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  1. - Top - End - #61
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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Node, Ganglial
    Gargantuan Elemental (Flesh, Extraplanar)
    Hit Dice: 12d8+60 (114HP)
    Initiative: -5
    Speed: 15’ (3 squares)
    Armor Class: 11 (-4 size, -5 Dex, +10 natural); touch 1; flat-footed 11
    Base Attack/Grapple: +9/+19
    Attack: Tentacle +3 melee (2d8-2)
    Full Attack: Tentacle +3 melee (2d8-2)
    Space/Reach: 20’/20’
    Special Attacks: Improved Grab, Long Reach, Mind Blast, Mind Drain
    Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 2, Regeneration, Telepathy
    Saves: Fort +9, Ref +3, Will +8
    Abilities: Str 6 (-2), Dex 1 (-5), Con 20 (+5), Int 22 (+6), Wis 14 (+2), Cha 18 (+4)
    Skills: Bluff +10, Concentration +11, Diplomacy +18, Gather Information +21, Intimidate +16, Knowledge: Arcana +14, Knowledge: Geography +16, Knowledge: History +12, Knowledge: Local +15, Knowledge: Nature +13, Knowledge: Religion +11, Knowledge: The Planes +17, Search +17, Sense Motive +12, Spellcraft +16
    Feats: Investigator, Iron Will, Leadership, Negotiator, Persuasive
    Environment: Elemental Plane of Flesh
    Organization: solitary, pair, cluster (3-12) or series (13-30)
    Challenge Rating: 9
    Treasure: N/A
    Alignment: often Lawful Neutral
    Advancement: 13-15 HD (Gargantuan), 16-20 HP (Colossal)
    Level Adjustment: N/A

    Here stands an enormous brain-like creature, a great spheroid of spongy gray cerebral tissue, standing atop a cluster of thick branching tentacles, which look like nerve fibers. The brainy core is fissured by deep crevices, from which an eerie blue light glows.

    Many scholars assert that the Ganglial Nodes are the directing intelligence on the Flesh Plane, the governing force that drives the plane-body & organizes its many processes & functions. The minority view is that a hitherto-undiscovered over-mind actually controls the activities on this plane, presumably for some unknown (some say sinister) purpose.

    Regardless of this debate, it is a fact that the Ganglial Nodes are key processors of information. Data gathered by Occulo Organelles is given to Neuro Organelles (see both below), which relay it in turn to the Ganglial Nodes. Highly intelligent & social beings, they often congregate together & trade information back & forth. They also use their leadership skills to direct the actions of lesser natives of the Flesh Plane (which, in their minds, included everything else).

    A Ganglial Node is about 40’ across & weighs about 24 tons. It speaks Corpan, other elemental languages, & Common.

    • Improved Grab (Ex): to use this ability, a Ganglial Node must hit with a Tentacle 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 Mind Drain

    • Long Reach (Ex): a Ganglial Node can lash out with its Tentacle 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 Tentacle attack

    • Mind Blast (Ex): a Ganglial Node can emit a 40’ cone of psychic energy, once every 1d4+1 rounds, all living creatures caught within this effect must make a Will save (DC18) or suffer 1d4 Intelligence damage & become dazed for 1 round

    • Mind Drain (Ex): a Ganglial Node that has grappled its opponent deals 1d4-1 points of Intelligence damage & 1d4-1 points of Wisdom damage; the Ganglial Node will then release the opponent, as it cannot absorb any more mental energy from that victim for 24 hours; the Ganglial Node adds all ability damage dealt by this attack to its own ability scores for 1d6+4 minutes

    • Regeneration (Ex): fire & acid deal normal damage to a Ganglial 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

    • Telepathy (Su): a Ganglial Node can communicate with any living being that it is in contact with; this is identical to a telepathic bond spell cast by a 12th level caster; a successful touch attack is required to establish contact
    Last edited by Zeta Kai; 2007-08-21 at 04:18 PM.

  2. - Top - End - #62
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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Node, Muscular
    Colossal Elemental (Flesh, Extraplanar)
    Hit Dice: 15d8+120 (187HP)
    Initiative: +2
    Speed: 30’ (6 squares), Climb 30’ (6 squares)
    Armor Class: 19 (-8 size, +2 Dex, +15 natural); touch 4; flat-footed 17
    Base Attack/Grapple: +11/+47
    Attack: Slam +23 melee (4d6+20)
    Full Attack: 2 Slams +23 melee (4d6+20)
    Space/Reach: 30’/25’
    Special Attacks: Improved Grab, Throw
    Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 2, Regeneration
    Saves: Fort +13, Ref +11, Will +5
    Abilities: Str 50 (+20), Dex 14 (+2), Con 26 (+8), Int 4 (-3), Wis 11 (+0), Cha 11 (+0)
    Skills: Climb +26, Jump +23, Tumble +11
    Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 14
    Treasure: N/A
    Alignment: usually Lawful Neutral
    Advancement: 16-20 HP (Colossal)
    Level Adjustment: N/A

    A towering monstrosity of muscle & sinew, this creature is vaguely shaped like a mighty ape. The entire surrounding area shakes & quivers with each step of this dull, hulking beast. Its skinless body pulses with barely-contained physical power.

    The larger cousins of the Ligamentals, these colossal beasts are the literal movers & shakers of the Flesh Plane. Their function is to lift, push & haul around objects that are too large for anything else in the plane-body to handle.

    The simian body of a Muscular Node lacks skin, bones, & any normal bodily organs. It is composed entirely of muscle tissue &, as such, is frighteningly strong. Their vigor & stamina are virtually unparalleled, but their wits are almost nonexistent, so they mostly just wander aimlessly unless ordered around by other (more wise) native elementals.

    A Muscular Node is about 80’ across & weighs about 150 tons. It speaks Corpan, but not much.

    • Improved Grab (Ex): to use this ability, a Muscular Node 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 Throw

    • Throw (Ex): a Muscular Node can throw any creature (up to Huge size) it has successfully grappled; the thrown creature takes damage upon landing equal to (the falling damage + 10’) + a Muscular Node’s Strength modifier (+20); a Muscular Node will lift a grappled creature (1d4Χ5’) + 20’ above the ground before throwing

    • Regeneration (Ex): fire & acid deal normal damage to a Muscular Node, while all other damage is halved (50%); if a Muscular 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 08:24 PM.

  3. - Top - End - #63
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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Node, Osseous
    Colossal Elemental (Flesh, Extraplanar)
    Hit Dice: 14d8+42 (105HP)
    Initiative: +4
    Speed: 30’ (6 squares), Burrow 10’ (2 squares)
    Armor Class: 16 (-8 size, +4 Dex, +10 natural); touch 6; flat-footed 12
    Base Attack/Grapple: +10/+35
    Attack: Bone Tentacle +11 melee (4d6+9)
    Full Attack: 2 Bone Tentacles +11 melee (4d6+9)
    Space/Reach: 30’/25’
    Special Attacks: Bone Tentacle, Long Reach, Spawn Skeletons, Trample
    Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 2, Regeneration
    Saves: Fort +7, Ref +13, Will +5
    Abilities: Str 28 (+9), Dex 18 (+4), Con 16 (+3), Int 4 (-3), Wis 13 (+1), Cha 9 (-9)
    Skills: Balance +11, Jump +12, Tumble +11
    Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 12
    Treasure: N/A
    Alignment: usually Lawful Neutral
    Advancement: 15-18 HP (Colossal)
    Level Adjustment: N/A

    An orb of bones about the size of a large building rolls forward on its own momentum. The bones are of every conceivable size & shape; teeth, femurs, ribs, pelvises, & skulls all roll around each other, held in place by only the barest of sinews. Tail-like columns of vertebrae occasionally whip out like tentacles from the central mass.

