a bolt of mind-clawing pain through the tip. In addition to an extra 2 damage (Cha-based), the victim must make a Will save (DC 15) or be forced to cower for 2d4 rounds. Each previous save against a screech spirit's cringing touch during the encounter increases the DC by 1, even if previously cowered by a cringing touch during the encounter.

Malevolence (Su) Once per round, a screech spirit can merge its body with a corporeal creature. This ability is similar to a magic jar spell (caster level 9th), except that it does not require a receptacle. To use this ability, the screech spirit must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 18). A creature that successfully saves is immune to that same screech spirit's malevolence for 24 hours. If the save fails, the screech spirit vanishes into the target’s body and begins screeching.

Screeching (Su) If inhabiting a creature using it malevolence ability, the screech spirit will take only one action: screeching. All creatures within a 30' radius of the host body must make Will saves (DC 13 + half host's HD + host's Charisma bonus) or be affected by a fear effect (Caster level 10th). When the screech spirit departs the host body, it leaves behind a spiritual poison, the pain of which forces that creature to continue screeching (DC 10 + half victim's HD + victim's Charisma bonus) until the victim has died, been brought into a consecrated area or received remove curse or some equivalent. Each round that a victim screeches, he or she takes 1d6 temporary Con damage. The victim's muscles will continue attempting to scream even without air, meaning the victim will instantly drown or suffocate if deprived of air.

Painful Mind (Ex) Screech spirits have lived their whole lives in Pandemonium. Their thoughts are entirely consumed in a shrill screeching wind. Any spell with the Mind-Affecting descriptor automatically fails against a screech spirit. Any ability that would brush the mind of a screech spirit fails, dealing 2d4 damage to its originator.

DracoDei
2008-10-19, 07:32 PM
Sure you don't mean half HD in the calculation for after the spirit leaves the body of a host? Otherwise the DC will normally go UP when the spirit leaves...

afroakuma
2008-10-19, 07:48 PM
Yep, thanks for the catch DracoDei. I was editing out "host" and caught the half by mistake.

Still bloody evil, though.

afroakuma
2008-10-19, 09:49 PM
Having been nerdraged at once already this thread, I'd like to ask those proficient in Greek to PM me if they'd like to run a couple of quick and accurate translations for me.

Gets you a sneak peek at the lamenti!

afroakuma
2008-10-20, 11:09 AM
The Lamenti

The lamenti are an ancient planar race, having existed as incorporeal monstrosities since the first displeased life was extinguished. With the coming of mortals and mortal death, they have assumed corporeal form as promoted petitioners to Pandemonium.

All true lamenti have the Lamenti subtype:

Lamenti Traits:

- See in Darkness (Su): Lamenti can see perfectly in darkness of any kind, even that produced by a deeper darkness spell.
- Sonic resistance 20
- Acid resistance 10
- Immunity to diseases
- Immunity to charms, figments, phantasms and patterns.
- Summon (Sp): Lamenti share the ability to summon others of their - kind (the success chance and type of lamente summoned are noted in each monster description).

Note: "Lamenti" is the plural form. The singular is "lamente."

afroakuma
2008-10-21, 08:45 PM
Polytrotos (Fragile Lamente)
Small Outsider (Chaotic, Extraplanar, Lamenti)
HD 1d8-3 (1 hp)
Speed 20 ft. (4 squares); climb 10 ft.; burrow 20 ft.
Init: +0
AC 11; touch 11; flat-footed 11 (+1 size)
BAB +1; Grp -2
Attack Claw +3 melee (1d4+1 + 1d6 acid)
Full-Attack Claw +3 melee (1d4+1 + 1d6 acid)
Space 5 ft.; Reach 5 ft.
Special Attacks Summon lamenti
Special Qualities Regeneration 50, lamenti traits, magic sponge
Saves Fort -1 Ref +2 Will +0
Abilities Str 13, Dex 11, Con 5, Int 5, Wis 6, Cha 8
Skills Bluff +3, Climb +5, Hide +10, Listen +2, Move Silently +4, Spot +2
Feats Diehard, Endurance
Environment Windswept Depths of Pandemonium
Organization Solitary or huddle (4-10)
Challenge Rating 2
Treasure None
Alignment Always chaotic neutral
Advancement 5-8 HD (Small)
Level Adjustment N/A

Polytrotoi are the least caste of the lamenti. Also known as "fragile lamenti," these bleeding souls mean no harm to anything that means no harm to them. However, their repulsiveness and pitiful character often attract suffering to them. Polytrotoi infest every layer of Pandemonium, though as with other lamenti, they are relatively few in number.

A polytrotos stands 3 to 4 ft. tall; resembling an emaciated human child with sickly green skin and a misshapen skeletal structure. Greyish stains demarcate their numerous scars, and two milky, bleary eyes peer out from the hollow face. A polytrotos has no teeth, and vitreous drool pools behind its gums before seeping out the sides of its mouth.

Polytrotoi cannot speak, but emit plaintive sobs once every so often.

Combat
The polytrotos will not go out of its way to join combat. However, if it sees something that might lighten its miserable life, it will often become interested enough to attempt to take it. Polytrotoi will also lash out at anything that is attacking themselves or another smaller creature.

Regeneration (Ex) Polytrotoi do not take lethal damage from any weapon.

Summon Lamenti (Sp) Once per day a polytrotos may attempt to summon another polytrotos with a 30% chance of success. This ability is the equivalent of a 1st level spell.

Magic Sponge (Su) Whenever targeted by or within the area of a spell or spell-like ability (but not a psionic ability), the polytrotos absorbs some of the originator's magical strength. The originator of the effect suffers a -1 penalty to his or her caster level for 24 hours.

afroakuma
2008-10-22, 08:07 AM
Adikethes (Scapegoat Lamente)
Medium Outsider (Chaotic, Extraplanar, Lamenti)
HD 4d8+18 (36 hp)
Speed 20 ft. (4 squares)
Init: +1
AC 14; touch 11; flat-footed 13 (+3 natural, +1 Dex)
BAB +4; Grp +6
Attack Slam +6 melee (1d6+2)
Full-Attack 2 slams +6 melee (1d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Panicked spin, summon lamenti
Special Qualities Aura of hatred, lamenti traits, spell-like abilities
Saves Fort +9 Ref +5 Will +4
Abilities Str 14, Dex 12, Con 17, Int 9, Wis 11, Cha 8
Skills Climb +9, Escape Artist +8, Hide +8, Jump +9, Listen +7, Spot +7, Tumble +8
Feats Great Fortitude, Power Attack
Environment Windswept Depths of Pandemonium
Organization Solitary
Challenge Rating 4
Treasure None
Alignment Always chaotic neutral
Advancement 5-10 HD (Medium)
Level Adjustment -

The adikethentes are the lowest of the lesser lamenti. Each adikethes lives a life of pure misery, unfairly suffering at the hands of its betters. Even those who are immune to the supernatural hate that draws predators to an adikethes enjoy tormenting the poor creature.

An adikethes (pl. adikethentes) reseblmes a cross between human, badger and mole, covered in eroded plates of black shell. It has no mouth to speak of and its eyes are recessed into its head. The adikethes' bulk forces it to move slowly, balancing like a gorilla on heavy forelimbs. Trickles of salty tears stream constantly from the adikethes's eyes.

Combat
Adikethentes, by their very nature, are forced into combat. They will fight until the threat is gone or until they are slain. If it feels a combat may provide food, it will employ its summon abilty.

Aura of Hatred (Ex) The nature of an adikethes is to be despised. An adikethes exudes a powerful aura of hatred that cannot be blocked or dispelled, functioning as a greater command spell cast at 20th level on all creatures that approach within 60 ft. of an adikethes. Creatures entering the area must make a Will save (DC 17) or be compelled to attack the adikethes. A creature who saves against the aura at any point is immune to that particular adikethes' aura for 24 hours. In case of multiple auras overlapping, those affected by more than one may choose which adikethes to attack each round. Adikethentes are immune to one anothers' auras.

Panicked Spin (Ex) Three per day, an adikethes may spin its forelimbs, smashing heavily into all adjacent creatures. The adikethes makes a slam attack against each adjacent creature using full Power Attack value. Creatures struck are automatically knocked prone if standing.

Summon Lamenti (Sp) Once per day an adikethes may attempt to summon a polytrotos with a 40% chance of success, or another adikethes with a 25% chance of success. They are more likely to call for another adikethes.

Spell-Like Abilities (Sp) 3/day - cure moderate wounds, heat metal, produce flame. 1/day - shield. Caster level 5th, save DCs Wis-based.

afroakuma
2008-10-22, 08:54 AM
Kataklaion (Crying Lamente)
Medium Outsider (Chaotic, Extraplanar, Lamenti)
HD 6d8+12 (39 hp)
Speed 40 ft. (8 squares)
Init: +3
AC 17; touch 15; flat-footed 14 (+3 Dex, +2 natural, +2 deflection)
BAB +6; Grp +7
Attack Snake bite +9 melee (1d4+1 and poison)
Full Attack 2 snake bites +9 melee (1d4+1 and poison) and bite +5 melee (1d6+1, 19-20/x2)
Space 5 ft.; Reach 10 ft.
Special Attacks Constrict 2d6+1, improved grab, bitter tears, spell-like abilities
Special Qualities Slick tears, DR 5/magic, lamenti traits, reach
Saves Fort +7 Ref +8 Will +6
Abilities Str 12, Dex 17, Con 14, Int 10, Wis 13, Cha 13
Skills Balance +12, Climb +10, Disguise +10, Escape Artist +16*, Jump +10, Listen +10, Spot +10, Tumble +12
Feats Combat Reflexes, Multiattack, Weapon Finesse (snake bite)
Environment Windswept Depths of Pandemonium
Organization Solitary or band (1-3 plus 2-8 polytrotoi)
Challenge Rating 6
Treasure Half standard
Alignment Always chaotic neutral
Advancement 7-14 HD (Medium)
Level Adjustment -

Kataklaiontes are creatures of misery, dupped "crying lamenti" by travelers to Pandemonium. These lesser lamenti have learned to stave off the unpleasantness of their existence by inflicting misery on others.

A kataklaion stands about 5 ft. tall. It resembles a werewolf in hybrid form, with a brown-furred, lupine head featuring two softly-glowing, watery eyes. Its hind legs, which it stands upright on, have birdlike talons instead of claws. Where the arms would be, two long snakes emerge, their heads snapping at nothing. The kataklaion's fur is heavily matted with the dark, cloudy tears that stream constantly from its eyes. Kataklaions hoard treasure when they can find it.

Combat
Kataklaions attack with a deadly focus, seeking harm for harm's sake without any malice. They will constrict a foe only when no other threat is apparent.

Improved Grab (Ex) If a kataklaion hits a foe with both snake bites, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. A kataklaoin that successfully grapples a foe may constrict that foe each round.

Bitter Tears (Su) The kataklaion's tears are semisentient and malevolent. When a creature is pulled into the kataklaion's square, the tears stream through the air into that creature's eyes, ears and throat. On the first round, the creature is silenced for 1d6 rounds. If the creature remains in the square after that, the following effects take place:

{table=head]Rounds Stayed|Effect
2 rounds|Deafened
3 rounds|Blinded
4 rounds|Suffocation begins (DC 14)
5 rounds|Nauseated, suffocation continues (DC 14+1)
6 rounds|Paralyzed, suffocation continues (DC 15+1)
7+ rounds|Suffocation continues (DC is previous DC+1)
[/table]

Slick Tears (Ex) The oily, supernatural tears that coat the kataklaion's fur impart a +2 deflection bonus to its AC. They also give a +4 racial bonus to its Escape Artist checks.

