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Thread: Far Realms monsters
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2011-02-28, 11:12 PM (ISO 8601)
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Far Realms monsters
Thinking about throwing some of these crazy gits at my party. Problem is that I can't find any rules on them. Help?
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2011-02-28, 11:16 PM (ISO 8601)
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Re: Far Realms monsters
Their HP is Fish. They have +Blue to attack rolls with each of their 9001/0 natural weapons and deal carrot damage per hit. All their stats are Sqrt(-1), and they move at Pi ft./round.
More seriously - the closest thing you'll find to published Far Realms entities are the Mind Flayers of Thoon in MM5, a group of Flayers who went to the Far Realms and "came back wrong". Otherwise, you'll have to homebrew.Last edited by The Glyphstone; 2011-02-28 at 11:17 PM.
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2011-02-28, 11:17 PM (ISO 8601)
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Re: Far Realms monsters
Aren't pseudonatural creatures pretty explicitly meant to be Far Realmsish?
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2011-02-28, 11:18 PM (ISO 8601)
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Re: Far Realms monsters
There's also the Psuedonatural Template (Complete Arcane and Lords of Madness) and Half-Farspawn Template (Lords of Madness) which are kind of the Fiendish and Half-Fiend templates for the Far Realm. There's also a Dragon Magazine (forget which one) which covered some Far Realm creatures. Finally Xoriat from Eberron is supposed to be roughly analogous to the Far Realm and its creatures usable as Far Realm ones.
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2011-02-28, 11:20 PM (ISO 8601)
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Re: Far Realms monsters
1)Take a corporeal creature.
2)Apply the Half-Farspawn and pseudonatural templates to it, in that order.
3)Prepare for the game by locking yourself in a badly-lit room with a collection of H.P. Lovecraft stories. Read them all. Pay close attention to the descriptions, that's what you're trying to emulate.
4)???
5)Profit.
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2011-02-28, 11:21 PM (ISO 8601)
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Re: Far Realms monsters
Nngh, yeah. You're better off just slapping pseudonatural on some other creature you like, or have a half-farspawn guy act as an agent for his crazy, inconsistently-shaped father.
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2011-02-28, 11:30 PM (ISO 8601)
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Re: Far Realms monsters
If you're willing to use Eberron stuff, Xoriat is supposed to be Far Realms-esque. Throw a couple of Akleus at 'em.
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2011-02-28, 11:31 PM (ISO 8601)
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Re: Far Realms monsters
That's another thing that comes to mind. I need a repository of Lovecraftian lore. Any ideas there?
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2011-02-28, 11:38 PM (ISO 8601)
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Re: Far Realms monsters
The Chaosium Call of Cthulhu rulebook is quite a good collective resource. In fact you can almost just throw the monsters there at your PCs as if they were far realm creatures (because they basically are) if you wanted to. You just need to adjust their strength bonus to D&D terms.
You can also use the d20 Call of Cthulhu rulebook. It isn't as good, but the stats are already compatible with 3.X editions.
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2011-02-28, 11:40 PM (ISO 8601)
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Re: Far Realms monsters
Honestly: Buy the a collection of H.P. Lovecraft's stuff (and At the Mountains of Madness), read it.
Now just use normal monsters, but describe them as the half-lit monstrosities from HP's best.Spoiler
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2011-02-28, 11:47 PM (ISO 8601)
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2011-03-01, 12:01 AM (ISO 8601)
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Re: Far Realms monsters
Mooncalf from MM2 is from Far Realms. There is a Dragon Magazine Issue, full of Far Realms monster.
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2011-03-01, 12:05 AM (ISO 8601)
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Re: Far Realms monsters
Of the critters in Elder Evils, I'm pretty sure only Father Llymic is from the Far Realm.
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2011-03-01, 12:08 AM (ISO 8601)
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Re: Far Realms monsters
Kaorti
forget what book they're from but they are denizens. Same book also has this weird flying mount thing they use, I THINK its called a Skybleeder.
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2011-03-01, 12:25 AM (ISO 8601)
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Re: Far Realms monsters
Did a search for some ideas to compliment those given here.
Two words.
Slender Man.
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2011-03-01, 12:40 AM (ISO 8601)
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2011-03-01, 01:38 AM (ISO 8601)
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Re: Far Realms monsters
Pretty much.
If you're looking for ways to generate how they appear, I drew up some random generation charts a while ago (can't find them now or I'd post them.) But I remember is had tables for body type, number of appendages, type of appendages, what kind of mouth it had (long snout, humanlike, or buglike, stuff like that.)
One of the first things I rolled up with those tables was a giant human hand, except it had two thumbs (one on either side), a large eye growing on a stalk (like a snail's) from where the wrist would be, and a human like mouth on the back that constantly emitted oddly musical tones (it wasn't singing, that was just the noise it made.)
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2011-03-01, 03:52 AM (ISO 8601)
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Re: Far Realms monsters
Epic Handbook has the Uvuudaum (native to the Far Realm) and the Neh-thalaggu (native to the Plane of Nightmares- which borders the Plane of Dreams and the Far Realm. As well as a more powerful pseudonatural template.
