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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Cancerebrum, Malignant
    Small Ooze (Flesh, Extraplanar)
    Hit Dice: 4d10+16 (38HP)
    Initiative: -1
    Speed: 20’ (4 squares), Burrow 10’ (2 squares)
    Armor Class: 9 (+1 size, -3 Dex); touch 9; flat-footed 9
    Base Attack/Grapple: +3/-2
    Attack: Slam +3 melee (1d4-1)
    Full Attack: Slam +3 melee (1d4-1)
    Space/Reach: 5’/5’
    Special Attacks: Draining Ray
    Special Qualities: Ooze traits, Rapid Growth, Split
    Saves: Fort +5, Ref +0, Will -4
    Abilities: Str 8 (-1), Dex 9 (-1), Con 19 (+4), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
    Skills: N/A
    Feats: N/A
    Environment: Elemental Plane of Flesh
    Organization: solitary, pair, or tumor (3-15)
    Challenge Rating: 2
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 5-6 HD (Small); 7-8 HD (Medium), 9-10 HD (Large)
    Level Adjustment: N/A

    A swelling, malformed heap of slime creeps slowly forward, giving of an air of hunger & malevolence. Blister-like growths pepper its blotchy exterior, in between a lattice of throbbing veins.

    Quite literally an ambulatory tumor, this strange being is a result of the bizarre regenerative properties of the Flesh Plane. Once it was merely a little clump of Cell Blocks (see below) reproducing out of control, the healing powers present on this plane (when combined with the mild Law-Alignment) organized the lump & gave it mobility. Now able to travel in search of food to sustain itself, this creature seeks to perpetuate its existence by multiplying; it will destroy & consume anything that gets in its way.

    A Malignant Cancerebrum is about 3’ across & weighs about 35 pounds. Being mindless, it speaks no language.

    Draining Ray (Su): once per round, a Cancerebrum can emit a 20’ cone of draining light from one of its psuedopods; all living creatures struck by this injurious beam must succeed a Fortitude save (DC16) or suffer 1 point of Constitution damage; every point of damage successful dealt gives the Cancerebrum 1 temporary hit point

    Rapid Growth (Ex): a Cancerebrum gains 1 Hit Die every hour, until it reaches 10 Hit Die, at which point it will Split

    Split (Ex): slashing & piercing weapons deal no damage to a Cancerebrum; instead the creature splits into 2 identical Cancerebrums, each with ½ of the original’s current hit points (rounded down); a Cancerebrum with 10HP or less cannot be further split and dies if reduced to 0HP; a Cancerebrum will also split on its own if it reaches its maximum HD (10)

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Cell Block
    Diminutive Elemental (Flesh, Extraplanar)
    Hit Dice: ¼d8 (1HP)
    Initiative: +0
    Speed: 0’ (0 squares)
    Armor Class: 11 (+4 size, -5 Dex, +2 natural); touch 9; flat-footed 11
    Base Attack/Grapple: +0/-12
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 1’/0’
    Special Attacks: N/A
    Special Qualities: Elemental traits, Harmless, Object traits
    Saves: Fort +0, Ref +0, Will -5
    Abilities: Str -- (+0), Dex -- (+0), Con 11 (+0), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
    Skills: N/A
    Feats: N/A
    Environment: Elemental Plane of Flesh
    Organization: any
    Challenge Rating: --
    Treasure: N/A
    Alignment: always Neutral
    Advancement: ½ HD (Diminutive), 1-2 HD (Tiny), 3-4 HD (Small), 5-7 HD (Medium), 8-10 HD (Large), 11-15 (Huge)
    Level Adjustment: N/A

    This cube of translucent gel quivers with a life of its own. Inside, dozens of opaque motes float though the viscous substance, clustering around a central nucleus.

    These sessile, mindless creatures make up the vast majority of the Flesh Plane’s biota, as well as nearly all of the solid material available on the plane. Cell Blocks are as much objects as they are beings, but they still need to be fed & cared for; it is for this reason that many of the phenomena seen on the Flesh Plane exist. Literally the building blocks that make up the plane-body, these little cubes of soft tissue are everywhere on this plane; they are the floors, the walls, the ceilings, the tunnels. All are made of Cell Blocks, & the Cell Blocks are nearly everything here.

    A typical 5’ wall or floor section of Cell Blocks has about 100 of the creatures for every 6” of thickness (although only 50% of a wall/floor need be killed before a section is considered destroyed).

    Unlike most other types of creatures native to the Elemental Plane of Flesh, Cell Blocks do not have Fast Healing or Regeneration, & instead must rely on normal healing rates, as well as the healing talents of other beings. Also, since they are immobile, they depend entirely on outside maintenance for fuel, waste removal, protection, et cetera.

    Cell Blocks are as diverse as they are numerous, & myriad varieties exist: some are pink, some are yellow, some are clear, some are opaque, some are flat, some are round, some are hard (Hardness ×2), & some are soft (Hardness 0). No two Cell Blocks are precisely alike, as no two Humans are exactly alike. A standard Cell Block is about 6” across & weighs about 1 pound (although many larger varieties exist). Being mindless, it speaks no language.

    Harmless (Ex): a Cell Block cannot &/or will not attack for any reason; it is treated as if it has no attacks

    Object traits: in some ways, Cell Blocks are very much like objects: they are immobile, they don’t attack, & they don’t think or speak; because of their similarity to inanimate matter, they possess the following object traits: they have a Hardness rating equal to their HD (minimum 1), they have a break DC (to separate one from other adjacent Cell Blocks) equal to 20 + (HD×2), they can be targeted for sunder attacks, they take ½ damage from electricity, fire, & ranged attacks (but full damage from siege engines), they take ¼ damage from cold attacks, & they are immune to non-lethal damage; they still do, however, have saving throws versus spells & other effects, & are treated in all other regards as a creature, including a susceptibility to critical hits
    Last edited by Zeta Kai; 2007-08-18 at 09:06 AM.

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Cholesterooze
    Large Ooze (Flesh, Extraplanar)
    Hit Dice: 12d10+60 (126HP)
    Initiative: -4
    Speed: 5’ (1 square), Climb 5’ (1 square)
    Armor Class: 8 (-1 size, -4 Dex, +3 natural); touch 5; flat-footed 8
    Base Attack/Grapple: +9/+13
    Attack: Slam +8 melee (1d10)
    Full Attack: Slam +8 melee (1d10)
    Space/Reach: 10’/10’
    Special Attacks: Improved Grab, Long Reach
    Special Qualities: Immunities, Ooze traits, Rapid Growth, Split
    Saves: Fort +9, Ref +0, Will -1
    Abilities: Str 10 (+0), Dex 3 (-4), Con 20 (+5), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
    Skills: N/A
    Feats: N/A
    Environment: Elemental Plane of Flesh
    Organization: solitary, pair, or congestion (3-8)
    Challenge Rating: 8
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 13-16 HD (Large); 17-24 HD (Huge)
    Level Adjustment: N/A

    This large yellowish ooze looks like a giant clump of sallow wax. Its shining surface glistens with a viscous slime. The creature seems for be purposefully sticking to the sides of the wall, creating an obstacle as it were trying to obstruct the passage.

    Cholesteroozes are enormous clumps of waxy slime found in the arterial tunnels of the Red Flow. They feed by sticking to the walls & then grabbing smaller creatures that happen to swim by. They are also notorious for grouping together in large numbers, often clogging a tunnel altogether with their slimy, rapacious mass.

    A Cholesterooze is about 12’ across & weighs about 1,200 pounds. Being mindless, it speaks no language.