    The largest of all the native creatures on the Flesh Plane, the Osseous Node is a strange being. Basically an immense ball of bones in all shapes & sizes, an Osseous Node can rearrange its connective ligaments to reconfigure itself into any number of useful shapes. It can be a sphere (its default form), or a pillar, or a quadruped, or a biped, or any other configuration that it would find useful (although the statistics for the being remain basically the same).

    The larger cousins of the Skelementals, the Osseous Nodes exist for just such a purpose: to lend temporary structural support to various parts of the plane-body. They travel to a site that needs to be shored up for what ever reason, be it for growth, for repairs, or for some transformative intent, & they conform to what ever shape is necessary to facilitate supporting the area.

    An Osseous Node is about 100’ across & weighs about 130 tons. It speaks Corpan, but not much.

    • Bone Tentacle (Ex): an Osseous Node can deal either bludgeoning, piercing or slashing damage with its Bone Tentacle attack, as chosen by the Node prior to each attack; the creature gains no special insight into which damage type it should use

    • Long Reach (Ex): an Osseous Node can lash out with its Bone Tentacle attack once every 1d4-1 rounds (minimum 1), hitting opponents up to 35’ away (NOTE: it may also hit opponents that are less than 35’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Bone Tentacle attack

    • Spawn Skeletons (Ex): once per day, an Osseous Node can create skeletons from its one bones as a full round action; it can create 1 Huge, 2 Large, 4 Medium, or 8 Small or smaller skeletons at a time; these skeletons serve the Osseous Node for 1 hour before being reabsorbed into the Node

    • Trample (Ex): an Osseous Node can trample opponents up to Huge size, dealing 4d6+9 points of damage; Reflex save (DC25) for half damage

    • Regeneration (Ex): cold & acid deal normal damage to an Osseous Node, while all other damage is halved (50%); if an Osseous 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; 2007-08-22 at 06:33 PM.

  4. - Top - End - #64
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    Default Re: The Elemental Plane of Flesh! (another megapost)

    That should probably be "like living skin grafts" than "graphs" for the Dermal Nodes. This is a very interesting and intriguing plane, but I can't help but think it's a little like shrinking down the characters to that cliche 'microscopic man in a submarine' plot.

    Still, hoping to see the Golgi Apparatus and the Rough Endoplasmic Reticulum!
    Last edited by Lyinginbedmon; 2007-08-21 at 04:32 PM.

  5. - Top - End - #65
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    Default Re: The Elemental Plane of Flesh! (another megapost)

    The throw damage of the Muscular Node doesn't match the 50 STR you gave them (should be +20, not +13).

    The Osseous Nodes should have some sort of explicit crunch bonus to supporting weight... like they can't PICK UP more than their STR indicates, but they should be able to HOLD UP more and do so indefinitely.
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  6. - Top - End - #66
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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Organelle, Cardio
    Huge Elemental (Flesh, Extraplanar)
    Hit Dice: 12d8+48 (102HP)
    Initiative: -2
    Speed: 20’ (4 squares)
    Armor Class: 16 (-2 size, -2 Dex, +10 natural); touch 6; flat-footed 16
    Base Attack/Grapple: +9/+25
    Attack: Tentacle +15 melee (2d6+8)
    Full Attack: 2 Tentacles +15 melee (2d6+8)
    Space/Reach: 15’/15’
    Special Attacks: Blood Drain, Blood Fever, Improved Grab
    Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 1, Regeneration, Transfusion
    Saves: Fort +11, Ref +1, Will +4
    Abilities: Str 27 (+8), Dex 7 (-2), Con 19 (+4), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
    Skills: Jump +9, Listen +8, Spot +8
    Feats: Awesome Blow, Endurance, Improved Bull Rush, Improved Overrun, Power Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 7
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 13-15 HD (Huge), 16-20 (Gargantuan), 21-30 (Colossal)
    Level Adjustment: N/A

    Supported by a number of hollow tentacles, a bizarre creature in the shape of a beating heart approaches. Its multiple chambers rhythmically throb in a constant & hypnotic fashion. No apparent sensory organs or other facial features can be seen.

    A Cardio Organelle is precisely what it appears to be: an ambulatory heart, larger than an elephant. Although they are often connected to the Red Flow, which they help regulate, they are sometimes encountered traveling between tunnels, looking for a place where their unique blood-pumping skills are needed.

    The tubes that they use to intake & expel blood are the very same tubes that they use for walking; they merely seal the ends, & they become serviceable tentacles. Their large, roughly spherical body lacks any major features other than the tentacles, & the creature’s core houses a four-chambered heart (2 atriums & 2 ventricles, just like a human heart).

    A Cardio Organelle is about 20’ across & weighs about 7 tons. It speaks no language, but it understands some Corpan.

    • Blood Drain (Ex): a Cardio Organelle that has successfully grappled an opponent deals 1 point of Constitution damage per round; the Cardio Organelle adds all Constitution damage dealt by this attack to its own Constitution score for 24 hours

    • Blood Fever (Ex): once every 1d4+1 rounds, a Cardio Organelle can inflict an excited state in an opponent with a successful touch attack; this effect is randomly either: confused, panicked, or a rage-like condition (+2 bonus to Strength, a +2 bonus to Constitution, and a +2 morale bonus on Will saves, -2 penalty to AC, cannot use spells, patient skills/feats)

    • Improved Grab (Ex): to use this ability, a Cardio Organelle 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 Blood Drain

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

    • Transfusion (Ex): a Cardio Organelle can transfer any temporary bonus to its Constitution score (such as what is gained via Blood Drain) to any living creature it desires with a successful touch attack; these bonus points last for 24 hours, & can be distributed among as many creatures as the Cardio Organelle desires

  7. - Top - End - #67
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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Organelle, Gastro
    Huge Elemental (Flesh, Extraplanar)
    Hit Dice: 9d8+45 (85HP)
    Initiative: -1
    Speed: 20’ (4 squares)
    Armor Class: 14 (-2 size, -1 Dex, +7 natural); touch 7; flat-footed 14
    Base Attack/Grapple: +6/+20
    Attack: Slam +10 melee (2d6+6)
    Full Attack: Slam +10 melee (2d6+6) & Bite +5 melee (1d6+3)
    Space/Reach: 15’/15’
    Special Attacks: Acid Spray, Improved Grab, Swallow Whole
    Special Qualities: Acid Immunity, Darkvision 60’, Elemental traits, Fast Healing 1, Regeneration
    Saves: Fort +8, Ref +5, Will +4
    Abilities: Str 23 (+6), Dex 9 (-1), Con 21 (+5), Int 2 (-4), Wis 13 (+1), Cha 9 (-1)
    Skills: Jump +8, Listen +5, Spot +7
    Feats: Cleave, Great Cleave, Improved Sunder, Power Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 6
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 10-12 HD (Huge)
    Level Adjustment: N/A

    This bloated abomination looks like an ovoid sack of sickly pink leather, tapering to muscular tubes at both ends. The forward tube is capped by a toothless maw, which drips with caustic ichors, while the rear end is only a stumpy, puckering tail. The entire creature flops & rolls awkwardly on its swollen belly.

    The Gastro Organelle is a cousin of the Alimental (see above), with is similar is size, but a great deal more complex in form. Mostly hollow, the Organelle is almost entirely composed of a stomach-like bladder, which expands & contracts using strong muscular bands to move about, as well as to mash up its meals.

    These beings travel within the plane-body, gobbling up foreign material, dead Cell Blocks, & any other easily-consumed foodstuffs. Once they have digested their prey with their potent acids, they excrete a rich fertilizer, which Cell Blocks feed upon in turn.

    A Gastro Organelle is about 22’ across & weighs about 5 tons. It speaks no language, but it understands some Corpan.