Reach (Ex) The kataklaion's snake arms have a 10 ft. reach and can attack creatures within 5 ft. without penalty.

Spell-Like Abilities (Sp) At will - darkness, ghost sound, grease, sleep. 1/day - fear, hold person. Caster level 6th, save DCs Cha-based.

DracoDei
2008-10-22, 09:36 AM
Regeneration is wierdly worded... only mentions weapons, not spells... assume as the eternal suffereing these things are indestructiable via hitpoint damage?

afroakuma
2008-10-22, 09:43 AM
They can be killed via spells, breath weapons, psionics etc.

But every sword slash, spearpoint and mace smash just gives them another break, another scar.

And there's a penalty for magicking them to death.

Level20Commoner
2008-10-22, 04:18 PM
Spellwarped Polytrotos FTW!

afroakuma
2008-10-22, 04:41 PM
Tetromenos (Wounded Lamente)
Medium Outsider (Chaotic, Extraplanar, Lamenti)
HD 9d8+27 (67 hp)
Speed 30 ft. (6 squares)
Init: +1
AC 9; touch 11; flat-footed 8 (+1 Dex, -2 natural)
BAB +9; Grp +12
Attack Claw +13 melee (1d8+3, 18-20/x3) or 2 tentacle slams +12 melee (1d6+3 and disease)
Full Attack 2 claws +13 melee (1d8+3, 17-20/x3) and 3 tentacle slams +10 melee (1d6+1 and disease) and gore +10 melee (2d6+1, 17-20/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Improved grab, disease, augmented critical, spell-like abilities
Special Qualities Easily wounded, fast healing 10, lamenti traits
Saves Fort +9 Ref +7 Will +7
Abilities Str 16, Dex 13, Con 16, Int 12, Wis 13, Cha 11
Skills Balance +13, Climb +15, Disguise +8*, Escape Artist +13, Hide +13, Jump +15, Listen +13, Spot +13, Tumble +13
Feats Cleave, Multiattack, Power Attack, Weapon Focus (claw)
Environment Windswept Depths of Pandemonium
Organization Solitary or carnage (3-6)
Challenge Rating 7
Treasure Half standard
Alignment Always chaotic evil
Advancement 10-18 HD (Medium)
Level Adjustment -

Tetromenoi are the most commonly encountered lamenti. They have been dubbed "wounded lamenti" with good reason: Their fractured bones protrude at terrible angles from their coarse cray skin, and though the scars left by Pandemonium's whipping winds have healed, each tetromenos bears a chest wound from which emerge intestinal tendrils.

The tetromenos stands 6 ft tall and is large and blubbery, with a savage gash somewhere near its belly from which rubbery, visceral organs extrude. Its head has small, black, beady eyes and a tiny, lampreylike mouth, and two long, uneven bone antlers protrude from its forehead. The tetromenos' skin is gray and thinly serrated, such that it feels rough to the touch.

Tetromenoi are malicious, unpleasant beings who attack savagely without provocation. Though they generally conform to reasonable behaviors for fear of being wounded, the cowardly tetromenoi will eagerly await any chance to do as they please unhindered by the wishes of others. Thus they are generally loathed by travellers, and only sought when they have something valuable for which there is no substitute.

Tetromenoi speak Abyssal and Lamenti.

Combat
A tetromenos claws viciously at foes, employing its spell-like abilities only if the tactical advantage gained trumps the amount of suffering it could cause with its attacks.

Improved Grab (Ex) If a tetromenos hits a foe with both claw attacks or at least two tentacle slams, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. A tetromenos that successfully grapples a foe deals damage automatically each round according to the number and kind of natural weapon being used to grapple.

Disease (Ex) Visceral festering - touch, Fortitude DC 17, incubation period 1d4 days; damage 1d4 Str and 1d4+1 Con. The save DC is Constitution-based.

Augmented Critical (Ex) The razor-sharp bone fragments jutting from the tetromenos' claws and horns increase their critical range from 19-20 to 17-20. A successful hit deals three times the base damage.

Easily Wounded (Ex) The tetromenos has bruised, fleshy patches of skin, thick veins and arteries and a gaping, exposed wound filled with vitals. As such, attacks against a tetromenos have twice their critical range, even if made with a keen weapon or by a character with the Improved Critical feat. All attacks against a tetromenos deal an additional 2 damage. This feature imposes a -4 racial penalty on Disguise checks.

Spell-Like Abilities (Sp) At will - acid arrow, darkness, disguise self, ghost sound, inflict moderate wounds, obscuring mist, ray of enfeeblement. 3/day - vampiric touch. 1/day - enervation, fear, inflict critical wounds. Caster level 8th, save DCs Cha-based.

afroakuma
2008-10-22, 11:15 PM
Cheimothnes (Frozen Lamente)
Large Outsider (Chaotic, Cold, Extraplanar, Lamenti)
HD 16d8+80 (152 hp)
Speed 5 ft. (1 square)
Init: -5
AC 18; touch 14; flat-footed 18 (+10 ice, +4 natural, -1 size, -5 Dex)
BAB +16; Grp +27
Attack 2 stings +19 melee (2d4+7 + 1d6 cold) or claw +19 melee (2d8+7 + 1d6 cold, 19-20/x2)
Full Attack 4 stings +19 melee (2d4+7 + 1d6 cold) and 2 claws +17 melee (2d8+7 + 1d6 cold, 19-20/x2)
Special Attacks Lethal cold, binding cold, summon lamenti, spell-like abilities
Special Qualities Slow, cold subtype, telepathy 100 ft., lamenti traits
Saves Fort +17 Ref +5 Will +14
Abilities Str 24, Dex 1, Con 20, Int 14, Wis 19, Cha 16
Skills Appraise +21, Bluff +22, Intimidate +22, Knowledge (Pandemonium) +21, Knowledge (the planes) +21, Listen +23, Search +21, Sense Motive +23, Spot +23, Use Magic Device +22
Feats Forge Ring, Improved Critical (claw), Multiattack, Power Attack, Quicken Spell-Like Ability (dimension door)
Environment Windswept Depths of Pandemonium
Organization Solitary
Challenge Rating 8
Treasure Half standard
Alignment Always chaotic evil
Advancement 17-24 HD (Large)
Level Adjustment -

Cheimothnetes are minor lords of the frozen wastes they call home. Forever chilled to the core, these malevolent creatures are capable guardians of forbidden lore.

A cheimothnes stands fully 11 ft. tall, an emaciated, ice-blue troll-like creature with six long arachnoid limbs arching around from its shoulder blades. The lamente's eyes are pitch-black orbs, and its lips are dark blue, chapped and cracked with cold. Each cheimothnes is wreathed in a sheath of solid ice, slowing its movements terribly. As such, many cheimothnetes prefer sitting on thrones of ice, awaiting food and news from their servants.

Cheimothnetes have many arcane gifts, not least of which is the knowledge of crafting powerful magical rings. They also employ mirrors of scrying, and are valuable, if capricious, contacts on the planes. A cheimothnetes paid in slaves can be expected to return a favor or two, at least until it "forgets" the last payment.

Cheimothnetes speak Abyssal and Lamenti, but prefer to communicate telepathically.

Combat
Cheimothnetes disdain direct combat, preferring to send their slaves. They move far too slowly to appreciate a true melee fight; as such, they exploit their spell-like abilities to force opponents to close the distance.

Lethal Cold (Ex) A cheimothnes exudes a terrible chill that deals 1d6 cold damage to all creatures within 30 ft. and affects metallic items within that area as though by a chill metal spell. This effect cannot be dispelled, but is negated in an area of extreme warmth, negating the heat of the area while doing so.

Binding Cold (Su) The cheimothnes' frost begins to wear at opponents, forcing a Strength check (DC 18) to move each round. On a failure, subsequent Strength checks to move increase their DC by 1 until a successful move is made. This effect is only active within the area of a cheimothnes' lethal cold, and can be negated by exiting the area or by using any spell with the Fire descriptor on an affected victim. Creatures with the Fire subtype are unaffected.

Summon Lamenti (Sp) Once per day a cheimothnes may summon a tetromenos with a 30% chance of success, or 1-2 polytrotoi or kataklaiontes with a 50% chance of success.

Slow (Ex) A cheimothnes may only take actions every other round. It may take swift, immediate and free actions as normal, however.

Cold Subtype A cheimothnes takes double damage from fire and is immune to cold damage.

Telepathy (Su) A cheimothnes can communicate telepathically with any creature that has a language within 100 ft. of it.

Spell-Like Abilities (Sp) At will - chill touch, darkness, dispel magic, fog cloud, ghost sound, invisibility, obscuring mist, ray of enfeeblement. 3/day - cone of cold, greater dispel magic, hold person, ice storm, Quickened dimension door, slow. 1/day - analyze dweomer, bestow curse, fear, legend lore, polar ray, remove curse. Caster level 10th, save DCs Cha-based.

arguskos
2008-10-23, 01:23 AM
Make it "physical damage" and you're set.

-argus

afroakuma
2008-10-23, 06:23 AM
Oimozon (Wailing Lamente)
Large Outsider (Chaotic, Extraplanar, Lamenti)
HD 12d8+48 (102 hp)
Speed 30 ft. (6 squares)
Init: +1
AC 22; touch 10; flat-footed 21 (+12 natural, +1 Dex, -1 size)
BAB +12; Grp +20
Attack Bite +16 melee (2d6+4, 19-20/x2) or claw +16 melee (1d6+4)
Full Attack 3 bites +16 melee (2d6+4, 19-20/x2) and 2 claws +14 melee (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks Pounce, breath weapon, wail, gnawing flesh, summon lamenti, spell-like abilities
Special Qualities Fast healing 10, lamenti traits
Saves Fort +12 Ref +9 Will +9
Abilities Str 19, Dex 13, Con 18, Int 8, Wis 13, Cha 12
Skills Bluff +16, Hide +12*, Intimidate +16, Jump +20, Listen +18*, Spot +18*, Survival +16
Feats Alertness (B), Dodge, Improved Critical (bite), Mobility, Multiattack, Power Attack, Spring Attack (B)
Environment Windswept Depths of Pandemonium
Organization Solitary, pair or lamentation (4-6)
Challenge Rating 10
Treasure None
Alignment Always chaotic evil
Advancement 13-20 HD (Large)
Level Adjustment -

Oimozontes, or wailing lamenti, are foul beasts employed as pack animals and living artillery by demons, night hags and true lamenti.

The lowest caste of the greater lamenti, oimozontes resemble chimeras, with three emaciated tiger heads and a banded, stone-coarse predatory body. The skin bulges to reveal shapes much like human faces, and is coated in gnashing mouths that whimper, moan and scream. Oimozontes are familiar with misery, though they experience it to a much lesser degree than weaker castes. Despite this, they wail and moan simply to scare other creatures.

Oimozontes speak Abyssal and Lamenti.

Combat
An oimozon pounces the nearest foe, letting its flesh chew on the unfortunate creature while it rends the body. It enjoys wailing and may also employ its breath weapon routinely.

Pounce (Ex) If the oimozon charges a foe, it may make a full attack, including subjecting the foe to its gnawing flesh.