    Improved Grab (Ex): to use this ability, a Cholesterooze must hit with a Slam 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 & can pin

    Long Reach (Ex): a Cholesterooze can lash out with its Slam attack once every 1d4-1 rounds (minimum 1), hitting opponents up to 15’ away (NOTE: it may also hit opponents that are less than 15’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Slam attack

    Immunities (Ex): a Cholesterooze is immune to ability damage, ability drain, death effects, poison effects, & any spell or spell-like ability that allows spell resistance

    Rapid Growth (Ex): a Cholesterooze gains 1 Hit Die every hour, until it reaches 24 Hit Die, at which point it will Split

    Split (Ex): slashing & piercing weapons deal no damage to a Cholesterooze; instead the creature splits into 2 identical Cholesteroozes, each with ½ of the original’s current hit points (rounded down); a Cholesterooze with 10HP or less cannot be further split and dies if reduced to 0HP; a Cholesterooze will also split on its own if it reaches its maximum HD (24)

  4. - Top - End - #34
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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Glandulord
    Medium Elemental (Flesh, Extraplanar)
    Hit Dice: 8d8+16 (52HP)
    Initiative: +1
    Speed: 30’ (6 squares), Swim 30’ (6 squares)
    Armor Class: 19 (+1 Dex, +8 natural); touch 11; flat-footed 18
    Base Attack/Grapple: +6/+8
    Attack: Claw +8 melee (1d6+2)
    Full Attack: 2 Claws +8 melee (1d6+2)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 1, Hormones, Regeneration
    Saves: Fort +7, Ref +3, Will +1
    Abilities: Str 14 (+2), Dex 13 (+1), Con 15 (+2), Int 16 (+3), Wis 11 (+0), Cha 12 (+1)
    Skills: Balance +5, Concentration +9, Diplomacy +4, Heal +12, Intimidate +6, Jump +7, Search +10, Sense Motive +9, Survival +4, Tumble +8
    Feats: Combat Expertise, Dodge, Power Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 8
    Treasure: N/A
    Alignment: often Chaotic Neutral
    Advancement: by character class
    Level Adjustment: N/A

    From a distance, this strange being appears to be a slender elven woman. The illusion is soon shattered however, as the gaunt figure approaches. The creature has no real hair; instead thin, pulpy tentacles writhe slightly on its head. The creatures clothing is actually made from its own copious skin, hanging from its body in loose folding sheets. Despite the excess skin, the bizarre being has no lips, so its large toothless maw hangs open like a yawning chasm. Most unsettling of all, though, is the lack of eyes; this “woman” lacks even eye sockets, making the top half of its head a nearly featureless surface.

    Glandulords are often mistaken for Aberrations or Pseudonatural Outsiders by beings from the Material Planes that are unfamiliar with the Plane of Flesh. They all appear to somewhat emaciated humanoid females, giving them the ironic nickname “Glanduladies.” In truth, these being seem to lack any true gender that can be discerned. Scholars debate heatedly over the reasons for their existence & appearance, but no consensus is likely to emerge soon.

    The Glandulords fulfill the role of patrolling medics, traveling the Red Flow, searching for areas of the plane-body that are infected or injured. They are also ad hoc diplomats, chosen by the plane-body for their versatility & wits to represent the Flesh Plane in other realms. Nearly all of the Glandulords found on other planes are serving this purpose.

    A Glanulord is about 6’ tall & weighs almost 300 pounds. Unlike many creatures native to the Elemental Plane of Flesh, they speak a variety of languages, including the native Corpan, other elemental languages, & (sometimes) Common.

    Hormones (Ex): a Glandulord can augment itself by secreting several beneficial chemicals into its own bloodstream; it can only use one of these abilities at a time, & it can only use each ability 3 times per day; the abilities are as follows:
    o Adrenaline: by using this hormone, a Glandulord can act as if it were under a Haste spell for 1d6+4 rounds

    o Estrogen: by using this hormone, a Glandulord can release a cloud of gas 20’ wide; any creature within the cloud must make a successful Will save (DC18) or be pacified; this pacifying effect is identical to a calm emotions spell cast be an 8th level caster

    o Pituitary: by using this hormone, a Glandulord can grow to Large size for 1d6+4 rounds; this grants it a +4 Strength bonus, a -2 Dexterity penalty, & 2 temporary HD; a Large Glandulord takes a -1 size penalty to AC, has a space of 10’×10’, & a reach of 10’

    o Testosterone: by using this hormone, a Glandulord can enter into an enraged state, much like a barbarian’s rage ability, for 1d6+4 rounds; in this condition, the Glandulord temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, & a +2 morale bonus on Will saves, but it takes a -2 penalty to Armor Class; the increase in Constitution increases the Glandulord’s hit points by 2 points per HD, but these hit points go away at the end of the rage when its Constitution score drops back to normal (these extra hit points are not lost first the way temporary hit points are); while raging, a Glandulord cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, & Ride), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function; it can use any feat it has except Combat Expertise, item creation feats, and metamagic feats; a Glandulord cannot prematurely end its rage; at the end of the rage, the Glandulord loses the rage modifiers & restrictions & becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, cannot charge or run) for the duration of the current encounter
    Regeneration (Ex): fire & acid deal normal damage to a Glandulord, while all other damage is halved (50%); if a Glandulord loses a limb or other body part, the lost portion regrows in 1d8+2 rounds; critical hits cannot be regenerated
    Last edited by Zeta Kai; 2007-08-19 at 05:04 PM.

  5. - Top - End - #35
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    Can I maybe see PC/Race stats for the Glandulords? How do they reproduce, parthenogenesis or something?
    Spoiler
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    Quote Originally Posted by Xuincherguixe View Post
    ... that works really well, it's almost like...

    Oh god! Chuck Norris is Cthulhu! It all makes sense now. Everything is meaningless! Only in death can we escape!

    *hangs self*

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Quote Originally Posted by littlechicory View Post
    Can I maybe see PC/Race stats for the Glandulords? How do they reproduce, parthenogenesis or something?
    Look at the LA they are not designed to be PCs.

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Brilliant, bloody ****ing brilliant. A few questions. First, can the Glandulords excrete Estrogen? I can imagine it being kind of a rage killer which would work like a gas of calm emotions. Second, Will there be Ovum and Spermatozoa? I can imagine them as being two warring cell tribes. Thirdly, will there be Sensitive Areas ?
    Quote Originally Posted by knightsaline View Post
    Living Vengeful Gaze of God/Contingent True Resurrection: Kills you, kills itself, True rezzes itself, kills again, kills itself again, true rezzes itself again..........
    "On the other hand, maybe all of this could have been prevented if you had just managed to get laid once in a while. You can't tell me you would have been as tightly wound if you had been getting treasure type O once in a while"

    Roxas avatar made by Adghar. The keyblades are Diamond dust and One Winged Angel

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Infectoplasm / Living Disease / Pestilental

    Creating an Infectoplasm

    “Infectoplasm” is an unusual template, in that it is applied to a disease & not a creature. The characteristics of an Infectoplasm are determined by the nature of the disease. An Infectoplasm creature uses the following statistics & abilities:

    Type: the creature’s type is [Ooze]

    Size: the creature’s size is determined by the disease’s infection DC: 12-14 is Medium, 15-17 is Large, 18-20 is Huge, 21-23 is Gargantuan, &
    24+ is Colossal

    Hit Die: the creature’s Hit Dice are equal to the disease’s infection DC × ¾; its Hit Dice are d10’s

    Speed: the creature’s land speed is 20’ per round (4 squares), with a climb speed of 20’ per round (4 squares), & a swim speed of 40’ per round (8 squares)

    Armor Class: the creature’s natural armor class bonus is equal to ½ its Hit Dice

    Base Attack: the creature’s base attack bonus is equal to ½ its Hit Dice

    Grapple: Grapple bonus = base attack bonus + Strength modifier + special size modifier (Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminutive -12, Fine -16)

    Attacks: the creature gains a natural weapon attack that it can use once per round; the type of attack is determined by the disease’s method of delivery: Contact is a Slam attack, Ingested is a Sting attack, Inhaled has no attack, Injury is a Tentacle attack; Attack bonus = base attack bonus + Strength modifier + size modifier (Colossal -8, Gargantuan -4, Huge -2, Large -1, Medium +0, Small +1, Tiny +2, Diminutive +4, Fine +8)

    Damage: natural weapons deal damage normally; an attack deals damage depending on the creature’s size: Medium = 1d6, Large = 1d8, Huge = 2d6, Gargantuan = 2d8, Colossal = 4d6

    Special Attacks: the creature gains the following special attacks:
    o Contaminate (Ex): every time the creature touches another being, it automatically attempts to infect the being with its disease; the infection DC, the incubation period & the ability damage are all identical to the original disease

    o Engulf (Ex): the creature can flow around opponents that fit within its space as a standard action; it cannot make a natural weapon attack during a round in which it engulfs; it merely has to move over opponents, affecting as many as it can cover in this manner; opponents can make attacks of opportunity against the creature, but if they do so then they are not entitled to a saving throw; those who refrain from attack must succeed a Reflex save (DC = Hit Dice + Strength modifier) or be engulfed; on a success, the opponents are pushed back or aside (opponent’s choice) as the spell moves forward; engulfed creatures are subject to both Contaminate & Pestilence, & are considered to be grappled; engulfed creatures can free themselves if they succeed in breaking the grapple

    o Pestilence (Ex): once every 1d6+4 rounds the creature can perform an ability damage attack; this is a touch attack that provokes attacks of opportunity; the damage it deals is equal to the ability damage of the original disease (DC = 3 + disease’s infection DC Fortitude save to resist), but there is no incubation period (the damage is instantaneous)

    o Poison Gas (Ex): the attack is only available to Infectoplasms based off of inhalation-vectored diseases; every 1d4+2 rounds, the creature can emit a cloud of infectious gas; the cloud has a 20’ radius & lasts for 1d4+2 rounds; all creatures within the cloud are exposed to the creature’s disease (via inhalation)
    Special Qualities: the creature gains the following special qualities:
    o Ooze Traits

    o Damage Reduction (Ex): the creature has damage reduction/slashing equal to its Hit Dice

    o Immunities (Ex): the creature is immune to all forms of ability damage & ability drain; this also includes immunity to the harmful effects of all diseases, as well as most poisons

    o Spell Resistance (Ex): the creature has spell resistance equal to its Hit Dice
    Saves: the creature’s base saves are normal for an Ooze (no good saves); it gains a resistance bonus on all saves equal to ½ its Hit Dice

