View Full Version : GITP Monster Competition XXVII - Out of This World
The Vorpal Tribble
11-04-2008, 07:59 PM
Out of This World
Children will always be afraid of the dark, and men with minds sensitive to hereditary impulse will always tremble at the thought of the hidden and fathomless worlds of strange life which may pulsate in the gulfs beyond the stars, or press hideously upon our own globe in unholy dimensions which only the dead and the moonstruck can glimpse... - H.P. Lovecraft
Everyone has looked up into the sky and wondered, 'What's out there?'. In the endless expanses do horrors dwell in the dark of never ending night or do wonderous others shine beneath suns we can't even begin to imagine? This is your chance to part the veil of starlight and show us what dwells BEYOND...
_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/
The contest begins with the posting of this thread and will continue until Midnight of November 20th (EST).
Soon after a poll will be opened for everyone to vote for their favorite that will last until Midnight of the last day of November.
1. You will be creating an 'original' D&D monster. An alien creature in whatever way you wish to interpret. A being 'outside' of the normal realms of human and elf, dwarf and dragon. It may be a space-dwelling creature, a being from another planet within the Material, or from a realm completely removed of our reality.
Outer Golem (http://www.giantitp.com/forums/showthread.php?t=70137)
2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional. Incomplete entries will be disqualified upon the deadline.
3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV, except for a lore section which is encouraged).
4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link) (http://www.giantitp.com/forums/showthread.php?p=1499183).
5. One entry per participant. No double-teaming.
6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.
7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.
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The Vorpal Tribble
11-04-2008, 08:03 PM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)
As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=1499183).
Speed: (# squares)
Armor Class: (), touch, flat-footed
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Plot Hook/Story if any
11-07-2008, 04:45 AM
~|Young Astarus Soldier|Adult Astarus Soldier|Old Astarus Soldier
Size and Type | Medium Aberration (Shapechanger) | Medium Aberration (Shapechanger) | Medium Aberration (Shapechanger) |
Hit Dice | 4d8+12 (30 hp) | 4d8+4 (22 hp) | 4d8-4 (18 hp) |
Speed | 40 ft. (6 squares) | 30 ft. (6 squares) |30 ft. (6 squares) |
Initiative | +1 | +1 | +1 |
AC |18 (+1 Dex, +4 chain, +3 natural); touch 11; flat-footed 17|15 (+1 Dex, +4 chain shirt); touch 11; flat-footed 14| 15 (+1 Dex, +4 chain shirt); touch 11; flat-footed 14|
BAB | +3 | +3 | +3 |
Grapple | +3 | +3 | +3 |
Attack | Mwk Astarean Striker +7 melee (1d8+2) | Mwk Astarean Striker +6 melee (1d8) | Mwk Astarean Striker +2 melee (1d8-2) |
Full Attack | Mwk Astarean Striker +7 melee (1d8+2) and claw +6 melee (1d4+2) | Mwk Astarean Striker +6 melee (1d8) and claw +4 melee (1d4) | Mwk Astarean Striker +2 melee (1d8-2) and claw +6 melee (1d4-2) |
Space/Reach | 5ft./5ft. | 5ft./5ft. |5ft./5ft. |
Special Attacks| None | Entropic Touch | Psionics |
Special Qualities|Age Shift | Age Shift | Age Shift |
Saves | Fort +4, Ref +2, Will +2 | Fort +2, Ref +2, Will +4 | Fort +0, Ref +2, Will +6 |
Abilities|Str 15, Dex 12, Con 17, Int 9, Wis 6, Cha 8 |Str 11, Dex 12, Con 13, Int 13, Wis 10, Cha 8 |Str 7, Dex 12, Con 9, Int 17, Wis 14, Cha 8 |
Skills | Survival +5, Concentration +7, Hide +4, Move Silently +4 | Survival +7, Concentration +5, Hide +4, Move Silently +4 | Survival +9, Concentration +3, Hide +4, Move Silently +4
Feats | Track, Weapon Focus (Astarean Striker), Power Attack(B) | Track, Weapon Focus (Astarean Striker), Weapon Finesse(B) | Track, Weapon Focus (Astarean Striker)
Environment | Any | Any | Any
Organization | Solitary, squad (4-6), platoon (8-10) | Solitary, squad (4-6), platoon (8-10) | Solitary, squad (4-6), platoon (8-10)
Challenge Rating| 3 | 3 | 3
Treasure | Standard | Standard | Standard
Alignment |Usually Lawful Neutral|Usually Lawful Neutral|Usually Lawful Neutral
Advancement | By character class | By character class | By character class
Level Adjustment| +1 | +1 | +1
Description: Astari go through three distinct stages of physical development. After being hatched, they quickly grow into their young form. This form is humanoid in nature, but is shorter and more bulky than the typical human, and has a rough yellow hide. Astari in this form are often impetuous and reckless, lacking the wisdom of their elders. About a third of the way through their lives, which makes them about thirty “human” years old, Astari enter a transformation phase lasting about six months, during which time they are sequestered in a cocoon. When they emerge, they are in their adult form, which resembles a tall human with large black eyes and oily yellow skin. An Astarus in this form does not have the strength or speed he had in his young form, but through years of experience he has learned to use more complex strategies in battle. While in this form, the Astarus has the ability to weaken or strengthen creatures it touches by altering the entropy levels in its body. After another third of his life has passed, an Astarus retreats into a deep underground chamber and goes through a meditative process that lasts for about one year. During this time, he changes into his old form. When the Astarus emerges, he has gained valuable insights from the time that he spent reflecting on his life, but his physical abilities have degraded somewhat, never to return to their former heights. At this point, the Astarus is stooped over, barely taller than a dwarf, and his yellow skin is wrinkled and spotted. Astari in all forms are capable of speech, but most only speak Astarean.
Personality: Astari tend to be very devoted to their current mission, and will usually allow nothing to get in their way. They tend to view other creatures with contempt and disdain, feeling themselves superior because of their advanced technology and entropic manipulation capabilities.
When an Astarus is encountered alone, he is usually a scout for a larger group, and will not typically attack groups of what he perceives as hostiles. When forced into combat, a lone Astarus will attempt to move stealthily and attempt to sneak up on enemies. If the Astarus believes he is facting an easy terget, he will typically Age Shift to his young stage and engage in melee combat. If the battle goes poorly, or if the Astarus is facing a more serious threat, he will has identify the most threatening enemy and attempt to neutralize his defenses with an Entropic Touch against his armor. Once that is done, he will attempt to shift defensively into his young form and take advantage of his opponent's lower AC by Power Attacking him. Inexperienced Astari are likely to ignore spellcasters, at least in the early parts of a battle, because they are unfamiliar with magic. A lone astari is unlikely to shift into his old form for battle because of his decreased hit points and strength.
