GITP Monster Competition XX - Gone Mental (Voting Opened!)
Cogito ergo sum. - Rene Descartes
This month is the 4th anniversary of the release of the Expanded Psionics Handbook. In honor of the occasion this contest will be devoted solely to psionic beings. Creatures whose mind extend into a realm of awareness that few can approach and shape the world by sheer will. What do you think is possible?
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The contest begins with the posting of this thread and will continue until Midnight of April 20th (EST).
Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.
1. You will be creating an 'original' D&D monster. A being defined by their heightened mental capacity, be it those of great intellect or their primal id.
In stat terms, all they require is the psionic subtype. To gain the psionic subtype you merely have to be able to manifest a psionic power or have at least one power point.
2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional. Incomplete entries will be disqualified upon the deadline.
3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV, except for a lore section which is encouraged).
4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate threadhere (this is a link).
5. One entry per participant. No double-teaming.
6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.
7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.
Last edited by The Vorpal Tribble : 04-21-2008 at 08:52 PM.
As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread.
<Size> <Type> (psionic)
Speed: (# squares)
Armor Class: (), touch, flat-footed Base Attack/Grapple:
Saves: Fort +, Ref +, Will + Abilities: Str , Dex , Con , Int , Wis , Cha Skills:
Plot Hook/Story if any
Last edited by The Vorpal Tribble : 04-03-2008 at 04:53 PM.
"Greetings, young paladin." came a voice from the dark. It was kind, though it had a strange, almost comical, twang to it.
"Hello? Are you the dragon said to live in this cave?" replied a young woman in silvery white armour. She squinted into the darkness, unable to see through the thick smoke in the room ahead.
"Yes, do you need something?"
"It is important. Show yourself first."
"You are quite rude for one of your order, but as you wish.", and with that a large figure began to emerge.
All of a sudden the woman leaped at the creature, sword in hand. It would trouble her people no more. However her strike was met with a swipe from the creatures claws. As she lay exhausted on the ground the dragon looked over her, or rather it didn't. Where the head on most dragons could be found was little more than a patch of scales, a polished grey with flecks of purple which covered the beast's body. A flap on its belly vibrated to produce its words.
"Do not think you can fool me with a simple magicks, dark elf!", boomed the voice; the twang having twisted into a growl, as the illusion faded from the woman, revealing her dark skin and white hair, "I have protected this cave for decades as my ancestors have for century's. While that will come to an end one day, it shall not be done by you! Now begone and I shall show you mercy."
The young drow fled, not bothering to even recover her sword or the fragments of dark armour.
Headless Dragon Size/Type: Large Dragon Hit Dice: 10d12 (65 hp) Initiative: +1 Speed: 40ft. (8 squares); Fly 150ft. (poor); Armor Class: 14, touch 10, flat-footed 13 (-1 size, +1 dex, +4 natural) Base Attack/Grapple: +10/+16 Attack: 2 Claws +11 melee (1d8+2), 2 Wings +11 melee (1d6+1) Full Attack: 2 Claws 1d8+11 melee, 2 Wings 1d6+11 melee Space/Reach: 10 ft./10 ft. Special Attacks: Crush, Psionics, Special Qualities: Perfect Sense, Evasion, Slow Drop, Dragon Traits Saves: Fort +7, Ref +8, Will +11 Abilities: Str 15, Dex 12, Con 10, Int 14, Wis 18, Cha 10 Skills: Intimidate (13), Sense Motive (13), Diplomacy (13), Concentration (13), Swim (13), Knowledge (the Planes; 13), Knowledge (Arcana; 13) and Appraise (13) Feats: Hover, Wingover, Empower Power, Enlarge Power Environment: Caves Organization: Lone, Pair (2), Group (3-5) Challenge Rating: 9 Treasure: Double Standard Alignment: Any non-evil
Headless dragons are aptly named. They resemble true dragons with one exception; they lack a head. This is because their minds are attuned to the material plane to the point that all their senses became redundant long ago, replaced with an absolute awareness of their surroundings. Their brains are found in the middle of their bodies, they may communicate verbally using a special flap of scales over their belly. Their scales are a polished grey, with spots of purple appearing as they get older. A headless dragon can live from 200 to 300 years. They often devote themselves to a cause, lending their awareness of the world to anything from prospecting to adventuring.
Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals 1d8 plus 1½ times the dragon’s Strength bonus (round down).
Psionics (Su) A dragon knows and manifests psionic powers as a psion of a level equal to its HD, gaining bonus power points for a high intelligence score.
Perfect Sense (Su) A Headless Dragon has no sense of taste, smell or sight. However it is in tune with the material plane and is fully aware of what is going on within its immediate vicinity. All spot, search and liston checks it makes within 100 ft. of itself automatically succeed, any made outside this range automatically fail. It is treated as having permanent deathwatch, detect magic, detect evil, detect good, detect undead and detect animals or plants, in this radius however it cannot sense constructs. A headless dragon is never considered flatfooted and is immune to all gaze attacks, illusions and any other effect which relies on a conventional sense.