    • Acid Spray (Ex): a Gastro Organelle can emit a 40’ cone of acid (2d6 damage, Reflex save DC15 for half damage) every 1d4+2 rounds

    • Improved Grab (Ex): to use this ability, a Gastro Organelle must hit with a Bite 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 Swallow Whole

    • Swallow Whole (Ex): a Gastro Organelle can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check; once inside, the opponent takes 2d6+6 points of crushing damage plus 2d6 points of acid damage per round from a Gastro Organelle’s digestive juices; a swallowed creature can cut its way out by dealing 28 points of damage to a Gastro Organelle’s digestive tract (AC15); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; a Gastro Organelle’s gullet can hold 1 Large, 2 Medium, 4 Small, or 8 Tiny or smaller creatures

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

  8. - Top - End - #68
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    Default Re: The Elemental Plane of Flesh! (another megapost)

    Organelle, Hemo
    Huge Elemental (Flesh, Extraplanar)
    Hit Dice: 8d8+24 (60HP)
    Initiative: +2
    Speed: 20’ (4 squares), Swim 20’ (4 squares)
    Armor Class: 15 (-2 size, +2 Dex, +5 natural); touch 10; flat-footed 13
    Base Attack/Grapple: +6/+19
    Attack: Slam +9 melee (2d6+5)
    Full Attack: 2 Slams +9 melee (2d6+5)
    Space/Reach: 15’/15’
    Special Attacks: Arterial Spray, Blood Bath
    Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 1, Regeneration
    Saves: Fort +5, Ref +8, Will +1
    Abilities: Str 21 (+5), Dex 14 (+2), Con 17 (+3), Int 2 (-4), Wis 9 (-1), Cha 13 (+1)
    Skills: Jump +6, Listen +4, Spot +4
    Feats: Dodge, Mobility, Spring Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary, pair, clot (3-12) or scab (13-30)
    Challenge Rating: 8
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 9-11 HD (Huge)
    Level Adjustment: N/A

    Floating in the fluid of the Red Flow is a nearly-toroidal body. Shaped like a disk, with swollen edges, the thing is the color of a fresh scab. It seems to move with as if it were alive.

    A strange, featureless, limbless being, the creature is known as a Hemo Organelle. It is responsible for carrying the lifeblood that feeds most of the plane-body’s constituent Cell Blocks. It travels through the Red Flow, delivering blood to areas that are in need of sustenance. Nearly completely hollow, a single Hemo Organelle can hold thousands of gallons of blood at a time.

    A Hemo Organelle is about 16’ across & weighs about 2½ tons (when fully engorged with blood). It speaks no language, but it understands some Corpan.

    • Arterial Spray (Ex): every 1d6+2 rounds, a Hemo Organelle can emit a 30’ cone of acidic blood (2d6+5 acid damage, Reflex save (DC15) for half damage); creatures that fail the saving throw are also pushed back 5’ & knocked prone; the save DC is Strength-based

    • Blood Bath (Ex): once per round, a Hemo Organelle can perform a special touch attack on a living opponent; its touch causes the target’s body to expel a portion of its on blood via its pores, which is drawn into the Hemo Organelle, dealing 1d4 points of Constitution damage & giving it an equal number of temporary hit points (lasting 24 hours)

    • Regeneration (Ex): fire & electricity deal normal damage to a Hemo Organelle, while all other damage is halved (50%); if a Hemo Organelle 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)

    Organelle, Neuro
    Medium Elemental (Flesh, Extraplanar)
    Hit Dice: 5d8+5 (27HP)
    Initiative: +3
    Speed: 40’ (8 squares)
    Armor Class: 13 (+3 Dex); touch 13; flat-footed 10
    Base Attack/Grapple: +3/+1
    Attack: Tentacle +1 melee (1d6-2)
    Full Attack: Tentacle +1 melee (1d6-2)
    Space/Reach: 5’/5’
    Special Attacks: Mind Whip
    Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 1, Telepathy
    Saves: Fort +2, Ref +8, Will +2
    Abilities: Str 7 (-2), Dex 16 (+3), Con 12 (+1), Int 4 (-3), Wis 9 (-1), Cha 13 (+1)
    Skills: Balance +5, Diplomacy +3, Intimidate +3, Jump +2, Tumble +5
    Feats: Iron Will, Run
    Environment: Elemental Plane of Flesh
    Organization: solitary, pair, bundle (3-12) or cluster (13-30)
    Challenge Rating: 5
    Treasure: N/A
    Alignment: usually Lawful Neutral
    Advancement: 6-8 HD (Medium)
    Level Adjustment: N/A

    There stands a bizarre figure, about as tall as a full-grown man. Its boneless body is a translucent grayish-teal in color, with magenta wires inside. It is impossibly thin, with a torso (if one could call it that) only about as thick as a lady’s wrist. The being’s limbs are merely slender whip-like tentacles, & so it its head. It lacks any facial features.

    A creature composed entirely of nerve fibers, the Neuro Organelle is the primary messenger & information broker on the Flesh Plane. Adept at receiving & transmitting data quickly & safely, they serve as the emissaries for the Ganglial Nodes (& some say, higher powers).

    Somewhat ineffective combatants, Neuro Organelles would rather run from a fight. With their great speed & agility, they are able to dodge & evade most battles before they start.

    Unlike most Organelles, Neuros often gather together in impromptu assemblies, usually for the purpose of sharing important information. These gatherings don’t typically last very long, as most are engaged in other business, & they are efficient communicators.

    A Neuro Organelle is about 6’ tall & weighs about 60 pounds. It speaks Corpan, but not much.

    • Mind Whip (Ex): once per round, a Neuro Organelle can, as a standard action, strike an opponent with its Tentacle attack & deal an additional 1d2 points of Intelligence damage & 1d2 points of Wisdom damage; a successful Will save (DC18) negates this ability damage, but not the Tentacle’s normal attack damage

    • Telepathy (Su): a Neuro Organelle can communicate with any living being that it is in contact with; this is identical to a telepathic bond spell cast by a 10th level caster; a successful touch attack is required to establish contact

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

    Organelle, Occulo
    Medium Elemental (Flesh, Extraplanar)
    Hit Dice: 4d8+8 (26HP)
    Initiative: +2
    Speed: 30’ (6 squares)
    Armor Class: 14 (+2 Dex, +2 natural); touch 12; flat-footed 12
    Base Attack/Grapple: +3/+2
    Attack: Tentacle +2 melee (1d6-1)
    Full Attack: Tentacle +2 melee (1d6-1)
    Space/Reach: 5’/5’
    Special Attacks: Gaze
    Special Qualities: Elemental traits, Fast Healing 1, Immunities, Keen Senses, Telepathy
    Saves: Fort +3, Ref +7, Will +4
    Abilities: Str 9 (-1), Dex 14 (+2), Con 15 (+2), Int 3 (-4), Wis 17 (+3), Cha 9 (-1)
    Skills: Listen +10, Search +8, Spot +11, Survival +3 (Tracking +7*)
    Feats: Alertness, Skill Focus: Search
    Environment: Elemental Plane of Flesh
    Organization: solitary or pair
    Challenge Rating: 4
    Treasure: N/A
    Alignment: usually Lawful Neutral
    Advancement: 5-6 HD (Medium)
    Level Adjustment: N/A

    Stand on a number of ropey pink tentacles is what appears to be a gigantic eyeball. This white orb is as wide as the average shield, almost perfectly round, & streaked by thin red blood vessels. In its front is an iris the size of a grown man’s hand, with a pupil as dark & as all-encompassing as the deepest chasm in the world.