Breath Weapon (Su) 50' line of fire, 6d6 fire damage and thrown 10 ft. sideways, once every 1d4 rounds. Reflex save DC 20. The save DC is Con-based.

Wail (Su) As the fear spell, but does not allow spell resistance. Will save DC 20. The save DC is Con-based.

Gnawing Flesh (Ex) A creature grappling with, using a natural weapon against or held prone by an oimozon is subject to bites from the many mouths in its flesh. Each gnawing flesh attack the victim suffers deals 2d10 damage and 1 point of temporary Con damage.

Summon Lamenti (Sp) Once per day an oimozon can summon 1-2 kataklaions with a 60% chance of success, or one tetromenos or another oimozon with a 40% chance of success.

Spell-Like Abilities (Sp) At will - darkness, ghost sound, obscuring mist, shout. 3/day - greater shout. 1/day - displacement, fear. Caster level 12th, save DCs Cha-based.

arguskos
2008-10-23, 02:41 PM
Uh, in that case, the way you have it is fine. Falling off a cliff =/= weapon damage. :smallbiggrin:

-argus

afroakuma
2008-10-23, 03:25 PM
Odyromenos (Guilty Lamente)
Huge Outsider (Chaotic, Extraplanar, Lamenti)
HD 15d8+48 (89 hp)
Speed 20 ft. (4 squares)
Init: +1
AC 23; touch 9; flat-footed 22 (+14 natural, +1 Dex, -2 size)
BAB +15; Grp +30
Attack Claw +20 melee (2d6+7)
Full Attack 4 claws +20 melee (2d6+7)
Space 15 ft.; Reach 10 ft.
Special Attacks Improved grab, multiple grasp, petrification attack, ray of guilt, summon lamenti, spell-like abilities
Special Qualities DR 10/lawful, SR 19, lamenti traits
Saves Fort +17 Ref +10 Will +14
Abilities Str 25, Dex 12, Con 23, Int 14, Wis 17, Cha 16
Skills Bluff +24, Intimidate +24, Jump +24, Knowledge (religion) +23, Knowledge (the planes) +23, Listen +24, Search +24, Sense Motive +24, Spot +24
Feats Ability Focus (ray of guilt), Awesome Blow, Cleave, Iron Will, Power Attack, Quicken Spell-Like Ability (stinking cloud)
Environment Windswept Depths of Pandemonium
Organization Solitary or mated pair
Challenge Rating 12
Treasure None
Alignment Always chaotic evil
Advancement 13-20 HD (Large)
Level Adjustment -

Odyromenoi are immense fiends comprised of a multitude of bodies representing all those they have harmed. They persecute and punish others.

An odyromenos (the female is an odyromene) is gigantic, taking up 15 square ft. with its bulk. Its base is composed of three humanoids whose lower bodies are serpentine masses of flesh. Out of the spines of these humanoids extend thick cords of muscle and bone, which support a prodigious gut. Atop this enormous fleshy mass extrudes the upper torso of a well-muscled human. A male odyromenos has a gorgon's head, while an odyromene has a medusa's head. The whole body is festooned with the upper bodies or forelimbs of creatures that the odyromenos persecuted or killed in the past, which tear and claw at the main body, inflicting wounds that heal instantly.

Oyromenoi speak Abyssal, Infernal, Celestial and Lamenti.

Combat
Odyromenoi begin by inflicting terrible guilt on their victims, then closing in to grapple and petrify dangerous foes.

Improved Grab (Ex) If the odyromenos hits with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.

Multiple Grasp (Ex) The odyromenos has a certain amount of control over the multitude of limbs that constantly claw at itself. It can grapple any number of Large or smaller creatures without penalty and continue making claw attacks as normal. Huge or larger opponents require the use of its main claws, and so deny it this bonus and the ability to make melee attacks outside of a grapple.

Petrification Attack (Su) Odyromenoi of each gender have a distinct way of petrifying foes:

Breath Weapon (Su): An odyromenos (male) has a gorgon's head which employs a breath weapon. This is a 60-foot cone, usable once every 1d4 rounds. Creatures within the cone turn to stone permanently; a Fortitude save (DC 23) negates. The save DC is Constitution-based.

Petrifying Gaze (Su): An odyromene (female) has a medusa's head with the same deadly gaze attack. Creatures within 30 ft. viewing the odyromene turn to stone permanently unless they make a Fortitude save (DC 20). The save DC is Charisma-based.

Ray of Guilt (Su) From the mouths of an odyromene's serpents or the horns of an odyromenos' bullish head erupts a 60' ray. On a successful ranged touch attack, the victim is affected as though by the spell crushing despair cast by a 15th level sorcerer (Will save DC 19, Cha based), except that the penalties are increased to -4. Good hope cannot counter or remove this effect, as it is based on personal guilt instead of sadness.

Summon Lamenti (Sp) Once per day an odyromenos can summon 1d4 kataklaions, one tetromenos or one oimozon with a 60% chance of success.

Spell-Like Abilities (Sp) At will - deeper darkness, fog cloud, gust of wind, magic circle against law, Quickened stinking cloud. 3/day - hold person. 1/day - eyebite, mark of justice. Caster level 12th, save DCs Cha-based.

afroakuma
2008-10-24, 09:00 AM
Athlios (Miserable Lamente)
Medium Outsider (Chaotic, Extraplanar, Lamenti)
HD 12d8+48 (102 hp)
Speed 40 ft. (4 squares)
Init: +7
AC 27; touch 17; flat-footed 20 (+10 natural, +7 Dex)
BAB +12; Grp +14
Attack Claw +14 melee (1d8+2) or by weapon
Full Attack 2 claws +14 melee (1d8+2) or by weapon +12/+7+2 melee
Space 5 ft.; Reach 5 ft.
Special Attacks Aura of misery, black wave, sneak attack +6d6, summon lamenti, spell-like abilities
Special Qualities Conscious suffering, improved uncanny dodge, DR 10/lawful, SR 20, fast healing 5, lamenti traits
Saves Fort +12 Ref +14 Will +13
Abilities Str 15, Dex 22, Con 18, Int 15, Wis 20, Cha 17
Skills Bluff +18, Climb +17, Hide +21, Jump +17, Knowledge (the planes) +17, Listen +20, Move Silently +21, Sense Motive +20, Spot +20, Tumble +21
Feats Combat Expertise, Combat Reflexes, Dodge, Lightning Reflexes, Mobility
Environment Windswept Depths of Pandemonium
Organization Solitary or pair
Challenge Rating 13
Treasure Standard
Alignment Always chaotic evil
Advancement 13-18 HD (Medium)
Level Adjustment -

Athlioi, or "miserable lamenti," are greater lamenti who take pride in their power to spread suffering, despair and woe. Though blanketed by a shroud of profound sorrow, these fiends experience perverse joys and excitements in a sadistic fashion. Their wickedness is tempered by a desire for personal gain and a pride that demands the praising attention of other beings. As such, they sometimes act with an air of celebrity entitlement, acquiring sycophants who either desire to partake in the athlios' sadism or simply kowtow to avoid it. Just as many prefer to live and wander alone, however.

An athlios stands between 5 to 7 ft. tall, with sparse, coarse black hair matted to its skull. Vaguely humanoid, its emaciated shape features wicked bone spurs around its throat, eyes and lips, as well as cruel claws and several redundant bones (three in each forearm, for instance). Athlioi also have very wide, flat, broad shoulders and a prominent, wide-swept pelvis. Their skin is a sallow purple-gray, occasionally pockmarked or blistered. Most athlioi take to dressing themselves in clothing, whether raggedy black sackcloth scraps that whip ferociously in Pandemonium's winds, or more elegant clothing that gives them a semblance of respectability and humanity. They also use weapons and magical items that they have acquired, and employ armor when they can get it.

Athlioi speak Abyssal, Lamenti and the eladrin dialect of Celestial.

Combat
Athlioi cause misery by their very presence, but will often go out of their way to bring about suffering. They will employ their black wave against ranegd attackers, spellcasters, clerics and paladins that threaten them. They favor sneak attacks and do not fear melee.

Aura of Misery (Su) Creatures within 30 ft. of an athlios are affected as though by the spell crushing despair. The effect persists for 5 rounds after leaving the area. Additionally, all effects that would apply morale-based bonuses fail.

Black Wave (Su) Three times per day an athlios may unleash a black wave as a standard action. This ray of darkness is 5 ft. wide and 30 ft. long. Creatures caught within the black wave must make a Fortitude save (DC 21) or become nauseated and exhausted. A creature who successfully saves agains the black wave becomes fatigued instead. The save DC is Wisdom-based.

Conscious Suffering (Ex) The athlios' mind is constantly aware on misery, both its own and that of others. This self-awareness shields the athlios from any and all mind-affecting effects. Illusions may still deceive it as long as they are not mind-affecting.

Improved Uncanny Dodge (Ex) As a rogue's uncanny dodge and improved uncanny dodge abilities. The athlios is considered a 12th level rogue when determining whether or not it can be flanked and sneak attacked.

Summon Lamenti (Sp) Once per day an athlios can summon 2d6 polytrotoi with an 80% chance of success, 1d4 kataklaiontes, one tetromenos or one oimozon with a 60% chance of success, or another athlios with a 20% chance of success.

Spell-Like Abilities (Sp) At will - deeper darkness, dispel magic, invisibility, magic circle against good, magic circle against law. 3/day - crushing despair, fear, hold person. 1/day - creeping doom, inflict critical wounds, unholy aura. Caster level 12th, save DCs Cha-based.

afroakuma
2008-10-24, 06:17 PM
Haemorragon (Bleeding Lamente)
Huge Outsider (Chaotic, Extraplanar, Lamenti)
HD 16d8+144 (216 hp)
Speed 20 ft. (4 squares); burrow 20 ft.
Init: +3
AC 23; touch 7; flat-footed 23 (+16 natural, -1 Dex, -2 size)
BAB +16; Grp +35
Attack Claw +25 melee (2d6+11) or tail slap +25 melee (2d8+11)
Full Attack 2 claws +25 melee (2d6+11) and 2 claws +20 melee (1d8+5) and tail slap +20 melee (2d8+5)
Space 15 ft.; Reach 10 ft.
Special Attacks Constrict 3d8+11, improved grab, blood, hemmorhage, blister spray, summon lamenti, spell-like abilities
Special Qualities Bloody trail, DR 15/lawful or DR 10/good, SR 20, fast healing 15, lamenti traits
Saves Fort +16 Ref +9 Will +13
Abilities Str 32, Dex 8, Con 29, Int 17, Wis 17, Cha 16
Skills Bluff +22, Climb +30, Concentration +28, Intimidate +22, Knowledge (the planes) +22, Listen +22, Move Silently +18, Search +22, Sense Motive +22, Spot +22, Survival +22
Feats Ability Focus (hemmorhage), Cleave, Improved Initiative, Power Attack, Track
Environment Windswept Depths of Pandemonium
Organization Solitary or pair
Challenge Rating 15
Treasure Double standard (in lair) or half standard
Alignment Always chaotic evil
Advancement 17-26 HD (Huge)
Level Adjustment -

Haemorragountes are massive beasts that burrow into Pandemonium's soil to evade the eternal shrieking winds. Vile and gruesome, these oozing sluglike beings spurt and leak corrosive blood everywhere they go.