Evasion (Ex) The headless dragon's awareness allows it to use evasion as a rogue would.
Slow Drop (Sp) The dragon is treated as being under the effects of a featherfall spell. This functions even if the dragon has been rendered unconscious or unable to move.
Dragon Traits Dragon traits are as follows;
Darkvision out to 60 feet and low-light vision.
Immunity to magic sleep effects and paralysis effects.
Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with no armor.
Dragons eat, sleep, and breathe.
A headless dragon will ready an attack if it senses anyone sneaking up on it or if it is going to initiate combat. it will attack the nearest target with this on the first round of combat. It then proceeds to hover and use psionic abilities on its opponents. If it runs out of spells then it will land and attack with its claws and wings until the targets are dead or it chooses to flee or surrender.
This is a headless dragon, its brain is deep inside its body as it has no need for a head. It is inatly aware of everything nearby it.
It can manifest powers as a psion can
They are reclusive, even good aligned ones may attack if they feel that their personal space is not being respected.
The PCs need to find a Headless Dragon who will be able to sense the presence of an otherwise invisible monster who has been plaguing them.
The PCs are hired to slay a headless dragon who has been attacking a nearby settlement for reasons unknown.
The PCs are asked by a dying headless dragon to get help from a nearby village.
Large Construct (Psionic) Hit Dice: 14d10+30 (107 hp) Initiative: +2 Speed: 40 feet (8 squares) Armor Class: 22 (+2 Dex, +8 natural, -1 size, +3 deflection), touch 14, flat-footed 20 Base Attack/Grapple: +10/+21 Attack: Slam +16 (1d8 +7, plus quintessence) Full Attack: 2 slams +16 (1d8+7, plus quintessence) Space/Reach: 10 ft./10 ft. Special Attacks: Engulf, improved grab, psi-like abilities, swallow whole Special Qualities: Construct traits, darkvision 60 ft., DR 5/-, immunity to magic and psionics, psionic suppression, psychoreflective body, temporal control Saves: Fort +4, Ref +6, Will +4 Abilities: Str 25, Dex 14, Con —, Int —, Wis 10, Cha 17 Skills: — Feats: — Environment: Any Organization: Solitary, pair, or paradox (3-6) Challenge Rating: 10 Treasure: None Alignment: Always neutral Advancement: 15-19 HD (Large); 20-26 HD (Huge) Level Adjustment: —
A soft glow pierces the darkness ahead, appearing to come from around the corner. As you get closer, the light shimmers, as if reflected by glassy water or a warped mirror. As you turn the corner, a huge shifting mass of some strange silvery, yet somehow transparent, liquid, vaguely humanoid in form, lumbers toward you. As it closes the distance, it reaches toward you and your mind seems to work hard to stay in time with what is happening around you.
Quintessence golems are rumored to come from various sources. Some say they spontaneous generate in areas home to large amounts of quintessence or in places where the flow of time is weak or strange in some other way. Others know that psions specializing in creating material with their own minds often craft the constructs to guard their creations or even the creators themselves. Standing 8 to 10 feet tall and weighing nearly half a ton, a quintessence golem is vaguely humanoid in shape, though its form, coloration, and glow constantly shift and move.
A quintessence golem, often found as a guard, fights by slamming opponents with its large arm-like appendages and attempting to engulf smaller creatures, rendering them immobile. Once opponents are defeated, or in a lull in fighting, may draw quintessence from the continuum to heal itself. Being mindless, though, it will not stop attacking if there is an immediate threat.
Construct Traits: A construct possesses the following traits.
• No Constitution score.
• Low-light vision.
• Darkvision out to 60 feet.
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
• Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
• Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
• Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
• Since it was never alive, a construct cannot be raised or resurrected.
• Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size.
• Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
• Proficient with no armor.
• Constructs do not eat, sleep, or breathe.
Engulf (Ex): If a Quintessence golem manages to swallow its opponent whole, the opponent is quickly engulfed by the quintessence that makes up the body of the golem. Within 1d6 rounds, the victim is completely covered in quintessence, protected from the effects of time and, in practical terms, is in a state of stasis. The covered creature is helpless, but takes no more damage from the quintessence golem's Swallow Whole ability. The quintessence can be scraped off as normal, with the same chance of the material evaporating back into the continuum.
Immunity to Magic and Psionics (Ex): A quintessence golem is immune to any spell or power that allows spell resistance or power resistance. However, certain spells or powers function differently against a quintessence golem, as noted below.
A spell or power that deals sonic damage slows a quintessence golem (as the slow spell) for three rounds, with no saving throw.
Any spell or power that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a quintessence golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A quintessence golem gets no saving throw against attacks that deal electricity damage.
Also, a dollop of quintessence, as created by the power, heals a quintessence golem of 2d6 damage, though the quintessence is used up in the process. A quintessence golem can use its psi-like ability to make its own quintessence.
