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Old 07-14-2007, 05:36 PM   Top  -  End  -  #9
TheEscapist
Dwarf in the Playground
 
 
Join Date: May 2006
Location: 
Philadelphia
Gender: Male
Default Re: GITP Monster Competition XI - Beings of Legend

NOTE: This creature used to be named Melekhaunthet, but then I read that the Queen of the Succubi in the Abyss is named Malacanthet. Whether this was a coincidence or I had read it somewhere once and it subconsciously came back when I was naming the creature, I decided it would be best to rename it Mherephess. Hopefully that's not too close to anything else's name.

The Story

Spoiler


Mherephess

Huge Aberration (Extraplanar)
Hit Dice: 70d8+1460 (1,775 hp)
Initiative: +20
Speed: Fly 40 ft (perfect)
Armor Class: 50 (-2 size, +12 dex, +15 natural, +15 deflection), 35 touch, 38 flat-footed
Base Attack/Grapple: +52/+78
Attack: Throne: 1 talon +69 melee (2d6+18, 19-20/x2); Sign: 1 tentacle +68 melee (1d8+18); Maw 1 stinger +68 melee (1d8+18 plus poison)
Full attack: Throne: 2 talons +69 melee (2d6+18, 19-20/x2) and 1 spell-like ability; Sign: 9 tentacles +68 melee (1d8+18); Maw: 1 stinger +68 melee (1d8+18 plus poison)
Space/Reach: 15 ft/15 ft or 25 ft with stinger
Special Attacks: Constrict, elder sign, gaze from beyond, impale, improved grab, multitasking, poison, rend, spell-like abilities, swallow whole
Special Qualities: Alien spectrum, bizarre anatomy, blindsight 120 ft, damage reduction 25/epic, darkvision 60 ft, energy resistance 25, multidimensional, otherworldly geometry, regeneration 60, spell resistance 57
Saves: Fort +44, Ref +37, Will +55
Abilities: Str 47, Dex 35, Con 48, Int 46, Wis 42, Cha 55
Skills: Bluff +95, Concentration +92, Decipher Script +91, Escape Artist +85, Intimidate +95, Listen +89, Move Silently +85, Knowledge (arcana) +91, Knowledge (architecture and engineering) +91, Knowledge (dungeoneering) +91, Knowledge (geography) +91, Knowledge (local) +91, Knowledge (nature) +91, Knowledge (the planes) +91, Knowledge (religion) +91, Search +91, Sense Motive +89, Spellcraft +91, Spot +89, Use Magic Device +95
Feats: Ability Focus (Elder Sign), Awesome Blow, Cleave, Combat Reflexes, Fling Enemies*, Gape of the Serpent*, Great Fortitude, Improved Critical (talon), Improved Initiative, Improved Toughness, Iron Will, Lightning Reflexes, Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (talon)
Epic Feats: Epic Toughness x3, Improved Combat Reflexes, Improved Spell Resistance, Spell Stowaway ([i]time stop[i]), Superior Initiative, Uncanny Accuracy
Environment: Any
Organization: Solitary (Unique)
Challenge Rating: 45
Treasure: none
Alignment: Chaotic neutral
Advancement: -
Level Adjustment: -

* denotes a feat from the Savage Species sourcebook.

Without warning, there is a trembling in the air, and a bizarre shape materializes seemingly from nowhere. In the center of this pale, undulating mass of flesh, like the figurehead of some otherworldly galleon, is the form of a humanoid woman who appears to be wearing an elaborate headdress and costume that fuses to the rest of the entity . Two spiderlike limbs reach over her shoulders and twitch eagerly, each one tipped with a 10-foot long, impossibly keen talon that gleams like polished obsidian, and a pair of gill-like openings wheeze on each flank of the horrible, hovering mass.
Simultaneously, two more blobs of pale, quivering flesh emerge seemingly from nothingness, one on each side of the woman’s grotesque throne. One has a ring of nine long, thrashing tentacles arranged around a horrible, eldritch rune. Where the suckers would be on a cephalopod’s tentacles there are instead rows of howling, fanged mouths, each twisted into a disturbingly human expression of rage. The third mass is little more than a hovering pair of jaws, yawning wide to reveal an unfathomable, darkened depth that is clearly too deep for its physical size. From between these gaping jaws stretches a long tongue that resembles nothing so much as a gigantic centipede. Where the centipede’s head should be there is instead a needlelike stinger, flanked by a pair of serrated pincers.
Though all three masses of hideous flesh and contorted limbs are clearly separate in form, they move in tandem in a way that makes it abundantly clear that they are all the part of the same entity and all directed by the same inscrutably alien intelligence. After hovering ominously for a few moments, a small seam appears on the jaw of the womanlike form. Her entire face peels up into a wrinkle over her forehead, revealing a humongous, glowing red eye, and it is immediately clear that diplomacy is no longer an option.