Haemorragountes are the least of the true lamenti, but on such a sparse plane, they are minor lords of their demesnes, establishing lairs where they offer shelter to lesser creatures in return for servitude. Though selfish, malevolent and sadistic, the bleeding lamenti enjoy trade, barter and usury. Although they may literally be out for a pound of flesh, they will always honor a bargain as long as they can see future profit in not simply ripping the other party's vitals out.

A haemorragon is a loathsome, sluglike creature, with two long clawed arms extending from the front of its body, on the sides of a large drooling maw. A single watery black eye, like a misshapen blob of jelly, is embedded in the upper body, underneath a series of smooth rounded protrusions that shrug, shift and recoil in tune to the beast's moods. The underside features a plethora of blackened humanoid arms that claw at the ground, inching it forward, and a thick trail of red-black blood follows the haemorragon. Though its skin is predominantly a sickly gray, inflamed blisters festoon much of its bulk.

Haemorragountes speak Abyssal, Lamenti, Undercommon and Common.

Combat
A haemorragon trusts its ability to heal quickly to allow it to engage in melee safely, although it will disengage if it feels the sting of a lawful or good weapon. It employs its blood blisters with wild abandon, and judges foes on their possible utility before employing its hemmorhage ability. It prefers to reserve its constriction for a creature that has survived hemorrhage, although if it would be the quickest way to remove a serious irritant it will take priority. Summoning is reserved as a last resort, as the bleeder does not appreciate indebtitude to anything.

Improved Grab (Ex) If the haemorragon hits with its tail slam, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. On a success, it establishes a hold and deals tail slam and constrict damage each round until the hold is broken.

Blood (Ex) When struck by any weapon, the haemorragon sprays a torrent of corrosive blood, which deals 2d10 acid damage to all creatures in a 10' cone originating at the site of the wound. A weapon that employs negative energy negates this effect. A weapon with the wounding ability instead provokes a 20' cone dealing 4d10 acid damage.

Blister Spray (Ex) As an immediate action, a haemorragon can swell and pop a blister on its body, dealing itself 5 damage. The split unleashes a pressurized torrent of corrosive blood, which deals 4d10 acid damage to all creatures in a 15' cone. A successful Reflex save (DC 31) halves the damage. The save DC is Constitution-based and includes a +4 racial bonus.

Hemmorhage (Su) A haemorragon who strikes with one of its main claws can force a surge through the foe's circulatory system, dealing 1d4 Con damage unless the foe succeeds at a Fortitude save (DC 34). Creatures immune to critical hits or without a bloodstream are immune to this ability. The save DC is Constitution-based and includes a +4 racial bonus.

Bloody Trail (Ex) A haemorragon leaves its slick, corrosive blood behind it, mimicking the effects of a grease spell (caster level 20th) that cannot be dispelled or subjected to antimagic fields in each square that it has entered. A creature falling into the blood takes 1d10 acid damage each round that it is in contact with the caustic slick.

Summon Lamenti (Sp) Once per day a haemorragon can summon 1d6 tetromenoi or one oimozon with a 60% chance of success.

Spell-Like Abilities (Sp) At will - deeper darkness, dispel magic, inflict moderate wounds, magic circle against good. 3/day - fear, inflict serious wounds, move earth. 1/day - inflict critical wounds, poison, unholy aura. Caster level 15th, save DCs Cha-based.

afroakuma
2008-10-26, 02:43 PM
Algedon (Agonized Lamente)
Medium Outsider (Chaotic, Extraplanar, Lamenti)
HD 15d8+90 (157 hp)
Speed 30 ft. (6 squares); fly 60 ft. (good)
Init: +7
AC 25; touch 17; flat-footed 18 (+8 natural, +7 Dex)
BAB +15; Grp +14
Attack Touch +22 melee (2d4-1 and 1 Con)
Full Attack 2 touches +22 melee (2d4-1 and 1 Con)
Space 5 ft.; Reach 5 ft.
Special Attacks Searing touch, scream, ultimate cry, summon lamenti, spell-like abilities
Special Qualities Trauma immunity, agonized form, DR 15/lawful or good, SR 24, fast healing 10, lamenti traits
Saves Fort +15 Ref +18 Will +17
Abilities Str 9, Dex 25, Con 23, Int 16, Wis 26, Cha 28
Skills Bluff +24, Concentration +24, Craft (sound and music) +21, Hide +25, Intimidate +24, Knowledge (sound and music) +26, Listen +26, Move Silently +26, Perform (song) +24, Sense Motive +26, Spot +26
Feats Ability Focus (scream), Ability Focus (ultimate cry), Combat Expertise, Dodge, Lightning Reflexes, Quicken Spell-Like Ability (silence)
Environment Windswept Depths of Pandemonium
Organization Solitary
Challenge Rating 16
Treasure Standard
Alignment Always chaotic evil
Advancement 16-24 HD (Medium)
Level Adjustment -

Algedones are terrible, destructive wraiths of agony that contain their own suffering by sheer force of will. Perhaps the most tormented of the lamenti, only their ability to expel the potency of their internal excruciation keeps them calm and sane.

An algedon in calmed state takes the form of a beautiful humanoid woman. In pained state, the algedon retains traces of its feminine shape, but becomes a writhing, smoky coruscation of terrible darkness, with hints of clawed fingers, gnashing fangs and eyes that glow with a white light so fierce as to seem to be burning the algedon from the inside.

Algedones are snakelike manipulators, skilled at getting what they need. Always female, they are among the most wise and intelligent of the lamenti, and are feared as powerbrokers and as living weapons.

Algedones speak Abyssal, Lamenti, Celestial, Infernal and Draconic.

Combat
An algedon in calmed state will usually prefer to remain that way, employing her searing touch or attacking with weapons and magical items. If forced into agonized form, she will not hesitate to employ screams, although she will still have reservations about employing her ultimate cry.

Searing Touch (Ex) The touch of an algedon confers ferocious agony, dealing 1 point of permanent Constitution damage.

Scream (Su) An algedon's scream is often compared to that of the dreaded banshee, although the algedon's can be modulated to produce less severe results. An algedon can scream once every 1d4 rounds. Saving throws are at DC 28. The save DCs are Charisma-based.

Shattering Scream (Su): The algedon's scream affects everything within 60 ft. as a shatter spell cast at 15th level. This scream dispels silence.

Deafening Scream (Su): The algedon's scream affects creatures within 60 ft. as a deafness spell cast at 15th level. This scream dispels silence.

Agonizing Scream (Su): The algedon's scream affects creatures within 60 ft. as a greater shout spell cast at 15th level. This scream dispels silence and ruptures the algedon's calm form, dealing it 5d6 damage.

Killing Scream (Su): The algedon's scream kills up to fifteen creatures within a 60' radius. This scream cannot pass through a silence spell and ruptures the algedon's calm form, dealing it 5d6 damage.

Ultimate Cry (Su) Once per week the algedon may unleash the wail of its total agony, bringing forth the sound of ultimate destruction. This ability functions as the spells blasphemy, deafness, desecrate, earthquake, wail of the banshee and word of chaos within a 90' radius, all cast at 15th level. The algedon is immediately silenced for two days, is forced into agonized form and takes 8d6 damage, but is otherwise immune to the effects of her own scream. After the scream has passed, deeper darkness and silence take effect within the same 90' radius, lasting for one week. An algedon who uses her ultimate cry almost invariably flees and hides until she regains her voice. The saving throws against these effects are at DC 28 and are Charisma-based.

Trauma Immunity (Ex) Algedones suffer so profoundly that most mortal tortures seem trivial by comparison. Algedones are immune to being sickened and nauseated. They also ignore the effects of a symbol of pain, the spell crushing despair, or any other attack that relies on pain or misery.

Agonized Form (Ex) An algedon in agonized form takes a -2 penalty to her attack rolls and saves. She is also unable to disguise herself as a humanoid or suppress her fear aura. However, she is treated as though affected by a blur spell. By screaming continuously for one hour, the algedon can return to calm form; however, she remains mute for 24 hours.

Summon Lamenti (Sp) Three times per day an algedon can summon 2d6 kataklaiontes, 1d6 oimozontes or one athlios with a 60% chance of success.

Spell-Like Abilities (Sp) At will - deeper darkness, greater dispel, magic circle against good, shout, Quickened silence. 3/day - fear, greater shout, modify memory. 1/day - blasphemy, unholy aura. Caster level 16th, save DCs Cha-based.

afroakuma
2008-10-26, 10:30 PM
Just to keep people updated, this project is experiencing some delays at the moment:

I'm currently waiting on word of a possible promotion, which is forcing me to keep a full work schedule plus overtime.

Additionally, some clever human being decided that 50% of my mark (more than the final exam) would all come due this Thursday.

So the delay will likely run through until Thursday night, after which I should pck up the pace again.

Sorry to anyone who was anticipating any segment - it is coming! Trust me!

afroakuma
2008-10-30, 04:37 PM
I'm Back.

Viae Furoris resumes today.

Sorry for the delay.

afroakuma
2008-11-02, 04:28 PM
Thneiskon (Dying Lamente)
Large Outsider (Chaotic, Extraplanar, Lamenti)
HD 20d8+140 (230 hp)
Speed Fly 60 ft. (12 squares) (perfect); rampage 40 ft.
Init: +5
AC 32; touch 14; flat-footed 27 (+18 natural, +5 Dex, -1 size)
BAB +20; Grp +36
Attack Claw +31 melee (2d8+12 + 1d8 fire) or screamfire +25 ranged touch (3d6 fire + 3d6 acid) or bite +31 melee (3d6+6 and energy drain, 19-20/x2)
Full Attack 4 claws +31 melee (2d8+12 + 1d8 fire) and bite +26 melee (3d6+6 and energy drain, 19-20/x2) or 4 screamfires +25 ranged touch (3d6 fire + 3d6 acid)
Space 10 ft.; Reach 10 ft.
Special Attacks Screamfire, breath weapon, energy drain, rampage, death throes, summon lamenti, spell-like abilities
Special Qualities Dying aura, fragile neck, DR 15/lawful or good, SR 28, fast healing 15, immunity to fire, lamenti traits, telepathy 100 ft.
Saves Fort +22 Ref +16 Will +18
Abilities Str 35, Dex 20, Con 24, Int 20, Wis 19, Cha 21
Skills Bluff +26, Concentration +28, Hide +22, Intimidate +26, Knowledge (arcana) +26, Knowledge (the planes) +26), Listen +25, Move Silently +26, Search +26, Sense Motive +23, Spot +25, Survival +23, Use Magic Device +26
Feats Awesome Blow, Alertness, Dodge, Flyby Attack (B), Improved Bull Rush Improved Flyby Attack (B), Iron Will, Mobility, Power Attack
Environment Windswept Depths of Pandemonium
Organization Solitary
Challenge Rating 18
Treasure Standard
Alignment Always chaotic evil
Advancement 21-26 HD (Large); 27-32 HD (Huge)
Level Adjustment -

Thneiskontes are terrifying lamenti containing the essence of mortality. These malevolent fiends hate and envy all who do not linger on the brink of extinction, as they do. Veiled by an aura of death, these lamenti are feared and avoided by all except for those who desperately need their counsel.