Improved Grab (Ex): To use this ability, a quintessence golem must hit a creature of size Medium or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Psionic Suppression (Ex): As a being composed mostly of large amounts of quintessence, a quintessence golem’s very existence has a negative impact on psionic powers near it. Creatures attempting to manifest a psionic power within 10 feet of a quintessence golem must make a Will save (DC 20) or be forced to spend twice as many power points to do so. Manifesting a psi-like ability within the area is also more difficult requiring a full-round action. A quintessence golem is immune to the effect of its own psionic suppression. The save DC is Charisma-based.
Psychoreflective Body (Su): The body of a quintessence golem is constantly shifting and glowing with congealed temporal matter. A quintessence golem sheds light as a torch and gains a deflection bonus to Armor Class equal to its Charisma modifier. A quintessence golem cannot suppress this ability.
Quintessence (Ex): As its body is composed of quintessence, any creature hit by a quintessence golem’s natural attacks or swallowed whole by the creatures takes one damage per round for 10 round from partial exposure to the material. Multiple hits overlap; that is, a creature only takes one extra damage per round from the exposure, but the duration remaining is calculated from the most recent hit.
Swallow Whole (Ex): A quintessence golem can try to force a grabbed Medium or smaller opponent inside its semi-solid body by making a successful grapple check.
A swallowed creature takes 1d8+7 points of bludgeoning damage and 1 point of damage per round from the constricting of the interior of the golem and the quintessence it is made of (which damages creatures not totally covered in the material). A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the interior of the golem (AC 14). Once the creature exits, the flowing body of the golem closes the hole; another swallowed opponent must cut its own way out.
A quintessence golem’s interior can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents. Once a creature has been rendered immobile by the golem’s Engulf ability, it can expel the quintessence-covered opponent as a move action, allowing it to swallow more enemies if necessary.
Temporal Control (Su): As a creature composed of distilled time, a quintessence golem interacts with certain spells differently. A quintessence golem may act normally during each round of any time stop spell cast within 60 feet of it, and it ignores concealment from the blink or greater blink spells, since it can time its blows to coincide with the opponents blinks.
A quintessence golem’s body must be sculpted from a single large blob of quintessence weighing at least 1,000 pounds, treated with rare oils and powders worth 500 gp that prevent the component quintessence from evaporating back into the continuum. Creating the body requires a DC 15 Craft (sculpting) check or a DC 15 Craft (alchemy) check.
ML 16th; Craft Psionic Construct; bend reality, dispel psionics, fabricate, mind seed, quintessence; manifester must be at least 16th level; Price 61,000 gp; Cost 30,500 gp + 1220 XP.
Characters with ranks in Knowledge (Arcana) or Knowledge (Psionics) can learn more about quintessence golems. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.
This creature is a quintessence golem, a construct formed from quintessence, a psionically-gathered material of pure coalesced time. This reveals all Construct traits.
Resistant to both magic and psionics, the quintessence golem can engulf whole creatures, coating them with quintessence and effectively removing them from the time continuum.
Because of its close connection to the time stream, a quintessence golem interacts differently with spells dealing with time.
[hr] Plot Hooks
Legend has it, years ago a mad mage in his tower outside a small mountain hamlet created a rift in space-time by attempting to combine bags of holding, portable holes, and a sphere of annihilation. Recently, though, travelers through the region have begun to disappear, and many suspect dark magic is to blame. Really, quintessence golems, spawned from the rift, have just been covering the travelers in quintessence, keeping them in stasis and storing them in a cave nearby.
Animals and children have been disappearing from a medium-sized city for several months. However, strangely, many have begun to return weeks after they originally disappeared, unharmed but apparently unaware of what happened to them in the meantime. In reality, a small cabal of mind flayers, hiding in the sewers under the city, have been attempting to use psionic and magical means to travel through time and accidentally created several quintessence golems. Some of these have escaped and wander the sewers and streets of the city, engulfing those they happen upon since they have no other orders or commands to follow.
While exploring a long-lost dungeon, the party happens across a Chronerut encased in quintessence. Upon assisting the creature, it reveals that it was came to the dungeon decades, maybe centuries, before, hunting down cult attempting to stop time. Before leaving, he feels the presence of another problem in the time stream and asks the party to help him rid the dungeon of this new plague of quintessence golems left behind by the now-missing cult.
The Playgrounder Formerly Known as rtg0922
Medium Fey (extraplanar, psionic) Hit Dice: 10d6 (35) Initiative: +7 Speed: 30 (6 squares) Armor Class: 19 (+3 Dex, +1 padded armor, +5 deflection), touch 18, flat-footed 16 Base Attack/Grapple: +5/+5 Attack: Slam +8 melee (1d6) Full Attack: 2 slams +8 melee (1d6) Space/Reach: 5ft./5ft. Special Attacks: Never gonna give you up, never gonna let you down, psi-like abilities Special Qualities: Intercept summon, memetic persistence Saves: Fort +8, Ref +15, Will +14 Abilities: Str 10, Dex 16, Con 11, Int 13, Wis 15, Cha 20 Skills: Bluff +18, Concentration +13, Perform (dance) +21, Perform (sing) +21, Sense Motive +15, Tumble +16 Feats: Improved Initiative, Skill Focus (Perform (sing)), Skill Focus (Perform (dance)), Weapon Finesse Environment: Astral Plane Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Usually CN Advancement: 11-15 HD (Medium) Level Adjustment: ~
Before you stands what appears to be a young human male with pale skin and reddish hair dressed in dark clothes and a beige overcoat. In a rich baritone, he begins to sing and dance, "We're no strangers to loooooove..."