    The literal eyes of the Flesh Plane, these simple creatures make very effective scouts & spies. They travel throughout the plane-body, watching & listen to everything that they come across, then giving their collected sensory data to the Neuro Organelles or directly to the Ganglial Nodes. This role of theirs means that they are seldom trusted or welcome by other creatures on the plane, even by members of their own kind or those who work with them, as one never knows to whom they will be reporting next.

    As they are not great fighters, their preferred tactic on the battlefield is to stun opponents with their gaze attack, & then use that bought time to run away. They often use their keen senses to detect threats arriving from far away, so as to avoid unnecessary conflicts.

    An Occulo Organelle is about 4’ tall & weighs about 150 pounds. It speaks Corpan, but not much & just barely.

    • Paralyzing Gaze (Su): an Occulo Organelle can paralyze any living sighted creature with a 30’ gaze attack; this paralysis last for 1d6 rounds; a successful Fortitude save (DC13) negates; the save DC is Wisdom-based

    • Immunities: an Occulo Organelle is immune to being blinded or dazzled

    • Keen Senses (Ex): an Occulo Organelle sees 4Χ as well as a human in shadowy illumination & twice as well in normal light; it also has Darkvision out to 120’

    • Telepathy (Su): a Occulo Organelle can communicate with any living being that it is in contact with; this is identical to a telepathic bond spell cast by a 10th level caster; a successful touch attack is required to establish contact

    • Skills: a Occulo Organelle has a +4 racial bonus to all Listen checks, Search checks, Spot checks, & Survival checks involving the Track ability (reflected in the statistics above)

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

    Organelle, Respero
    Large Elemental (Flesh, Extraplanar)
    Hit Dice: 7d8+28 (59HP)
    Initiative: -1
    Speed: Fly 10’ (2 squares, poor maneuverability)
    Armor Class: 11 (-1 size, -1 Dex, +3 natural); touch 8; flat-footed 11
    Base Attack/Grapple: +5/+12
    Attack: Slam +7 melee (1d8+3)
    Full Attack: 2 Slams +7 melee (1d8+3)
    Space/Reach: 10’/10’
    Special Attacks: Blown Away, Shriek, Vacuum
    Special Qualities: Elemental traits, Fast Healing 1, Generate Air, Immunities
    Saves: Fort +6, Ref +4, Will +5
    Abilities: Str 17 (+3), Dex 8 (-1), Con 19 (+4), Int 2 (-4), Wis 13 (+1), Cha 9 (-1)
    Skills: Concentration +7, Jump +5, Listen +4, Survival +3
    Feats: Cleave, Great Cleave, HoverB, Power Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary or pair
    Challenge Rating: 6
    Treasure: N/A
    Alignment: usually Lawful Neutral
    Advancement: 8-10 HD (Large)
    Level Adjustment: N/A

    A large lumpy being which tapers slightly towards the top, made of pink spongy-looking flesh, floats several feet above the ground. Near the top of the creature, on its front side, is a ribbed tube of rigid material, which ends in a wheezing, whispering mouth. Inflating & deflating at a constant tempo, the sack-shaped thing slowly hovers forward.

    Respero Organelles are simple creatures. Little more than bags of air, these floating animated lungs are responsible for the many small pockets of air found in the plane-body. Their actual function is merely to oxygenate the Flesh Plane’s blood, but their slow speed & dull wits usually lead them to stay in the same area, continually pumping air into the area until it expands into a pocket.

    These pockets get covered by skin (via Dermal Nodes, see above) in order to protect the plane-body’s delicate tissues. Thusly, this creates bizarre landscapes of fleshy caverns that can span for miles, punctuated by the tunnels of the Red Flow, parasitic growths, patches of scaly skin, & cyclopean limbs jutting forth from the walls & floor.

    Not being particularly skilled or agile combatants, they tend to use straightforward tactics in combat. They sometimes try to ram opponents with their plump bodies, & will often attempt to pin them in this manner as well. Their most common attacks, though, are with their breath which has a number of offensive capabilities.

    A Respero Organelle is about 16’ across & weighs about 500 pounds. It speaks no language, but it understands some Corpan.

    • Blown Away (Ex): every 1d4+1 rounds, a Respero Organelle can emit a 30’ cone of wind (1d8+3 wind damage, Reflex save (DC13) for half damage); creatures that fail the saving throw are also pushed back 5’ & knocked prone; the save DC is Strength-based

    • Shriek (Ex): every 1d6+4 rounds, a Respero Organelle can emit a piercing scream; all living creatures within 30’ must succeed a Fortitude save (DC18) or take 1d4 sonic damage & be dazed for 1 round

    • Vacuum (Ex): a Respero Organelle that has successfully grappled a living opponent can suck the air out of the victim’s lungs; this attack deals 1 point of Constitution damage per round; in addition, the grappled creature cannot breathe (see Drowning or Suffocation rules in the DMG)

    • Generate Air (Su): a Respero Organelle can create as much air as it wants to, given enough time; this is a free action usable once per round; identical to a bottle of air’s effect

    • Immunities: a Respero Organelle cannot drown or suffocate; in addition, it is immune to all wind- & sonic-based damage & effects
    Last edited by Zeta Kai; 2007-08-23 at 05:19 PM.

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

    Paramind
    Medium Elemental (Flesh, Extraplanar)
    Hit Dice: 6d8+6 (33HP)
    Initiative: +4
    Speed: 30’ (6 squares)
    Armor Class: 16 (+4 Dex, +2 natural); touch 14; flat-footed 12
    Base Attack/Grapple: +4/+5
    Attack: Tentacle +5 melee (1d6+1 plus Energy Drain)
    Full Attack: Tentacle +5 melee (1d6+1 plus Energy Drain)
    Space/Reach: 5’/5’
    Special Attacks: Energy Drain
    Special Qualities: Command Parasight, Elemental traits, Fast Healing 1, Spawn Parasight
    Saves: Fort +4, Ref +9, Will +4
    Abilities: Str 12 (+1), Dex 18 (+4), Con 10 (+0), Int 20 (+5), Wis 14 (+2), Cha 16 (+3)
    Skills: Bluff +6, Diplomacy +10, Intimidate +8, Knowledge: Arcana +8, Knowledge: Geography +7, Knowledge: Local +8, Knowledge: Nature +8, Knowledge: The Planes +7, Listen +5, Search +6, Sense Motive +5, Spot +4
    Feats: Great Fortitude, Improved Toughness, Persuasive
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 7
    Treasure: standard
    Alignment: usually Lawful Evil
    Advancement: 7-9 HD (Medium), 10-12 HD (Large)
    Level Adjustment: N/A

    A pale, gaunt figure stands there, an imperious expression on its alien face. Its opaque white eyes glow with what seems like pure malevolence as it scans the area, taking in its terrain. In place of each arm is a pair of slim tentacles.

    Lords of the bloodsucking Parasights, the Paraminds are as brilliant as they are ruthless. Quite literally masterminds, these eerie beings are prone to arrogance & delusions of grandeur. Like the Parasights, they skulk about the dark regions of the Flesh Plane, feeding off the plane-body for a time, & then wandering elsewhere before they can be found & eliminated. Their greatest power lies in their ability to spawn & command multiple Parasights, often creating hordes of loyal servants.

    A Paramind’s body looks a lot like a Doppelganger’s natural form: pale grayish skin with a rubbery texture, white pupil-less eyes, small mouth, & a complete lack of hair. They do not were any clothing unless it is necessary for their survival. Paraminds differ from the Doppelgangers due to their greater height, tentacular arms & violet cast to their grayish flesh. Various scholars have speculated that they may have some relation to Mind Flayers.

    A Paramind is nearly 7’ tall & weighs about 150 pounds. It speaks Corpan, other elemental languages, & Common.

