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    Default Re: Madness Such As This - Clockwork Spacewhales

    Quote Originally Posted by Coidzor View Post
    Definitely some pretty neat stuff.
    I thank you for the compliment!


    And here it is folks, FINALLY! Some clockwork spacewhales have arrived in the thread. Technically more clockwork 3-headed shark-squid than spacewhale they are still very cool and include plenty of spacewhale goodness.
    A fellow player, iceifur, was kind enough to assist me in compiling these beauties and the mythic version was all his idea. Terrorize your players with them at your peril.

    The only truly custom part of both builds is the Undersized Natural Weapons turns out there was enough Lusca in the thing that upping the damage for its natural attacks for its new size would have shot its CR off the charts. While leaving the damage of a smaller creature in place kept its CR about right.
    So we 'brewed up a special quality to reign it in. It's still more than strong enough to rend spaceships and rock the squamous socks off some Dominion of Black ships.

    Without further ado I present to you the Luscoma and the Mythic Luscoma; combinations of a Clockwork Lusca and the Oma. (Alternatively making the Oma the clockwork side would have resulted in retaining the Lusca SLAs and could have still been mindless optionally and it would have gained either an evil or chaotic alignment element.)
    Spoiler: Luscoma and Mythic Luscoma
    Show

    Luscoma
    This whale-like creature floats ponderously, arcs of brilliant energy filling its mouth and rolling down its body.
    This behemoth has three huge, snapping sharklike heads on short, scaly necks, while its lower body appears to be that of a gigantic octopus with eight muscular tentacles.
    Clockworks are constructs crafted when a spellcaster binds an elemental spirit into a container and transfers it to a finely constructed body or shell composed of iron, steel, bronze, or some other metal.

    Clockwork Lusca Amalgam Oma CR 21
    Source Bestiary 4 pg. 209 (Amazon), Distant Worlds pg. 62 (Amazon), Isles of the Shackles pg. 53 (Amazon), Tome of Horrors Complete
    XP 409,600
    N Colossal Construct
    Init –1; Senses darkvision 60 ft., low-light vision; Perception +23
    Defense
    AC 34, touch 2, flat-footed 23 (–1 Dex, +2 dodge, +31 natural, –8 size)
    hp 190 (20d10+80)
    Fort 6+0, Ref 6+1, Will 6+0
    DR 10/adamantine; Immune cold, fire, poison
    Offense
    Speed 10 ft., swim 40 ft., jet 200 ft., fly 200 ft. (average)
    Melee 3 bites +33 (2d8+18 plus 2d6 electricity and grab), 8 tentacles +21 (1d8+18 plus grab), tail slap +18 (2d8+10)
    Space 30 ft., Reach 30 ft.
    Special Attacks capsize, constrict (1d8+18 plus poisonous suckers), rend ship, swallow whole (6d6 acid damage)
    Statistics
    Str 47 (+18), Dex 9 (-1), Con -- (--), Int – (--), Wis 11 (+0), Cha 3 (-4)
    Base Atk +20; CMB +46 (+2 bull rush, +4 grapple); CMD 55 (+2 vs. bull rush, can’t be tripped)
    Feats Improved InitiativeB, Lightning ReflexesB
    Skills Fly –9, Perception +23, Stealth +10, Swim +18
    Languages understands Common
    SQ carrier, no breath, starflight, tenacious grapple
    Ecology
    Environment gas giants or vacuum or warm oceans
    Organization solitary, pair, or pod (3–6)
    Treasure double
    Special Abilities
    Capsize (Ex) A luscoma can attempt to capsize a ship or other vehicle by ramming it as a charge attack and attempting a combat maneuver check. The DC of this check is 25, or the result of the captain’s Profession (sailor) check, whichever is higher. For each size category the ship is larger than the luscoma, the luscoma takes a cumulative –10 penalty on this combat maneuver check.

    Carrier (Ex) A creature swallowed whole by a luscoma can forgo attempts to cut itself out and instead attempt a DC 20 Reflex save on its turn. Success allows the creature to move into the creature’s larger second stomach, where it can ride safely for an indefinite period without taking damage. When a passenger wishes to leave, it can cut its way free using the normal rules, or attempt an additional DC 20 Reflex save to be safely excreted in a square adjacent to the luscoma. A luscoma’s carrier stomach can hold up to one Gargantuan creature (or twice as many creatures of the next smallest size: two Huge creatures, four Large, and so on). At its option, a luscoma can choose to forgo the normal bite damage of swallowing whole, but not the acid damage of the first stomach.

    Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

    Poisonous Suckers (Ex) A creature constricted by a luscoma’s tentacles is exposed to its deadly venom.
    Luscoma Venom: Constrict—injury; save Fort DC 28; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.

    Rend Ship (Ex) As a full-round action, a luscoma can attempt to use four of its tentacles to grapple a ship of its size or smaller by making a combat maneuver check opposed by the ship’s captain’s Profession (sailor) check; the luscoma receives a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the luscoma grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but can’t attack foes at all with its shark heads. Each round it maintains its hold on the ship, it automatically deals bite damage to the ship’s hull.