Lorricks speak Common and Sylvan. Intercept Summon (Su): Llorricks are attracted to the energy of summoning and calling spells. As a result, any time a summoning or calling spell is cast, there is a 5% chance per spell level that a llorrick appears instead of whatever is being summoned or called. Memetic Persistence (Su): Llorricks add their Charisma bonus as an insight bonus to all their saving throws and as a deflection bonus to their Armor Class. Never Gonna Give You Up (Ps): Lorricks' singing and dancing are strangely entrancing; they can fascinate opponents as if they possessed bard levels equal to their Hit Dice. Never Gonna Let You Down (Su): Lorricks' singing and dancing are also emboldening to a certain degree; they can inspire courage as if they possessed bard levels equal to their Hit Dice. Psi Like Abilities: At will - compression (10 minutes and either activated as a swift action, or 2 size categories smaller), expansion (10 minutes and either activated as a swift action, or 2 size categories larger), false sensory input (Will DC 18 negates, up to 3 targets), ego whip (Will DC 19 half, 2d4 Cha). Manifester Level 10th, save DCs are Charisma-based.
Llorricks are playful and generally nonviolent creatures, preferring either to use their compression, expansion, and false sensory input abilities to draw a prospective audience in close before treating them to a performance, or to use their intercept summon ability to go to where audiences already are. They will defend themselves if attacked, however, first using their ego whip ability, and then, if that fails, engaging in melee combat, making good use of their compression and expansion abilities.
Information about llorricks can be learned through the Knowledge (the planes) skill.
Llorricks are playful fey that have only recently begun appearing on the Material Plane. They enjoy pretending to be other things and then breaking into song and dance when people draw close. This reveals all Fey traits.
Llorricks are fascinating and entertaining performers that hail from the Astral Plane. This reveals the never gonna give you up and never gonna let you down abilities.
Attracted to summoning magic, llorricks have powerful psychic abilities at their disposal, which they use in disguising themselves and also in self-defense. This reveals the intercept summon and all psi-like abilities.
Last edited by Lord Iames Osari : 01-24-2009 at 04:18 PM.
Chroneruts are the psionic soldiers of the Clockwork Nirvana of Mechanus. Charged with keeping the timestream clear of interlopers, these Inevitables hunt down and persecute those who try to manipulate time to their advantage, typically through psionic powers.
Medium Construct (Extraplanar, Lawful, Psionic) HD: 20d10+30 (140 hp) Speed: 30ft. in full plate (6 squares); base speed 40ft. Initiative: +3 AC: 27 (+8 armour, +3 Dex, +6 natural) Base Attack Bonus: +15; Grapple: +21 Attack: +3 deep crystal longsword +24 melee (1d6+12/19-20) Full-Attack: +3 deep crystal longsword +24/+19/+14 (1d6+12/19-20) Space: 5ft.; Reach: 5ft. Special Attacks: Expanded instant, future foresight, reverse time, time smite Special Qualities: Construct traits, damage reduction 10/chaotic, darkvision 60ft., fast healing 5, low-light vision, power resistance 25, psionic reserve, spell resistance 25, temporal adjudication, time sight Saves: Fort +5 Ref +8 Will +10 Abilities: Str 23, Dex 17, Con –, Int 10, Wis 20, Cha 15 Skills: Concentration +10, Gather Information +12, Knowledge (psionics) +5, Listen +11, Spot +12, Survival +13 Feats: Deep Impact, Greater Psionic Weapon, Power Attack, Psionic Body, Psionic Meditation, Psionic Weapon, Track Environment: The Clockwork Nirvana of Mechanus Organization: Solitary Challenge Rating: 13 Treasure: None Alignment: Always lawful neutral Advancement: 21-25 HD (Medium); 26-40 HD (Large) Level Adjustment: –
A mechanized figure strides before you, a crystal blade shimmering in its clockwork hand. Gears spin behind its featureless face, and a booming voice adresses you. “You are charged with tampering with the fabric of time. How do you plead?”
Like all Inevitables, chroneruts are absolutely singleminded when it comes to hunting their quarry. In battle they will specifically target the temporal interloper, even ignoring the other characters unless they interfere with its mission. If engaging multiple opponents at the same time, a chronerut will typically use its expanded instant ability to take several attacks in conjunction with its time smite ability to shunt characters off the battlefield temporarily. Depending on the level of threat they pose to the chronerut’s mission, it may use its time sight ability to deliver a coup de grace to time hopped opponents. More commonly, however, it will simply concentrate on its quarry after removing other targets even temporarily.
