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    Default Re: GITP Monster Competition LIX - Gears and Ghouls

    Apostle of the Cold Form


    "The Gospel is truly an insidious affliction and the pain must be unbearable. It starts in the bones, warping them to be fused with ceramic and adamantine. Then comes the muscles; broken down and reconstituted as a horrid amalgam of soft tissue and steel. The Gospel worms its way into the organs next, making them painful fusion of the organic and inorganic.The stomach goes through the most startling of changes; the digestive fluids become caustic chemical mixtures, turning the organ into some kind of crude, alchemical engine of sorts. The lungs become some unknown and apparently vestigial engine; bringing in air and constantly outputting steam. The skin goes next, hardened and reinforced with countless ores. Last is the brain and only then does the insidiousness of The Gospel rear its head. They become like the undead, ever craving the harm and death of us all against what free will remains. It's no wonder so many of the Apostles we've encountered are completely insane."

    No one knows from whence the terrible, viral agent known only as The Gospel of the Cold Form (so named for the almost religious fervor shown by the most forgone of its victims in the perfection of their state and the spreading of the disease) came from. Some posit that it's a scourge laid down upon by some angered machine god while others fear that it may be some contagion escaped from the soul shredding Far Realm.

    But the truth is far darker...

    A man of intelligence and science had a dream that was like no other amongst his peers. A dream to make the weak flesh strong, to fuse the perfection of the constructed with the intelligence and drive of the born. What he had in sheer brilliance he sadly lacked in complete and utter morals. He committed cruel experiments on automatons that could feel no pain, weaving magic and mundane skill in such a bone chilling way that soon he was made a pariah and a criminal from the society and world around him.

    If only they had caught him or if only he had then changed his ways, then maybe the multiverse would be spared from the horror that was to come.

    Soon the scope of his tampering would grow, aided and abetted by those insane enough or cruel enough to cater to his tastes. His test subjects ceased to be unfeeling Constructs, dolling out his atrocities now to both the living and those Constructs who already straddled the line.

    His crowning glory was when he came across a wayward and naive child of Mechanus. How could he pass up the chance to take his dream to the next level, nay, to completion? For months he extended his tortuous treatment to the planar traveler, refusing to let the creature die and escape the agony it had found itself in. But even the essence of the immortal eventually gave way and the madman turned his new found discoveries onto his own withered and aged frame.

    The repercussions of his actions were swift and damning. Agents of the Clockwork Nirvana found him and judged him guilty of crimes against all that is and all that ever will be, a monster and abomination against nature. As punishment they granted his wish, painfully warping him into a horror that was a perfect union of living and unliving matter. But in the final success of his experiments found the Inevitables' failure in their choice of punishment. They had meant to make him a mindless husk, a reminder to those who would seek to corrupt the works of man and god. Their workings and his own foul science birthed something in his degraded form. He became a living plague, his very touch spreading his state to those around him as they too would become carriers.

    One world fell to its knees and what was a madman's dream became a Gospel that reached out towards the stars.





    Sample Apostle of the Cold Form


    Large Construct (Augmented Giant, Living Construct)
    Hit Dice: 4d10+19 (37 hp)
    Initiative: -1
    Speed: 40 feet
    Armor Class: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18
    Base Attack/Grapple: +3/+14
    Attack: Greatclub +10 (2d8+10) or Melee Touch attack +9 (Touch of Cold Form)
    Full Attack: Greatclub +10 (2d8+10) or Melee Touch attack +9 (Touch of Cold Form)
    Space/Reach: 10 ft/10 ft
    Special Attacks: Touch of Cold Form
    Special Qualities: Damage Reduction 5/Adamantine, Darkvision 60 ft., Fast Healing 3, Living Construct traits, Low-light vision, Spread the Gospel
    Saves: Fort +8, Ref +0, Will +0
    Abilities Str 25, Dex 8, Con 19, Int 4, Wis 8, Cha 10
    Skills: Climb +10, Listen +1, Spot +1
    Feats: Toughness, Weapon Focus (Greatclub)
    Environment: Any
    Organization: Solitary, Pair, gang (3-4), or band (5-8)
    Challenge Rating: 4
    Treasure: Standard [No organic items]
    Alignment: Always Chaotic Evil
    Advancement: By Character class
    Level Adjustment: +5

    Standing before you, half hidden in the darkness, appears to be just an ordinary Ogre brandishing a club hewn of wood. But as it steps into the light, you notice unsettling oddities about the creature. What was once hide armor hangs in tatters around its form, no thought shown to repairing or replacing it. Where its fingers wrap around the weapon it is warped, as if liquid metal had touched the wood. Its skin has a slick sheen to it, reminding you more of well oiled armor than flesh. You raise your weapon and gird yourself, fearing aching in your limbs as the Ogre turns its strange smoldering eyes at you and laughs out a heavy torrent of steam.

    Combat

    The Apostle of Cold Form fights with similar tactics as it had when it was just a simple Ogre. But where it once would have favored range combat before melee it now shows reckless abandon and hunger, trying its best to get in range to spread the Gospel with its touch.