A squad of Astari is usually composed of three to five soldiers and one 1st-level Astarus, who is the leader and is usually a fighter or ranger. Typically the leader remains in adult form, while two or more soldiers are in young form and at least one is in old form to complement their abilities with spell-like effects. When a squad engages in battle, they typically strike hard and fast, preferring to catch their enemies by surprise.(CR 5-6)
A platoon of Astari has a leader, usually a 2nd-level fighter, two lieutenants with one level in either ranger or rogue, and five or more soldiers. platoons usually have at least two soldiers in old form, and at least three in young form, who are usually at the front and rear of the platoon. They fight intelligently and follow the directions of their leader, who will usually try to direct the battle so that young Astari who are becoming wounded can fall back and be replaced by others who have just shifted into young form. (CR 8-10)
Age Shift (Su): The Astarus can manipulate the entropy levels in his body to shift from one stage of development to another. Shifting form is a standard action provoking an attack of opportunity. An Astarus may make a Concentration check (DC 10+1/2 HD) to “shift defensively,” which takes a full-round action but does not provoke an attack of opportunity. This process is draining: after an Astarus shifts, he takes 2d4 points of nonlethal damage which return at the rate of one point per round and may not shift again for 1d6+2 rounds. An Astarus may only shift from one development stage to the next. That is, he can shift from young to adult, or adult to old, or vice versa, but he may not shift from young to old in a single action. Any weapons or armor the Astarus is holding when he shifts remains with him after he can completed shifting. The Astarus' memories and experience remain unchanged when he shifts.
In the different stages, an Astarus gains different abilities and attacks. These are outlined below. Any quality given for a certain development stage is only available when the Astarus takes that form For instance, the 10 ft. enhancement bonus to base land speed is only given to an Astarus who is in his young form.
Because Astari age differently than any terran race, such as humans, they do not follow the standard rules for aging.
Young: A young Astarus gains a +4 bonus to Strength and Constitution, but takes a -4 penalty to Intelligence and Wisdom. In addition, his base land speed increases by 10ft. and his skin hardens, granting him a +3 natural armor bonus. Additionally, the Astarus gains the benefits of the Power attack feat (see below).
Adult: An adult Astarus has no ability adjustments, but has the ability to use the Entropic Touch ability described below. Additionally, an adult Astarus gains the benefits of the Weapon Finesse feat (see below).
Old: An old Astarus gains a +4 bonus to Intelligence and Wisdom, but takes a -4 Penalty to Strength and Constitution. He gains some psionic abilities as well (see below). An old Astarus gains a +2 bonus to any skill he has ranks in.
Skills: An Astarus' skill points are based upon his Intelligence when he is in adult form.
Bonus Feats: An Astarus gains the benefits of the Power Attack feat, but only when he is in young form. He can take other feats that include Power Attack as a prerequisite, but can only use them in his young form, unless he takes Power Attack as a feat normally. Similarly, an Astarus gains the benefits of the Weapon Finesse feat, but only when he is in adult form. He can take other feats that include Weapon Finesse as a prerequisite, but can only use them in his adult form, unless he takes Weapon Finesse as a feat normally.
Psionics (Sp): Old AStari can use their entropic abilities to alter the world around them, producing certain effects that resemble spells. 3/day: mage armor, cure light wounds, ray of enfeeblement. 1/day: false life, shatter (DC 15) Effective caster level 3rd. The save DCs are Intelligence-based.
Entropic Touch (Sp): An adult Astarus can use his mental powers to either harm an enemy or help a friend. To use the touch offensively, the Astarus makes a melee touch attach against an opponent and attempts to suddenly increase the level of entropy in his body. This attack does not provoke an attack of opportunity from the target, but provokes one from any other creature threatening the Astarus. If the attack hits, the Astarus deals 2d6 damage to the target. A DC 17 Fortitude save halves the damage. Alternatively, the Astarus can use this attack to target objects, dealing damage which bypasses their hardness. An unattended, nonmagical object gets no saving throw against this effect. An attended object uses either its own save bonus or its owner’s, whichever is better.
The touch can also be used to heal the Astarus’ allies by reintroducing order into a disordered system. Since this is a harder task, this use of the touch heals only 1d6 points of damage. Unlike Cure and Inflict spells, these touches work exactly the same on undead as on living creatures.
The touch can be used once per day per HD the Astarus has.
History: The Astari (singular Astarus) are an ancient race of beings from a distant star system. At one point, they had a thriving culture and society at an advanced technology level. They never discovered the secrets of magic, but they did learn to mentally control the entropy levels in and around their own bodies. This ability allows them to alter their forms, taking advantage of the differences between their young, adult, and old forms. Centuries ago, they discovered that their manipulation of entropic energies had caused the atmosphere of their planet to become unstable. The atmosphere, which had soaked up excess entropic energy for a very long time, would eventually completely dissipate into space, leaving their planet a lifeless rock. Therefore, they sent explorers out into the galaxy to find a world suitable for colonization.
Weapon: Astarean Striker
Type: One-handed exotic weapon
Damage: 1d8+Str modifier
Description: The Astarean Striker is the standard issue for Astari exploration teams. It resembles a whip in basic structure, but the weapon is lines with razor sharp metal blades that cut and tear, making this a much more deadly weapon than the whip. It is also shorter, because of its additional weight, i.e. it is not a reach weapon. It can be used to make trip attempts just as a whip can be. Unlike a whip, this weapon deals full normal damage to creatures wearing armor. The Weapon Finesse feat can be used with the Astarean Striker
Special: Astari may treat the Astarean Striker as a martial weapon rather than as an exotic weapon.
To do: Fill in skills section, add feats, describe combat tactics Include Lore Knowledge DCs and Plot Hooks
11-07-2008, 05:38 AM
"I'm not from your world. You cannot comprehend what I am, I can not comprehend what you are. All we can share is our positions. I can help you understand yourself in a way I could never understand myself and in exchange all I ask is your understanding."
- The standard greeting of a mind's mirror to a terrestrial being.