Future Foresight (Ps): Whenever a chronerut rolls an attack roll, damage roll, saving throw, or skill check, it may spend 1 power point as a free action to reroll the attempt and take the higher of the two results. A chronerut may use this ability any number of times per day (so long as it has available power points), but only once per round.
Expanded Instant (Su): A chronerut can move easily through the flow of time to protect and defend it against temporal interlopers. Three times per day, it may expend a swift action to take an additional turn.
Psionic Reserve: As a psionic creature, a chronerut has a natural power point reserve of 1, and 50 additional points by dint of its Wisdom score. Thus, although it does not manifest powers, it has a power point reserve of 51 points to use in other ways.
Reverse Time (Ps): Whenever a being rolls an attack roll, damage roll, saving throw, or skill check within 1 mile of a chronerut, the chronerut may spend 1 power point as an immediate action to cause the being to be forced to reroll their attempt and take the lower of the two results.
Temporal Adjudication (Su): A chronerut has control over the flow of time near it. Anyone that attempts to cause a haste, slow, time stop, time hop, hustle, timeless body, time regression, quintessence, or similar effect while within 1 mile of a chronerut must succeed on a Will save (DC 25) or the ability has no effect. Spell slots, power points, or daily uses are expended as normal. If the target fails this save, the chronerut in question immediately sees where they are, as if by the clairvoyant sense power. The saving throw DC is Wisdom-based.
Time Sight (Su): A chronerut can see and interact with beings trapped in time by means of a time hop effect. Target in a time hop are considered helpless in relation to the chronerut.
Time Smite (Ps): By spending 1 power point whenever it succeeds on a melee or ranged attack, a chronerut can lock a being into place in the time stream to deal with later. The target must make a Will Save (DC 25) or be thrown 1d6 rounds forward in time, as the time hop power. Activating this effect is a free action. The saving throw DC is Wisdom-based.
Characters with ranks in Knowledge (the Planes), Knowledge (psionics), or Knowledge (architecture and engineering) can learn more about chroneruts. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.
This creature is a chronerut, an Inevitable from the plane of Mechanus. Inevitables are charged with enforcing the natural laws of the multiverse.
Chroneruts in particular are sent after people that play around with time. It’s got psionic powers to fight manifesters that try to tamper with the timestream.
A chronerut can’t manifest powers, but it can still use psionics. It can force people into a kind of stasis, and then hack them to bits while they’re trapped in time.
[hr] Plot Hooks
1. A wizard was recently forced to make use of the teleport through time spell to escape death. Due to an unfortunate quirk of the casting, he's been stripped of all of his spellcasting powers and hires the PCs to protect him from the chronerut he knows is coming.
2. After a psion finishes work on a quintessence golem, a patrol of chroneruts show up to investigate the disappearance of a thousand pounds of time. The psion, none too happy with this turn of events, tries to pin the crime on the PCs.
3. A cadre of time-traveling zombie monkeys bring down a squadron of chroneruts on a peaceful fishing village after causing general shenanigans in the timestream.
Reality Shifter Size/Type: Large Outsider (Chaotic, Extraplanar, Psionic) Hit Dice: 8d8+19 (55 hp) Initiative: +8 Speed: 10-80 feet (2-16 squares) Armor Class: 22 (+4 Dex, +6 deflection, +3 natural, -1 size), touch 19, flat-footed 18 Base Attack/Grapple: +8/+14 Attack: Tentacle +9 (1d8+3+reality warp) Full Attack: Tentacles +9 (1d8+3+reality warp) Space/Reach: 10 ft./15 ft. Special Attacks: Reality warp Special Qualities: Darkvision 60 ft., damage reduction 10/lawful, telepathy 100 ft., reality shift, insanity, outsider traits, constant shifting, unpredictability Saves: Reflex +10, Fortitude +8, Will +14 Abilities: Str 14, Dex 18, Con 15, Int 20, Wis 22, Cha 19 Skills: Any 13 (roll 1d10+5 to determine the skill bonus) Feats: Iron Will, Toughness, Improved Initiative Environment: Any Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Chaotic Neutral Advancement: 9-16 (Large); 16-30 (Huge)
A large being, though hard to tell much about its actual form, seems to be similar to a combination of moose and camel, equipped with two large tentacles that don’t seem to be attached anywhere specific. It’s large eyes are wide open as it smiles an insane smile.
Reality shifters are strange creatures. They roam the lands with no apparent purpose, the very essence of reality warped as they pass. Shifters are very wise, eternally spewing out small quips about, well, anything really. However, these comments are always wise, if not in a seemingly sarcastic fashion. They seem to see everything as a game, fun and joyful no matter how horrible it really is. Shifters will not attack, per say, but will use their abilities on any they see, all as part of their “game.” If attacked they remain calm but still (attempt to) focus on their newfound targets, laughing and smiling all the way through.
Telepathy: (Ps) The reality shifter may speak telepathically with any creature that has the capability of language within 100 feet.
