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Thread: The Elemental Plane of Flesh!
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2007-08-15, 11:15 AM (ISO 8601)
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The Elemental Plane of Flesh!
Elemental Plane of FleshPremise
SpoilerIt is an infinite creature.
It is a body more vast than the gods.
It is the realization of all Creation.
The mysterious & bizarre plane known as the Elemental Plane of Flesh is a unique amalgam of being & place, creature & environment, what & where. The entire plane is filled with large-scale bodily tissues. Massive arterial tunnels run in every direction, branching & forking into smaller & smaller tributaries, carrying blood-like fluids at a rapid pace. Cyclopean organs quiver & pulsate, performing unfathomable functions. Strands of nerve fibers send signals to nodes of ganglia, which remain motionless, thinking unknowable thoughts & sending indecipherable signals. Enormous limbs of unparalleled might pierce vast closed chasms, which are covered in plains of skin & forests of hair.
The plane-body is a shapeless entity; its structure & layout seem to defy all anatomical conventions.Last edited by Zeta Kai; 2008-10-21 at 08:07 PM. Reason: added title
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2007-08-15, 11:18 AM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
Table of Contents
Elemental Plane of Flesh Traits
Flesh Inhabitants
Movement & Combat
Features of the Elemental Plane of Flesh
Flesh Encounters
- Table 1-1: Elemental Plane of Flesh Encounters: "Land"
- Table 1-2: Elemental Plane of Flesh Encounters: Red Flow
Cosmological Variants
Flesh Subtype
Flesh Creatures
Spoiler- Alimental (CR9)
- Anti-Body (CR7)
- Cancerebrum, Benign (CR1)
- Cancerebrum, Malignant (CR2)
- Cell Block (CR--)
- Cholesterooze (CR8)
- Glandulord (CR8)
- Infectoplasm / Living Disease / Pestilental
- Creating an Infectoplasm
- Sample Infectoplasm: Blinding Sickness (CR9)
- Sample Infectoplasm: Cackle Fever (CR9)
- Sample Infectoplasm: Demon Fever (CR9)
- Sample Infectoplasm: Devil Chills (CR7)
- Sample Infectoplasm: Filth Fever (CR6)
- Sample Infectoplasm: Mindfire (CR6)
- Sample Infectoplasm: Mummy Rot (CR11)
- Sample Infectoplasm: Red Ache (CR8)
- Sample Infectoplasm: The Shakes (CR6)
- Sample Infectoplasm: Slimy Doom (CR7)
- Ligamental, Small (CR2)
- Ligamental, Medium (CR4)
- Ligamental, Large (CR6)
- Ligamental, Huge (CR8)
- Ligamental, Greater (CR10)
- Ligamental, Elder (CR12)
- Mightochondrion (CR5)
- Node, Dermal (CR9)
- Node, Ganglial (CR9)
- Node, Muscular (CR14)
- Node, Osseous (CR12)
- Organelle, Cardio (CR7)
- Organelle, Gastro (CR6)
- Organelle, Hemo (CR8)
- Organelle, Neuro (CR5)
- Organelle, Occulo (CR4)
- Organelle, Respero (CR6)
- Paramind (CR7)
- Parasight (CR2)
- Sickle Cell (CR2)
- Skelemental (CR13)
- Symbimote (CR3)
- Viral Swarm / 10K Viri (CR3)
Bonus Material: Extra Monsters!
- Spermato Organelle (CR4)
- Ovus Node (CR9)
- Flesh Mephit (CR3)
Last edited by Zeta Kai; 2008-10-23 at 02:30 PM. Reason: added link
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2007-08-15, 11:29 AM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
Elemental Plane of Flesh Traits
The Flesh Plane has the flowing traits:
Objective Directional Gravity: In the yawning arterial tunnels & vast sinuous cavities of the Elemental Plane of Flesh, gravity is oriented toward whatever wall a creature is nearest. Thus, there is no normal concept of floor, wall & ceiling; any surface is a floor if you’re near enough to it. In fact, in the many narrow, capillary-like channels, gravity is exactly cancelled out, allowing vital fluids (& travelers) to shoot through them at incredible speed.