Size/Type: Medium Aberration (Shapechanger)
Hit Dice: 6d8+6 (33 hp)
Armor Class: 17, touch 15, flat-footed 16 (+4 deflection, +1 dex, +2 natural)
Base Attack/Grapple: +4/+4
Attack: Slam (1d6+4) Melee
Full Attack: 2 Slams (1d6+4) Melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Forced Reflection, What Could Have Been, You Cannot Comprehend
Special Qualities: Change Perception, Integrate Self, Aberration and Shapeshifter traits
Saves: Fort +3, Ref +3, Will +9
Abilities: Str 11, Dex 12, Con 13, Int 13, Wis 18, Cha 10
Skills: Concentration (Wis), Diplomacy (Cha), Speak Language (Int)
Feats: Investigator, Persuasive, Track
Environment: Outer Planes
Organization: Solitary, Expedition (2-6)
Challenge Rating: 5
Alignment: Usually True Neutral
A Mind's Mirror is an entity which originates from the outer planes. Unlike many creatures from this place they are fascinated by the material plane. Unable to comprehend it (in the same way a human can't comprehend the outer planes) they seek to at least get an idea of what they don't know. To this end they visit the material plane regularly. They consider themselves guests of the mortal races and always act politely unless threatened.
Despite this their alien appearance is far too much for our minds to process. This means that anyone who sees a Mind's Mirror will perceive it as something they can understand. Because they have an inherent shapeshifting ability, Mind's Mirrors can change their form to affect how they are perceived. If viewed using spells such as true seeing, the mirror appears as a distorted and vaguely humanoid silloette.
Forced Reflection A number of times per day equal to its charisma modifier (it may use extra times per day from the charisma bonus it gains in its Diplomat form only when it is in that form) the Mind's Mirror may force a single target within 30 feet (which can both hear it and understand the language it is speaking) to think about their motivations and desires. The target must make a DC 14 Will save or be dazed for a round. After that they must make another save of the same DC. If this save succeeds they gain a +1 morale bonus for the next hour, if the save fails it is instead a -1 penalty.
What Could Have Been Once per day the Mind's Mirror may put a target into a dreamlike state. To do this they must make a touch attack (or simply touch a willing target), an unwilling target may make a DC 14 will save to shrug off the effects. If successful the target appears to fall asleep. While in this state they are living out the last 24 hours of their life up to that moment in an (imaginary) alternative universe where one detail has been changed (this can be as drastic as being born as a completely different person to simply taking a different feat). The difference in that universe can be anything the Mind's Mirror can think of, however it must be related to the target, and it must be something that the target can conceive in their mind (for example, the target could imagine that they were born without legs, but they wouldn't be able to imagine something which is physically impossible, such as being constantly on fire). Every hour the target spends in this state they may make another save to wake up. After 24 hours have passed they will automatically wake up.
You Cannot Comprehend A mind's mirror may, once every 1d12 rounds, take a full round action to try to explain its nature. Anyone who hears this must make a DC 10 will save (charisma based DC) to avoid thinking about it or take 1d8 points of damage and a point of wisdom damage.
Change Perception The Mind's Mirror may shift between various forms. Because of its incomprehensible nature, anyone who sees it will perceive is as something as close to its current form that they can comprehend. Changing forms is a full round action which does not provoke attacks of opportunity. The forms are listed below.
Diplomatic Form The Mind's Mirror assumes a non-threatening form which appears to be an attractive being of the viewer's race. While in this form the mirror has +2 charisma, may speak any language as per the tongues ability and gains a +1 bonus on all diplomacy checks. However the Mirror also takes a -1 penalty on intimidate checks.
Warrior's Form The mirror resembles a ferocious looking warrior. They gain +2 to strength, -2 to charisma and a +1 bonus on intimidate checks. Anyone within 10 feet of them must make a DC 12 will save (the DC is strength based) or become shaken for 1d2 rounds. Anyone who makes the save is immune to that Mind's Mirror's fear effect for 24 hours.
Scholar's Form The mirror looks dignified, possibly resembling someone for whom the viewer has a great deal of respect. The mirror gains a +2 bonus to spot, search and knowledge checks, +2 to intelligence and -2 to strength.
Everyman's Form A mirror which has not shifted into an alternative form simply resembles a mundane (almost frighteningly so) version of the viewer's own race. They gain no special penalties or bonuses.
Integrate Self Regardless of their current form, the mirror may form an illusion which makes them look like a nondescript individual for a given area's population (they resemble the same person to everyone, rather than reflecting on the viewer). This may be dispelled by an anti-magic field or true seeing. Anyone who succeeds on a DC 14 spot check will see through the illusion.
Aberration and Shapeshifter traits
An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
An aberration has the following features.
8-sided Hit Dice.
Base attack bonus equal to ¾ total Hit Dice (as cleric).
Good Will saves.
Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shape has the shapechanger subtype.
A shapechanger possesses the following traits (unless otherwise noted in a creature’s entry).
Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature’s description.
Proficient with any armor mentioned in the creature’s description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.
A Mind's Mirror will usually avoid combat, usually staying in its Everyman or Diplomat's form, unless it happens to be gathering information in its Scholar's form. As they consider themselves "guests" on the material plane they will avoid fighting at all costs.
If they are provoked into combat they seldom have time to prepare, they will simply shift into their combat form and try take out the greatest threat with its What Could Have Been ability. They will then use You Cannot Comprehend and Change Perception to fight their remaining foes, escaping at the first opportunity.
20|These are Mind's Mirrors, benevolent visitors from the outer planes (reveals everything in the fluff text).
25|They can confuse the minds of material plane inhabitants or force them into deep thought (reveals their special abilities)
35|They will never willingly enter a fight on the material plane.
The PCs are hired to investigate the strange behaviour of a town's new librarian. Little do they know he's really a mind's mirror.
The PCs have to come to a difficult decision, so they seek out a mind's mirror to help them understand what the potential consequences of their actions may be.
A mind's mirror visiting the material planes hires the PCs to escort her to a library which can be found deep inside a dungeon.
Hit Dice: 4d10+16 (38 hp)
Speed: 30ft (6 squares)
Armor Class: 14 (10 + 3 Dex + 1 Size), touch 14, flat-footed 11
Base Attack/Grapple: +3/+0
Attack: +7 melee Slam (1d4+1+Filaments)
Full Attack: +7 melee Slam (1d4+1+Filaments)
Special Attacks: Filaments
Special Qualities: Ooze Traits (Non-Mindless), Blindsight 30', Hostile Mind, Resistance to Fire 5, Resistance to Cold 5, Feather Fall.
