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  1. - Top - End - #1
    Ogre in the Playground
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    Default Far Realms monsters

    Thinking about throwing some of these crazy gits at my party. Problem is that I can't find any rules on them. Help?

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    Eldritch Horror in the Playground Moderator
     
    The Glyphstone's Avatar

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    Default Re: Far Realms monsters

    Their HP is Fish. They have +Blue to attack rolls with each of their 9001/0 natural weapons and deal carrot damage per hit. All their stats are Sqrt(-1), and they move at Pi ft./round.



    More seriously - the closest thing you'll find to published Far Realms entities are the Mind Flayers of Thoon in MM5, a group of Flayers who went to the Far Realms and "came back wrong". Otherwise, you'll have to homebrew.
    Last edited by The Glyphstone; 2011-02-28 at 11:17 PM.
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    Colossus in the Playground
     
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    Default Re: Far Realms monsters

    Aren't pseudonatural creatures pretty explicitly meant to be Far Realmsish?

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    Default Re: Far Realms monsters

    There's also the Psuedonatural Template (Complete Arcane and Lords of Madness) and Half-Farspawn Template (Lords of Madness) which are kind of the Fiendish and Half-Fiend templates for the Far Realm. There's also a Dragon Magazine (forget which one) which covered some Far Realm creatures. Finally Xoriat from Eberron is supposed to be roughly analogous to the Far Realm and its creatures usable as Far Realm ones.
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    Barbarian in the Playground
     
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    Default Re: Far Realms monsters

    1)Take a corporeal creature.
    2)Apply the Half-Farspawn and pseudonatural templates to it, in that order.
    3)Prepare for the game by locking yourself in a badly-lit room with a collection of H.P. Lovecraft stories. Read them all. Pay close attention to the descriptions, that's what you're trying to emulate.
    4)???
    5)Profit.

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    Barbarian in the Playground
     
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    Default Re: Far Realms monsters

    Nngh, yeah. You're better off just slapping pseudonatural on some other creature you like, or have a half-farspawn guy act as an agent for his crazy, inconsistently-shaped father.
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    Ogre in the Playground
     
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    Default Re: Far Realms monsters

    If you're willing to use Eberron stuff, Xoriat is supposed to be Far Realms-esque. Throw a couple of Akleus at 'em.
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    Ogre in the Playground
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    Default Re: Far Realms monsters

    That's another thing that comes to mind. I need a repository of Lovecraftian lore. Any ideas there?

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    Default Re: Far Realms monsters

    The Chaosium Call of Cthulhu rulebook is quite a good collective resource. In fact you can almost just throw the monsters there at your PCs as if they were far realm creatures (because they basically are) if you wanted to. You just need to adjust their strength bonus to D&D terms.

    You can also use the d20 Call of Cthulhu rulebook. It isn't as good, but the stats are already compatible with 3.X editions.
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    Default Re: Far Realms monsters

    Honestly: Buy the a collection of H.P. Lovecraft's stuff (and At the Mountains of Madness), read it.

    Now just use normal monsters, but describe them as the half-lit monstrosities from HP's best.
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    Orc in the Playground
     
    AssassinGuy

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    Default Re: Far Realms monsters

    isn't the stuff in Eldar Evils Far Realm?

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    Quote Originally Posted by Marnath View Post
    Warforged: We can draw the guards away from the treasury if we set that orphanage two blocks down on fire.

    Paladin: wtf, NO! Why would you say something like that?

    Warforged: Fine, fine. I'll go burn down the church instead. I bet the screams of the monks will carry farther than the children's anyway, judging on their singing capacity.

    Paladin: I've got a better idea. You shut up and we'll send the rogue around back >.<

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    Dwarf in the Playground
     
    SamuraiGirl

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    Default Re: Far Realms monsters

    Mooncalf from MM2 is from Far Realms. There is a Dragon Magazine Issue, full of Far Realms monster.

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    Barbarian in the Playground
     
    OrcBarbarianGuy

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    Default Re: Far Realms monsters

    Of the critters in Elder Evils, I'm pretty sure only Father Llymic is from the Far Realm.