    Starflight (Ex) A luscoma can survive in the void of outer space, and soars through vacuum at incredible speed. Although exact travel times vary, a trip between two planets within a solar system should take 3d20 days, while one to another system should take 3d20 weeks (or more, at the GM’s discretion), provided the luscoma knows the way to its destination.

    Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

    Tenacious Grapple (Ex) A luscoma does not gain the grappled condition if it grapples a foe with its tentacles.

    Undersized Natural Weapons (Ex) The creature’s natural weapons deal damage as if it were one size category smaller than the creature’s actual size.

    Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.

    Luscoma soar through gas giants and the vast gulfs between planets on magical electromagnetic fields, feeding on cosmic materials strained from planetary rings and atmospheres with their energy baleen. Anything ingested by a luscoma is eventually sequestered in a surprisingly habitable second stomach before being excreted, and some alien creatures use luscoma as living starships, using telepathy to guide the colossi through the void.

    Luscoma are among the most feared predators in open space, their snapping shark heads and writhing tentacles spelling the end for many crews. A luscoma’s presence can first be felt, as its body naturally conducts electricity, and crewmen who have encountered the being claim that static particle clouds seem to roll in alongside the creature. Ravenous and unpredictable, a luscoma claims wide swaths of territory in order to maximize the number of spaceships it can sink and crews it can feast upon. While luscoma prefer to make quick meals of the crewmen onboard a ship, they will eat just about any spacefaring creature, and even eldritch octopuses and space whales know to steer clear of a hungry luscoma.

    Clockwork luscoma have no mind of their own and follow any commands and orders given by their creator. If their creator dies or is slain, the Clockwork luscoma continues to carry out its last given command to the best of its ability. If it cannot carry out its last order, it either becomes free–willed or simply ceases to function (50% chance of either).
    A Clockwork luscoma does not speak any languages, but understands Common for the purposes of accepting orders from its creator.

    A typical Clockwork luscoma is 150 feet long and weighs 250 tons.


    Luscoma, Mythic
    This whale-like creature floats ponderously, arcs of brilliant energy filling its mouth and rolling down its body.
    This behemoth has three huge, snapping sharklike heads on short, scaly necks, while its lower body appears to be that of a gigantic octopus with eight muscular tentacles.
    Clockworks are constructs crafted when a spellcaster binds an elemental spirit into a container and transfers it to a finely constructed body or shell composed of iron, steel, bronze, or some other metal.

    Mythic Clockwork Lusca Amalgam Oma CR 22/MR 3
    Source Bestiary 4 pg. 209 (Amazon), Distant Worlds pg. 62 (Amazon), Isles of the Shackles pg. 53 (Amazon), Tome of Horrors Complete, Mythic Adventures
    XP 614,400
    N Colossal Construct (aquatic, clockwork, mythic)
    Init +0; Senses darkvision 60 ft., low-light vision; Perception +23
    Defense
    AC 38, touch 2, flat-footed 27 (+0 Dex, +2 dodge, +34 natural, –8 size)
    hp 220 (20d10+80+30M)
    Fort 6+0, Ref 6+2, Will 6+0
    DR 10/adamantine and epic; Immune cold, fire, poison
    Offense
    Speed 10 ft., swim 40 ft., jet 200 ft., fly 200 ft. (average)
    Melee 3 bites +30 (2d8+18 plus 2d6 electricity and grab), 8 tentacles +28 (1d8+9 plus grab), tail slap +25 (1d8+9)
    Space 30 ft., Reach 30 ft.
    Special Attacks capsize, constrict (1d8+9 plus poisonous suckers), destroyer, mythic power (3/day surge +1d6), rend ship, swallow whole (6d6 acid damage), uncanny grapple
    Statistics
    Str 47 (+18), Dex 11 (+0), Con -- (--), Int – (--), Wis 11 (+0), Cha 3 (-4)
    Base Atk +20; CMB +46 (+2 bull rush, +4 grapple); CMD 56 (+2 vs. bull rush, can’t be tripped)
    Feats Improved InitiativeB, Lightning ReflexesB, MultiattackM, Power AttackM
    Skills Fly –8, Perception +23, Stealth +11, Swim +18
    Languages understands Common
    SQ carrier, compression, no breath, starflight, tenacious grapple, undersized natural weapons
    Ecology
    Environment warm oceans or gas giants or vacuum
    Organization solitary, pair, or pod (3–6)
    Treasure double
    Special Abilities
    Always a ChanceM (Ex) A mythic luscoma doesn’t automatically miss when you roll a 1 on an attack roll.

    Capsize (Ex) A luscoma can attempt to capsize a ship or other vehicle by ramming it as a charge attack and attempting a combat maneuver check. The DC of this check is 25, or the result of the captain’s Profession (sailor) check, whichever is higher. For each size category the ship is larger than the luscoma, the luscoma takes a cumulative –10 penalty on this combat maneuver check.