    • Energy Drain (Su): any living creature hit by a Paramind’s Tentacle attack gains 1 negative level; the DC is 20 for the Fortitude save to remove a negative level; the save DC is Intelligence-based; for each such negative level bestowed, the Paramind gains 5 temporary hit points, which last 24 hours; this ability cannot be used against Parasights

    • Command Parasight (Su): a Paramind can direct the actions of all Parasights that it has spawned within range (180’, or 36 squares); this ability operates identically to a dominate monster spell performed by a caster with a level equal to the Paramind’s Hit Dice Χ2, only it functions on all Parasights in range

    • Spawn Parasight (Ex): a Paramind has the ability to spawn tiny offspring (see Parasight, below); it can spawn 1 of these creatures every 1d4+4 hours while resting

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

    Parasight
    Tiny Elemental (Flesh, Extraplanar)
    Hit Dice: ½d8-1 (1HP)
    Initiative: +5
    Speed: 30’ (6 squares), Fly 40’ (8 squares, perfect maneuverability)
    Armor Class: 19 (+2 size, +5 Dex, +2 natural); touch 17; flat-footed 14
    Base Attack/Grapple: +0/-11
    Attack: Tentacle -1 melee (1d3-3 plus Energy Drain)
    Full Attack: Tentacle -1 melee (1d3-3 plus Energy Drain)
    Space/Reach: 2½’/0’
    Special Attacks: Energy Drain, Improved Grab
    Special Qualities: Elemental traits, Fast Healing 1, Rapid Growth
    Saves: Fort -1, Ref +7, Will +0
    Abilities: Str 4 (-3), Dex 20 (+5), Con 8 (-1), Int -- (+0), Wis 11 (+0), Cha 11 (+0)
    Skills: N/A
    Feats: N/A
    Environment: Elemental Plane of Flesh
    Organization: solitary, spawn (2-8), brood (9-20), or infestation (21-50)
    Challenge Rating: 2
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 1 HD (Tiny), 2-5 HD (Small)
    Level Adjustment: N/A

    An odd creature, with the appearance akin to a miniature hexapodal squid, lands nearby. It tucks in its rubbery wings & begins to crawl forward with what seems to be aggressive intent. A large central eye looks around constantly.

    These tiny parasites are the bane of all other life on the Flesh Plane, & are a particular nuisance to the plane-body itself. In large numbers, Parasights pose a serious threat to even the mightiest of native creatures. Their actions are directed by the adult Paraminds, who command hosts of these pests in cunning & destructive ways.
    An individual Parasight is not terribly impressive, however. A tiny mindless being with a pale violet hue, it resembles a one-eyed octopus. It has no bones, except for a toothy maw on its underside, which it uses to drain vital fluids from its victims. It is aggressive, ravenous, & territorial, pursuing prey without patience or strategy.

    A Parasight is about 18” across (including its tentacles) & weighs about 6 pounds. Being mindless, it speaks no language.

    • Energy Drain (Su): any living creature pinned by a Parasight gains 1 negative level; the DC is 10 for the Fortitude save to remove a negative level; the save DC is Intelligence-based; for each such negative level bestowed, the Parasight gains 5 temporary hit points, which last 24 hours

    • Improved Grab (Ex): to use this ability, a Parasight must hit with a Tentacle attack; it can then attempt to start a grapple (with a +12 bonus) as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Energy Drain

    • Rapid Growth (Ex): a Parasight gains 1 Hit Die every 24 hours, until it reaches 6 Hit Die, at which point it becomes a Paramind (see above); this growth can only take place if permitted by the Parasight’s commanding Paramind, & cannot occur otherwise

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

    Sickle Cell
    Medium Elemental (Flesh, Extraplanar)
    Hit Dice: 3d8+6 (19HP)
    Initiative: +3
    Speed: 30’ (6 squares), Swim 40’ (8 squares)
    Armor Class: 18 (+3 Dex, +5 natural); touch 13; flat-footed 15
    Base Attack/Grapple: +2/+6
    Attack: Claw +6 melee (1d8+4)
    Full Attack: Claw +6 melee (1d8+4)
    Space/Reach: 5’/5’
    Special Attacks: Powerful Charge
    Special Qualities: Elemental traits, Fast Healing 1
    Saves: Fort +3, Ref +6, Will +2
    Abilities: Str 19 (+4), Dex 16 (+3), Con 15 (+2), Int 1 (-5), Wis 12 (+1), Cha 10 (+0)
    Skills: Listen +4, Spot +4
    Feats: Improved Natural Attack B, Power Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary, pair, or scythe (3-6)
    Challenge Rating: 2
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 4-5 HD (Medium), 6-9 HD (Large)
    Level Adjustment: N/A

    A faceless ball-shaped entity, bristling with blades, swims through the hazy fluids of the Red Flow. Its smooth outer skin is yellow & translucent, revealing internal cellular structures. The equally-transparent blades swell & retract randomly, sometimes producing long serrated claws.

    A small aberrant cousin of the Hemo Organelle, the Sickle Cell is a corrupt entity. Originally designed to carry vital blood to parts of the plane-body that needed it, they were built to be faster, with defensive weaponry in order to protect themselves from various threats. However, in an event that has baffled scholars, nearly all of the Sickle Cells became aggressive & violent for reasons unknown, hoarding the blood that they were meant to deliver & assaulting all other creatures on sight.

    Now, these twisted creatures stalk the Red Flow, viciously slashing at anything that moves. They have been known to attack the arterial walls in fits of senseless rage. They never attack each other, however; this, combined with the fact that they travel in highly coordinated squads, lends to the theory that some sinister force is driving their heinous actions.

    A Sickle Cell is about 5’ across & weighs about 100 pounds. It speaks no language.

    • Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows a Sickle Cell to make a single Claw attack with a +6 attack bonus that deals 2d8+8 points of damage
    Last edited by Zeta Kai; 2011-08-23 at 07:49 PM.

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

    Skelemental
    Large Elemental (Flesh, Extraplanar)
    Hit Dice: 20d8+40 (130HP)
    Initiative: +1
    Speed: 20’ (4 squares)
    Armor Class: 21 (-1 size, +1 Dex, +10 natural); touch 11; flat-footed 20
    Base Attack/Grapple: +15/+26
    Attack: Claw +21 melee (1d8+7)
    Full Attack: Claw +21 melee (1d8+7) & Bite +13 melee (1d6+3)
    Space/Reach: 10’/10’
    Special Attacks: Improved Grab, Rend
    Special Qualities: Elemental traits, Fast Healing 2, Regeneration
    Saves: Fort +10, Ref +13, Will +9
    Abilities: Str 25 (+7), Dex 12 (+1), Con 15 (+2), Int 4 (-3), Wis 17 (+3), Cha 8 (-1)
    Skills: Climb +10, Concentration +5, Jump +10, Listen +6, Spot +7, Survival +9, Tumble +5
    Feats: Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Overrun, Power Attack, Skill Focus: Survival
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 13
    Treasure: N/A
    Alignment: usually Lawful Neutral
    Advancement: 21-25 HD (Huge), 26-30 HD (Gargantuan)
    Level Adjustment: N/A

    It appears to be a large heap of bones from various animals of all different sizes & shapes. That is, until the ivory pile begins to roll forward, slashing at the air with ribs, tusks, scapulas, claws & tails.

    The smaller cousins of the Osseous Nodes, these creatures serve as similar function, albeit on a lesser scale. They provide temporary structural support for the plane-body while it is in transitional states. As such, Skelementals are able to reconfigure their basic shape in order to supply this aid (although their statistics are not subject to change).

    A Skelemental is more versatile than its larger brethren, so they are often assigned other tasks, such as removing foreign & native objects, as well as defense against invading beings. They are strong & wise combatants, able to soak up blows that would fell softer elementals, while using their calcified body to dispassionately batter away at their opponents.