Normal Time.
Infinite Size: The Elemental Plane of Flesh goes on forever, although there are finite areas covered in a variety of skin layers, including those with hair, fur, & even massive scaly plates. These pockets can vary in size from room-sized to immense caverns stretching for miles, & are the closest thing on this plane to being “outside” of the plane-wide body.
Alterable Morphic.
Flesh Dominant: Planes with this trait are mostly solid flesh. Travelers who arrive run the risk of suffocation if they don’t reach an artery or other fissure within the plane-wide body. Worse yet, individuals without the ability to burrow are entombed in the tissues & must dig their way out (5’ per turn). The myriad fluidic vessels that run through this plane are filled with an oxygenated liquid that is breathable by both air-based & water-based creatures.
Mildly Law-Aligned: Chaotic characters suffer a -2 penalty on all Charisma-based checks.
Normal Magic.Last edited by Zeta Kai; 2008-10-21 at 08:19 PM.
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2007-08-15, 11:32 AM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
Flesh Inhabitants
The Elemental Plane of Flesh is a highly variable place, full of dynamic events & continually in flux. Despite this constant instability, it is not particularly hostile to visitors from other planes, & tourists from the Material Plane especially can find much in common with the natives, if not the landscape.
The Flesh Plane hosts a greater number of different creatures, each designed to assist the plane-body’s functions is some way. It is dominated by native elementals & oozes, both of which travel about, conducting their own business, performing their given tasks. The elementals are distinct autonomous entities composed of organic tissue, built with animal-like bodily systems & structures, although only rarely does one type of creature possess all of them. The oozes are less complex, typically having more in common with unicellular rather than multicellular life, although they are still separate manifestations of the plane-body. Some these oozes are a natural part of the plane-body’s processes, like the Anti-Bodies & the Mightochondria, while others are merely pests, such as the Cancerebrums & the Cholesteroozes.
Many parasites, symbiotes, & other infesting & infectious entities exist on the Flesh Plane, subsisting on the abundant chemical energy generated by the natives, as well as that created by the plane-body itself. Some of these evolved on the plane, like the Parasights & the Sickle Cells, while others are known (or at least speculated) to have from other planes, such as the Infectoplasms & the Viral Swarms.
Organic animal-like creatures (Aberrations, Animals, Dragons, Giants, Humanoids, Magical Beasts, Monstrous Humanoids, & Vermin types) from other planes can be found on the Flesh Plane, in varying numbers. Most other beings are scarcely ever found here, as they either find the plane unnerving & bizarre, or they cannot find a compelling reason to remain. Non-organic Elementals & Outsiders are given the cold shoulder, as it were; Constructs, Fey & Plant entities are actively discouraged from staying on the Flesh Plane; the Undead are generally attacked on sight.
Portals to other planes are not apparently common, although they are certainly not unheard of. These usually consist of task-oriented planar gateways, such as taps to the Positive Energy/Earth/Water/Air Planes to receive power & raw materials, or shunts to the Negative Energy/Astral/Fire/Limbo Planes to excrete waste matter. Portals that are not used for specific utilities are somewhat few & far between.
The native tongue of the Flesh Plane is Corpan, a gurgling, throaty language that rises & falls is tone & cadence, nearly pulsing in a rhythmic pattern. It is well suited for use by animal caretakers, biologists, & doctors. Intelligent natives who deal with other planes typically speak Common, although there are some speakers of other elemental languages, as well.Last edited by Zeta Kai; 2008-10-23 at 02:37 PM.
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2007-08-15, 11:33 AM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
Movement & Combat
If anything could be said about moving around through the Elemental Plane of Flesh, it is that travel is always variable & inconsistent. Sometimes it’s slow, sometimes it’s fast, but it’s always a unique, ever-changing experience.