    Carrier (Ex) A creature swallowed whole by a luscoma can forgo attempts to cut itself out and instead attempt a DC 20 Reflex save on its turn. Success allows the creature to move into the creature’s larger second stomach, where it can ride safely for an indefinite period without taking damage. When a passenger wishes to leave, it can cut its way free using the normal rules, or attempt an additional DC 20 Reflex save to be safely excreted in a square adjacent to the luscoma. A luscoma’s carrier stomach can hold up to one Gargantuan creature (or twice as many creatures of the next smallest size: two Huge creatures, four Large, and so on). At its option, a luscoma can choose to forgo the normal bite damage of swallowing whole, but not the acid damage of the first stomach.

    Compression (Ex) The creature can move through an area as small as one-quarter its space (7-1/2 ft. sq.) without squeezing or one-eighth (3-3/4 ft.sq.) its space when squeezing.

    DestroyerM (Ex) Whenever the mythic luscoma attacks an object, including a held or worn item, it ignores any Hardness the object might possess. This includes spell effects such as wall of force, but not objects that are also creatures, such as animated objects.

    Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

    Mythic PowerM (Su) A mythic luscoma can expend 3 uses of mythic power per day. A mythic luscoma can expend a use of mythic power to increase any d20 roll it just made by rolling 1d6 and adding it to the result as an immediate action after the result is revealed.

    Poisonous Suckers (Ex) A creature constricted by a luscoma’s tentacles is exposed to its deadly venom.
    Luscoma Venom: Constrict—injury; save Fort DC 28; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.

    Rend Ship (Ex) As a full-round action, a luscoma can attempt to use four of its tentacles to grapple a ship of its size or smaller by making a combat maneuver check opposed by the ship’s captain’s Profession (sailor) check; the luscoma receives a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the luscoma grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but can’t attack foes at all with its shark heads. Each round it maintains its hold on the ship, it automatically deals bite damage to the ship’s hull.

    Starflight (Ex) A luscoma can survive in the void of outer space, and soars through vacuum at incredible speed. Although exact travel times vary, a trip between two planets within a solar system should take 3d20 days, while one to another system should take 3d20 weeks (or more, at the GM’s discretion), provided the luscoma knows the way to its destination.

    Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

    Tenacious Grapple (Ex) A luscoma does not gain the grappled condition if it grapples a foe with its tentacles.

    Uncanny GrappleM (Ex) Upon making a successful grapple combat maneuver check against a creature the mythic luscoma is grappling, it can perform one of the following actions: throw, crush, or swing. For a throw, the mythic luscoma can throw the target of its grapple up to 10 feet per tier; if the creature strikes a solid object before reaching this distance, it takes 1d6 points of damage per 10 feet of the remaining throwing distance and lands prone. For a crush, the mythic luscoma deals 1d6 points of non-lethal damage per tier.
    For a swing, the mythic luscoma can use the target as a weapon against another creature, treating the grappled creature as a two-handed weapon. If the mythic luscoma succeeds at a melee attack against an opponent adjacent to the target, both that opponent and the grappled creature take 1d8 points of bludgeoning damage from this attack +1-1/2 * its Strength modifier.

    Undersized Natural Weapons (Ex) The creature’s natural weapons deal damage as if it were one size category smaller than the creature’s actual size.

    Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.

    Luscoma soar through gas giants and the vast gulfs between planets on magical electromagnetic fields, feeding on cosmic materials strained from planetary rings and atmospheres with their energy baleen. Anything ingested by a luscoma is eventually sequestered in a surprisingly habitable second stomach before being excreted, and some alien creatures use luscoma as living starships, using telepathy to guide the colossi through the void.

    Luscoma are among the most feared predators in open space, their snapping shark heads and writhing tentacles spelling the end for many crews. A luscoma’s presence can first be felt, as its body naturally conducts electricity, and crewmen who have encountered the being claim that static particle clouds seem to roll in alongside the creature. Ravenous and unpredictable, a luscoma claims wide swaths of territory in order to maximize the number of spaceships it can sink and crews it can feast upon. While luscoma prefer to make quick meals of the crewmen onboard a ship, they will eat just about any spacefaring creature, and even eldritch octopuses and space whales know to steer clear of a hungry luscoma.

    Clockwork luscoma have no mind of their own and follow any commands and orders given by their creator. If their creator dies or is slain, the Clockwork luscoma continues to carry out its last given command to the best of its ability. If it cannot carry out its last order, it either becomes free–willed or simply ceases to function (50% chance of either).
    A Clockwork luscoma does not speak any languages, but understands Common for the purposes of accepting orders from its creator.

    A typical Clockwork luscoma is 150 feet long and weighs 250 tons.

    Last edited by unseenmage; 2016-03-23 at 07:04 PM.