Saves: Fort +5, Ref +4, Will -1
Abilities: Str 12, Dex 16, Con 19, Int 6, Wis 6, Cha 15
Skills: Concentration +7, Hide +11, Move Silently +7, Escape Artist +11
Feats: Stealthy, Weapon Finesse
Organization: Solitary, Colony (4-24)
Challenge Rating: 4
Advancement: 5-10 HD (Medium), 11-14 HD (Large)
Level Adjustment: +3 (Cohort)
In spite of their small size, the Shimmering Ooze is a remarkably hardy creature. As an illustration, note that the first specimen recorded in the Flanaess survived burning through the sky and sinking to the bottom of the ocean, and, when pulled from the icy waters in a fishnet, proceed to overwhelm the entire crew of the fishing-boat. It was only because the remains of the ship washed ashore that the danger was recognized and contained.
The size of Shimmering Oozes varies greatly, but they are most often roughly 50lbs in weight. They are a slightly iridescent yellow, and any region they have inhabited for long is likely to be coated in pale-yellow filaments. They are thought to arrive on meteorites and break off high in the atmosphere, but some large colonies have also been found where the Oozes have deployed in a concentrated pattern.
Despite their name, a Shimmering Ooze is very much unlike any terrestrial ooze. They are intelligent, although they do not appear to communicate in any way. While other Oozes will consume anything and everything, rare Shimmering Oozes will take an interest in other sentient races, and refrain from attacking as they observe. They are also vastly more active -- they do not appear to favor underground lairs, as do many Oozes, and in combat they will dodge blows, or even flee if their life is seriously threatened.
Upon contact with organic matter, a Shimmering Ooze shoots filaments through the creature, damaging it's Strength and Wisdom each by 1d4. A DC 14 (Charisma based) fortitude save negates. If used on objects, such as wood, trees, other mundane plants, the Ooze can affect 1cubic foot per round, which is dealt 1 point of damage, and the filaments remain until 1d4 days after the mental bond is broken (see below).
A Shimmering Ooze maintains a strong mental bond with these filaments. This bond is broken:
If the Ooze is ever separated by 1 mile or more from the affected creature,
When all ability damage is removed,
Or by the casting of Remove Curse, or any higher-level effect which duplicates it, on the affected creature.
As long as this bond persists, the Shimmering Ooze may:
(Sp) Detect Thoughts of the affected creature, as the spell, at will. A DC 14 will save is allowed to negate each attempt, but the Ooze may make a second attempt by reactivating this ability.
(Su) Treat the affected creature as an extension of itself for the purposes of blindsight.
Hostile Mind (Su):
Whenever the Ooze is subject to a power from the telepathy discipline or a spell from the enchantment school (regardless of whether the spell/power is harmful or beneficial), the manifester/caster must make a Will saving throw against a DC 14 (Charisma based) or take 2d6 points of damage.
The Ooze permanently loses this ability if it ever gains the ability to manifest powers or cast spells of the telepathy or enchantment types.
A Shimmering Ooze may detect prey by Scent and Vibration within 30ft.
Feather Fall (Ex):
As it lacks any organs, bones, or other such structures, a Shimmering Ooze never takes falling damage.
A Shimmering Ooze has a +8 racial bonus to Escape Artist checks, and may always choose to take 10 on an Escape Artist check, even when threatened.
A ship the PCs are traveling on begins to rapidly disintegrate as a small Shimmering Ooze sends filaments through its hull.
A druid asks for help in combating a large colony of Shimmering Oozes which have landed in a woodland under his protection
A Shimmering Ooze has begun infiltrating houses throughout a city and inserting filaments into sleeping victims so as to observe their behavior.
11-12-2008, 02:34 PM
here comes my first time homebrewed monster, hope you will help me improve
Hit Dice: 12d8+60 (114)
Speed: 60ft(6 squares), fly 300ft (perfect)
Armor Class: 34 (+10 int*, -1 size,+ 10 deflection, +5 dogde), touch 34, flat-footed 19
Base Attack/Grapple: +12/+21
Attack: slam +21 melee (2d6+5 x2) or soul spear +24 ranged touch attack (6d6 force x3)
Full Attack: 2 slams +21 (2d6+5 x2) or soul spear +24/+19/+14 ranged touch attack (6d6 force x3)
Special Attacks: Power of the Mind, soul spear
Special Qualities: Mental Might, Naturally Psionic, Remnant of creation, Power resistance 25, outsider traits, dr 10/magic telepathy 1000 ft, merging of the shards, blindsigth 1000 ft.
Saves: Fort +11, Ref +16, Will +13
Abilities: Str -*, Dex -*, Con -*, Int 30, Wis 20, Cha 20
Skills: autohypnosis+20, concentration+20, know(psionic)+25, know(the planes)+25, know(arcana)+25, psicraft+25, listen+20, spellcraft+25, sense motive+20, spot+20, bluff+20, intimidate+20, diplomancy+20, move silently+25, know(religion)+25, know(nature)+25, tumble+25, decipher scribt+25
Feats: Mind Over Body, Boost Construct, Iron Will, Force Of Will, Weapon Finesse
Environment: any, and any plane
Challenge Rating: 14????
Advancement: 13-25hd(large), 26-40hd(huge), 40-60hd(garguntuan), 60-80 (colossal) 80+ (colossal+)
Level Adjustment: -
You see a 10 ft tall whirlwind of light moving towards you at a high speed. Even through it has no eyes you have a clear feeling that it can see you. threads of light inside of it swirls in a way unlike anything you have ever seen, yet they seem odly familiar.
Astral shards are beings of pure thougth, that has been around from the time of the creation, where they was created when the mind of the astral plane was shattered. Now they look for each other, attemting to rejoin.
Astral shards prefer to avoid combat entirely trusting their high speed and maneuverability, to avoid most figths, howerver when it feels that it is necesary its prefered tactic is to fly around and create astral construct and then bombarding its enemies with soul spears.
Soul spear(Ex): an Astral shard can as a attack action shoot a beam made out of soul energy this requires a ranged touch attack in order to hit, and deals half its number of hitdice d6s force damege 3 times that much on a crit this have a range of 1000ft.
Mental Might (Ex): an astral shard is a being of pure thougth that affects the world trough sheer willpower, in all instances where it normally would use their strength, dexterity or constitution, they instead use respectivly charisma, intelligence and wisdom
Naturally Psionic (Ex): Astral shards gain 2 bonus power points for each HD it haves.