A thneiskon floats with a profane grace in midair, resembling the skeletal upper torso of a giant humanoid. Two spans of wing bones jut backwards from its massive scapulae, like the dead remains of bat wings, fanning out behind as though catching the wind. Where a human's pelvis bone would be, two oddly shaped scapulae link to a sternum which terminates the spinal column, supporting another pair of arms. The thneiskon has patches of decaying skin and gristle, but its skeleton is mostly supported by thin cords of jaundiced muscle, tendons of which cross under its ribcage like the strings of a corset to hold in place gently glowing viscera. The neck has a secondary bone column for support, as the thneiskon has a draconic head. Where eyes would be, teeth instead ridge the upper half of each socket, containing only a malevolent glow. Most notably, each of the long, bony, clawed hands is wreathed in a malevolent purplish flame that drips thin tendrils which lash into nearby surfaces.

Thneiskontes speak Abyssal, Lamenti, Infernal and Draconic.

Combat
A thneiskon with no further interest in having its foes alive immediately closes to melee by rampaging if at all possible, so that it can make full attacks and bite attacks. Closely packed foes are treated to a salvo of screamfire or a shot of the thneiskon's deadly breath weapon. A thneiskon will almost never use its summoning ability, mostly because the idea is so inimical to it that it generally forgets that it is able to do so.

Screamfire (Su) A thneiskon's claws are wreathed in wicked purple flames that scour foes. The thneiskon may gather these flames into its palm, throwing them up to 30' at a target creature or point. The flames act as a grenade weapon, dealing 3d6 fire and 3d6 acid splash damage to creatures within 10' of the target.

Breath Weapon (Su) 60-foot cone of death energy, once every 1d4 rounds (but no more than three times per day), 14d8 negative energy damage, Fortitude DC 27 half. The save DC is Constitution-based. Undead in the cone recover the damage as HP up to their maximum, with the remainder as temporary hit points.

Energy Drain (Su) Living creatures hit by a thneiskon's bite attack gain one negative level. The DC is 25 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the thneiskon gains 5 temporary hit points.

Rampage (Ex) When moving through a passage between 10 and 20 ft. in width, the thneiskon may choose to rampage. The thneiskon makes a bull rush (with or without target) and propels itself quickly and violently using all four claws alternately. For each 5 ft. moved, the thneiskon may make one claw attack against an adjacent creature at a -8 penalty.

Dying Aura (Su) Any spell with the Death descriptor or effect that would cause instantaneous death within 60 ft. of the thneiskon has its caster level increased by 2 and its saving throw DC increased by 4.

Fragile Neck (Ex) On a successful melee Sunder attempt (DC 35) the frontal bone cord that holds up the thneiskon's head is snapped, preventing it from using its breath weapon or bite attack, causing a -4 penalty to AC and attack rolls and imparting a -10 penalty to Listen and Spot checks for 24 hours, after which time the bone rejoins.

Death Throes (Su) When a thneiskon's HP are reduced to -10, its body begins collapsing inwards, radiating surges of negative energy as the fiend's bones slowly crumble to dust. This death throe replicates the effect of a circle of death spell cast at 12th level (12d4 HD affected, Fort save DC 27. The save DC is Con-based) centered on the thneiskon.

Summon Lamenti (Sp) Once per day a thneiskon can summon 2d8 polytrotoi, 1d10 kataklaiontes or 1d4 tetromenoi with a 60% chance of success, or one odyromenos, athlios or haemorragon with a 20% chance of success.

Spell-Like Abilities (Sp) At will - deeper darkness, desecrate, enervation, fear, greater dispel, magic circle against good, magic circle against law, slay living. 3/day - circle of death, create undead, insanity. 1/day - blasphemy, energy drain, unholy aura, word of chaos. Caster level 18th, save DCs Cha-based.

KevLar
2008-11-02, 04:31 PM
(Reserved for Thneiskon (Secret unidentified adjective Lamente))
This sense of mystery is killing me. :smalltongue:
Did I say good work? There, I'll say it. Good work! :)

afroakuma
2008-11-02, 08:39 PM
Not fair. You know what they're all going to be.

Odyromenos posted, by the way.

And thank you, KevLar.

puppyavenger
2008-11-05, 04:04 PM
is this thread dead?

afroakuma
2008-11-05, 04:12 PM
Nope. The Athlios went up just this morning, and I'm working on the next one now. I've simply let it languish in hiding until I complete the lamenti. Curse you forever for freeing it from the shadows!!!

That said, feel free to comment, all. Love input.

afroakuma
2008-11-05, 10:22 PM
Alright, the lamenti are very nearly done. Progressing very nicely now. I have early Friday off, and am anticipating the first fluff segment (Wastes of Pandesmos) sometime that day.

Kellus
2008-11-05, 11:21 PM
I just wanted to say, I've been following this thread, and from what I've seen so far I love the direction it's headed. Although right now none of the stuff about the different layers is up yet, I love the feel of the lamenti, and the lamenti in general. I like the direction you seem to be taking the plane, and if I run another 3.5 game anytime in the future, I'm definitely incorporating Pandemonium into it.

Keep up the great work! :smalltongue:

afroakuma
2008-11-05, 11:31 PM
Thank you, Kellus.


Although right now none of the stuff about the different layers is up yet

As mentioned above, I expect Wastes of Pandemonium to be complete sometime Friday, and one or two more by Saturday.


I love the feel of the lamenti, and the lamenti in general.

Thank you very much! I felt that I should introduce a planar race of sorts to Pandemonium, although I will be making it clear that they are still quite rare on that very empty plane. I decided to model them after early Greco-Roman and Christian chthonic monsters. I hope the style fits.


and if I run another 3.5 game anytime in the future, I'm definitely incorporating Pandemonium into it.

Then this project was worth doing.

afroakuma
2008-11-07, 11:08 AM
I am pleased to announce that Wastes of Pandesmos has been posted, as have all the lamenti up to the thneiskon.

Please examine and give your opinions.

Zeta Kai
2008-11-07, 11:49 AM
Wow, Afro, awesome work on the Wastes. You do a great job on bringing horrid places to life.

This is the kind of depth & evocative flavor that should have been in the Planar Handbook in the first place. If every plane got this kind of thorough treatment, then I'm sure more campaigns would venture off of the Material Plane, into the uncharted vastness beyond.

afroakuma
2008-11-07, 03:21 PM
Thank you Zeta. Wait until you see what the next few have in store! Hint: Pandemonium has an export. A most unusual one, at that.


This is the kind of depth & evocative flavor that should have been in the Planar Handbook in the first place. If every plane got this kind of thorough treatment, then I'm sure more campaigns would venture off of the Material Plane, into the uncharted vastness beyond.

I am hoping to persuade DM's to send their players on a "vacation" to one plane, at the very least. Pandemonium's taking so much longer because I'm having to do up a whole planar race from scratch, as well as native beasties, such as the deadly odivia, wicked screech spirit, bloodsucking sbah and drega slugs. I perused all the usual sources (Tobin's Spirit Guide...) and found only two monsters native to Pandemonium, one of which is already in the 3.5 MM.

That said, I am most appreciative of your comment. It's good to know that this project is worth doing.

Kellus
2008-11-07, 08:33 PM
Correct me if I'm wrong, but weren't there some monsters from Pandemonium in the MMIV? Windblades, I believe, divided into windrazors and windscythes. They're like giant mutilated birds that fly around ripping off peoples' skin. Cheerful.

afroakuma
2008-11-07, 08:51 PM
I've been searching for old monsters from Planescape and Ghostbusters not current ones.

afroakuma
2008-11-08, 11:17 PM
Ekpneon (Expiring Lamente)
Large Outsider (Chaotic, Extraplanar, Lamenti)
HD 20d8+80 (170 hp)
Speed 40 ft. (8 squares); fly 80 ft. (good)
Init: +6
AC 36; touch 15; flat-footed 30 (+21 natural, +6 Dex, -1 size)
BAB +20; Grp +38
Attack Claw +33 melee (3d6+14 + 1d6 cold)
Full Attack 2 claws +33 melee (3d6+14 + 1d6 cold) and 2 slashes +31 melee (2d10+7 + 1 Con, 19-20/x3) and ribcage bite +31 melee (2d10+7 and poison) and bite +31 melee (2d8+7 + 2d6 cold)
Special Attacks Crushing darkness, poison, trample, pounce, summon lamenti, spell-like abilities
Special Qualities Respiration, impregnable will, DR 20/lawful or good, SR 30, fast healing 15, immunity to cold, immunity to negative energy, lamenti traits, telepathy 100 ft., true seeing
Saves Fort +16 Ref +18 Will +23
Abilities Str 38, Dex 22, Con 19, Int 32, Wis 21, Cha 25
Skills Appraise +34, Bluff +30, Diplomacy +30, Hide +25, Intimidate +30, Jump +37, Knowledge (arcana) +34, Knowledge (forbidden) +34, Knowledge (profane) +34, Knowledge (the planes) +34, Listen +28, Move Silently +29, Search +34, Sense Motive +28, Spellcraft +34, Spot +28, Survival +28, Tumble +29, Use Magic Device +30
Feats Awesome Blow, Cleave, Dodge, Great Cleave, Improved Bull Rush, Power Attack, Quicken Spell-Like Ability (cone of cold)
Environment Windswept Depths of Pandemonium
Organization Solitary
Challenge Rating 20
Treasure Standard
Alignment Always chaotic evil
Advancement 21-30 HD (Large)
Level Adjustment -

Ekpneontes are the horrifying fiend lords of Pandemonium. Among the lamenti, only whispers are suggested of beings that could be more powerful than these terrors.

An ekpneon stands 14 ft. tall, resembling a massive humanoid skeleton. Its sweeping, hatchet-shaped scapulae support four massive jutting bone spikes that curve upwards, as though a large cradle for the horned skull. Cords of stiff cartilage support the neck and spine. The ekpneon's ribcage is an enormous, venomous maw that bites and gnashes without warning, and its massive claws have the capacity to move gently or with savage force. It stands digitigrade, bristling with wicked bone spurs and a hateful glare. The whole is covered by a disintegrating, flaking gray-blue skin so tight as to tear in some places.

An ekpneon is forever holding in one single breath, trapped in a shriveled lung. It exists in a state of permanent suffocation, for to exhale would mean its doom. Ekpneontes are thus incredibly malicious to living beings, although if something is offered to placate them, they are great sources of knowledge both profane and forbidden.

Ekpneontes cannot speak, although they understand spoken Abyssal, Celestial, Infernal, Draconic, Slaad, Modron, Common, Undercommon and the wavelengths of Formian Hive Mind.

Combat
An ekpneon may stop to examine its victim, curious to see what it will do. If faced with more than one foe, it will immediately employ a Quickened divine power and ice storm, then charge headlong into melee, biting and tearing. The ekpneon will disengage to employ spell-like abilities, then charge once again.

Crushing Darkness (Su) Three times per day, the ekpneon can channel its darkness through a successful claw attack, dealing an additional 8d6 negative energy damage.

Poison (Ex) Injury, Fort save DC 24, initial damage 1d6 Str and 1d6 Wis, secondary damage 2d6 Str and 2d6 Wis.

Trample (Ex) The ekpneon can simply mow down Medium or smaller foes by moving up to twice its speed as a full-round action. The trample attack deals 2d6+21 bludgeoning damage. The save DC for opponents attempting a Reflex save is 34.

Pounce (Ex) An ekpneon can follow a charge with a full attack.

Respiration (Ex) An ekpneon lives by the grace of its dying breath, forever trapped in its lungs. As such, it neither speaks nor makes any other sound, and does not breathe. Effects that rely on inhalation or entering the body via the respiratory system fail against an ekpneon. If it can somehow be convinced to exhale, the ekpneon dies instantly.