    Abilities: the creature’s Strength, Constitution & Charisma scores equal the disease’s infection DC; it’s Dexterity & Wisdom scores equal its Hit Dice; it is mindless, having no Intelligence score

    Skills: the creature, being mindless, has no skills

    Feats: the creature, being mindless, has no feats

    Environment: any land or aquatic; the creature can be found in any disease-ridden area, such as a sewer, a hospital or a quarantine zone

    Organization: solitary, plague (2-6), or epidemic (7-20)

    Challenge Rating: the creature’s CR is equal ¾ of its Hit Dice

    Treasure: N/A

    Alignment: always Neutral

    Advancement: N/A

    Level Adjustment: N/A

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Sample Infectoplasm: Blinding Sickness
    Large Ooze
    Hit Dice: 12d10+36 (102HP)
    Initiative: +1
    Speed: 20’ (4 squares), Climb 20’ (4 squares), Swim 40’ (8 squares)
    Armor Class: 16 (-1 size, +1 Dex, +6 natural); touch 10; flat-footed 15
    Base Attack/Grapple: +6/+13
    Attack: Sting +8 melee (1d8+3)
    Full Attack: Sting +8 melee (1d8+3)
    Space/Reach: 10’/10’
    Special Attacks: Contaminate, Engulf, Pestilence
    Special Qualities: Ooze traits, Damage Reduction/Slashing 12, Immunities, Spell Resistance 12
    Saves: Fort +13, Ref +11, Will +11
    Abilities: Str 16 (+3), Dex 12 (+1), Con 16 (+3), Int -- (+0), Wis 12 (+1), Cha 16 (+3)
    Skills: N/A
    Feats: N/A
    Environment: any land or aquatic
    Organization: solitary, plague (2-6), or epidemic (7-20)
    Challenge Rating: 9
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    An inky puddle of goo creeps about blindly, randomly lashing out in all directions with spear-like pseudopods. Its body is pitch black, & reflects no light, giving one the impression of a hole in space.

    Infectoplasms of this variety are the living embodiment of the Blinding Sickness disease. Their true origins are unknown, but their purpose appears to be horrifyingly clear. They seem to exist solely to infect other creatures with the illness that infuses their mindless, shapeless forms.

    A Blinding Sickness Infectoplasm is about 10’ across & weighs about 800 pounds. Being mindless, it speaks no language.

    Contaminate (Ex): every time the creature touches another being, it automatically attempts to infect the being with Blinding Sickness (infection DC16, incubation 1d3 days, ability damage 1d4 Str, each time the victim takes 2 or more damage from the disease, he must make another Fortitude save or be permanently blinded)

    Engulf (Ex): the creature can flow around opponents that fit within its space as a standard action; it cannot make a natural weapon attack during a round in which it engulfs; it merely has to move over opponents, affecting as many as it can cover in this manner; opponents can make attacks of opportunity against the creature, but if they do so then they are not entitled to a saving throw; those who refrain from attack must succeed a Reflex save (DC15) or be engulfed; on a success, the opponents are pushed back or aside (opponent’s choice) as the spell moves forward; engulfed creatures are subject to both Contaminate & Pestilence, & are considered to be grappled; engulfed creatures can free themselves if they succeed in breaking the grapple

    Pestilence (Ex): once every 1d6+4 rounds the creature can perform an ability damage attack; this is a touch attack that provokes attacks of opportunity; just like Blinding Sickness, this attack deals 1d4 Str damage (DC19 Fortitude save to resist), but there is no incubation period (the damage is instantaneous); if the victim takes 2 or more damage from this attack, he must make a Fortitude save or be permanently blinded

    Immunities (Ex): the creature is immune to all forms of ability damage & ability drain; this also includes immunity to the harmful effects of all diseases, as well as most poisons

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Sample Infectoplasm: Cackle Fever
    Large Ooze
    Hit Dice: 12d10+36 (102HP)
    Initiative: +1
    Speed: 20’ (4 squares), Climb 20’ (4 squares), Swim 40’ (8 squares)
    Armor Class: 16 (-1 size, +1 Dex, +6 natural); touch 10; flat-footed 15
    Base Attack/Grapple: +6/+13
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 10’/10’
    Special Attacks: Contaminate, Engulf, Pestilence, Poison Gas
    Special Qualities: Ooze traits, Damage Reduction/Slashing 12, Immunities, Spell Resistance 12
    Saves: Fort +13, Ref +11, Will +11
    Abilities: Str 16 (+3), Dex 12 (+1), Con 16 (+3), Int -- (+0), Wis 12 (+1), Cha 16 (+3)
    Skills: N/A
    Feats: N/A
    Environment: any land or aquatic
    Organization: solitary, plague (2-6), or epidemic (7-20)
    Challenge Rating: 9
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    A quivering mass of motile sludge, this unsettling entity moves forward as if searching for prey. The creature’s amorphous body is a motley mélange of bright, maddening colors, periodically pockmarked with large vent-like pores. The entire being trembles spastically, & it seems that if it had a mouth, it would be laughing uncontrollably.

    Infectoplasms of this variety are the living embodiment of the Cackle Fever disease. Their true origins are unknown, but their purpose appears to be horrifyingly clear. They seem to exist solely to infect other creatures with the illness that infuses their mindless, shapeless forms.

    A Cackle Fever Infectoplasm is about 14’ across & weighs about 1½ tons. Being mindless, it speaks no language.

    Contaminate (Ex): every time the creature touches another being, it automatically attempts to infect the being with Cackle Fever (infection DC16, incubation 1 day, ability damage 1d6 Wis, each time the victim takes 2 or more damage from the disease, he must make another Fortitude save or be permanently blinded)

    Engulf (Ex): the creature can flow around opponents that fit within its space as a standard action; it cannot make a natural weapon attack during a round in which it engulfs; it merely has to move over opponents, affecting as many as it can cover in this manner; opponents can make attacks of opportunity against the creature, but if they do so then they are not entitled to a saving throw; those who refrain from attack must succeed a Reflex save (DC15) or be engulfed; on a success, the opponents are pushed back or aside (opponent’s choice) as the spell moves forward; engulfed creatures are subject to both Contaminate & Pestilence, & are considered to be grappled; engulfed creatures can free themselves if they succeed in breaking the grapple

    Pestilence (Ex): once every 1d6+4 rounds the creature can perform an ability damage attack; this is a touch attack that provokes attacks of opportunity; just like Cackle Fever, this attack deals 1d6 Wis damage (DC19 Fortitude save to resist), but there is no incubation period (the damage is instantaneous)

    Poison Gas (Ex): every 1d4+2 rounds, the creature can emit a cloud of infectious gas; the cloud has a 20’ radius & lasts for 1d4+2 rounds; all creatures within the cloud are exposed to Cackle Fever (infection DC16, incubation 1 day, ability damage 1d6 Wis)

    Immunities (Ex): the creature is immune to all forms of ability damage & ability drain; this also includes immunity to the harmful effects of all diseases, as well as most poisons

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Sample Infectoplasm: Demon Fever
    Huge Ooze
    Hit Dice: 13d10+52 (123HP)
    Initiative: +1
    Speed: 20’ (4 squares), Climb 20’ (4 squares), Swim 40’ (8 squares)
    Armor Class: 15 (-2 size, +1 Dex, +6 natural); touch 9; flat-footed 14
    Base Attack/Grapple: +6/+18
    Attack: Tentacle +8 melee (2d6+4)
    Full Attack: 2 Tentacles +8 melee (2d6+4)
    Space/Reach: 15’/15’
    Special Attacks: Contaminate, Engulf, Pestilence
    Special Qualities: Ooze traits, Damage Reduction/Slashing 13, Immunities, Spell Resistance 13
    Saves: Fort +16, Ref +11, Will +11
    Abilities: Str 18 (+4), Dex 13 (+1), Con 18 (+4), Int -- (+0), Wis 13 (+1), Cha 18 (+4)
    Skills: N/A
    Feats: N/A
    Environment: any land or aquatic
    Organization: solitary, plague (2-6), or epidemic (7-20)
    Challenge Rating: 9
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    This mammoth ooze moves forward aggressively, giving of an aura of rage & malevolence. Its formless body is covered with beastly colors, arranged without any apparent order or pattern. Wisps of steam waft from the thing’s tentacular body, but it seems not to notice.