Unpredictability: (Ex) Reality shifters are extremely unpredictable. Whenever making a save, skill check, attack, or ability check, the shifter has a 20% chance to gain a +10 bonus to the check. A reality shifter’s form is constantly shifting, causing it’s speed to change every 5 rounds (7d10+10 to determine speed). Whenever an ability or spell is used on the shifter that falls under any kind of resistance possible, the shifter has a 30% chance to have resistance 10 to that affect (only for the duration of said affect, and only pertaining to it, for example, if a fireball is resisted, then another fireball cast, the resistance will not affect the second fireball).
Insanity: (Ex) All reality shifters are insane. To them, everything is a joke, and they are always calm and whimsical. Reality shifters are immune to all fear, illusion, and mind compulsory effects.
Reality Warp: (Su) When attacking a creature with its tentacles or other natural attack, the shifter has a 50% chance to bestow a reality shift ability on the target. If the ability is not a targeted ability, continue rolling until it is.
Psionic Reserve: (Ps) A reality shifter is attuned with the mind (though an insane place) and has a power point reserve of 1.
Constant Shifting: (Ex) Due to it’s chaotic and unpredictable nature, the reality shifter is very hard to keep track of. All reality shifters gain a +6 deflection bonus to their armor class. Shifters are also immune to all shape changing effects.
Reality Shift: (Su) Every round a random effect takes place nearby the reality shifter. This effect does not occupy an action. These powers are similar to a Rod of Wonder, in accordance with the following table:
Slow creature pointed at for 10 rounds (Will DC 15 negates).
Heals the shifter for 2d10+5.
Faerie fire surrounds the target.
Earthquake centered on the reality shifter (unaffected).
Rust metal (as a rust monster’s tentacle attack) on next natural attack.
Gust of wind, but at windstorm force from the reality shifter’s breath (60-foot cone, Fortitude DC 14 negates).
All nearby unattended items are animated and attack the nearest living creature (60 feet, centered on shifter).
Shifter learns target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save).
Stinking cloud at 30-ft. range (Fortitude DC 15 negates).
Baleful polymorph on target (Fortitude DC 16 negates), lasts 1d4 minutes.
Heavy rain falls for 1 round in 60-ft. radius centered on the shifter.
Summon an animal—a rhino (01-25 on d%), elephant (26-50), or mouse (51-100).
Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half).
Any loose object is lifted and flies around randomly. Every round anyone within range must make a DC 16 reflex save or take 3d10 points of damage (50 feet centered on the shifter).
The ground grows tentacles, acting as an entanglement spell for up to 5 rounds.
Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including shifter) within 25 ft. (Reflex DC 14 negates).
Enlarge person if within 60 ft. of shifter (Fortitude DC 13 negates). Lasts 2d4 rounds.
Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from shifter.
Grass grows in 160-sq.-ft. area before the shifter to a size five times larger than normal, or grass existing there grows to ten times normal size.
Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size.
Reduce shifter to 1/12 height (no save). Lasts 1d4 rounds.
Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half).
Invisibility covers the reality shifter. Lasts 1d4 rounds.
Leaves grow from target if within 60 ft. of the shifter. These last 24 hours.
10-40 gems, value 1 gp each, shoot forth in a 30-ft.-long stream. Each gem deals 1 point of damage to any creature in its path: Roll 5d4 for the number of hits and divide them among the available targets.
Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of the shifter. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates).
Shifter (50% chance) or target (50% chance) turns blue, green, or purple (no save). Lasts up to 2 days.
Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates).
"'There aren't any beginnings,' Burton said. 'Nor any ends.
It seems to me that man has engaged in a blind and fearful struggle out of
a past he can't remember, into a future he can't foresee nor understand.
And man has met and defeated every obstacle, every enemy except one.
He cannot win over himself.'"
~John Steinbeck~ My Homebrew(Most Recent) | Forum Rules | IRC
Large Elemental (psionic)
Hit Dice: 20d8+60 (150 hp)
Speed: 40 ft. (6 squares)
Armor Class: 23 (+4 dex, +9 deflection), touch 23, flat-footed 19
Base Attack/Grapple: +15/+19
Attack: Rake +19 Melee (2d8+4 plus Forced Dream (see below)) or Spike +19 ranged (2d6+4 force damage plus Dispel Psionics and Time Hop)
Full Attack: 3 Rakes +19 melee (2d8+4 plus Forced Dream (see blow)) or 3 Spikes +19 ranged (2d6+4 force damage plus Dispel Psionics and Time Hop)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dispel Psionics, Forced Dream, Spike, Time Hop
Special Qualities: Damage Reduction 5/-, Detect Psionics, Elemental Traits,Immune to Ability Damage or Drain, Immune to Force Damage and Effects, Psionic Freedom of Movement, Resistance 10 to all non-force elements, See Invisibility, Spell Resistance 23, Synchronicity, Timeless Body
Saves: Fort +9, Ref +16, Will +12
Abilities: Str 18, Dex 19, Con 16, Int 10, Wis 22, Cha 5
Skills: Listen +26, Spot +26
Feats: Improved Initiative, Twin Psi-Like Ability (Synchronicity, 6 times/day)
Challenge Rating: 12
Alignment: Always chaotic neutral
Advancement: 21-28 HD (Large), 29-40 HD (Huge)
Level Adjustment: -
Detect Psionics (Psi): A Split Second may manifest the Detect Psionics power at will.