There are usually two methods of possible movement on the Flesh Plane: walking through air pockets, or swimming through the Red Flow (see Features, below, for more information). In the air-filled cavities, visitors can walk along the fleshy ground, which can be as hard as polished scales, or as soft as cellulite. For every 100’ that characters have traveled in an air pocket, DM’s should roll 1d8, & consult the following for types of terrain:
{table=head]D8|Terrain|Movement
1/2|Cellulite|1 square traveled on foot = 3 squares of movement, cannot run
3/4/5|Normal Skin|1 square traveled on foot = 2 squares of movement
6/7|Callous|normal movement
8|Scales|Balance checks required for walking (DC10) or running (DC15[/table]
Travelers can also attempt to burrow through the solid matter of the plane-body itself, but only creatures with a natural Burrow speed can do this easily. Beings without a natural Burrow speed must either remove or destroy the Cell Blocks that make up most of the Flesh Plane’s solid mass.
To make the scenario of tunneling through the Flesh Plane even more difficult is the fact that attacking the plane-body is considered by natives to be a hostile act. Any time that the plane-body takes damage, all native creatures within 500’ become alerted within 1d4 rounds. They each have a 25% chance of responding to the immediate vicinity where the damage took place, ready to defend the plane-body from further attacks, as well as attempting to heal the constituent Cell Blocks. Non-responsive monsters include: Cancerebrums, Cholesteroozes, Infectoplasms, Paraminds, Parasights, Sickle Cells, Symbiomotes, & Viral Swarms.Last edited by Zeta Kai; 2008-10-23 at 02:45 PM.
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2007-08-15, 11:47 AM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
intesting idea.
Spoiler
played the Space Pope in Total War 2125
..and the Papal States of Luna in Total War 2260
Playing
The Gears Chosen in Total Way: Broken City
The Spindleshanks Crusade in Total War: 40K
Dragon Avatar by Serp
Darkness Fell, and with it Light
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2007-08-15, 06:35 PM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
not that i mind but i thought you were going to retire from the mega posts?
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2007-08-15, 06:57 PM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
Wow- very intriguing.
Thanks to Tape Measure for my avatar!
Steam Name- [GitP] Dragor. Captain of the random disconnect, Lieutenant of the 'Uncloaking in front of somebody' Brigade.
League of Legends- Supernaturalist
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2007-08-15, 07:09 PM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
This is so utterly grotesque that words fail me. It's like a subsection of the Seven Hells.
But that's just my opinion. What do YOU think, Lex Luthor?
"WRONG!!!!!!"
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2007-08-15, 07:26 PM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
I've got this vision of the Many, from SySh2. All you're missing are the big gnashing molars.
Belkar's Bad to the Bone.
Dispossible a fetter hein and bemay kine a sinder's tock.
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2007-08-15, 08:02 PM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
Why is it slightly lawful? Being a collection of random flesh seems chaotic to me, but its your plane.
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2007-08-15, 08:14 PM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
Features of the Elemental Plane of Flesh
Acid Floods
The chemical energy that powers much of the Flesh Plane comes for the processing of raw materials, brought from other planes. This is done by Alimentals & Gastro Organelles, but they alone cannot produce enough energy to meet the plane-body’s needs. To make up for this, inert stomach-like chambers of varying sizes can be found throughout the plane-body. They range from the size of a small cottage to vast mile-wide caverns.
It is in these chambers that the deadly Acid Floods occur. Usually, these hollows are empty & unsealed, easily accessible via other air pockets. However, periodically, a portal in the ceiling will open & heaps of matter from another plane will pour out onto the floor (this matter could anything, from any plane; even living creatures wouldn’t be unusual). Once this happens, all entrances to this chamber (hardness 10, 180HP, Break DC35) are squeezed shut, & a multitude of shunts pour in a potent acid (2d8 acid damage), which quickly fills the room in 1d6+4 rounds. The acidic flood will remain for 2d4 minutes, then drains in the floor will open up, siphoning off the acid, as well as the liquefied matter, leaving behind any indigestible material. Only once this process is complete will the gateways reopen.