    Infectoplasms of this variety are the living embodiment of the Demon Fever disease. Their true origins are unknown, but their purpose appears to be horrifyingly clear. They seem to exist solely to infect other creatures with the illness that infuses their mindless, shapeless forms.

    A Demon Fever Infectoplasm is about 18’ across & weighs about 3 tons. Being mindless, it speaks no language.

    Contaminate (Ex): every time the creature touches another being, it automatically attempts to infect the being with Demon Fever (infection DC18, incubation 1 day, ability damage 1d6 Con, when damaged, the character must succeed on another saving throw or 1 point of damage is permanent drain instead)

    Engulf (Ex): the creature can flow around opponents that fit within its space as a standard action; it cannot make a natural weapon attack during a round in which it engulfs; it merely has to move over opponents, affecting as many as it can cover in this manner; opponents can make attacks of opportunity against the creature, but if they do so then they are not entitled to a saving throw; those who refrain from attack must succeed a Reflex save (DC12) or be engulfed; on a success, the opponents are pushed back or aside (opponent’s choice) as the spell moves forward; engulfed creatures are subject to both Contaminate & Pestilence, & are considered to be grappled; engulfed creatures can free themselves if they succeed in breaking the grapple

    Pestilence (Ex): once every 1d6+4 rounds the creature can perform an ability damage attack; this is a touch attack that provokes attacks of opportunity; just like Demon Fever, this attack deals 1d6 Con damage (DC21 Fortitude save to resist), but there is no incubation period (the damage is instantaneous); when damaged, the character must succeed on another saving throw or 1 point of damage is permanent drain instead

    Immunities (Ex): the creature is immune to all forms of ability damage & ability drain; this also includes immunity to the harmful effects of all diseases, as well as most poisons

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Sample Infectoplasm: Devil Chills
    Medium Ooze
    Hit Dice: 10d10+20 (75HP)
    Initiative: +0
    Speed: 20’ (4 squares), Climb 20’ (4 squares), Swim 40’ (8 squares)
    Armor Class: 15 (+5 natural); touch 10; flat-footed 15
    Base Attack/Grapple: +5/+7
    Attack: Tentacle +7 melee (1d6+2)
    Full Attack: 2 Tentacles +7 melee (1d6+2)
    Space/Reach: 5’/5’
    Special Attacks: Contaminate, Engulf, Pestilence
    Special Qualities: Ooze traits, Damage Reduction/Slashing 10, Immunities, Spell Resistance 10
    Saves: Fort +10, Ref +8, Will +8
    Abilities: Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int -- (+0), Wis 10 (+0), Cha 14 (+2)
    Skills: N/A
    Feats: N/A
    Environment: any land or aquatic
    Organization: solitary, plague (2-6), or epidemic (7-20)
    Challenge Rating: 7
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    This gelatinous creature is little more that a heap of writhing tentacles. Despite the fact that its pulsing body is the color of hellfire, the strange thing gives off a cloud of unnatural cold air.

    Infectoplasms of this variety are the living embodiment of the Devil Chills disease. Their true origins are unknown, but their purpose appears to be horrifyingly clear. They seem to exist solely to infect other creatures with the illness that infuses their mindless, shapeless forms.

    A Devil Chills Infectoplasm is about 7’ across & weighs about 400 pounds. Being mindless, it speaks no language.

    Contaminate (Ex): every time the creature touches another being, it automatically attempts to infect the being with Devil Chills (infection DC14, incubation 1d4 days, ability damage 1d4 Str, the victim must make three successful Fortitude saving throws in a row to recover from Devil Chills)

    Engulf (Ex): the creature can flow around opponents that fit within its space as a standard action; it cannot make a natural weapon attack during a round in which it engulfs; it merely has to move over opponents, affecting as many as it can cover in this manner; opponents can make attacks of opportunity against the creature, but if they do so then they are not entitled to a saving throw; those who refrain from attack must succeed a Reflex save (DC12) or be engulfed; on a success, the opponents are pushed back or aside (opponent’s choice) as the spell moves forward; engulfed creatures are subject to both Contaminate & Pestilence, & are considered to be grappled; engulfed creatures can free themselves if they succeed in breaking the grapple

    Pestilence (Ex): once every 1d6+4 rounds the creature can perform an ability damage attack; this is a touch attack that provokes attacks of opportunity; just like Devil Chills, this attack deals 1d4 Str damage (DC17 Fortitude save to resist), but there is no incubation period (the damage is instantaneous); the victim must make three successful Fortitude saving throws in a row to recover from devil chills

    Immunities (Ex): the creature is immune to all forms of ability damage & ability drain; this also includes immunity to the harmful effects of all diseases, as well as most poisons

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Sample Infectoplasm: Filth Fever
    Medium Ooze
    Hit Dice: 9d10+9 (58HP)
    Initiative: -1
    Speed: 20’ (4 squares), Climb 20’ (4 squares), Swim 40’ (8 squares)
    Armor Class: 13 (-1 Dex, +4 natural); touch 9; flat-footed 13
    Base Attack/Grapple: +4/+5
    Attack: Tentacle +5 melee (1d6+1)
    Full Attack: Tentacle +5 melee (1d6+1)
    Space/Reach: 5’/5’
    Special Attacks: Contaminate, Engulf, Pestilence
    Special Qualities: Ooze traits, Damage Reduction/Slashing 9, Immunities, Spell Resistance 9
    Saves: Fort +8, Ref +6, Will +6
    Abilities: Str 12 (+1), Dex 9 (-1), Con 12 (+1), Int -- (+0), Wis 9 (-1), Cha 12 (+1)
    Skills: N/A
    Feats: N/A
    Environment: any land or aquatic
    Organization: solitary, plague (2-6), or epidemic (7-20)
    Challenge Rating: 6
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    No words adequately describe the foulness of this sludge-like thing. Its shifting form is the color of vomit & animal waste, & the stench it gives off heavily implies that it has been recently been covered in fetid fluids. An aura of squalor & decay surround the senseless creature as it oozes forward.

    Infectoplasms of this variety are the living embodiment of the Filth Fever disease. Their true origins are unknown, but their purpose appears to be horrifyingly clear. They seem to exist solely to infect other creatures with the illness that infuses their mindless, shapeless forms.

    A Filth Fever Infectoplasm is about 5’ across & weighs about 200 pounds. Being mindless, it speaks no language.

    Contaminate (Ex): every time the creature touches another being, it automatically attempts to infect the being with Filth Fever (infection DC12, incubation 1d3 days, ability damage 1d3 Dex & 1d3 Con)

    Engulf (Ex): the creature can flow around opponents that fit within its space as a standard action; it cannot make a natural weapon attack during a round in which it engulfs; it merely has to move over opponents, affecting as many as it can cover in this manner; opponents can make attacks of opportunity against the creature, but if they do so then they are not entitled to a saving throw; those who refrain from attack must succeed a Reflex save (DC10) or be engulfed; on a success, the opponents are pushed back or aside (opponent’s choice) as the spell moves forward; engulfed creatures are subject to both Contaminate & Pestilence, & are considered to be grappled; engulfed creatures can free themselves if they succeed in breaking the grapple

    Pestilence (Ex): once every 1d6+4 rounds the creature can perform an ability damage attack; this is a touch attack that provokes attacks of opportunity; just like Filth Fever, this attack deals 1d3 Dex & 1d3 Con damage (DC15 Fortitude save to resist), but there is no incubation period (the damage is instantaneous)

    Immunities (Ex): the creature is immune to all forms of ability damage & ability drain; this also includes immunity to the harmful effects of all diseases, as well as most poisons

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Sample Infectoplasm: Mindfire
    Medium Ooze
    Hit Dice: 9d10+9 (58HP)
    Initiative: -1
    Speed: 20’ (4 squares), Climb 20’ (4 squares), Swim 40’ (8 squares)
    Armor Class: 13 (-1 Dex, +4 natural); touch 9; flat-footed 13
    Base Attack/Grapple: +4/+5
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Contaminate, Engulf, Pestilence, Poison Gas
    Special Qualities: Ooze traits, Damage Reduction/Slashing 9, Immunities, Spell Resistance 9
    Saves: Fort +8, Ref +6, Will +6
    Abilities: Str 12 (+1), Dex 9 (-1), Con 12 (+1), Int -- (+0), Wis 9 (-1), Cha 12 (+1)
    Skills: N/A
    Feats: N/A
    Environment: any land or aquatic
    Organization: solitary, plague (2-6), or epidemic (7-20)
    Challenge Rating: 6
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    A pulsating mass of living sludge, this abnormal thing moves forward as if driven by madness. The organism’s nebulous body is a morass of dark, unpleasant colors, covered sporadically with small pore-like holes. The entire creature shudders from time to time, as if it were in terrible anguish.