Dispel Psionics (Su): Whenever a creature or object is struck by a Split Second’s spike, treat them as being hit by a Dispel Psionics power’s targeted dispel ability; treat this power as if it had been manifested by a 12th level Psion.
Psionic Freedom of Movement (Psi): Once per day, a Split Second may manifest the Psionic Freedom of Movement power as if it had been manifested by a 12th level Psion.
Immune to Force Effects (Su): A Split Second cannot be damaged or affected by force effects against its will, and can walk through force effects (such as a Wall of Force, a Forcecage, or a Bigby's Hand) as if they were not there.
Forced Dream (Su): Whenever a creature is struck by a Split Second’s rake attack, they must make a DC 19 Wills save (Wisdom-based); if they fail, then the next time they successfully attack or otherwise harm the Split Second, time immediately resets to the beginning of their turn as if they had used the Forced Dream power.
Spike (Ex): A Split Second may throw pieces of itself out as spikes at will, with a range increment of 100 feet.
Time Hop (Su): Whenever a creature or object is struck by a Split Second’s spike, they must make a DC 19 Will save or suffer the effects of a Time Hop spell as if manifested by a 12th level Psion. This power is not affected by the Dispel Psionics ability of a Split Second.
See Invisibility (Su): A Split Second can see invisible creatures and objects at any distance.
Synchronicity (Psi): Once per round, a Split Second may manifest the Synchronicity power. It may twin this power six times per day.
Timeless Body (Psi): Once per day, a Split Second may manifest the Timeless Body power.
(This creature is not yet complete; I have yet to write up its appearance, among other things, and am not quite certain about its CR, and the templating is currently a mess. Just thought I'd toss it up. Yes, it is supposed to be an "anti-spellcaster" creature.)
Last edited by Titanium Dragon : 04-07-2008 at 11:54 PM.
Astral Pack-Beast Size/Type: Large Aberration (Extraplanar, Psionic) Hit Dice: 5d8+25 (47 hp) Initiative: 0 Speed: 10 feet (2 squares) Armor Class: 13, touch 9, flat-footed 13 (-1 size, +4 natural) Base Attack/Grapple: +3/+12 Attack: Tentacle Slam +8 melee (1d6+5) Full Attack: 8 Tentacles Slams +8 melee (1d6+5) Space/Reach: 10 ft./5 ft. Special Attacks: None Special Qualities: All-Around Vision, Dark-Vision 60 feet, Low-Light Vision, Astral Traveler 1/day Saves: Fort +6, Ref +1, Will +7 Abilities: Str 20, Dex 10, Con 20, Int 2, Wis 16, Cha 6 Skills: Listen +7, Spot +11 Feats: Endurance, Weapon Focus(Tentacle) Enviroment: Domesticated or Astral Plane Organization: Domesticated or Solitary Challenge Rating: 4 Alignment: Always True Neutral Advancement: -
This creature resembles a slug crossed with an octopus, although it lacks suckers and only its foot is moist (and of course the eyeballs) the rest of it having a leathery consistancy. Its disk shaped trunk is only 3 feet tall but about 8 feet in diameter. A dish shaped indentation, covered in thick leathery skin forms its upper surface. Eight tentacles, each 4 feet long, alternate with eight eye-stalks around its circumference. The eyes are human-like, rather than the simple eyes of a slug.
Astral Pack-Beasts are purpose created for hauling cargo through the astral plane, and can save a psion a few power points as well. Their eight tentacles are empowered to allow them to act as a "Splitter" of sorts for Astral Caravan powered journeys. They can and will hold onto the hands of up to 8 different travelers (and can even link with eachother for truly impressive results), allowing each of them to keep a hand free to wield a weapon or whatever. Unless given the command word to release, they will attempt to regain a hold on any creature that removes itself from its grasp or that is removed from its grasp.
Astral Pack-Beasts are trained to be proficient with all types of armor, but not with shields.
Astral Pack-Beasts eat and drink through a mouth in the center of their foot, having both a circular mouth ringed with teeth for grazing (but without the molar function of mamillian herbavores) and a star-fish-like stomach that can be expelled to adhere to food (or even start the digestive process on anything too large to easily stick initially) and then withdraw through the mouth. The teeth retract upwards and outwards when the stomach is expelled to take in food. They sleep 8 hours a day, and breathe through their skin. Reproduction is hermanphroditic, but requires specialize magics and psionic effects in a specific combination to trigger the mating cycle and fertility. This was an intentional effort by the creators to protect their "copyright" and ensure a return on their investment in creating them.
All-Around Vision (Ex) - An Astral Pack-Beast’s symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. An Astral Pack-Beast can’t be flanked.