The issue of Dragon with Far Realm stuff was, I think, #330.Marut-2 Avatar by Serpentine
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2011-03-01, 04:27 AM (ISO 8601)
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2011-03-01, 05:38 AM (ISO 8601)
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Re: Far Realms monsters
Take a look here, beginning at post 26 and a few posts down for adventuring in the Far Realms and monsters.
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2011-03-01, 06:02 AM (ISO 8601)
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Re: Far Realms monsters
In the Ravenloft book Van Richten's Guide to the Walking Dead has a slew of weird abilities you can tack onto undead that would go well with non-undead Far Realm stuff too. The only one I can remember off the top of my head is the ability that no matter how far you run away or travel, the creature is always at the edge of your vision, behind you. Just stalking you.... speaking of Slender Man...
As an aside, has anyone tried to stat out Slenderman in 3.5 or 4e?
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2011-03-01, 06:30 AM (ISO 8601)
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Re: Far Realms monsters
Throwing the Pseudonatural, Half-farspawn or Anarchic template on a variety of Aberrations wouldn't hurt, either.
I was recently statting out a Half-Farspawn Truly Horrid Umber Hulk:
HALF FARSPAWN TRULY HORRID UMBER HULK
Huge Outsider (Native)
Hit Dice: 20d8+240 (330 hp)
Initiative: +1
Speed: 20 ft. (4 sqaures), burrow 20 ft.
Armor Class: 23 (-2 size, +1 Dex, +14 natural), touch 9, flat-footed 22
Base Attack/Grapple: +15/+37
Attack: Claw +27 melee (3d6+14)
Full Attack: 2 claws +27 melee (3d6+14) and bite +27 melee (4d6+7) and 2 tentacles +27 melee (1d8+7)
Space/Reach: 15 ft/15 ft.
Special Attacks: Confusing gaze, spell-like abilities, true strike
Special Qualities: Blindsight 60 ft., change shape, damage reduction 10/magic, darkvision 60 ft., immunity to poison, resistance to acid 10 and electricity 10, SR 25, tremorsense 60 ft.
Saves: Fort +18, Ref +7, Will +15
Abilities: Str 38, Dex 12, Con 35, Int 10, Wis 17, Cha 17
Skills: Balance +14, Climb +37, Concentration +23, Jump +33, Listen +26, Sense Motive +26, Spot +14, Tumble +14
Feats: Improved Natural Attack (claw), Multiattack, Quicken Spell Like Ability (greater invisibility), Power Attack, Improved Bullrush, Awesome Blow, Improved Multiattack
Environment: Underground
Organization: Solitary
Challenge Rating: 17
Treasure: Standard
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -
Change Shape (Su)
Confusing Gaze (Su): DC 23
Spell-Like Abilities: 3/day blur, blink, ethereal jaunt; 1/day - touch of idiocy (DC 15), stinking cloud (DC 16), greater invisibility, telekinesis (DC 18), scinitillating pattern, summon monster IX (pseudonatural animals or vermin only), implosion (DC 22). Caster level 20th. The save DC is Charisma-based.
True Strike (Su): 1/day
Languages: Abyssal, Terran, UndercommonLast edited by Thurbane; 2011-03-01 at 02:48 PM.
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2011-03-01, 09:15 AM (ISO 8601)
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Re: Far Realms monsters
Last edited by Lord Loss; 2011-03-01 at 09:15 AM.
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2011-03-01, 02:02 PM (ISO 8601)
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Re: Far Realms monsters
Wystes are described in a couple of pre-made adventures as being of the Far Realm...
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2011-03-02, 01:08 AM (ISO 8601)
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Re: Far Realms monsters
Start with Aberrations(Beholders, Illithids, Aboleths, pretty much everything listed in Lords of Madness), and work your way up from there.
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2011-03-02, 09:45 AM (ISO 8601)
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Re: Far Realms monsters
Also, there was a Cerebrosis article in a Dragon Magazine (the one with the mind flayer eating some dude's head, #330?) that detailed 4 or 5 far realms monstrosities, plus a couple of magic items, feats and spells.
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2011-03-02, 10:45 AM (ISO 8601)
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Re: Far Realms monsters
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2011-03-02, 10:50 AM (ISO 8601)
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2011-03-06, 09:30 PM (ISO 8601)
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Re: Far Realms monsters
You could re-fluff some of the Obyrith (sp?) Demons into Far Realms/Lovecraftian horrors. Those with the Form of Madness ability would seem especially apt. Check out FC1 - I think there's also one in Elder Evils, and possibly a couple in the later Monster Manuals (4 & 5).
If you can get a hold of the d20 Call of Cthulhu (3.0), some of the featured monsters would make great Far Realms denizens.Last edited by Thurbane; 2011-03-06 at 09:32 PM.
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2011-03-06, 10:54 PM (ISO 8601)
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Re: Far Realms monsters
Great source for inspiration on far realm creatures, with kickass illustrations:
http://www.conceptart.org/forums/forumdisplay.php?f=81