    Infectoplasms of this variety are the living embodiment of the Mindfire disease. Their true origins are unknown, but their purpose appears to be horrifyingly clear. They seem to exist solely to infect other creatures with the illness that infuses their mindless, shapeless forms.

    A Mindfire Infectoplasm is about 6’ across & weighs about 300 pounds. Being mindless, it speaks no language.

    Contaminate (Ex): every time the creature touches another being, it automatically attempts to infect the being with Mindfire (infection DC12, incubation 1 day, ability damage 1d4 Int)

    Engulf (Ex): the creature can flow around opponents that fit within its space as a standard action; it cannot make a natural weapon attack during a round in which it engulfs; it merely has to move over opponents, affecting as many as it can cover in this manner; opponents can make attacks of opportunity against the creature, but if they do so then they are not entitled to a saving throw; those who refrain from attack must succeed a Reflex save (DC10) or be engulfed; on a success, the opponents are pushed back or aside (opponent’s choice) as the spell moves forward; engulfed creatures are subject to both Contaminate & Pestilence, & are considered to be grappled; engulfed creatures can free themselves if they succeed in breaking the grapple

    Pestilence (Ex): once every 1d6+4 rounds the creature can perform an ability damage attack; this is a touch attack that provokes attacks of opportunity; just like Mindfire, this attack deals 1d4 Int damage (DC15 Fortitude save to resist), but there is no incubation period (the damage is instantaneous)

    Poison Gas (Ex): every 1d4+2 rounds, the creature can emit a cloud of infectious gas; the cloud has a 20’ radius & lasts for 1d4+2 rounds; all creatures within the cloud are exposed to Mindfire (infection DC12, incubation 1 day, ability damage 1d4 Int)

    Immunities (Ex): the creature is immune to all forms of ability damage & ability drain; this also includes immunity to the harmful effects of all diseases, as well as most poisons

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Sample Infectoplasm: Mummy Rot
    Huge Ooze
    Hit Dice: 15d10+75 (157HP)
    Initiative: +2
    Speed: 20’ (4 squares), Climb 20’ (4 squares), Swim 40’ (8 squares)
    Armor Class: 17 (-2 size, +2 Dex, +7 natural); touch 10; flat-footed 15
    Base Attack/Grapple: +7/+20
    Attack: Slam +10 melee (2d6+5)
    Full Attack: 2 Slams +10 melee (2d6+5)
    Space/Reach: 15’/15’
    Special Attacks: Contaminate, Engulf, Pestilence
    Special Qualities: Ooze traits, Damage Reduction/Slashing 15, Immunities, Spell Resistance 15
    Saves: Fort +17, Ref +14, Will +14
    Abilities: Str 20 (+5), Dex 15 (+2), Con 20 (+5), Int -- (+0), Wis 15 (+2), Cha 20 (+5)
    Skills: N/A
    Feats: N/A
    Environment: any land or aquatic
    Organization: solitary, plague (2-6), or epidemic (7-20)
    Challenge Rating: 11
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    This enormous ooze lurches forward staggeringly, as if it were hampered by some internal malady. Its formless body is the color of dust & ash, & appears cracked & desiccated like dried mud.

    Infectoplasms of this variety are the living embodiment of the Mummy Rot disease. Their true origins are unknown, but their purpose appears to be horrifyingly clear. They seem to exist solely to infect other creatures with the illness that infuses their mindless, shapeless forms.

    A Mummy Rot Infectoplasm is about 28’ across & weighs about 8 tons. Being mindless, it speaks no language.

    Contaminate (Ex): every time the creature touches another being, it automatically attempts to infect the being with Mummy Rot (infection DC20, incubation 1 day, ability damage 1d6 Con, successful saves do not allow the character to recover; only magical healing can save the character)

    Engulf (Ex): the creature can flow around opponents that fit within its space as a standard action; it cannot make a natural weapon attack during a round in which it engulfs; it merely has to move over opponents, affecting as many as it can cover in this manner; opponents can make attacks of opportunity against the creature, but if they do so then they are not entitled to a saving throw; those who refrain from attack must succeed a Reflex save (DC20) or be engulfed; on a success, the opponents are pushed back or aside (opponent’s choice) as the spell moves forward; engulfed creatures are subject to both Contaminate & Pestilence, & are considered to be grappled; engulfed creatures can free themselves if they succeed in breaking the grapple

    Pestilence (Ex): once every 1d6+4 rounds the creature can perform an ability damage attack; this is a touch attack that provokes attacks of opportunity; just like Mummy Rot, this attack deals 1d6 Con damage (DC23 Fortitude save to resist), but there is no incubation period (the damage is instantaneous)

    Immunities (Ex): the creature is immune to all forms of ability damage & ability drain; this also includes immunity to the harmful effects of all diseases, as well as most poisons

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Sample Infectoplasm: Red Ache
    Large Ooze
    Hit Dice: 11d10+22 (82HP)
    Initiative: +0
    Speed: 20’ (4 squares), Climb 20’ (4 squares), Swim 40’ (8 squares)
    Armor Class: 14 (-1 size, +5 natural); touch 9; flat-footed 14
    Base Attack/Grapple: +5/+11
    Attack: Tentacle +6 melee (1d8+2)
    Full Attack: Tentacle +6 melee (1d8+2)
    Space/Reach: 10’/10’
    Special Attacks: Contaminate, Engulf, Pestilence
    Special Qualities: Ooze traits, Damage Reduction/Slashing 11, Immunities, Spell Resistance 11
    Saves: Fort +10, Ref +8, Will +8
    Abilities: Str 15 (+2), Dex 11 (+0), Con 15 (+2), Int -- (+0), Wis 11 (+0), Cha 15 (+2)
    Skills: N/A
    Feats: N/A
    Environment: any land or aquatic
    Organization: solitary, plague (2-6), or epidemic (7-20)
    Challenge Rating: 8
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    This gooey being is little more that a mass of squirming tentacles. Its throbbing form is the color of fresh blood, & the bizarre creature moves forward as if its entire body were stiff & sore.

    Infectoplasms of this variety are the living embodiment of the Red Ache disease. Their true origins are unknown, but their purpose appears to be horrifyingly clear. They seem to exist solely to infect other creatures with the illness that infuses their mindless, shapeless forms.

    A Red Ache Infectoplasm is about 11’ across & weighs over 900 pounds. Being mindless, it speaks no language.

    Contaminate (Ex): every time the creature touches another being, it automatically attempts to infect the being with Red Ache (infection DC15, incubation 1d3 days, ability damage 1d6 Str)

    Engulf (Ex): the creature can flow around opponents that fit within its space as a standard action; it cannot make a natural weapon attack during a round in which it engulfs; it merely has to move over opponents, affecting as many as it can cover in this manner; opponents can make attacks of opportunity against the creature, but if they do so then they are not entitled to a saving throw; those who refrain from attack must succeed a Reflex save (DC13) or be engulfed; on a success, the opponents are pushed back or aside (opponent’s choice) as the spell moves forward; engulfed creatures are subject to both Contaminate & Pestilence, & are considered to be grappled; engulfed creatures can free themselves if they succeed in breaking the grapple

    Pestilence (Ex): once every 1d6+4 rounds the creature can perform an ability damage attack; this is a touch attack that provokes attacks of opportunity; just like Red Ache, this attack deals 1d6 Str damage (DC18 Fortitude save to resist), but there is no incubation period (the damage is instantaneous)

    Immunities (Ex): the creature is immune to all forms of ability damage & ability drain; this also includes immunity to the harmful effects of all diseases, as well as most poisons

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Sample Infectoplasm: The Shakes
    Medium Ooze
    Hit Dice: 9d10+9 (58HP)
    Initiative: -1
    Speed: 20’ (4 squares), Climb 20’ (4 squares), Swim 40’ (8 squares)
    Armor Class: 13 (-1 Dex, +4 natural); touch 10; flat-footed 13
    Base Attack/Grapple: +4/+5
    Attack: Slam +5 melee (1d6+1)
    Full Attack: Slam +5 melee (1d6+1)
    Space/Reach: 5’/5’
    Special Attacks: Contaminate, Engulf, Pestilence
    Special Qualities: Ooze traits, Damage Reduction/Slashing 9, Immunities, Spell Resistance 9
    Saves: Fort +8, Ref +6, Will +6
    Abilities: Str 13 (+1), Dex 9 (-1), Con 13 (+1), Int -- (+0), Wis 9 (-1), Cha 13 (+1)
    Skills: N/A
    Feats: N/A
    Environment: any land or aquatic
    Organization: solitary, plague (2-6), or epidemic (7-20)
    Challenge Rating: 6
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    A shivering puddle of ooze creeps about haltingly, randomly thrashing about in violent spasms. The being’s shapeless figure is the color of gangrene & necrotic tissue. The entire being trembles viciously, & a low hum issues forth from its convulsive vibrations.