Astral Traveler (Ps)- 1/day Manifester level equal to hit-dice. Personal only
A light load for an Astral Pack-Beast is up to 399 lbs. Medium loading is 400 to 799 lbs, and heavy is 800 to 1200 lbs.
Market Price is generally around 1000 gp for a trained Astral Pack-Beast.
Large Outsider [Extraplanar, Lawful, Good, Psionic] Hit Dice: 11d8 + 44 (93 HP) Initiative: +0 Speed: 30' (6 squares), Fly 50' (average) Armor Class: 19 (+10 natural, -1 size), touch 9, flat-footed 19 Base Attack/Grapple: +11/+18 Attack: Bite +13 (3d6 + 6) Full Attack: Bite +13 (3d6 + 6) Space/Reach: 10'/5' Special Attacks: Trample 2d6 + 4, psychic light, Psi-Like abilities Special Qualities: Catapsionic hum, power reserve, outsider traits, telepathy, DR 5/bludgeoning and (evil or chaotic), PR 20 Saves: Fort +11, Ref +7, Will +8 Abilities: Str 16, Dex 10, Con 19, Int 12, Wis 12, Cha 18 Skills: 98 pts Concentration 18, Psicraft 15, Intimidate 18, Diplomacy 18, use psionic device 18, sense motive 15, search 15 Feats: Overchannel, psionic meditation, combat manifestation, quicken power Environment: A lawful good aligned plane Organization: Solitary or with other arcadian insects Challenge Rating: 11 Treasure: Special (see below) Alignment: Always lawful good Advancement: 12-14 HD (L), 15-18 HD (H), 19-22 HD (G) Level Adjustment: N/A
Many know of the formians, the ant-like endless toilers of lawful neutral planes. Fewer know that the forces of law joined with goodness have their own insect hordes. These insects, known as “arcadian insects”, are far more diverse and beautiful than the formians, and are dedicated to the cause of good—although only in the most lawful manner possible. These are the shock troops of the divine, those who fight the endless battle with the forces of evil.
One type of arcadian insect is the arcadian beetle, a tank-like psionic powerhouse. Arcadian beetles appear to be made of precious stones and jewels—shells of obsidian, wings of crystal, bodies of jade, and lapis heads with ruby eyes. Although arcadian beetles are not made of actual jewels, their bodies are much prized as trophies, particularly by lords and minor princes of the abyss. To the right buyer, a reasonably intact arcadian beetle corpse is worth 8,000 gp; one of the heads alone is worth 3,000.
Arcadian beetles do not speak, but can communicate telepathically with any creature with an int score.
Arcadian beetles are sometimes encountered alone, but like all arcadian insects, they prefer to fight in the armies of law and goodness. They are usually distributed widely throughout such armies, to maximise the effects of their catapsionic hum. Arcadian beetles are completely fearless. Nothing short of death or a direct order will stop them.
An arcadian beetle's bite and trample damage are treated as lawful and good for the purposes of overcoming damage reduction.
Trample [ex]: Reflex half, DC 13, strength-based
Psi-like abilities [psi]: An arcadian beetle has the following psi-like abilities, manifester level 11, saves Cha-based: At will: Detect psionics, empty mind, astral traveller, know direction and location, missive, mind thrust 5x/day: Inertial armor, force screen, expansion, concussion blast, ego whip, mental distruption, empathic transfer, dimension slide, read thoughts 3x/day: Swarm of crystals, body adjustment, energy bolt, energy retort, mind trap, psionic blast, ubiquitous vision, steadfast perception, aura sight 2x/day: Dimension door (psionic), freedom of movement (psionic), mindwipe, trace teleport,intellect fortress, wall of ectoplasm, plane shift (psionic) 1x/day: Astral caravan, psychic crush, true seeing (psionic), tower of iron will, psychofeedback
Psychic light [psi]: An arcadian beetle produces a brilliant light from deep in its core. When the beetle's shell is down, the light merely leaks brilliantly from every opening, negating even magical darkness. When the arcadian beetle is in flight or simply raises its shell (a standard action), in addition to negating all darkness, it blinds both chaotic and evil creatures, unless they succeed on a will save [DC 19, Cha-based] for 1d4 rounds. The light is a psionic effect.
Catapsionic hum [ex]: An arcadian beetle emits a continuous, low-level hum from within its abdomen. This hum, while barely noticeable to non-psionic creatures, has an incredibly disrupting effect on psionic manifestations. The hum acts as a continuous catapsi manifestation, in a 30-foot radius. Will save, DC 19 [Cha-based]. Note that, dispite its catapsionic effect, the hum itself is a purely physical production and cannot be suppressed through other anti-psionic effects. Arcadian beetles are immune to their own and one another's hum. An arcadian beetle can suppress this hum, but doing so is a conscious action that requires effort: Stopping the hum requires a standard action, and only lasts for 1d4+2 rounds. Reinstating the hum is a free action.
Power reserve [psi]: An arcadian beetle has a total of 58 power points/day, which it can use to augment its psi-like abilities or use its “quicken power” feat.