Mherephess is a being of the Far Realms, the reality that exists beyond the cosmology of our multiverse. Possessing a completely alien mind, its goals and desires, if any, can only be guessed at. One thing, however, is certain – these goals and desires are certainly at odds with the continued survival of intelligent life in our reality.
Mherephess exists in a dimension beyond our own which defies all rational understanding of planar geometry. The pieces of Mherephess that interact with the three-dimensional multiverse are merely parts of a much larger whole, like fingers of the same hand dipping beneath the surface of a pool of water. In the instance of Mherephess, the fingers are the various parts of its body, the pool is our entire multiverse, and above the surface is another reality that defies description or comprehension.
Fortunately, the remoteness of Mherephess’s dimension makes it very difficult for the creature to cross over into ours. Coupled with the fact that our reality is beneath the notice of such a tremendous, alien being, there should be very little to fear. However, there are always individuals who are blinded by their thirst for power or those a perverse desire for destruction who could find a way to bridge the gap between the Far Realms and our multiverse.
Though Mherephess has no divine rank, its devotees do receive spells, and can choose from the chaos, force, madness, and summoning domains. It is likely that this is a result of the strength of their madness rather than Mherephess’s direct involvement, similar to the way clerics of a cause or ideal are able to receive spells without the intervention of a specific deity. In addition, while it is technically summoned to our reality via arcane ritual, Mherephess's quasi-divine status prevents it from being banished back to its home dimension in an antimagic field.
Mherephess does not communicate with other beings, and does not display any reaction other than violence when faced with others’ attempts to communicate with it. Unlike most aberrations, Mherephess does not need to eat, sleep, or breathe.

Combat

Mherephess seems to act only to cause destruction. It will attack anything that moves, destroying life and property wherever it can. Its tactics can range from the fiendishly cunning to the brutally simple. While it certainly has the physical might to make short work of all but the most epic of opponents, it also has an array of special abilities that it will use creatively to deal with more crafty opponents.
The only exception to Mherephess’s indiscriminate destructive urges is toward the summoner. Mherephess seems to actively avoid harming the being who summoned it to this reality, provided the summoner does not try to harm it or directly interfere with its orgy of devastation. Attempts to use the summoner as a hostage or a shield against the horrible being’s rage seem to be looked upon as interference on the summoner’s part.
Multidimensional (Ex) – Mherephess’s strange, multidimensional form lends it a variety of unusual abilities. It enables Mherephess to operate in most respects as three separate entities: the Throne, the Sign, and the Maw. Each body section can move independently of the others, each with its own set of actions each round, though each must always remain within 50 feet of at least one other body section. If one is somehow moved more than 50 feet from the others, it vanishes and instantly reappears within 50 feet of the nearest body section. This is an effect similar to the dimensional phasing special ability (described below), but takes place as an immediate action.
Although the body sections are separate, they are ultimately all part of a single being. All three body sections share the same initiative roll, and any damage dealt to one of Mherephess’s body sections is deducted from the same hit point total as the rest. If more than one body section is caught in the same area-of-effect attack, the damage is only applied to the hit point total once, in much the same way that a humanoid only takes damage from a fireball once, even though it has two arms and two legs in the same area-of-effect as its torso.
Specific information on the attack modes of each section of the body are described in their own, individual sections. Other abilities and special qualities common to all three sections of Mherephess’s body are described below.
Bizarre Anatomy (Ex) – While Mherephess is most certainly a living creature, its anatomy does not conform to anything from our dimension. As a result, it is extremely difficult to determine particularly vulnerable points on any of Mherephess’s sections. When struck by a critical hit or sneak attack, there is a 75% chance that the critical hit or sneak attack is cancelled and damage is rolled normally.
Dimensional Phasing (Ex) – As a standard action, a section of Mherephess’s body is able to phase into its home dimension for an indefinite amount of time. Effectively, the section using the dimensional phasing ability ceases to exist and may not be attacked, affected by spells or abilities, or even located via sense, scrying, or similar magic. When Mherephess chooses to end a section’s dimensional phasing effect – a free action - it can choose to manifest that section anywhere within 50 feet of another section.
Mherephess will never phase all three of its body sections at the same time. To do so would cause it to lose its foothold in this dimension, preventing it from ever returning until summoned again.
Otherworldly Geometry (Ex) – The seemingly impossible geometrics of Mherephess’s body grant all three sections a +15 deflection bonus to AC.
Regeneration (Ex) – Mherephess can only be permanently injured by weapons forged of materials from the Far Realms (even more difficult to come by than one might think). If part of Mherephess’s body is severed, the lost limb regrows in 2d4 rounds. The severed body part almost immediately rots away to nothingness, most likely returning to the reality in which it originated.

The Throne

Spoiler


The Sign

Spoiler


The Maw

Spoiler

Last edited by TheEscapist : 02-04-2008 at 10:01 PM. Reason: Name change
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