    Infectoplasms of this variety are the living embodiment of the Shakes disease. Their true origins are unknown, but their purpose appears to be horrifyingly clear. They seem to exist solely to infect other creatures with the illness that infuses their mindless, shapeless forms.

    A Shakes Infectoplasm is nearly 8’ across & weighs over 400 pounds. Being mindless, it speaks no language.

    Contaminate (Ex): every time the creature touches another being, it automatically attempts to infect the being with the Shakes (infection DC13, incubation 1 day, ability damage 1d8 Dex)

    Engulf (Ex): the creature can flow around opponents that fit within its space as a standard action; it cannot make a natural weapon attack during a round in which it engulfs; it merely has to move over opponents, affecting as many as it can cover in this manner; opponents can make attacks of opportunity against the creature, but if they do so then they are not entitled to a saving throw; those who refrain from attack must succeed a Reflex save (DC10) or be engulfed; on a success, the opponents are pushed back or aside (opponent’s choice) as the spell moves forward; engulfed creatures are subject to both Contaminate & Pestilence, & are considered to be grappled; engulfed creatures can free themselves if they succeed in breaking the grapple

    Pestilence (Ex): once every 1d6+4 rounds the creature can perform an ability damage attack; this is a touch attack that provokes attacks of opportunity; just like the Shakes, this attack deals 1d8 Dex damage (DC16 Fortitude save to resist), but there is no incubation period (the damage is instantaneous)

    Immunities (Ex): the creature is immune to all forms of ability damage & ability drain; this also includes immunity to the harmful effects of all diseases, as well as most poisons

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Sample Infectoplasm: Slimy Doom
    Medium Ooze
    Hit Dice: 10d10+20 (75HP)
    Initiative: +0
    Speed: 20’ (4 squares), Climb 20’ (4 squares), Swim 40’ (8 squares)
    Armor Class: 15 (+5 natural); touch 10; flat-footed 15
    Base Attack/Grapple: +5/+7
    Attack: Slam +7 melee (1d6+2)
    Full Attack: 2 Slams +7 melee (1d6+2)
    Space/Reach: 5’/5’
    Special Attacks: Contaminate, Engulf, Pestilence
    Special Qualities: Ooze traits, Damage Reduction/Slashing 10, Immunities, Spell Resistance 10
    Saves: Fort +10, Ref +8, Will +8
    Abilities: Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int -- (+0), Wis 10 (+0), Cha 14 (+2)
    Skills: N/A
    Feats: N/A
    Environment: any land or aquatic
    Organization: solitary, plague (2-6), or epidemic (7-20)
    Challenge Rating: 7
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    This disgusting slime creeps forward on its own predatory momentum, as if it were fated to do so. Its translucent body is the color of a putrid mire, & multiple blunt pseudopods issue forth randomly.

    Infectoplasms of this variety are the living embodiment of the Slimy Doom disease. Their true origins are unknown, but their purpose appears to be horrifyingly clear. They seem to exist solely to infect other creatures with the illness that infuses their mindless, shapeless forms.

    A Slimy Doom Infectoplasm is about 8’ across & weighs almost 500 pounds. Being mindless, it speaks no language.

    Contaminate (Ex): every time the creature touches another being, it automatically attempts to infect the being with Slimy Doom (infection DC14, incubation 1 day, ability damage 1d4 Con, when damaged, the character must succeed on another saving throw or 1 point of damage is permanent drain instead)

    Engulf (Ex): the creature can flow around opponents that fit within its space as a standard action; it cannot make a natural weapon attack during a round in which it engulfs; it merely has to move over opponents, affecting as many as it can cover in this manner; opponents can make attacks of opportunity against the creature, but if they do so then they are not entitled to a saving throw; those who refrain from attack must succeed a Reflex save (DC12) or be engulfed; on a success, the opponents are pushed back or aside (opponent’s choice) as the spell moves forward; engulfed creatures are subject to both Contaminate & Pestilence, & are considered to be grappled; engulfed creatures can free themselves if they succeed in breaking the grapple

    Pestilence (Ex): once every 1d6+4 rounds the creature can perform an ability damage attack; this is a touch attack that provokes attacks of opportunity; just like Slimy Doom, this attack deals 1d4 Con damage (DC17 Fortitude save to resist), but there is no incubation period (the damage is instantaneous); when damaged, the character must succeed on another saving throw or 1 point of damage is permanent drain instead

    Immunities (Ex): the creature is immune to all forms of ability damage & ability drain; this also includes immunity to the harmful effects of all diseases, as well as most poisons



    @ KnightSaline: Yes on Estrogen, Maybe Later on Ovum/Spermatozoa, No on Erogenous Zones
    Last edited by Zeta Kai; 2007-08-20 at 05:20 PM.

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Seems to me injury should be a sting and tentacles (which can theoretically grapple, maintaining contact, even if the ooze isn't 'programmed' to do that) should be contact. That would leave ingested paired up with slam.
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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Quote Originally Posted by Zeta Kai View Post
    Cosmological Variants
    Where can the Elemental Plane of Flesh fit into the Great Wheel? Where does it belong in the D&D multiverse?
    In Greyhawk, one of the 666 layers of the Abyss was such an infinite living plane.

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Very very interesting idea...I'll have to reread it in-depth soon but for now I mostly want to subscribe so I won't lose it.
    Warriors & Wuxia: A community world-building project focused on low-magic wuxia/kung-fu action using ToB.

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Very interesting.

    I could start a campaign in this plane, but first I'd probably have to say, "Your characters must all have at least Acid Resistance", because I'd join the characters up by shunting them all into an acid pocket.

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Ligamental, Small
    Small Elemental (Flesh, Extraplanar)
    Hit Dice: 2d8+2 (11HP)
    Initiative: +1
    Speed: 20’ (4 squares)
    Armor Class: 13 (+1 size, +1 Dex, +1 natural); touch 12; flat-footed 12
    Base Attack/Grapple: +1/-1
    Attack: Slam +4 melee (1d6+3)
    Full Attack: Slam +4 melee (1d6+3)
    Space/Reach: 5’/5’
    Special Attacks: Constrict, Flesh Mastery
    Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 1
    Saves: Fort +4, Ref +1, Will +0
    Abilities: Str 14 (+2), Dex 12 (+1), Con 13 (+1), Int 4 (-3), Wis 11 (+0), Cha 11 (+0)
    Skills: Listen +2, Spot +3
    Feats: Power Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 2
    Treasure: N/A
    Alignment: usually Neutral
    Advancement: 3 HD (Small)
    Level Adjustment: N/A

    This strange creature appears to be a nearly shapeless mass of muscle tissue, linked to only a few ever-shifting bones by ropey tendons & ligaments. Vaguely slug-like, the elemental being lacks any facial features, save for two short, muscular stalks that suggest eyes.

    Ligamentals, also known as Flesh Elementals, are like microcosms of the plane-body itself. These ubiquitous creatures roam the entire plane, performing various tasks that (mostly) serve to aid the plane-body. They seem to lack any internal organs & only possess a few bones for the absolute minimum of structural support; instead, they are composed almost entirely of muscular tissues, making them strong & tough.

    A Small Ligamental is about 3’ across & weighs almost 50 pounds. It speaks Corpan, but not much.