    A Skelemental is about 10’ across & weighs about 600 pounds. It speaks Corpan, but not much.

    • Improved Grab (Ex): to use this ability, a Skelemental must hit with a Claw 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 Rend

    • Rend (Ex): a Skelemental that wins a grapple check after a successful Claw attack establishes a hold, latching onto the opponent’s body & tearing the flesh; this attack automatically deals 2d8+14 points of damage

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

    Symbimote
    Medium Elemental (Flesh, Extraplanar)
    Hit Dice: 5d8 (22HP)
    Initiative: +2
    Speed: 20’ (4 squares)
    Armor Class: 15 (+2 Dex, +3 natural); touch 12; flat-footed 13
    Base Attack/Grapple: +3/+6
    Attack: Tentacle +6 melee (1d6+3 plus Paralysis)
    Full Attack: Tentacle +6 melee (1d6+3 plus Paralysis)
    Space/Reach: 5’/5’
    Special Attacks: Improved Grab, Paralysis, Trade-Off
    Special Qualities: Elemental traits, Fast Healing 1
    Saves: Fort +1, Ref +6, Will +1
    Abilities: Str 16 (+3), Dex 14 (+2), Con 11 (+0), Int 1 (-5), Wis 11 (+0), Cha 11 (+0)
    Skills: Spot +4, Survival +4
    Feats: Dodge, Mobility
    Environment: Elemental Plane of Flesh
    Organization: solitary, pair or bonding (3-6)
    Challenge Rating: 3
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 5-8 HD (Medium), 9-10 HD (Large)
    Level Adjustment: N/A

    This dark slug-like mass crawls along on its flattened stomach, a row of tentacles running down either side of its body. Its rubbery skin is the color of a fresh bruise, & its body glistens with newly-formed slime. The creature’s stumpy head narrows to a siphoning proboscis.

    Symbimotes are able to fully incapacitate their chosen prey. Once they have immobilized their target, they latch on, draining it of strength & vitality, In return, they infuse their victim with healing energy, curing wounds & suffusing them with a kind of false vitality that almost perfectly emulates the real thing. In this manner, they have been known to retain hosts for years, maintaining them both in an intertwined stasis indefinitely.

    Thought to have once been an entirely parasitic organism, the Symbimote is still a being that exists to feed off of others. However, in what is theorized to have been an evolutionary move, it developed the ability to trade energies with its host entity, exchanging one form of power for another. Why it needs to do this is a mystery, though.

    A Symbimote is about 4’ long & weighs nearly 70 pounds. It speaks no language.

    • Improved Grab (Ex): to use this ability, a Symbimote must hit with a Tentacle 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 Trade-Off

    • Paralysis (Ex): opponents hit by a Symbimote’s Tentacle attack must succeed on a DC13 Fortitude save or be paralyzed for 1d4+1 rounds; the save DC is Strength-based; grappled opponents are automatically paralyzed

    • Trade-Off (Su): a Symbimote that has successfully grappled an opponent deals 1 point of Constitution damage per round; however, this attack cannot lower a victim’s Constitution score below 1; in addition, the Symbimote infuses the pinned being with positive energy, healing 1d4 hit points of damage per round & bestowing 1d6 temporary hit points (which last for a number of rounds equal to the number of Constitution points taken from the creature); this attack only inflicts 1d4 points of damage to undead, having no other effect; for everyday that a Symbimote does not perform a Trade-Off at least once, it suffers 1 point of Constitution damage, which is negated completely after feeding in this manner

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

    Viral Swarm / 10K Viri
    Fine Elemental (Flesh, Extraplanar, Swarm)
    Hit Dice: 4d8+8 (26HP)
    Initiative: +5
    Speed: 20’ (4 squares), Fly 20’ (4 squares, perfect maneuverability)
    Armor Class: 15 (-2 Blind, +4 size, +3 Dex); touch 15; flat-footed 12
    Base Attack/Grapple: +3/-- (cannot grapple or be grappled)
    Attack: Swarm Bite
    Full Attack: Swarm Bite
    Space/Reach: 10’/0’
    Special Attacks: Disease, Distraction, Swarm Bite
    Special Qualities: Elemental traits, Fast Healing 1, Immune to Weapon Damage, Swarm traits
    Saves: Fort 3, Ref +7, Will +1
    Abilities: Str 1 (-5), Dex 16 (+3), Con 14 (+2), Int 1 (-5), Wis 10 (+0), Cha 10 (+0)
    Skills: N/A
    Feats: N/A
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 3
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    At first, what looks like a dark cloud quickly approaches. Before long, each particle of the storm is revealed to be a miniscule monstrosity. These hellish little specks of hostility appear to be little arthropoids, each with sharp legs & sharper teeth.

    Consisting of about 10,000 ravenous creatures, each the size of a largish beetle, a Viral Swarm is a horde of minuscule killing machines. Feared & reviled by most inhabitants of the Flesh Plane, A Viral Swarm is an implacable pestilence, a blight that threatens to consume the entire plane-body if not curtailed.

    The individual viri that make up a swarm vary highly in color, size, & shape. Some are like wasps, thin with thorny abdomens. Some are like tiny bats, all wings & teeth. Some are like flying spiders, with a multitude of dagger-like legs. Regardless of the appearance, however, they all have blades, barbs & fangs in abundance.

    A Viral Swarm is about 10’ across & weighs about 1,000 pounds, although the individual creatures are only about 1” long & weight about 1/10 of a pound. It speaks no language.

    • Disease (Ex): a Viral Swarm’s Swarm Bite inflicts the deadly Swarm Virus (via injury, Fortitude save DC16, incubation period 1 day, 1d3 Constitution damage per day); the save DC is Constitution-based; an afflicted creature who dies of the Swarm Virus rises as a Viral Swarm in 24 hours, retaining none of the abilities it possessed in life

    • Distraction (Ex): any living creature vulnerable to a swarm’s damage that begins its turn with the swarm in its square is nauseated for 1 round; a successful Fortitude save (DC14) negates the effect; even with a successful save however, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC20 + spell level); using skills requiring patience &/or focus requires a Concentration check (DC20); the save DC is Constitution-based

    • Swarm Bite (Ex): a Viral Swarm automatically damages any creature in its space when it ends its move; this attack deals 1d6 points of damage, plus Disease (see above)

    • Blindsense (Ex): viruses cannot see, but can notice & locate living creatures within 30’; a Viral Swarm takes a -2 penalty to Armor Class & takes a -4 penalty on Search checks & on most Strength- & Dexterity-based skill checks; all checks & activities that rely on vision automatically fail; all opponents still have total concealment (50% miss chance) against a creature with Blindsense

    • Immune to Weapon Damage (Ex): weapon attacks are useless against a swarm of Fine creatures
    Last edited by Zeta Kai; 2007-09-02 at 09:01 AM.

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

    Congradulations on another fine mega-post.

    The skeletons spawned by the Ossious Nodes should probably not qualify as undead, but rather elementals.

    You have the skelementals listed twice I think.
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    Default Re: The Elemental Plane of Flesh! (another megapost)

    So, yeah, there ya go. That's all I have (at the moment) for the Elemental Plane of Flesh. Comments? Questions? Critiques? All are welcome. Thanks to everyone who gave positive feedback; I appreciate it greatly. It gives me reason to continue crafting mega-posts like this one.

    On a design note, I think I should say how I came up with the idea. I was in a very punny mood one day (anyone who reads the monster names here can tell that I love a good/bad pun), & I was brainstorming original critters to design, now that I was finished with Resident Evil d20. I jotted down the name "Ligamental" & took a shine to it. Unfortunately, to use it would require a home plane for such a being, & no elemental plane seemed appropriate. After some thought, I concluded that a new plane was called for. Three weeks later, this thread is the result.