Impregnable Will (Ex) The ekpneon lives with infinite discomfort every moment. It has acquired the force of will necessary to deal with this fact, granting it a +6 bonus to Will saves.

True Seeing (Sp) An ekpneon is always under the effects of a true seeing spell cast at 20th level.

Summon Lamenti (Sp) Once per day an ekpneon can summon 4d10 polytrotoi, 1d8 tetromenoi or one oimozon, haemorragon, athlios or algedon.

Spell-Like Abilities (Sp) At will - crushing despair, deeper darkness, desecrate, divine power, enervation, fear, greater dispel, ice storm, magic circle against good, magic circle against law, Quickened cone of cold, slay living, suggestion. 3/day - blasphemy, greater teleport, insanity, unholy aura. 1/day - energy drain, polar ray, unholy aura, word of chaos. Caster level 20th, save DCs Cha-based.

afroakuma
2008-11-09, 12:01 AM
Murska
Large Vermin (Chaotic, Extraplanar)
HD 7d8+21 (52 hp)
Speed 30 ft. (6 squares)
Init: +1
AC 18; touch 10; flat-footed 17 (+8 natural, +1 Dex, -1 size)
BAB +5; Grp +15
Attack Bite +10 melee (2d12+6)
Full Attack Bite +10 melee (2d12+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Gnaw 2d6+4, improved grab, thrash
Special Qualities Molt, mimic, immunity to gases, flame retardant, vermin traits
Saves Fort +8 Ref +3 Will +2
Abilities Str 22, Dex 12, Con 17, Int -, Wis 11, Cha 8
Skills Disguise +1, Hide +5, Listen +3, Move Silently +3, Spot +3
Feats Alertness, Dodge, Stealthy
Environment Windswept Depths of Pandemonium
Organization Solitary or flensing (2-5)
Challenge Rating 6
Treasure None
Alignment Always neutral
Advancement 8-14 HD (Large); 15-22 HD (Huge)
Level Adjustment -

The murska is a ravenous hunter of the windswept plains of Pandemonium that wears the husked off skins of its victims. Normally it appears as a large greenish-gold beetle beast, but it is rarely seen that way by living creatures. The murska is able to absorb some of the physical properties of its latest meal, though the result is always distorted and artificial-looking. The murska only likes to hunt at night or in darkness to better hide the misshapen parody of its victim.

The murska has no set nest or territory, and will follow its prey for miles. It will attack anything human-sized or larger, though it ignores howlers due to their painful quills. Starving murska will even turn on each other. Rumors persist of murskas that remember the feeling of intelligence and seek to hold it again.

Combat
Murskas hunt constantly in small cooperative groups, and are hardly ever encountered alone. They attack in a coordinated fashion, circling and surrounding their prey. They rarely fight to the death, but attempt to grab a victim and drag it away. Murskas attack by biting with their eating mandibles, then gnawing on prey with the series of small razor-sharp teeth of their grinding mandibles. A victim can break free on its own, but it requires all of its effort to do so; the victim can take no other actions that require movement.

A murska does not need to feed constantly, though it will often gorge itself and hide until it gets hungry again. If it absorbs an intelligent creature, the murska becomes intelligent for a time. Rumors persist of murska who have gained self-awareness after becoming accustomed to intelligent victims, and seek out sentient prey.

Improved Grab (Ex) If a murska hits an opponent with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it starts gnawing on the opponent. The murska may sustain the grapple normally or employ its bite to hold the opponent (-20 penalty on grapple check, but the murska is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals gnaw damage.

Gnaw (Ex) If a murska holds a victim in place at the beginning of the round, it automatically deals 2d6+6 points of damage. If the murska kills a victim this way, it can molt (see below).

Thrash (Ex) If a held victim’s companions attempt to help him, the murska will thrash the victim about, causing 1d6 points of bludgeoning damage to all who are within melee range (Reflex save DC 19 to avoid), and 2d6 points of damage to the victim automatically.

Molt (Ex) A murska that kills a Medium or larger creature acquires its form temporarily. The monster is always growing and molting, and when it sheds its carapace the victim's form is underneath. This new shape is a grotesque pullover, covering the true form of the murska, and therefore appears distorted and swollen. In this form, the murska’s carapace is weaker. It suffers a –2 penalty to AC, but gains a +2 bonus to Disguise checks to impersonate its previous victim. The new skin remains for one day for each HD of the prior victim.

Mimic (Su) The murska is normally mindless, but it temporarily gains some of the mental aspects of its most recent kill, including the victim’s personality and memories. Though still mindless, it acts as a mixture of itself and its victim. It gains no spells, skills, psionics, or class abilities from intelligent creatures. The mimicked personality and memories molt away with the skin.

Flame Retardant (Ex) Murskas take half damage from fire.

With thanks to ENWorld.

Kellus
2008-11-09, 01:33 AM
If an ekpneon can't breathe or speak, how can it make the verbal components for its spell-like abilities, let alone use something like word of chaos?

streakster
2008-11-09, 01:41 AM
If an ekpneon can't breathe or speak, how can it make the verbal components for its spell-like abilities, let alone use something like word of chaos?

Magic.

I'll let Afro handle the sane answer....

Kellus
2008-11-09, 01:59 AM
No, but what I mean is whether it's treated as if it's silenced all the time for casting spell-like abilities that have verbal components and the like.

afroakuma
2008-11-09, 07:32 AM
According to SRD, a spell-like ability has no components and is activated mentally.

If it were trying to cast mortal spells, though, then yes, it would be treated as silenced.

...I'm going to have to think up some mad fluff for how they get away with blasphemy and word of chaos, though, aren't I? Good thing I didn't do Power Words...

afroakuma
2008-11-09, 04:52 PM
Sbah
Small Magical Beast (Chaotic, Extraplanar)
HD 4d10+8 (30 hp)
Speed Fly 60 ft. (12 squares) (average)
Init: +3
AC 16; touch 14; flat-footed 13 (+3 Dex, +2 natural, +1 size)
BAB +3; Grp +12
Attack Tongue slam +6 melee (1d4+1)
Full Attack Tongue slam +6 melee (1d4+1)
Space 5 ft.; Reach 10 ft.
Special Attacks Blood suck, constrict 1d6+1, improved grab, powerful tongue
Special Qualities Sonic immunity, blindsight
Saves Fort +6 Ref +7 Will +1
Abilities Str 12, Dex 17, Con 14, Int 5, Wis 11, Cha 11
Skills Listen +2, Spot +6, Tumble +6
Feats Alertness (B), Dodge, Weapon Finesse
Environment Windswept Depths of Pandemonium
Organization Solitary, pair or malady (4-8)
Challenge Rating 5
Treasure None
Alignment Often chaotic neutral
Advancement 5-12 HD (Small); 13-20 HD (Large)
Level Adjustment -

Sbah are predatory avian creatures that course through Pandemonium, seeking fresh blood to slake their hunger.

A sbah resembles a flying eel, with two batlike, membranous wings. The stomach distends slightly, and is bright red and coated in a slick mucus. Within are coiled three long, muscular lengths of tongue. The sbah has no eyes, but its ear slats have evolved to filter Pandemonium's constant noise.

Combat
A sbah seeks out living creatures that it can latch onto and garrote. It has minimal intelligence and usually wants nothing except its next meal.

Blood Suck (Ex) A sbah can suck blood from a living victim with its hollow tongue during a grapple. Every round that it maintains a grapple, it automatically deals 1d4 points of Constitution drain each round. On each such successful drain attack, the sbah gains 5 temporary hit points.

Improved Grab (Ex) If the sbah hits with its tongue slam, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. If the grapple is successful, the sbah immediately enters the foe's square, wrapping itself around the foe and dealing grapple, constrict and blood suck damage each round.

Powerful Tongue (Ex) A sbah has three hollow tongues with powerful muscles, imparting a +12 bonus to its grapple checks. It will only employ one at a time, and each severed tongue takes a full day to regrow. A tongue being used to grapple can be severed with a Sunder check (DC 15). Each tongue has 8 hp and hardness 5.

afroakuma
2008-11-09, 08:17 PM
Drega
Tiny Magical Beast (Chaotic, Extraplanar)
HD 2d10+2 (13 hp)
Speed 20 ft. (4 squares); burrow 30 ft.
Init: -2
AC 14; touch 10; flat-footed 12 (+4 natural, +2 size, -2 Dex)
BAB +1; Grp -9
Attack Bite +1 melee (1d4 + 1 Con)
Full Attack Bite +1 melee (1d4 + 1 Con)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Blood suck, disruption
Special Qualities Bludgeoning immunity
Saves Fort +4 Ref +1 Will +0
Abilities Str 7, Dex 7, Con 12, Int 3, Wis 11, Cha 11
Skills Hide +8
Feats Skill Focus (Hide)
Environment Windswept Depths of Pandemonium
Organization Solitary, crawl (2-6) or herd (10-100)
Challenge Rating 1
Treasure None
Alignment Always neutral
Advancement 3-6 HD (Tiny); 7-12 HD (Small)
Level Adjustment -

Dregas are the lowly staple of a Pandemonium diet. Sustaining themselves on blood and the occasional bit of magic, they can be minor nuisances.

A drega is a slick, smooth, sluglike creature with a two-segment body. The head segment is flat and rounded, and has two beady eyes that blend in with its gray-brown skin. The rear segment is a long, fleshy sac in a teardrop shape. They are a mainstay of Pandemonium cuisine, such as it is. Although their flesh is mildly unpleasant, the entrails can be mixed with chopped wraith almonds or imported rolled oats to make a serviceable porridge. Many travelers in Pandemonium find themselves with few gastronomic options while in Pandemonium, forcing either a steady diet of stonegrass and shattergrass or a drega stew.

Combat
A drega thinks of little beyond acquiring a bit of sustenance. Unobtrusive and quiet, a drega can usually nip at a heel without being spotted.

Blood Suck (Ex) A drega can suck blood from a living victim with its mouth during a bite attack. The drega does 1 Con damage. On each such successful drain attack, the drega gains 5 temporary hit points.

Disruption (Ex) Dregas can affix themselves to energy fields and siphon the energy sustaining them. A drega touching a magic or psionic item, a creature augmented by a magical or psionic effect or within the bounds of a magical or psionic field will automatically catch onto it, requiring a knock spell or remove curse to remove. Each round that a drega is bound to such an effect, that effect is subjected to a targeted greater dispel magic and/or a fully augmented dispel psionics. The caster/manifester level is 1st, and increases by one for every round that the drega remains latched on until the effect is defeated. Every round, the drega gains 1 temporary hit point, and upon full consumption of the effect, the drega gains a hit die.

DracoDei
2008-11-10, 12:32 AM
...I'm going to have to think up some mad fluff for how they get away with blasphemy and word of chaos, though, aren't I? Good thing I didn't do Power Words...
Telepathy???
Ghostly voices on the wind whispering in the ear of each target???
Sign Language???

The first and last would logically change the crunch of those effects... but somehow the idea of a rude gesture that is so hideous that it can kill weaker beings just strikes me as deliciously demented...

afroakuma
2008-11-10, 12:42 AM
I'm leaning to a flash of the eyes and telepathy.

Although I'm about to flip you the Bird of Doom would be the best telepathic warning ever.