    Constrict (Ex): on a successful grapple check, a Ligamental deals 2d6+4 points of damage (20/×2 critical)

    Flesh Mastery (Ex): a Ligamental gains a +1 bonus to attack & damage rolls on any opponent that they are in contact with, such as while grappling, performing touch attacks, or casting spells with a range of touch; this bonus does not apply if the opponent is not made of flesh (Constructs, Elementals, Fey, Oozes, Outsiders, & incorporeal Undead)

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Ligamental, Medium
    Medium Elemental (Flesh, Extraplanar)
    Hit Dice: 4d8+12 (30HP)
    Initiative: +2
    Speed: 20’ (4 squares)
    Armor Class: 14 (+2 Dex, +2 natural); touch 12; flat-footed 12
    Base Attack/Grapple: +3/+6
    Attack: Slam +6 melee (1d8+4)
    Full Attack: Slam +6 melee (1d8+4)
    Space/Reach: 5’/5’
    Special Attacks: Constrict, Flesh Mastery
    Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 2
    Saves: Fort +7, Ref +3, Will +1
    Abilities: Str 16 (+3), Dex 14 (+2), Con 17 (+3), Int 4 (-3), Wis 11 (+0), Cha 11 (+0)
    Skills: Listen +3, Spot +4
    Feats: Cleave, Power Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 4
    Treasure: N/A
    Alignment: usually Neutral
    Advancement: 5-7 HD (Medium)
    Level Adjustment: N/A

    This strange creature appears to be a nearly shapeless mass of muscle tissue, linked to only a few ever-shifting bones by ropey tendons & ligaments. Vaguely slug-like, the elemental being lacks any facial features, save for two short, muscular stalks that suggest eyes.

    Ligamentals, also known as Flesh Elementals, are like microcosms of the plane-body itself. These ubiquitous creatures roam the entire plane, performing various tasks that (mostly) serve to aid the plane-body. They seem to lack any internal organs & only possess a few bones for the absolute minimum of structural support; instead, they are composed almost entirely of muscular tissues, making them strong & tough.

    A Medium Ligamental is over 6’ across & weighs almost 350 pounds. It speaks Corpan, but not much.

    Constrict (Ex): on a successful grapple check, a Ligamental deals 2d8+6 points of damage (20/×2 critical)

    Flesh Mastery (Ex): a Ligamental gains a +1 bonus to attack & damage rolls on any opponent that they are in contact with, such as while grappling, performing touch attacks, or casting spells with a range of touch; this bonus does not apply if the opponent is not made of flesh (Constructs, Elementals, Fey, Oozes, Outsiders, & incorporeal Undead)

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Ligamental, Large
    Large Elemental (Flesh, Extraplanar)
    Hit Dice: 8d8+32 (68HP)
    Initiative: +3
    Speed: 20’ (4 squares)
    Armor Class: 15 (-1 size, +3 Dex, +3 natural); touch 12; flat-footed 12
    Base Attack/Grapple: +6/+15
    Attack: Slam +10 melee (2d8+5)
    Full Attack: 2 Slams +10 melee (2d8+5)
    Space/Reach: 10’/10’
    Special Attacks: Constrict, Flesh Mastery
    Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 5
    Saves: Fort +10, Ref +5, Will +2
    Abilities: Str 20 (+5), Dex 16 (+3), Con 19 (+4), Int 6 (-2), Wis 11 (+0), Cha 11 (+0)
    Skills: Listen +5, Spot +6
    Feats: Cleave, Great Cleave, Power Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 6
    Treasure: N/A
    Alignment: usually Neutral
    Advancement: 9-15 HD (Large)
    Level Adjustment: N/A

    This strange creature appears to be a nearly shapeless mass of muscle tissue, linked to only a few ever-shifting bones by ropey tendons & ligaments. Vaguely slug-like, the elemental being lacks any facial features, save for two short, muscular stalks that suggest eyes.

    Ligamentals, also known as Flesh Elementals, are like microcosms of the plane-body itself. These ubiquitous creatures roam the entire plane, performing various tasks that (mostly) serve to aid the plane-body. They seem to lack any internal organs & only possess a few bones for the absolute minimum of structural support; instead, they are composed almost entirely of muscular tissues, making them strong & tough.

    A Large Ligamental is about 13’ across & weighs over 1,500 pounds. It speaks Corpan.

    Constrict (Ex): on a successful grapple check, a Ligamental deals 4d8+10 points of damage (20/×2 critical)

    Flesh Mastery (Ex): a Ligamental gains a +1 bonus to attack & damage rolls on any opponent that they are in contact with, such as while grappling, performing touch attacks, or casting spells with a range of touch; this bonus does not apply if the opponent is not made of flesh (Constructs, Elementals, Fey, Oozes, Outsiders, & incorporeal Undead)

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Ligamental, Huge
    Huge Elemental (Flesh, Extraplanar)
    Hit Dice: 16d8+80 (152HP)
    Initiative: +4
    Speed: 30’ (6 squares)
    Armor Class: 17 (-2 size, +4 Dex, +5 natural); touch 12; flat-footed 13
    Base Attack/Grapple: +12/+27
    Attack: Slam +17 melee (2d10+7)
    Full Attack: 2 Slams +17 melee (2d10+7)
    Space/Reach: 15’/15’
    Special Attacks: Constrict, Flesh Mastery
    Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 7
    Saves: Fort +15, Ref +9, Will +7
    Abilities: Str 24 (+7), Dex 18 (+4), Con 21 (+5), Int 6 (-2), Wis 11 (+0), Cha 11 (+0)
    Skills: Listen +11, Spot +12
    Feats: Alertness, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 8
    Treasure: N/A
    Alignment: usually Neutral
    Advancement: 17-20 HD (Huge)
    Level Adjustment: N/A

    This strange creature appears to be a nearly shapeless mass of muscle tissue, linked to only a few ever-shifting bones by ropey tendons & ligaments. Vaguely slug-like, the elemental being lacks any facial features, save for two short, muscular stalks that suggest eyes.

    Ligamentals, also known as Flesh Elementals, are like microcosms of the plane-body itself. These ubiquitous creatures roam the entire plane, performing various tasks that (mostly) serve to aid the plane-body. They seem to lack any internal organs & only possess a few bones for the absolute minimum of structural support; instead, they are composed almost entirely of muscular tissues, making them strong & tough.

    A Huge Ligamental is about 18’ across & weighs about 3 tons. It speaks Corpan.

    Constrict (Ex): on a successful grapple check, a Ligamental deals 4d10+14 points of damage (20/×2 critical)

    Flesh Mastery (Ex): a Ligamental gains a +1 bonus to attack & damage rolls on any opponent that they are in contact with, such as while grappling, performing touch attacks, or casting spells with a range of touch; this bonus does not apply if the opponent is not made of flesh (Constructs, Elementals, Fey, Oozes, Outsiders, & incorporeal Undead)

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Ligamental, Greater
    Huge Elemental (Flesh, Extraplanar)
    Hit Dice: 21d8+105 (199HP)
    Initiative: +5
    Speed: 30’ (6 squares)
    Armor Class: 20 (-2 size, +5 Dex, +7 natural); touch 13; flat-footed 15
    Base Attack/Grapple: +15/+31
    Attack: Slam +21 melee (2d10+8)
    Full Attack: 2 Slams +21 melee (2d10+8)
    Space/Reach: 15’/15’
    Special Attacks: Constrict, Flesh Mastery
    Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 10, Regeneration
    Saves: Fort +17, Ref +12, Will +9
    Abilities: Str 26 (+8), Dex 20 (+5), Con 21 (+5), Int 8 (-1), Wis 11 (+0), Cha 11 (+0)
    Skills: Listen +14, Spot +14
    Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 10
    Treasure: N/A
    Alignment: usually Neutral
    Advancement: 22-23 HD (Huge)
    Level Adjustment: N/A

    This strange creature appears to be a nearly shapeless mass of muscle tissue, linked to only a few ever-shifting bones by ropey tendons & ligaments. Vaguely slug-like, the elemental being lacks any facial features, save for two short, muscular stalks that suggest eyes.

    Ligamentals, also known as Flesh Elementals, are like microcosms of the plane-body itself. These ubiquitous creatures roam the entire plane, performing various tasks that (mostly) serve to aid the plane-body. They seem to lack any internal organs & only possess a few bones for the absolute minimum of structural support; instead, they are composed almost entirely of muscular tissues, making them strong & tough.

    A Greater Ligamental is about 24’ across & weighs almost 9 tons. It speaks Corpan.