Remnant of creation (Su) an Astral shard is a remnant of the Creation an therefore has a large amount of control over it, once a month it can use the Bend Reality power
Power of the Mind(Ex): Astral shards can use powers as a 12th level psion (shaper)
Typical powers known
1st: Astral Construct, Psionic Minor Creation , Control Flames, Control Light, Detect Psionics, Matter Agitation, Create Sound
2nd: Psionic Knock, Control Sound,
3th: Ectoplasmic Cocoon, Dispel Psionics, Telekinetic Force, Eradicate Invisibility
4th: Quintessence, Psionic Dimension Door, Psionic Divination, Psionic Freedom of Movement,
5th: Adapt Body, Psionic Major Creation, Psionic Plane Shift, Psionic True Seeing,
6th: Aura Alteration, Crystallize, Psionic Greater Fabricate
merging of the shards (Ex): when two astral shards meets they perform an act called ”merging of the shards” this act takes 1 minute and provokes attacks of opputunities, at the end of wich the 2 shards becomes one. I order to determine the stats of the new shard advance the more powerfull of the two shards by 1 HD for every 10 the weaker one has, and increase its abilitys by 2 each.
In the beginning there where only 5 creatures, their true names is unknown but we know them as the elemental planes of fire, earth, water, and air, the fifth being are now the astral plane. For reasons unknown, and most likely unknownable, they fougth, the elemental ageinst the astral. We know that as a result of this battle the astral plane died, making its energies shatter, creating the planes the first outsiders, the first gods, the souls and the forces of good, evil, law and chaos and i betwen neutrality, however some of its power whas caugth in the middle, not enough to become gods, to much to become souls, and not bounded enough with any of the planes to become outsiders, they became the astral shards. What happened to the elemental planes are unknown, some teorize that the also died, while others claim that they only where severally wounded.
20 This is an Astral shard remnanths of creation (this reveals the flavor tekst right after the description)
25 They have great mental powers and control over creation (reveals their special abilities)
35 Reveals the flavor under lore
The Demented One
11-13-2008, 10:20 PM
Illustration by Krimm Blackleaf.
Large Aberration (Extraplanar, Psionic)
Hit Dice: 18d8+90 (171 hp)
Speed: 50 ft. (10 squares)
Armor Class: 20 (-1 size, -1 Dex, +2 natural, +10 deflection), touch 18, flatfooted 20
Base Attack/Grapple: +13/+20
Attack: Tentacle +15 melee (1d8+3)
Full Attack: 4 Tentacles +15 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Manifesting, otherworldy phenomena
Special Qualities: Damage reduction 15/magic, darkvision 60 ft., immunity to cold, metaphysics, power resistance 27, psychic barrier, telepathy 100 ft.
Saves: Fort +11, Ref +5, Will +24
Abilities: Str 16, Dex 8, Con 20, Int 26, Wis 1, Cha 30
Skills: Concentration +26, Listen +17, Spot +17, Psicraft +29
Feats: Power Endowment, Extend Power, Psionic Meditation, Psionic Body, Quicken Power, Power Penetration, Force of Personality (http://realmshelps.dandello.net/cgi-bin/feats.pl?Force_Of_Personality,)
Challenge Rating: 16
Alignment: Always Chaotic Neutral
Advancement: 19-25 HD (Large), 26-32 HD (Huge)
Level Adjustment: –
Reality is a fragile thing, all too easily warped and damaged by careless use of extraordinary power. Great magic and powerful psionics can rip holes in reality if used without the highest caution–and where holes are left, things will come in from outside. Qliphoths are beings from outside the multiverse that intrude into reality when too much power is used without care. None know from whence they originate, whether it is a previous reality, or a parallel multiverse, or a void beyond existence. Their physical forms are not their true shapes, but merely the attempts of our reality to interpret beings that should not exist within it. They look like a bizarre blend of fungus and squid and crab, with a body made of writhing, fungal cords with spindly, crab-like legs and wavering tentacles. Huge eyes cover their body, and their flesh shifts through a variety of colors. Some have other distinguishing traits, like patches of fur, coruscating scales, or tree-like branches. Qliphoths behave enigmatically, performing bizarre and seemingly senseless actions. Most scholars believe that they are somehow attempting to further tear reality apart, to let in the rest of their race.
A Qliphoth manifests psionic powers as a 15th-level Nomad. A Qliphoth receives 255 power points each day. The save DC against a Qliphoth’s power is equal to 18 + the power’s level.
Typical Powers Known
1st–deceleration, detect teleportation, psionic daze, telempathic projection, vigor. 2nd–detect hostile intent, ego whip, feat leech, id insinuation. 3rd–body adjustment, dispel psionics, psionic blast, telekinetic thrust. 4th–aura sight, mindwipe, personality parasite, power leech. 5th–baleful teleport, psionic teleport, psychic crush, shatter mind blank. 6th– aura alteration, mass cloud mind, temporal acceleration. 7th–energy conversion, insanity, psionic moment of prescience. 8th–true metabolism.
Otherwordly Phenomena (Su)
A Qliphoth’s psychic powers burn away the fabric of reality, causing otherwordly and supernatural manifestions to occur. Whenever a Qliphoth spends 50 power points or more within 5 rounds, roll 1d20 and consult the table below to see what otherwordly phenomena occurs. The save DC against any otherwordly phenomena is 24. The DC is Charisma-based. The manifester or caster level for the effects of any otherwordly phenomena is 18th.
1|Unnatural sounds, strange areas of cold, and will-o’-wisps occur within 1 mile of the Qliphoth at random for the next 10 minutes.
2|All other creatures within 100 ft. of the Qliphoth have a supernatural vision of either the past, or the possible future. The contents of the vision are determined by the DM.
3|The Qliphoth explodes in a burst of otherwordly energy, and splits into a horde of Gibbering Mouthers. One mouther forms for every 42 hp the Qliphoth has at the time.
4|A haze of psychic static forms, dealing 5d6 damage and stunning all manifesters and psionic creatures within 100 ft. of the Qliphoth, itself included, unless they make a Will save.
5|Heat is sucked out of the surroundings, dealing 5d6 cold damage to all creatures within 100 ft. of the Qliphoth. In addition, those damaged must make a Fortitude save or take a -4 penalty to Dexterity for 5 rounds.
6|All creatures within 100 ft. of the Qliphoth, including itself, must make a Will save or enter a deep rage for 5 rounds. TThey gain a +6 morale bonus to Strength and may make a single extra attack at their highest base attack bonus when making a full attack. However, they take a -4 penalty to AC and take 2 points of nonlethal damage each round.They lose the ability to tell friend from foe. Instead, each round, they must attack the creature closest to them, excepting their own familiar or similar companion.
7|All creatures within 100 ft. of the Qliphoth, including itself, are affected as by a targeted greater dispel magic.
8|All inanimate, non-magical objects within 10 ft. of the Qliphoth (possibly including the ground) are disintegrated.