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    Kobold

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    Default Re: Far Realms monsters

    Kaorti

    forget what book they're from but they are denizens. Same book also has this weird flying mount thing they use, I THINK its called a Skybleeder.

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    Ogre in the Playground
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    Default Re: Far Realms monsters

    Did a search for some ideas to compliment those given here.
    Two words.

    Slender Man.

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    Orc in the Playground
     
    AssassinGuy

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    Default Re: Far Realms monsters

    Quote Originally Posted by Angry Bob View Post
    Of the critters in Elder Evils, I'm pretty sure only Father Llymic is from the Far Realm.
    really? i was under the impressions that all of them were... will have to check it again when i get home

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    Quote Originally Posted by Marnath View Post
    Warforged: We can draw the guards away from the treasury if we set that orphanage two blocks down on fire.

    Paladin: wtf, NO! Why would you say something like that?

    Warforged: Fine, fine. I'll go burn down the church instead. I bet the screams of the monks will carry farther than the children's anyway, judging on their singing capacity.

    Paladin: I've got a better idea. You shut up and we'll send the rogue around back >.<

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    Bugbear in the Playground
     
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    Default Re: Far Realms monsters

    Quote Originally Posted by The Glyphstone View Post
    Their HP is Fish. They have +Blue to attack rolls with each of their 9001/0 natural weapons and deal carrot damage per hit. All their stats are Sqrt(-1), and they move at Pi ft./round.
    Pretty much.

    If you're looking for ways to generate how they appear, I drew up some random generation charts a while ago (can't find them now or I'd post them.) But I remember is had tables for body type, number of appendages, type of appendages, what kind of mouth it had (long snout, humanlike, or buglike, stuff like that.)

    One of the first things I rolled up with those tables was a giant human hand, except it had two thumbs (one on either side), a large eye growing on a stalk (like a snail's) from where the wrist would be, and a human like mouth on the back that constantly emitted oddly musical tones (it wasn't singing, that was just the noise it made.)

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    Default Re: Far Realms monsters

    Epic Handbook has the Uvuudaum (native to the Far Realm) and the Neh-thalaggu (native to the Plane of Nightmares- which borders the Plane of Dreams and the Far Realm. As well as a more powerful pseudonatural template.

    The issue of Dragon with Far Realm stuff was, I think, #330.
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    Ettin in the Playground
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    Default Re: Far Realms monsters

    Chaos Beasts & Gibbering Mouthers are examples of far realmy creatures; essentially find things that are really weird and tentacle/buggy. Psuedonatural Formians would be kinda cool actually...

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    Default Re: Far Realms monsters

    Take a look here, beginning at post 26 and a few posts down for adventuring in the Far Realms and monsters.
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    Pixie in the Playground
     
    Kobold

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    Default Re: Far Realms monsters

    In the Ravenloft book Van Richten's Guide to the Walking Dead has a slew of weird abilities you can tack onto undead that would go well with non-undead Far Realm stuff too. The only one I can remember off the top of my head is the ability that no matter how far you run away or travel, the creature is always at the edge of your vision, behind you. Just stalking you.... speaking of Slender Man...

    As an aside, has anyone tried to stat out Slenderman in 3.5 or 4e?

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    Ettin in the Playground
     
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    Default Re: Far Realms monsters

    Throwing the Pseudonatural, Half-farspawn or Anarchic template on a variety of Aberrations wouldn't hurt, either.