Zeta Kai
2008-11-10, 12:44 AM
Although I'm about to flip you the Bird of Doom would be the best telepathic warning ever.

Seriously, QFT.

streakster
2008-11-10, 12:45 AM
Although I'm about to flip you the Bird of Doom would be the best telepathic warning ever.

Aaaand I just found my new sig.

afroakuma
2008-11-10, 12:47 AM
You're welcome :smallamused:

Good to know people are still watching this thread even if it's not for the best of reasons...

streakster
2008-11-10, 12:50 AM
You're welcome :smallamused:

Good to know people are still watching this thread even if it's not for the best of reasons...

Well, of course I'm watching it. I just don't say much because I'm bad at balance and if I just posted "OMG thatz awsum!" everytime you did something awesome I'd have flooded this board long ago.

afroakuma
2008-11-10, 01:09 AM
Well thanks, streakster. I promise I won't explode you with the force of my awesomeness just yet.

Zeta Kai
2008-11-10, 01:22 AM
Well thanks, streakster. I promise I won't explode you with the force of my awesomeness just yet.

I never make such promises. :smallbiggrin:

streakster
2008-11-10, 01:26 AM
I never make such promises. :smallbiggrin:

I know, the Deus ex Machina 'bout killed me...:smallsmile:


I should probably stop gushing now.

DracoDei
2008-11-10, 12:50 PM
Just occurred to me... Could you sneak attack or crit an expiring lamentia with a melee peircing weapon to peirce the lung and let the breath escape? Would an arrow that remained in the wound count? What about hitting them hard enough in the right spot to force the breath out by compression? What about grappling similar to the hemlich(sp) manuvar?

afroakuma
2008-11-10, 12:55 PM
None of the above. It's a giant skeleton whose very muscle is pure cartilage. That last breath held in its shriveled lung is pretty well protected. Only a coup de grace could breach all the outer protections and strike it, which would kill it instantly.

Now, dominating it and asking it to sigh would certainly do the trick, although its high Will save complicates that plan.

afroakuma
2008-11-10, 11:22 PM
Yd
Huge Outsider (Chaotic, Extraplanar, Lamenti)
HD 36d8+360 (522 hp)
Speed 50 ft. (10 squares); fly 30 ft. (average)
Init: +10
AC 54; touch 24; flat-footed 48 (+30 natural, +6 deflection, +6 Dex, +4 deflection [unholy aura], -2 size)
BAB +36; Grp +58
Attack Bite +48 melee (3d8+14, 19-20/x2) or ghost touch +48 melee touch (3d6+14)
Full Attack 6 bites +48 melee (3d8+14 and energy drain, 19-20/x2) and 2 ghost touches +43 melee touch (3d6+7) and 2 stings +43 melee (2d10+7 and poison, 18-20/x2)
Space 15 ft.; Reach 15 ft.
Special Attacks Husband of wind, poison, energy drain, oblivion ray, summon lamenti, spell-like abilities
Special Qualities DR 35/epic or lawful, fast healing 20, SR 40, spell immunity, profane aura, lamenti traits, soulless, bloodless
Saves Fort +34 Ref +30 Will +43
Abilities Str 38, Dex 23, Con 31, Int 34, Wis 36, Cha 40
Skills Bluff +54, Climb +53, Concentration +49, Diplomacy +54, Disguise +54, Hide +37, Intimidate +54, Knowledge (arcana) +49, Knowledge (forbidden) +49, Knowledge (religion) +49, Knowledge (the planes) +49, Jump +53, Listen +51, Move Silently +45, Search +49, Sense Motive +51, Spellcraft +49, Spot +51, Tumble +45, Use Magic Device +54
Feats Awesome Blow, Cleave, Combat Reflexes, Dire Charge (E), Epic Will (E), Great Cleave, Improved Initiative, Improved Overrun, Iron Will, Power Attack, Quicken Spell-Like Ability (harm), Quicken Spell-Like Ability (slay living), Spell Stowaway (time stop)
Environment Windswept Depths of Pandemonium
Organization Unique
Challenge Rating 32
Treasure Triple standard
Alignment Chaotic evil

Insofar as a fractious, diluted, isolated race such as the lamenti can be said to have a society, their undisputable lord and master is Yd.

Yd is the greatest and most terrible of Pandemonium's creatures, a thing of utter entropy and malevolence. For millenia he and his "family" have observed the doings of other planar races, observing the secrets lost in his kingdom and acquiring lore most forbidden. Said to be brother to the Norns and the Moirae, to have taken his body from the well of Mimir itself, to have fought six of Io's favored children and stolen the blood of them all, Yd is a legend's legend, a consultant and sage for the forces of chaos and evil who dare to send missal to him.

Yd resembles a titanic lich, with bones of purest white, crystal horns coating his cranium and a cloak of purest night shrouding his form. Below the foggy swirl of his nebulous robe writhe the heads of six dracoliches, still connected to a majority of their spines.

Yd is rarely contacted by his peers, usually on the order of once or twice a century. His power and knowledge are of great value, however, so members of the rabble of devilkin or lesser demon lords routinely prostrate themselves before him, begging for his aid. Rarely is it dispensed.

Combat
Yd is a terror in combat, shrieking out of hiding in a lethal charge, consuming all who face him.

Husband of Wind (Su) Yd is constantly surrounded by a control winds spell cast at 30th level. He controls it with his mind as an immediate action each round, allowing him to cast aside most ranged attacks (and the ranged attackers as well.)

Poison (Ex) Injury, Fort save DC 38, initial and secondary damage 2d6 Dex. The save DC is Constitution-based.

Energy Drain (Su) Living creatures hit by Yd's bite attack gain three negative level. The Fort save DC to remove the level is 45, and is Charisma-based. For each such negative level bestowed, Yd gains 5 temporary hit points.

Oblivion Ray (Su) As a standard action, Yd may open his mouth and invoke a vacuum of nothingness, which takes the form of a 240 ft. ray. On a successful ranged touch attack, the victim or object is affected as though by a destruction spell (Fortitude save DC 41).

Spell Immunity (Ex) Yd is immune to all spells and spell-like abilities mimicking spells of the Divination school except those which originate from himself or a being of divine rank 6 or higher.

Profane Aura (Su) Yd is at all times surrounded by unholy aura cast at 20th level. It cannot be dispelled. The spell's effects have been factored into Yd's statistics.

Soulless (Ex) Yd's soul is so irredeemably nihilistic as to be untouchable by certain forms of attack. He is not subject to energy drain or ability drain. He is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He also gains a +6 deflection bonus to AC.

Bloodless (Ex) Though a living creature, Yd is apparently without skin, blood or organs. As such, Yd is immune to polymorphing, petrification, or any form-altering attack. He is not subject to wounding, bleeding or death from massive damage. He is immune to critical hits and sneak attacks. Any attack requiring organs or a circulatory system fails against Yd, including but not limited to poisons.

Summon Lamenti (Sp) Three times per day Yd can summon one of any kind of lamente as a standard action. He may alternately summon 4d10 polytrotoi, 2d10 kataklaiontes, 2d6 tetromenoi or 2d4 oimozontes.

Spell-Like Abilities (Sp) At will - analyze dweomer, chaos hammer, cone of cold, crushing despair, deeper darkness, desecrate, enervation, fear, greater dispel, legend lore, magic circle against good, magic circle against law, plane shift, Quickened slay living, suggestion, unholy blight. 3/day - blasphemy, dominate monster, energy drain, eyebite, greater teleport, Quickened harm, insanity, storm of vengeance, unholy aura, word of chaos. Caster level 32nd, save DCs Cha-based.

afroakuma
2008-11-10, 11:52 PM
*phew*

Getting close to the end now. A final push tomorrow should take care of this project.

Left to do:

Voids of Phlegethon
Secrets of Agathion
Kataskellomenos template
Travelogue
Creature catalogue
Wind madness

DracoDei
2008-11-11, 03:01 AM
Is Yd also immune to Critical hits and Sneak attack? Those would seem to be implied by the text, but since you specifically mentioned other thing, which are much less common than those, one is given to wonder....

afroakuma
2008-11-11, 08:06 AM
Thanks for the catch. :smallcool:

afroakuma
2008-11-11, 09:47 AM
Wind Madness

The popular phrase "maddening noise" to describe Pandemonium is actually quite true; those who remain in the winds for too long, no matter how strong their sanity, eventually begin displaying a common set of little madnesses. Though these effects may recede when off-plane, they never truly depart (barring a wish or similar) and return with a vengeance from the first shriek of Pandemonium's dead air.

Roughly once a week, a non-native living creature must make a Will save (DC 20 + 5 per week beyond the first) or advance one step on the ladder of "wind madness." DM's should note that this is more of an exercise in roleplaying and should not be forced on the players. That said, playing a recording of a hurricane during a voyage to Pandemonium may have a similar effect... just saying... Incidentally, "naturalized" natives are not considered immune, so much as it is assumed that they have progressed to stage four long ago.


Stage One: Frustration

Those experiencing Stage One wind madness are simply fed up with having to be on the plane. The slightest disturbance or inconvenience sets them on edge, and they are wont to skip planning and move on to doing. Impatience is a hallmark of this stage.

Mechanically, the victim suffers a -2 penalty to Int and Wis while within Pandemonium's winds.


Stage Two: Despair

Those experiencing Stage Two wind madness are brought low with apathy, misery and the sense of futility. They don't show initiative, sigh and moan when anything is to be done, and have little to contribute in a discussion. They can be pushed to agree, but without enthusiasm or elaboration. In battle, however, their desperation gives them a madman's strength.

Mechanically, while within Pandemonium's winds, the victim is always surprised on the first round of combat. The victim gets a +1 bonus to attack and damage rolls during combat.


Stage Three: Hysteria

Those experiencing Stage Three wind madness are pushed past the breaking point, rabid in their desire to escape the noise of Pandemonium. Stage Three is a snapping, occurring from the moment the victim's will fails. It manifests as runing, screaming, clawing at walls, furnishings, and one's own face. Violent accusations and threats against anyone perceived to be keeping them in the noise, pleading and prayer to any number of gods and loud, hoarse singing to block out the noise are all common symptoms. These persist for 1d20 minutes, after which they will collapse, curling up tightly with eyes shut and hands over ears, rocking back and forth. Some will weep, some will mutter, some will grind their teeth.

The victim will flinch from touches, but can be led along (with eyes still shut and ears still covered) to a shelter, within which they will act as though in Stage Two.

Mechanically, the victim is essentially unable to act. They can move about blindly, but that is the limit of their ability to do anything.

DMs please note: This is likely the most frustrating stage for players. Limiting encounters and offering party downtime until the next save may be the best course of action.


Stage Four: Resignation

Those experiencing Stage Four wind madness have come to grips with the inescapable noise, finally able to largely ignore the constant howl and the madness it has caused. However, the shrieking insanity has taken its toll, and left each Stage Four victim with a permanent idiosyncracy.