9|The Qliphoth dissipates into a cloud of vitriolic vapors, as the acid fog spell. After 5 rounds, the fog coalesces back into the Qliphoth. If the fog would be blown away or dispelled, it immediately coalesces into the Qliphoth, which takes 5d6 damage.
10|Space warps, teleporting all other creatures within 100 ft. of the Qliphoth 25 ft. directly away from it.
11|The Qliphoth and all other creatures within 100 ft. of it are teleported one mile in a random direction.
12|A gravity well forms around the Qliphoth of it, dragging all other creatures within 100 ft. of the Qliphoth 25 ft. towards it unless they succeed on a DC 24 Strength check.
13|Gravity inverts, as the reverse gravity spell, with its area centered on the Qliphoth.
14|The Qliphoth, and all creatures adjacent to it, are all transported to one random plane unless they succeed on a Will save.
15|The Qliphoth’s personal time is slowed, causing it to lose its next round of action.
16|All other creatures within 100 ft. of the Qliphoth are aged by 3d10 years unless they make a Fortitude save.
17|All other creatures within 100 ft. of the Qliphoth become 3d10 years youne unless they make a Fortitude save.
18|Time slows down, allowing the Qliphoth and all creatures within 100 ft. of it to take two rounds worth of action every round.
19|Time is reversed by one round, as the time regression power.
20|Roll twice and apply both results. If you roll a 20 on either reroll, ignore both results, and instead a new Qliphoth is formed. It appears within 30 ft. of the original, and has no power points upon its birth. It quickly scuttles off in search of safety.
Being a creature from beyond this reality, a Qliphoth is capable of ignoring certain fundamental principles of physics. Whenever a Qliphoth becomes psionically focused, it may choose to gain one of the following abilities. It retains that ability for as long as it maintains its psionic focus. It may switch between abilities as a swift action as long as it maintains its focus.
Spatial Anomaly: The Qliphoth warps space around it, allowing it to move through non-Euclidean angles and paths. It can teleport up to 100 ft. as a standard action. In addition, the bending of space around it grants it a 20% miss chance.
Temporal Jaunt: The Qliphoth accelerates its temporal frame of context, granting it the benefits of the haste spell. In addition, it may manifest any psionic power of 1st level that it knows as a swift action.
Transcend Matter: The Qliphoth becomes incorporeal, gaining the incorporeal subtype and losing its Strength score, natural attacks, and natural armor bonus. Each round beyond the first of incorporeality, the Qliphoth must take a swift action to spend five power points, or else it becomes corporeal once again, and cannot use transcend matter again for five rounds.
Unbound by Gravity: The Qliphoth may ignore the effects of gravity as it wishes, allowing it to move up vertical surfaces or even ceilings as if they were solid ground. In addition, it can move through the air as if by the air walk spell, although it can move at its full base land speed and can move at a maximum angle of 90 degrees. In addition, spells and effects that alter gravity, such as the reverse gravity spell, cannot effect the Qliphoth unless it chooses to allow them to.
Psychic Barrier (Su)
As long as it is conscious, a Qliphoth generates a telekinetic barrier around it, granting it a deflection bonus to AC equal to its Charisma modifier, minimum +1.
11-17-2008, 06:09 PM
Figh-Tor walked carefully down the path to the wizards tower. The landscape seemed barren, a lonely pair of bare black bushes sat to either side of the gray cobblestone path, the only growing things in sight. He began to hurry towards the tower, something was wrong. As he grew near the tower he heard a quiet movement of the wind and turned around. He noticed the bushes. They seemed to be farther apart then they had been before. He noticed then that they had perfectly straight branches, no curves, just angled branches. Suddenly they were much closer.
Hit Dice: 20d8+21(111hp)
Armor Class: 4 (-6 does not dodge)
Base Attack/Grapple: +15/+25
Attack: Transitory-Disruption +15 Touch Attack (5d8+Spec, 20/x3) see Trans-Existential.
Special Attacks: Transitory-Disruption.
Special Qualities: DR 15, Blindsight, ETs are healed by both Positive and Negative energy, immune to critical hits, and are Immune to the effects of Electricity, Fire, Cold, Heat, and Poison.
Saves: Fort +15, Ref +0, Will +25
Abilities: Str --, Dex --, Con--, Int 4(-3) , Wis 20(+5), Cha 0(-5)
Environment: Outside existance, near powerful trans-planar magic.
Organization: Solo, in a Rend (2-6), or in an Annihilation (7-13).
Challenge Rating: 12
Advancement: 21-30HD (Large), 31-40 (Huge)
Movement: The Existential Terror does not move itself within the material plane, but removes itself to non-existence and relocates to somewhere within 1d12*5ft of where it was (works vertically also). As such the ET (heh) can bypass almost any obstacles, but is unable to enter a dimensionally anchored area, or to move inside one. If the ET stops on a vertical surface it must make the appropriate Climb check so that it doesn’t fall. The ET may also move into solid objects.
Attack: When the Existential Terror attacks its targets it merely attempts to transit into them. When it enters the same square as an enemy it makes a Transitory-Disruption attack. If it succeeds it deals the initial damage (5d8) and the target is grappled. Each round the target is grappled in this manner it must make a DC 25 Fort save or take 2d6 damage. If the target wins a round of grapple it escapes the ET.
Blindsight: Existential Terrors are aware of their surrounding for 360ft in all directions, even through and in objects. if looking into/through a solid object(like the earth) the distance counts double (i.e. if the ET is lookingh through a 5ft wall then it counts as 15ft from its awareness).
Combat The Existential Terror will attack those who interfere with it, but will pursue its target primarily. They ignore their own injury and just continue until their target is slain, and then finish any others who interfered with their attack. Once out of targets the ET will simply stop.
Existential Terrors resembles a bush made up of straight black branches. It simply exists in non-existence, but travel between can, very rarely, allow them to slip into existence. While inside of a plane they usually don’t move, merely ‘existing’ until something triggers them. For some reason Existential Terrors will occasionally target an individual to destroy, usually one of the first people to encounter or touch it.