    I was recently statting out a Half-Farspawn Truly Horrid Umber Hulk:

    HALF FARSPAWN TRULY HORRID UMBER HULK
    Huge Outsider (Native)
    Hit Dice: 20d8+240 (330 hp)
    Initiative: +1
    Speed: 20 ft. (4 sqaures), burrow 20 ft.
    Armor Class: 23 (-2 size, +1 Dex, +14 natural), touch 9, flat-footed 22
    Base Attack/Grapple: +15/+37
    Attack: Claw +27 melee (3d6+14)
    Full Attack: 2 claws +27 melee (3d6+14) and bite +27 melee (4d6+7) and 2 tentacles +27 melee (1d8+7)
    Space/Reach: 15 ft/15 ft.
    Special Attacks: Confusing gaze, spell-like abilities, true strike
    Special Qualities: Blindsight 60 ft., change shape, damage reduction 10/magic, darkvision 60 ft., immunity to poison, resistance to acid 10 and electricity 10, SR 25, tremorsense 60 ft.
    Saves: Fort +18, Ref +7, Will +15
    Abilities: Str 38, Dex 12, Con 35, Int 10, Wis 17, Cha 17
    Skills: Balance +14, Climb +37, Concentration +23, Jump +33, Listen +26, Sense Motive +26, Spot +14, Tumble +14
    Feats: Improved Natural Attack (claw), Multiattack, Quicken Spell Like Ability (greater invisibility), Power Attack, Improved Bullrush, Awesome Blow, Improved Multiattack
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 17
    Treasure: Standard
    Alignment: Always chaotic evil
    Advancement: -
    Level Adjustment: -

    Change Shape (Su)
    Confusing Gaze (Su): DC 23
    Spell-Like Abilities: 3/day blur, blink, ethereal jaunt; 1/day - touch of idiocy (DC 15), stinking cloud (DC 16), greater invisibility, telekinesis (DC 18), scinitillating pattern, summon monster IX (pseudonatural animals or vermin only), implosion (DC 22). Caster level 20th. The save DC is Charisma-based.
    True Strike (Su): 1/day
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    Default Re: Far Realms monsters

    Quote Originally Posted by MrSinister View Post
    Kaorti

    forget what book they're from but they are denizens. Same book also has this weird flying mount thing they use, I THINK its called a Skybleeder.
    I was about to post this. they can be found in Fiend Folio. Kaorti are people who went into the Far Realm and came out a horrible abominations.
    Last edited by Lord Loss; 2011-03-01 at 09:15 AM.
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    Default Re: Far Realms monsters

    Wystes are described in a couple of pre-made adventures as being of the Far Realm...
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    Default Re: Far Realms monsters

    Start with Aberrations(Beholders, Illithids, Aboleths, pretty much everything listed in Lords of Madness), and work your way up from there.
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    Default Re: Far Realms monsters

    Also, there was a Cerebrosis article in a Dragon Magazine (the one with the mind flayer eating some dude's head, #330?) that detailed 4 or 5 far realms monstrosities, plus a couple of magic items, feats and spells.

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    Default Re: Far Realms monsters

    Quote Originally Posted by dsmiles View Post
    Also, there was a Cerebrosis article in a Dragon Magazine (the one with the mind flayer eating some dude's head, #330?) that detailed 4 or 5 far realms monstrosities, plus a couple of magic items, feats and spells.

    Things that make you go alhmclasuhbealwtablcmanlkqwudcalg,s
    Yeah...that's one of my favorite issues! Also has rules for when the Far Realm extrudes itself unto the regular world. Big fun!
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    Ettin in the Playground
     
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    Default Re: Far Realms monsters

    Quote Originally Posted by Callos_DeTerran View Post
    Yeah...that's one of my favorite issues! Also has rules for when the Far Realm extrudes itself unto the regular world. Big fun!
    Ditto. I based an entire 4e class around cerebrosis.
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    Ettin in the Playground
     
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    Default Re: Far Realms monsters

    You could re-fluff some of the Obyrith (sp?) Demons into Far Realms/Lovecraftian horrors. Those with the Form of Madness ability would seem especially apt. Check out FC1 - I think there's also one in Elder Evils, and possibly a couple in the later Monster Manuals (4 & 5).

    If you can get a hold of the d20 Call of Cthulhu (3.0), some of the featured monsters would make great Far Realms denizens.

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    AssassinGuy

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    Default Re: Far Realms monsters

    Great source for inspiration on far realm creatures, with kickass illustrations:
    http://www.conceptart.org/forums/forumdisplay.php?f=81

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