    I think that this has been one of my better projects. It's more crunchy than the Oaves, more fluffy than d20 Baseball. It's less controversial than the Bio-Mage, & far more original than RE d20. I've become much better at crafting monsters, so I think that this project has more overall polish than some past ones.

    My favorite creatures in this entire project are not actually the Ligamentals. I'd like everyone reading this to take a second look at the Cell Blocks & the Infectoplasms.

    The Cell Blocks are a unique fusion of object & creature. I think that they are among the more interesting creatures that I've created so far, & the fact that most of the plane-body is made up of these living Lego blocks is more remarkable still. Some of the most innovative creations are those that break down barriers & boundaries that were previously unbreached, & I believe that the Cell Blocks, like the plane-body itself, does this very well.

    As for the Infectoplasms, I'm rather surprised that someone didn't come up with this before. After the publication of Living Spells, I thought that a living disease template was a very logical next step. After searching for one & not finding one, I was prompted to cook up one of my own. I had promised myself that after Resident Evil d20, my next project wouldn't have another template. But, hey, I just couldn't resist.

    All rambling aside, I hope that you all enjoy this project (& my other projects, too). My next one may not be far off; we'll see how the next few days goes.
    Last edited by Zeta Kai; 2007-09-01 at 10:10 AM.

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    Default Re: The Elemental Plane of Flesh!

    great idea, I would never of thought of this,

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    Default Re: The Elemental Plane of Flesh!

    Awesome stuff man...kudos for running so far with the bio-puns :p

    I have two thoughts on what you could do if you wanted to expand this project:

    *Details on notable personalities within the Plane of Flesh - I'm sure there's some Magnificient Bastard of a Ganglial hanging around somewhere. Similarly, details of politics related to the plane.

    *Flesh Genasi. Um, hmm...maybe that would just be a normal human...
    Be bold, and powerful forces will come to your aid.

    Darian Dawnstrider Avatar by Sampi

    Quote Originally Posted by sun_tzu View Post
    KAPOW!

  22. - Top - End - #82
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    GnomeWizardGuy

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    Default Re: The Elemental Plane of Flesh!

    OMG, this is amazing, I must admit that I had my doubts from the title, but this is so cool.

    As for ways to add it into the cosmology... well I had an idea. And this probably proves that I am a disturbed person. If you can insert one plane of flesh, why couldn't you create two. And let's say one of those planes was dead, or more approperatly undead. Place one right next to the Positive Energy Plane, and the other next to the Negative Energy Plane. Of course the undead one might have some spots still alive and fighting to hold on, sort of like the necrotic patches in the living one. So it would basically be an opposed plane.

    In fact, if you will allow it Zeta Kai, I would like to do that with the cosmology for the campaign setting I am currently creating. Full credit would go to you of course. Will you allow it?
    Better to die on our feet than live on our knees.

  23. - Top - End - #83
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    Default Re: The Elemental Plane of Flesh!

    Do whatever makes you happy, Katasi. I'm glad that you like it so much.

    As for bonus material, more monsters are in the works. Stay tuned.

  24. - Top - End - #84
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    Default Re: The Elemental Plane of Flesh!

    Gonna throw in an excremental there?

    /inside joke


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    "Is it true that God answers all prayers?"

    "Yes...sometimes the answer is 'no'."

    "Then how do you tell the difference between any answer and the answer no?"

    "..."

  25. - Top - End - #85
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    Default Re: The Elemental Plane of Flesh!

    Hahaha. No, but here's something better:

    Bonus Material: Extra Monsters!

    Spermato Organelle

    Medium Elemental (Flesh, Extraplanar)
    Hit Dice: 4d8+16 (34HP)
    Initiative: +2
    Speed: Swim 40’ (8 squares)
    Armor Class: 15 (+2 Dex, +3 natural); touch 12; flat-footed 13
    Base Attack/Grapple: +3/+2
    Attack: Tail Whip +2 melee (1d6-1)
    Full Attack: Tail Whip +2 melee (1d6-1)
    Space/Reach: 5’/5’
    Special Attacks: Improved Grab, Long Reach, Penetrate
    Special Qualities: Blindsense 30’, Elemental traits, Fast Healing 1
    Saves: Fort +7, Ref +6, Will +2
    Abilities: Str 8 (-1), Dex 14 (+2), Con 18 (+4), Int 2 (-4), Wis 12 (+1), Cha 8 (-1)
    Skills: Swim +3
    Feats: Endurance, Great Fortitude
    Environment: Elemental Plane of Flesh
    Organization: swarm (12-60)
    Challenge Rating: 4
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    Swimming quickly through the cloudy liquid of the Red Flow is a missile-shaped creature with a long whip-like tail. Its white skin is partially translucent & almost devoid of features. The only notable characteristic is a sharp horn-like structure on its tapered forward point. Out of the haze, you see several identical creatures, all swimming in unison in the same direction.

    A creature that looks & acts like a missile, the Spermato Organelle is a creature with a singular mission: to find & engage the rare Ovus Node. Uninterested in combat, they would rather swim away from battle, unless an opponent is directly between them & their goal (or at least blocking the direction that they were traveling).

    Although their objective is well known, the potential results of achieving it are not. No one knows what happens when a Spermato Organelle & an Ovus Node merge, as no one has ever seen the two together. Some wise men surmise that they combine to create infant demiplanes, like Neth; others believe that they merely annihilate each other upon contact; still some others say that they spawn whatever is behind the Cystemic Anomalies, or whatever controls the Hepatonexus, or some even less known creature. Whatever mysteries are in vogue at the moment tend to attract speculation that these beings are responsible. Fear of what such a union might create has driven some intelligent creatures to hunt down both Spermatos & the already-rare Ovi.

    Unlike most Organelles, Spermatos swim in large swarms in order to locate an Ovus Node, usually following one another due to the belief that they may have an idea of where one of the elusive Ovi are. These swarms can number in the dozens, accumulating more & more as they travel aimlessly, searching without cease for their quarry.

    A Spermato Organelle is about 4’ long (16’ with the tail) & weighs about 60 pounds. It speaks no language.

    • Improved Grab (Ex): to use this ability, a Spermato Organelle must hit with a Tail Whip 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 Penetrate

    • Long Reach (Ex): a Spermato Organelle can lash out with its Tail Whip 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 Tail Whip attack

    • Penetrate (Ex): a Spermato Organelle can ignore armor & natural armor bonuses when making attacks; in addition, they gain a +16 racial bonus on Strength checks to break down barriers

    • Blindsense (Ex): a Spermato Organelle notices & locates creatures within 30’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

  26. - Top - End - #86
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    Default Re: The Elemental Plane of Flesh!

    Ovus Node
    Gargantuan Elemental (Flesh, Extraplanar)
    Hit Dice: 15d8+60 (114HP)
    Initiative: -5
    Speed: Swim 20’ (4 squares)
    Armor Class: 18 (-4 size, -5 Dex, +17 natural); touch 1; flat-footed 18
    Base Attack/Grapple: +11/+22
    Attack: Psuedopod +6 melee (2d8-1)
    Full Attack: 2 Psuedopods +6 melee (2d8-1)
    Space/Reach: 20’/20’
    Special Attacks: Repel
    Special Qualities: Electricity Immunity, Elemental traits, Fast Healing 2, Regeneration, Shields Up!
    Saves: Fort +10, Ref +6, Will +6
    Abilities: Str 8 (-1), Dex 1 (-5), Con 20 (+5), Int 2 (-4), Wis 12 (+1), Cha 8 (-1)
    Skills: Survival +4, Swim +10
    Feats: Die Hard, Endurance, Improved Natural Armor, Lightning Reflexes
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 9
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    What was mistaken for a natural obstruction in the tunnels of the Red Flow is actually an enormous spheroidal creature, seemingly clad in a thick gelatinous skin. This clear glutinous outer casing obscures the inner form, but it can be discerned that the being’s body is largely featureless, save for a few crater-like scars that mar its surface.