    Constrict (Ex): on a successful grapple check, a Ligamental deals 4d10+16 points of damage (20/×2 critical)

    Flesh Mastery (Ex): a Ligamental gains a +1 bonus to attack & damage rolls on any opponent that they are in contact with, such as while grappling, performing touch attacks, or casting spells with a range of touch; this bonus does not apply if the opponent is not made of flesh (Constructs, Elementals, Fey, Oozes, Outsiders, & incorporeal Undead)

    Regeneration (Ex): fire & acid deal normal damage to a Ligamental, while all other damage is halved (50%); if a Ligamental loses a limb or other body part, the lost portion regrows in 1d8+2 rounds; critical hits cannot be regenerated

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Ligamental, Elder
    Huge Elemental (Flesh, Extraplanar)
    Hit Dice: 24d8+120 (228HP)
    Initiative: +6
    Speed: 30’ (6 squares)
    Armor Class: 24 (-2 size, +6 Dex, +10 natural); touch 14; flat-footed 18
    Base Attack/Grapple: +18/+35
    Attack: Slam +25 melee (2d10+9, 19-20/×2 critical)
    Full Attack: 2 Slams +25 melee (2d10+9, 19-20/×2 critical)
    Space/Reach: 15’/15’
    Special Attacks: Constrict, Flesh Mastery
    Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 10, Regeneration
    Saves: Fort +19, Ref +14, Will +10
    Abilities: Str 28 (+9), Dex 22 (+6), Con 21 (+5), Int 10 (+0), Wis 11 (+0), Cha 11 (+0)
    Skills: Listen +29, Spot +29
    Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (Slam), Improved Sunder, Iron Will, Power Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 12
    Treasure: N/A
    Alignment: usually Neutral
    Advancement: 25-48 HD (Huge)
    Level Adjustment: N/A

    This strange creature appears to be a nearly shapeless mass of muscle tissue, linked to only a few ever-shifting bones by ropey tendons & ligaments. Vaguely slug-like, the elemental being lacks any facial features, save for two short, muscular stalks that suggest eyes.

    Ligamentals, also known as Flesh Elementals, are like microcosms of the plane-body itself. These ubiquitous creatures roam the entire plane, performing various tasks that (mostly) serve to aid the plane-body. They seem to lack any internal organs & only possess a few bones for the absolute minimum of structural support; instead, they are composed almost entirely of muscular tissues, making them strong & tough.

    An Elder Ligamental is about 32’ across & weighs over 15 tons. It speaks Corpan & (sometimes) Common.

    Constrict (Ex): on a successful grapple check, a Ligamental deals 4d10+18 points of damage (20/×2 critical)

    Flesh Mastery (Ex): a Ligamental gains a +1 bonus to attack & damage rolls on any opponent that they are in contact with, such as while grappling, performing touch attacks, or casting spells with a range of touch; this bonus does not apply if the opponent is not made of flesh (Constructs, Elementals, Fey, Oozes, Outsiders, & incorporeal Undead)

    Regeneration (Ex): fire & acid deal normal damage to a Ligamental, while all other damage is halved (50%); if a Ligamental loses a limb or other body part, the lost portion regrows in 1d8+2 rounds; critical hits cannot be regenerated
    Last edited by Zeta Kai; 2007-08-21 at 04:22 PM.

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Mightochondrion
    Medium Ooze (Flesh, Extraplanar)
    Hit Dice: 7d10+14 (52HP)
    Initiative: -3
    Speed: 20’ (4 squares), Climb 20’ (4 squares), Swim 40’ (8 squares)
    Armor Class: 7 (-3 Dex); touch 7; flat-footed 7
    Base Attack/Grapple: +5/+11
    Attack: Slam +11 melee (1d6+6 plus 1d6 electrical)
    Full Attack: Slam +11 melee (1d6+6 plus 1d6 electrical)
    Space/Reach: 5’/5’
    Special Attacks: Generate Power, Stunning Shock
    Special Qualities: Absorb Energy, Blindsense 60’, Fast Healing 1, Nullify Disease, Nullify Poison, Ooze traits
    Saves: Fort +4, Ref -1, Will -3
    Abilities: Str 22 (+6), Dex 5 (-3), Con 14 (+2), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
    Skills: N/A
    Feats: N/A
    Environment: Elemental Plane of Flesh
    Organization: solitary, pair, or eve (3-6)
    Challenge Rating: 5
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 8-10 HD (Medium); 11-15 (Large), 16-20 HD (Huge)
    Level Adjustment: N/A

    This ellipsoid entity has a smooth translucent outer surface, underneath which is a wrinkled inner surface. In the center of the pill-shaped being is a gelatinous matrix of fluidic material, with thousands of tiny motes floating around. Some of these motes are dark & static, while others seem to pulse with a brilliant energy.

    Mightochondria are the power plants that run the Flesh Plane. These mindless creatures generate the energy that keeps the myriad Cell Blocks that make up the plane-body alive. They travel throughout the plane, going where they are needed, healing & removing ailments from sick or injured creatures. Without these tireless powerhouses, the Elemental Plane of Flesh could not survive.

    A Mightochondrion is about 4’ long & weighs about 80 pounds. Being mindless, it speaks no language.

    Generate Power (Su): once per round, a Mightochondrion can infuse other beings with positive energy, healing 1d6 hit points of damage to 1 creature per Hit Die; this ability inflicts undead with 1d6 points of damage

    Stunning Shock (Ex): once per round, a Mightochondrion can deliver an electrical shock to a single opponent within 20’; this attack deals 2d6+12 points of electricity damage to living opponents; Reflex save (DC12) for half damage

    Absorb Energy (Ex): all electricity- & fire-based damage heals a Mightochondrion instead of harming them

    Blindsense (Ex): a Mightochondrion notices & locates creatures within 60’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

    Nullify Disease (Su): a Mightochondrion can neutralize all diseases within any living being that it is in contact with, negating any further ability damage/drain; this is identical to a remove disease spell cast by a 7th level caster; a successful touch attack is required to produce this effect

    Nullify Poison (Su): a Mightochondrion can neutralize all poisons within any living being that it is in contact with, negating any further ability damage/drain; this is identical to a neutralize poison spell cast by a 7th level caster; a successful touch attack is required to produce this effect

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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Node, Dermal
    Gargantuan Elemental (Flesh, Extraplanar)
    Hit Dice: 12d8+24 (78HP)
    Initiative: +2
    Speed: 20’ (4 squares), Fly 40’ (8 squares, poor maneuverability)
    Armor Class: 18 (-4 size, +2 Dex, +10 natural); touch 8; flat-footed 16
    Base Attack/Grapple: +9/+29
    Attack: Skin Slap +13 melee (2d8+8)
    Full Attack: 2 Skin Slaps +13 melee (2d8+8)
    Space/Reach: 20’/20’
    Special Attacks: Constrict, Improved Grab, Long Reach
    Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 2, Regeneration
    Saves: Fort +6, Ref +10, Will +4
    Abilities: Str 26 (+8), Dex 14 (+2), Con 14 (+2), Int 4 (-3), Wis 11 (+0), Cha 11 (+0)
    Skills: Balance +7, Jump +14, Tumble +9
    Feats: Acrobatic, Dodge, Mobility, Skill Focus: Jump, Spring Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 9
    Treasure: N/A
    Alignment: usually Lawful Neutral
    Advancement: 13-15 HD (Gargantuan), 16-20 HP (Colossal)
    Level Adjustment: N/A

    This titanic being looks like nothing more than a giant wadded-up ball of skin; its many fleshy flaps folded into a tightly-packed ball. Multiple tentacular limbs are formed by rolled up dermal sheets. The creature rolls forward, tightening & relaxing at will.

    Dermal Nodes are like living skin grafts. They travel to the site of a major injure to the plane-body & cover it with their bodies, protecting the area until repairs can be made. When not used for that specific purpose, Dermal Nodes travel the airy pockets & cavities of the plane-body, defending the plane from unwanted intrusions. They are known to block interplanar portals with their own bodies, attacking anything that approaches from the other side.

    A Dermal Node is about 48’ across & weighs about 32 tons. It speaks Corpan, but not much.

    Constrict (Ex): on a successful grapple check, a Dermal Node deals 2d8+8 points of damage; constricting uses the entire body of the creature, so it cannot take any move actions while constricting

    Improved Grab (Ex): to use this ability, a Dermal Node must hit with a Skin Slap 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 & can Constrict

    Long Reach (Ex): a Dermal Node can lash out with its Skin Slap attack once every 1d4-1 rounds (minimum 1), hitting opponents up to 30’ away (NOTE: it may also hit opponents that are less than 30’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Skin Slap attack

    Regeneration (Ex): fire & acid deal normal damage to a Dermal Node, while all other damage is halved (50%); if a Dermal Node loses a limb or other body part, the lost portion regrows in 1d8+2 rounds; critical hits cannot be regenerated
    Last edited by Zeta Kai; 2007-08-21 at 08:22 PM.

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