Players are encouraged to come up with their own roleplaying tic for Stage Four, perhaps based on their personality. NPC's native to Pandemonium should have far more severe quirks, as they have been here longer. Some examples are found in the table below:

{table=head]Idiosyncracy|Idiosyncracy|Idiosyncracy
Accident Prone|Amnesia|"Animal Senses"
Barking|"Black Hole Backpack"|Compulsive Liar
Conspiracy Theorist|Contrariness|Dancing Mania
Delusions|Fear of Blood|Fear of Confinement
Fear of Disease|Fear of Heights|Fear of Magic
Fear of Noise|Fear of the Undead|Fear of Water
Foreign Accent|Fussy|Greedy
Hallucinating|Howling|Hypochondriac
Insomniac|Jaded|Kleptomania
Melancholy|Messiness|Mistaken Identity
Multiple Personality|Mute|Narcoleptic
Neatness|Nervousness|Nudism
Obsessive-Compulsiveness|Pacing|Paranoia
Permanent Cynicism|Photomania|"Possessed"
Pyromania|Quick Temper|Rabid Optimism
Rabid Pessimism|Racism|Scratching
Seizures|Sharpening|Shaving Mania
Talkative|Time Mania|Tremors
Verbal Tics|"Visions"|Xenophobia
[/table]

Mechanically, having a wind madness quirk is actually a benefit among veterans. Though never mentioned out of politeness, the observation of such a quirk lends a +6 bonus to Diplomacy and Gather Information checks made in Pandemonium's towns. Fellow veterans of wind madness elsewhere respond the same way.

DracoDei
2008-11-11, 02:48 PM
Aren't many residents of Pandemonium volentarily deafened? Read that somewhere... don't know if you are keeping it or consider it stupid or what... I would assume that (at least over years) that would allow recovery...

afroakuma
2008-11-11, 05:47 PM
I've never read that one, DracoDei.

afroakuma
2008-11-11, 08:34 PM
Inhabitants of Pandemonium

Anarchic Creatures (Planar Handbook)
Anarchic creatures are few and far between in Pandemonium. Pandesmos and Phlegethon have populations of anarchic winter wolves and other beasts, and some anarchic fey stalk the borders of the Unseelie Court.

Khaasta (Fiend Folio)
Khaasta adapt to the harsh environment more easily than many other races. They often run their own export cartels for anhedonia, wraith almonds and dourmoss, and may employ adventurers to do the dirty work. They also establish and operate Pandemonium base camps and run nomad caravans from point to point.

Night Hags
Some night hags come to Pandemonium to make trades with githzerai, the rare enterprising slaadi and the exploitation rackets.

Howling Dragons (Draconomicon)
The wily, insane howling dragons occupy the narrowest, most twisting tunnels that they can lair in. They will prey on any moving thing, regardless of possible food value. The interloper dragons who lair on Phlegethon are seen as deadly competition by howling dragons, and most will take pains to avoid being spotted until such time as they have a plan to kill their foe.

Howlers
The most noted native creatures, howler packs are frequent targets of sbah aggression. Populated areas tend to keep a pack of howlers close to warn of odivias, screech spirits and murskas. A lone howler dead of starvation is usually a warning of a screech spirit in the area.

Mivilorns (Monster Manual III)
Mivilorns fight with other native creatures for area control, and are target prey for howling dragons, packs of howlers and hungry lamenti. Some agents capture and sell mivilorns to other planes, where they are used as living war engines.

Windblades (Monster Manual IV)
Creatures of the deity Erythnul, these sinister things flit and frolic on the two middle layers, taking vile pride in doing murder. Their fragility sees them outclassed by many lamenti, and preyed upon by murskas, howlers and mivilorns. Flocks of windscythes tear through an area all at once, usually on the tail of a windstorm, as they are aware that their strength lies in numbers.

Garngrath (Monster Manual V)
Titanic killing engines, these dread beasts are few in number and loathed greatly by lesser lamenti. Greater lamenti enjoy luring them to settlements to rend and destroy. Wizards and clerics of dark deities sometimes come to Pandemonium with intent to capture a garngrath.

Darkweaver (Fiend Folio)
The dreadful darkweavers prey on all living creatures in Pandemonium, lurking in narrow passageways with still winds. They are especially common on Phlegethon.

afroakuma
2008-11-11, 08:53 PM
Powers of Pandemonium

Certain powers of mayhem take up residence in Pandemonium. Many prefer the Abyss or Carceri. Some deities maintain exile realms in Pandemonium for avoiding troubles in their own pantheons.

Babylonian Pantheon
Anshar

Cerilian Pantheon
Belinik
Eloéle

Dwarven Pantheon
Diirinka

Faerunian Pantheon (Forgotten Realms)
Auril
Cyric
Ibrandul (dead; realm still stands)
Talos

Fey Pantheon
Queen of Air and Darkness

Finnish Pantheon
Tuonetar
Tuoni

Japanese Pantheon
Ho Masubi

Khorvain Pantheon (Eberron)
The Shadow (speculative)

Krynnish Pantheon (Dragonlance)
Zeboim

Monstrous Pantheons
Gorellik (Gnoll)
Hruggek (Bugbear)

Norse Pantheon
Loki

Oeridian Pantheon (Greyhawk)
Erythnul

afroakuma
2008-11-11, 10:29 PM
A Tourist's Guide to Pandemonium

Harmonica
Deep in the carved, shrieking depths of Cocytus is a huge, spherical cavern filled with thousands of mile-high columns. Although the plane's darkness prevents most from being able to understand its enormity, the selective gravity allows wanderers to travel the inner surface of the massive cavern. Hundreds of tunnels open into the Harmonica, bringing in the most brutal winds from all across the plane. The reverberations can be felt like an earthquake from 20 miles away.

Giant stairs, waist-high to a human, wrap around each column, ascending into the heart of the dark tempest. They are also porous, allowing the wind to rip through and tear away climbers. The collective pitches of the wind cause intense wracking pain, shatter glass and numb the mind. It is impossible to cast arcane spells or employ a psionic ability while in the Harmonica.

Certain columns reach only halfway to the center, and it is impossible to tell at a glance which ones go all the way due to the plane's darkness. The only reason for adventurers to make the attempt? At the center is said to lie a great treasure or secret, the likes of which are unmatched even in the depths of Ocanthus or Agathion. Legend stipulates that this secret is the knack to true planewalking.


The Madhouse
Constructed and operated by one of Sigil's philosophical factions, the Madhouse is a citadel on Pandesmos, a sprawling ramshackle aggregation of buildings surrouding the original inn, now the city hall. A wall was built in the half-mile tunnel to ward off external raids, but the city has long since sprawled beyond that arbitrary bound. The city's mazelike tangle of streets are filled with the majority of the populace; able workers toil for room and board, but the glut of petitioners, lesser lamenti and impoverished exiles sleep and live in the gutters.

The Madhouse has a bazaar, but it is not the best place to find what one needs. Where bargains can always be found, the goods are not often what would best serve. The general uproar of the city means that few establishments remain so for long.


Howler's Crag
A tall, twisting spire in the wilds of Cocytus, Howler's Crag is a meeting post for incursive tanar'ri, greater lamenti and the occasional slaad. It is also a precious resource used by those lucky enough to find it and evade the demons.

A being at Howler's Crag can speak to any other being in Pandemonium save deities and Yd himself. A being at the top of Howler's Crag who can scream or shout the name of a location in Sigil will be transported there. Lastly, from the top of Howler's Crag, one may shout a message that can be received by a being anywhere else in existence, be it two miles away or in the deepest abyss of the Far Realm.

Howler's Crag is a jagged tor located on a plain in a cavern at the heart of Cocytus. It attracts attention both from those who would use it as well as those who would plumb its secrets. At its tip it glows with bright blue faerie fire, drawing attention to those who dare make the climb. At its base are miniature cells and tunnels riddled with the runes of a dead god's worship. An inn carved into the stone of the layer, the Laughing Mug, can be accessed via a downward stair marked with an immovable lantern. Here, real goods can be purchased, and air elementals contracted. This oasis of good fellowship is run by one Fat Worold, the skinniest man in Pandemonium.


Windglum
The largest town on Phlegethon, Windglum was founded by exiles and criminals, who still comprise much of its populace at present. Xenophobic and pessimistic, the denizens have managed to establish a pinpoint of order and are anxious to keep it so.

Windglum is magically lit, occupying a large cavern with massive natural columns. Though without obvious city planning, it is cohesive enough to operate. Five gates, easily shut in times of defense, ring the outer wall. The small gates and large cavern keep Windglum relatively quiet.

Windglum is one of the most diverse planar settlements, although less lawful beings travel here than to Sigil. Windglum views beingsin terms of skills, not ancestry, alignment or form, and so a hound archon blacksmith and a nycaloth armorer may be considered "family" to locals. Outsiders are always treated with distrust and disdain. The whole populace is trained in some martial weapon or other, which they prove each year to testers.

Most sorts of goods can be purchased in Windglum, although weapon sales are reported to the Watch and will be flagged for a few days. The Scaly Dog Inn is run by a recently banished innkeep who is still tolerant of outsiders.


The Delve
A secure base camp built over a drop leading to a trans-layer portal, the Delve is an adventuring waypoint to move between Pandesmos and Cocytus. Teams are raised and lowered through the layer portal via a wooden platform secured by adamantium chains. The Delve is a mercenary operation that harvests anhedonia, working with khaasta and a front operation in Sigil to supply the manpower for month-long drops to The Pit, its partner base camp on the other layer. Both maintain stables of howlers to warn of odivia or murska attacks, and the Delve has a warehouse for its two caravans to stock the larders with "foreign" meats and preserves.

In a bad season (many windstorms, or a severe snowstorm, or acid snows) the supply platforms and caravans may not run, forcing the Delve's hunters to lead a forage for drega and sbah meat and enough decent water to boil down stonegrass. Many rangers, after a single tour of duty, take their out-pay and leave the plane forever. Some teams find the work to be rewarding, if dull and unpleasant.

afroakuma
2008-11-11, 10:51 PM
It knew suffering.

Constant, unending suffering. Every single moment brought forth a new pain, a new torment. Nothing would do permanent damage. Nothing would stop its misery.

The great figure inhaled the fumes of the burning flesh at its hand. It looked down, empty eye sockets tilted towards the cowering, flensed, broken creature that mewled piteously below.

It considered, then pulled from its foggy black cloak an orb of crystal. The writhing creature looked up then, stared into the orb, and the greater creature looked into its mind.

"This..." came the dry utterance. The skeletal thing saw images of five monsters conversing, heard their words, understood their meaning.

It was almost afraid. Almost. Remembering the last time, eons ago. Its forced retreat to these secret depths, in bubbled caverns of stone. The knowledge acquired, the secrets bartered, the souls consumed. Betrayal. Mayhem. A war threatening all of existence.

It knew, now. It was forewarned. The news would spread to its lesser brethren, in due course.

The great being considered the pitiful thing below. Once again employing the power of the crystal orb, it saw a light of memory dawn in the lesser being's hollow eyes.

A great snake of bone lashed forward, exhaling a pure and deadly cold. The lesser being died with something akin to a smile on its face.

"For... your service to me. I return you to... your god."

The capricious being allowed itself an inner smile. The news would spread. It would receive missals from new parties. The possibilities would be endless. The chaos would be epic.

It was afraid.

But it was pleased.

For it knew suffering.

afroakuma
2008-11-11, 10:52 PM
Alright.

It's done.

It's taken the better part of a month, and I've had several hurdles (real-life and otherwise) on the way, but I've finally gotten it to the point where I feel satisfied with it. I'd like to see some commentary, to let me know how this one went with you all. If there's anything you feel I left out (other than that, and you know who you are if you instantly knew what that referred to) please post here and I will come back to it.

Otherwise, I will continue answering questions on this thread should the need arise.

Thank you one and all.