    These rare titans are among the largest creature found within the tunnels of the Red Flow, & then only in the major of arteries. Oval Nodes are not often seen, & their purpose in the biology of the Flesh Plane isn’t immediately clear, so they are something of a mystery, even among other natives.

    As seldom as these entities are seen, a union of an Ovus Node with a Spermato Organelle is even rarer. No one knows what happens when a Spermato Organelle & an Ovus Node merge, as no one has ever seen the two together. Some wise men surmise that they combine to create infant demiplanes, like Neth; others believe that they merely annihilate each other upon contact; still some others say that they spawn whatever is behind the Cystemic Anomalies, or whatever controls the Hepatonexus, or some even less known creature. Whatever mysteries are in vogue at the moment tend to attract speculation that these beings are responsible. Fear of what such a union might create has driven some intelligent creatures to hunt down both Spermatos & the already-rare Ovi.

    An Ovus Node is about 60’ across & weighs about 100 tons. It speaks no language.

    • Repel (Ex): every 1d4 rounds, as a swift action, an Ovus Node can emit an electrical shockwave in a 40’ radius spread centered on itself; all creatures within the radius of the shockwave take 2d8+10 electricity damage (Reflex save for half) & are treated as if bull rushed by the Node; the Node receives a +4 bonus on this check from Improved Bull Rush, as well as +4 for each size category it is larger than the targeted opponent; any creature that fails the opposed checks is pushed back 1d4 Χ 5’ & knocked prone

    • Shields Up! (Ex): once per hour, an Ovus Node can bolster their defenses, adding a +10 natural armor bonus to their AC & gaining 1d6+4 temporary hit points; this effect lasts for 1d6+4 rounds
    Last edited by Zeta Kai; 2011-08-23 at 07:42 PM.

  27. - Top - End - #87
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    Default Re: The Elemental Plane of Flesh!

    ...

    Bwahahaha...that's too great. I like the thought that that's where Neth comes from...although it's a little odd that they're found in the blood stream. I would also imagine that the Ovus Nodes are on another plane (say, the Astral) and describing how the Spermato get there would be a job for Lovecraft, methinks.

    But yeah...you've definitely done a great job fleshing out this idea. :p
    Be bold, and powerful forces will come to your aid.

    Darian Dawnstrider Avatar by Sampi

    Quote Originally Posted by sun_tzu View Post
    KAPOW!

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    Default Re: The Elemental Plane of Flesh!

    Flesh Mephit
    Small Outsider (Flesh, Extraplanar)
    Hit Dice: 3d8+3 (16HP)
    Initiative: +6
    Speed: 30’ (6 squares), Fly 40’ (8 squares, perfect maneuverability), Swim 30’ (6 squares)
    Armor Class: 16 (+1 size, +2 Dex, +3 natural); touch 13; flat-footed 14
    Base Attack/Grapple: +3/+2
    Attack: Claw +4 melee (1d3)
    Full Attack: 2 Claws +4 melee (1d3)
    Space/Reach: 5’/5’
    Special Attacks: Breath Weapon, Spell-like Abilities, Summon Mephit
    Special Qualities: Damage Reduction 5/Magic, Darkvision 60’, Elemental traits, Fast Healing 2
    Saves: Fort +4, Ref +5, Will +3
    Abilities: Str 10 (+0), Dex 15 (+2), Con 12 (+1), Int 6 (-2), Wis 11 (+0), Cha 15 (+2)
    Skills: Bluff +6, Disguise +10, Hide +7, Listen +5, Move Silently +9, Spot +4, Swim +7
    Feats: Improve Initiative, Power Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary, gang (2-4), or mob (5-12)
    Challenge Rating: 3
    Treasure: standard
    Alignment: usually Neutral
    Advancement: 4-6 HD (Small), 7-9 HD (Medium)
    Level Adjustment: +3 (cohort)

    This relatively normal-looking creature appears to be a small humanoid, much like a Halfling or a Gnome. Its nude figure is lithe & toned, with pale skin & dark hair. Other than some vaguely impish facial features (such as tiny, almost imperceptible horn-like protrusions), the only unusual characteristics are its large bat-like wings.

    Of all the different elemental mephitis, the Flesh Mephit is the most ordinary-looking, at least in the eyes of Material Plane natives. A minor being drawn from the basic components of the Flesh Plane, they are curious creatures with vibrant, flexible personalities. They serve a number of minor functions in the biology of the plane-body, usually as couriers or messengers in high-traffic areas.

    As the only mephits with true hair, a Flesh Mephit can disguise itself as a Halfling or a Gnome with relative ease. This fact, combined with the lack of any Genasi native to the Flesh Plane, lends credence to a radical theory found among certain scholarly circles that Humans & other related humanoid races were originally natives of the Elemental Plane of Flesh & were transported to the Material Plane in the ancient past by forces unknown. According to this fringe theory, Humans are actually the missing Flesh Genasi.

    A Flesh Mephit is about 4’ tall & weighs about 45 pounds. It speaks Common & Corpan.

    • Breath Weapon (Su): a Flesh Mephit can emit a 10’ cone of caustic liquid, dealing 1d4 points of acid damage (Reflex save (DC12) for half damage); living creatures that fail their saves are tormented by itching skin & burning eyes unless they have immunity to acid or are otherwise protected; this effect imposes a -4 penalty to AC & a -2 penalty on attack rolls for 3 rounds; the save DC is Constitution-based & includes a +1 racial bonus

    • Spell-like Abilities: once per hour, a Flesh Mephit can cast either cure light wounds (caster level 3rd) or inflict light wounds (DC12, caster level 3rd); the save DC is Charisma-based

    • Summon Mephit (Sp): once per day, a Flesh Mephit can attempt to summon another Flesh Mephit, much as though casting a summon monster spell, but with only a 25% chance of success (76-00); roll d%: on a failure (01-75), no creature answers the summons that day; a Flesh Mephit that has just been summoned cannot use its own Summon Mephit ability for 1 hour; this ability is the equivalent of a 2nd-level spell

    • Fast Healing (Ex): a Flesh Mephit heals 2 points of damage per round (provided that they are still alive), but only in contact with living tissue, be it from the plane-body itself, other natives of the Flesh Plane, non-Plant natives of the Material Plane, or even other Flesh Mephits
    Last edited by Zeta Kai; 2007-09-01 at 09:52 AM.

  29. - Top - End - #89
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    Default Re: The Elemental Plane of Flesh!

    Heh. I love those reproductive things. Every time I read the Spermato's description, I keep picturing an anthropomorphic sperm with a rapier, moustache, and faux British accent for some reason: "Come on, boys, let's track down that rare Ovus!" (Hm... how would one go about giving one of these guys human intelligence?)

    Anyway, one slight problem: The Viral Swarm mentions that someone slain by the disease "rises as a Viral Swarm in 24 hours, retaining of the abilities it possessed in life." I presume there's a "none" missing somewhere in there, no?
    Quote Originally Posted by Winterwind View Post
    Mewtarthio, you have scared my brain into hiding, a trembling, broken shadow of a thing, cowering somewhere in the soothing darkness and singing nursery rhymes in the hope of obscuring the Lovecraftian facts you so boldly brought into daylight.

  30. - Top - End - #90
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    DruidGuy

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    Default Re: The Elemental Plane of Flesh!

    Thinking about it shouldn't cancerbrums be chaotic? It fits with the nature of cancer after all, uncontrolled growth messing with the law of the body.

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