    Touch of Cold Form (Su): Living creatures hit by an Apostle of the Cold Form's touch attack must make a DC 16 Fortitude save or take 1d6 Constitution damage. Creatures who fail this save must make another Fortitude save (DC 20) or contract Gospel of the Cold Form (See Below). The save DC is Constitution based.

    An Apostle of the Cold Form can degrade and absorb organic matter and objects with its Touch of Cold Form at a rate of 1 pound per round. Unattended objects receive no save but attended objects use their owner's Fortitude save.

    [ Note: The Ogre base creature has had it's armor removed. It is otherwise identical to the SRD Ogre with the Apostle of the Cold Form template applied. ]





    Creating an Apostle of the Cold Form

    An "Apostle of the Cold Form" is an acquired template that can be added to any living, corporeal creature (referred hereafter as the base creature).
    An Apostle of the Cold Form uses all the base creature’s statistics and abilities except as noted here.

    Size and Type: The creature’s type changes to Construct and it gains the Living Construct subtype. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes. The creature gains the Augmented subtype if necessary. Size is unchanged.
    Armor Class: An Apostle of the Cold Form's natural armor bonus improves by 5. This stacks with any natural armor the base creature has.
    Attacks: An Apostle of the Cold Form gains a melee touch attack if it did not already have one.
    Damage: An Apostle of the Cold Form's melee touch attack deals no damage but makes the target subject to its Touch of Cold Form special attack.
    Special Attacks: An Apostle of the Cold Form has all the special attacks of the base creature, plus the following special attacks.

    Touch of Cold Form (Su): The touch of an Apostle of the Cold Form warps the very makeup of any living thing it touches, converting a portion of flesh into techno-organic material. Any Living creature hit by an Apostle of the Cold Form's melee touch attack must make a Fortitude save (DC 10+1/2 the Apostle's total HD+the Apostle's Constitution modifier) or take 1d6 Constitution damage. Creatures who fail this save must make another Fortitude save (DC 20) or contract Gospel of the Cold Form (See Below).

    An Apostle of the Cold Form can degrade and absorb organic matter and objects with its Touch of Cold Form at a rate of 1 pound per round. Unattended objects receive no save but attended objects use their owner's Fortitude save.

    Special Qualities: An Apostle of the Cold Form has all the special qualities of the base creature, plus the following special qualities.

    Darkvision (Ex): An Apostle of the Cold Form has darkvision out to 60 feet or the base creature's, whichever is better.

    Damage Reduction (Ex): An Apostle of the Cold Form gains Damage Reduction 5/Adamantine. If it already has damage reduction, it retains both versions and uses the one that best applies.

    Fast Healing (Ex): An Apostle of the Cold Form gains Fast Healing depending on it's total Hit Dice. See the table below.

    {table=head]Hit Dice|Fast Healing
    1-3|2
    4-7|3
    8-11|4
    12+|5[/table]

    Spread the Gospel (Ex): An Apostle of the Cold Form is wracked with an addictive hunger and drive to spread the Gospel to all other living things. Every 24 hours that an Apostle of the Cold Form does not use its Touch of Cold Form to deal 10 points of Constitution damage or to absorb 10 pounds of organic material, it must make a DC 25 Will save. Failure means the Apostle takes 1d6 Wisdom damage. When the Apostle's Wisdom score reaches 0 they retain no control over their actions, attacking every living thing it encounters until it has satiated its hunger and drive. An Apostle can not be reasoned with in this state and will not stop even if threatened with its utter destruction. Once the Apostle has satiated its need its Wisdom score returns to 1 and it heals the damage at a rate of 1 point per hour.

    Abilities: Change from the base creature as follows: Str+4, Con +4, Wisdom -2, its Charisma changes to 10.
    Challenge Rating: HD 9 or less, as base creature +1; HD 10 or more, as base creature +2.
    Treasure: Apostles of the Cold Form rarely, if ever, possess any treasure or gear made of organic material (such as leather armor or food or wooden weapons), having long ago subsumed it to feed their dark hunger.
    Alignment: Usually Chaotic Evil. Becoming and living as an Apostle of the Cold Form is maddening.
    Level Adjustment: +3



    Gospel of the Cold Form

    Infection: Contact.
    Save DC: 20
    Incubation: 1 day
    Damage: 1d6 Constitution and 1d6 Charisma

    The Gospel of the Cold Form is not like a normal disease and is more like a powerful curse. The "disease" continues until the victim's Constitution and Charisma scores reach 0. When this occurs the victim heals all the Constitution damage it has taken and has the Apostle of the Cold Form template applied to it.

    Only Limited Wish, Miracle, Wish and similar effects can cure the Gospel of the Cold Form.

    The Gospel of the Cold Form converts living organic matter or organic objects into a blending of living and non-living matter known as "techno-organic" matter. Objects and matter converted into techno-organic matter can not spread The Gospel of the Cold Form but creatures converted into Apostles of the Cold Form can.
    Last edited by Tanuki Tales; 2011-09-30 at 01:59 PM.

    Extended Signature: Homebrew

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