Lord Iames Osari
11-19-2008, 01:09 AM
Medium Aberration (Psionic)
HD 8d8 (36 hp)
Speed 30 ft. (6 squares)
AC 17; touch 15; flat-footed 15
(+3 Dex, +2 natural, +2 insight)
BAB +6; Grp +6
Attack Tentacle +9 melee (1d4 bludgeoning) or sting +9 melee (1d4 piercing plus vazjura fever)
Full-Attack Tentacle +9 melee (1d4 bludgeoning) and sting +9 melee (1d4 piercing plus vazjura fever)
Special Attacks Extraction, improved grab, psionics, terrifying gaze, vazjura fever
Special Qualities Aberration traits, incorporation, mental redundancy 2, spell resistance 18, telepathy 100 feet, vazjura fever
Saves Fort +2, Ref +5, Will +10
Abilities Str 10, Dex 17, Con 14, Int 19, Wis 19, Cha 16
Skills Bluff +14, Concentration +11, Knowlegde (dungeoneering) +15, Knowledge (psionics) +15, Intimidate +14, Listen +6, Sense Motive +15, Spot +6
Feats Weapon Finesse, Psionic Fist, Greater Psionic Fist, Psionic MeditationB
Organization Solitary, Pair, Study Group (2-4 plus 2 slaves each), Academy (6-36 plus 2-5 slaves each), University (40-800, plus 2-7 slaves each)
Challenge Rating 8
Alignment Usually LE
Advancement by class; Favored Class Psion
Level Adjustment +8
This hideous, hunchbacked figure emerges like something out of the darkest nightmares. It is not the figure's all-too-human face that makes him so repulsive, however; rather, it is the bulbous growths on his back, the wickedly glistening blade growing from one forearm and the bizzare, five-flanged tentacle in place of the other that inspires your revulsion.
Vazjura are extremely mutated humanoids whose origins are shrouded in mystery. Their own legends have it that the first of them were created - or rather, will be created - millennia from now, when a spacefaring civilization is struck by a deadly plague epidemic. Somehow, the survivors used their psionic abilities to turn the plague into symbiotes, and thus the vazjura were created. Then, some kind of catastrophe sent the vazjura back in time to Tyrath's ancient past.
Vazjura are keenly intelligent, and desire either to alter the course of history by preventing the plague from wiping out the future civilization by converting them all into vazjura, or to ensure that they are created as their legends account by deliberately introducing the plague to the future civilization. Both factions agree that they need to get to that point first, however, and so for now they work together, studying the psionic arts in all their variety. So that they can devote all their time to research and academic politics, vazjura capture members of other humanoid races for use as test subjects, slaves, and breeding stock.
Vazjura reproduce by sexual reproduction; they are interfertile with all medium-sized humanoid species, and offspring are whatever non-vazjura parent is. Offspring without psionic potential are raised as slaves; those with it are rigorously trained in the psionic arts until their 16th birthday, and then infected with vazjura fever. Those who can use their abilities to turn the disease into a symbiote then undergo the modifications to become full vazjura. Those who cannot are killed to prevent the infection from spreading through the slave population.
Typically, Vazjura speak their own language, Vazjuran, which uses its own script, as well as Common, Draconic, Dwarven, Terran, and Undercommon.
Extraction (Ex): A vazjura that begins its turn with its tentacle attached to an opponent gains a +4 racial bonus to grapple checks against that opponent until the beginning of its next turn. If, at the beginning of the vazjura's next turn, its tentacle is still attached, it can make another grapple check with a +8 racial bonus; if this check succeeds, it automatically extracts the opponent's brain, instantly killing the creature. Undead and creatures without a brain are immune to this power, and it is not instantly fatal to creatures with more than one head or brain.
Improved Grab (Ex): To use this ability, a vazjura must successfully hit a Small, Medium, or Large opponent with its tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head.
Incorporation (Ex): Brains that a vazjura extracts travel up the hollow interior of its tentacle arm to its back, where, over the course of the next 1d4+3 days, it will be ensconced in a new bulbous growth and connected to the vazjura's primary brain, and will thus increase the vazjura's mental redundancy by 1.
Mental Redundancy (Ex): The extra brains that vazjura extract and incorporate into themselves give them a number of benefits, including: A +1 insight bonus to Listen and Spot checks per brain incorporated.
A +1 insight bonus to Armor Class per brain incorporated.
A +2 bonus to initiative per brain incorporated.
The ability to store one additional psionic focus per brain incorporated.
When a vazjura would be targeted by a mind-affecting effect, it is allowed one saving throw per brain incorporated. As long as one of the brains succeeds on its saving throw, the vazjura is considered to have successfully resisted the effect.
Vorpal weapons, another vazjura's extraction ability, and similar effects are not instantly fatal to vazjura.
Psionics: Vazjura manifest psionic powers as if they were psions with a class level equal to their HD; they typically specialize in psychometabolism.
Typical Psion Powers Known (power points 78, save DC 16 + power level, ML10): 1-force screenA, hammerA, inertial armorA, thicken skinA, vigorA; 2-animal affinityA, biofeedbackA, body equilibriumA, energy adaptation, specifiedA; 3-body adjustmentA, body purificationA, hustle, remove disease, psionic*, touchsightA; 4-energy adaptationA, metamorphosis, psychic vampire (Fort negates).
*New power described below.
Terrifying Gaze (Su): Anyone within 30 ft. of a vazjura (except for other vazjura) must make a Will save against DC 17 or be paralyzed by fear for 1d4 rounds. A character who successfully saves or is cured of paralysis before the duration ends is shaken. This is a mind-affecting fear effect gaze attack, and the save DC is Charisma-based. Vazjura can suppress or reactivate this ability at will as a free action.
Vazjura Fever (Ex): When a vazjura does damage to an opponent with its sting attack, the opponent must succeed on a DC 16 Fortitude save or become infected with vazjura fever (see below). The save DC is Constitution-based.
Vazjura fever is the disease that makes the vazjura what they are. It is most infectious when spread by injury, but the pathogen can also be inhaled. In addition to causing a fever, it also causes a persistent cough. It has a save DC of 16 when spread by injury and 14 when inhaled. It has an incubation period of 1d4 days and deals 1d2 points of Wisdom damage. When a character reaches 0 Wisdom, she dies.
Vazjura fever is a supernatural disease and cannot be fought off naturally; the only thing that can completely cure it is a limited wish, miracle, or wish spell, or the bend reality or reality revision powers. The psionic remove disease power (but not the remove disease spell) turns the disease into a symbiote which grants a +2 bonus to manifester level and save DCs for psionic powers. These bonuses are included in the statistics above. This bonus can only be acquired once.
Remove Disease, Psionic
Level: Psion/Wilder 3, psychic monk 3
Display: Olfactory and visual
Manifesting Time: 1 standard action
Power Points: 5
As remove disease, except as noted here.
Knowledge (dungeoneering) result|Lore Gained
18|The vazjura are a race of superintelligent mutants with astonishing mental powers who live underground and absorb the brains of their victims. This result reveals abberation traits, psionics, improved grab, and extraction.
23|Vazjura society revolves around psionic and scientific research; although their ultimate goals are a matter of dispute even among themselves, they all agree that distractions from their research are a bad thing, and so the vazjura capture and breed slaves so that they can continue their research in comfort and safety. Their gaze is said to instill paralyzing fear in any non-vazjura who comes too close. This result reveals terrifiying gaze, telepathy, and spell resistance.
28|The vazjura are the carriers of a strange disease called vazjura fever, which becomes symbiotic when exposed to certain psionic energies. Furthermore, they use the brains they absorb to magnify their powers. This result reveals incorporation, mental redundancy, and vazjura fever.
11-20-2008, 12:09 AM
Star spore seedling
Why yes, that does look surprisingly much like an almond. (http://bastards.student.utwente.nl/~joost/images/almond.jpg)
Hit Dice: 4d8 + 19 (37)
Initiative: + 0
Speed: 5 ft (1 square), burrow 10 ft (2 squares)
Armor Class: 17 (+8 natural, -1 size,), touch 9, flat-footed 17
Base Attack/Grapple: +3 / +10
Attack: Tendril+6 melee (1d8+2)
Full Attack: 2 tendrils+6 (1d8+2)
Special Attacks: Touchdown, powerful smell, improved grab, constrict 1d8+2
Special Qualities: Resistance to fire 10 and cold 10, impact resistance, plant traits, Scent.
Saves: Fort +8, Ref +1, Will +0
Abilities: Str 14, Dex 10, Con 18, Int 14, Wis 8, Cha 11
Skills: Knowledge(Geography)+9, knowledge(nature)+9, spellcraft+9
Feats: Toughness, weapon focus (natural weapon)
Organization: Solitary, splash(2-4), hail(5-20), swarm (21-100)
Treasure:100% precious metals
Alignment: Always true neutral
Advancement:4 - 8 HD (Large) 8-16 HD (Huge)
Level Adjustment: N/a
The seedling is a strange creature. Almond shaped, with a strong carapace it is birthed from the mother star spore in the cold empty void of space. Their mother, the spore dies whilst releasing a cloud of thousands of brothers, all sent speeding throughout the planetary system with simple goals etched in its already impressive intellect. SURVIVE. EAT. GROW.
Multiple paths are plotted and viable candidates are chosen. Chance models are prepared and with a small release of a diminishing reservoir of gas the seedling starts its year-spanning celestial choreography.
As a fiery streak it will plunge to the ground, burrow into the safe earth and recuperate from its ordeal, surviving and resting, waiting to begin its job of eating. The almond slides open at the seams, revealing long tendrils that extend from each side of the seedling, whilst a feeding orifice, which sat safely on the back of the shape whilst entering the atmosphere opens, hungry for biomass, both animal and plantlike.
First it feeds upon the charred remains of the life that once stood at the impact site. Then it suddenly starts to blossom, with strange, orchidlike flowers in every colour imaginable work their way between the slits in its tough shell and start to spread a sweet but calculated scent.
Star spore seedlings are intelligent enough to speak but simply do not care about doing so. Intellect is a tool used for survival and efficiency, not for strange thoughts about the state of being.
Therefore they speak no language but are highly intelligent and can cooperate easily due to an uncanny insight in their own shared mindsets.
When released into the atmosphere of a new planet, a star spore attempts to home in on points with large amounts of biomass that it can kill and then eat by using its touchdown ability.
When low on hitpoints, the star spore generally burrows down to rest and heal until it is fit enough to move upward again. The star spore will attempt to keep a powerful smell effect up whilst attacking and constricting animals and other creatures that come into its reach.
The star spore's primal instinct is to both survive and grow. It is not a mindless beast but an intelligent, calculating creature. As such the star spore seedling will generally not attempt to attack creatures of its own size or bigger and will attempt to flee underground if it finds it bit of more than it could chew.
When finally landing on a planet, a seedling will select a landing site with and abundance of living creatures to feed upon. The living spore homes in on this location and lands in a blast of searing fire that deals 2d6 fire damage in a 15 ft area (reflex DC 13 for half damage). The seedling takes falling damage and ends up 5 ft underground under a crater 10 feet deep and 15 feet wide.
Impact resistance (Ex)
Seedlings are adept at maneuvering and have a hardy carapace that allows them to survive reentry. They always get minimal damage on dice rolls for falling damage, namely 1.
Improved Grab (Ex)
To use this ability, seedling must hit with its tendril attack.
It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can constrict.
A seedling deals 1d8+2 points of damage with a successful grapple check.
Powerful smell (Ex)
As a standard action, a star spore can choose to grow colorful petals which exude a bouquet of chemicals that that few animals can resist. Any living creature within a 30 feet range of a seedling must make a will save DC 14 or gain a compulsion to be near the star spore. The compulsion ends when the creature is at the center of the smell. Creatures which succeed on the will save are immune to the powerful smell for 24 hours.
The powerful smell effect behaves as a gas cloud and can such be averted by creatures that do not breathe or can be blown away by winds.
The DC for the save is intelligence based.
- This creature may be mobile, but it most certainly is a plant. It is however, not a plant that occurs here normally.
- This plant is mobile and feeds upon both animal and plant life.
- This plant hunts its prey by luring it with a sweet aroma.
- An alien creature, it has no part in this ecology other than to consume any life it greets.
The Star spore seedling is but one part of the lifecycle of the star spore, which goes through three distinct stages in life. First is the seedling, which eats and grows until it reaches gargantuan size and slowly sheds its almond shape in favor of one resembling a colony of fungi with tendrils and gasbags interspersed among its visible organs. This stage is even more efficient at consuming and walks the land in small organized groups which strip the soil barren of nutrients and animal and plant life. Woe the commoner whom strays to close and is lured in by the sweet rotten smell it emits.
Lastly, the creature sheds its last legs and takes to the sky, resembling the cross between a blimp and a huge fungal colony with long tendrils dragging and feeding from the earth until the star spore itself blasts of in an inferno of fire and takes place around the star, waiting for a supernova or extremely potent solar flare to propel it far away, to new star systems to seed with seedlings.
A swarm of strange meteorites are seen streaking the skies and not long aftewerwards, forest creatures start disappearing.
A strange crater appears near a town and livestock and some villagers start disappearing.
A divine scent is emanating from an empty house, as a villager greedily brought the sweet smellig plant into his home, to be devoured by it shortly afterward.
The Vorpal Tribble
11-22-2008, 08:31 AM
This month's contest has come to a close. A voting thread has been posted here (http://www.giantitp.com/forums/showthread.php?t=97327).
Bisected8's entry has been disqualified for being incomplete at the contest's end.
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