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2007-08-16, 03:28 AM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
That is horrifically disgusting.
And f***ing awesome
This is an extremely creepy idea, very well made.
I would like to use this for my campaign world I'm working on, except as a layer of the Abyss instead of another plane.
I look forward to reading more. Those acid floods are quite nasty.
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2007-08-16, 03:56 AM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
Disgusting? Not to me...
I LIKED The Fantasy Voyage, and even Osmosis Jones was decent.
One question: What is lighting like on this plane?[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
Currently Running: Equestria Begins (A High Tactics campaign)
Extended Signature
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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2007-08-16, 06:41 AM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
Cystemic Anomalies
Found throughout the Flesh Plane, these ulcerous pockets are formed by a mysterious disease in the plane-body’s flesh. They vary in size from miniscule cavities no larger than a nostril to cavernous craters as large as a house. They all appear to be contaminated & foul, highly discolored from the surrounding tissue, leaking viscous fluids, & smelling quite rank. The cause of these pustulent sores is unknown, but is speculated to be some form of disease, although a contaminating agent may also be possible.
In addition to the filth that these cysts create, they usually possess some bizarre magical trait. All creatures within 1d4 × 5’ away from an anomaly are subject to its effects. When encountering a Cystemic Anomaly, roll 1d20, & then consult the following table:
{table=head]d20|Trait
01-02|Just Gross (no trait)
03-04|Poisonous (cyst slime poison, contact DC18, initial 1d6 Constitution damage, secondary 1d6 Constitution damage, 1,600GP)
05|Disenchanting (antimagic field, 10’ radius from cyst’s perimeter)
06|Cryogenic (1d6 cold damage per round)
07|Burning (1d6 fire damage per round)
08|Shocking (1d6 electricity damage per round)
09|Caustic (1d6 acid damage per round)
10|Fearsome (induces frightened effect, Will save DC18 negates)
11-12|Infectious (cystemic tremors disease, contact DC18, incubation 1d6+2 days, 1d8 Constitution damage)
13|Revolting (all within 10’ are nauseated, Fortitude save DC18 negates)
14|Maddening (confusion effect for 1d12 rounds, Will save DC18 negates)
15|Scintillating (dazzled effect for 1d12 rounds, Reflex save DC18 avoids)
16|Wearying (fatigue effect for 1d12 rounds, Fortitude save DC18 negates)
17|Paralyzing (paralysis effect, Fortitude save DC18 negates)
18|Stunning (stunned effect, Will save DC18 negates)
19|Knock-out (unconscious effect, Reflex save DC18 avoids)
20|Just Plain Wrong (2 traits, re-roll twice)[/table]Last edited by Zeta Kai; 2008-10-21 at 08:40 PM.
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2007-08-16, 06:43 AM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
The Hepatonexus
Somewhere in the plane-body, tales tell of an enormous, multi-mile-wide organic complex, responsible for regulating the chemical balance of the Red Flow. This structure functions much like a liver for the Flesh Plane, & is thus known as the Hepatonexus.
It is believed that only one such place exists, & that it meets the needs of the entire plane, although the philosophical implications of this are highly debated. Regardless of the semantics, it is a fact that the Red Flow depends on the quality of its fluids. Therefore, the Hepatonexus is revered (& sometimes even worshipped) as a near-mythical font of purity & goodness.
This place, if it truly exists, is thought to be sprawling complex, composed of billions (if not trillions) of Cell Blocks. Legend has it that the entire structure is filled with an incredibly intricate system of organic machines, maintained by a host of Glandulords. Who or what may be directing the actions of all these Glandulords is a subject of intense speculation in some circles. What would happen to the plane-body if this place ceased to function is also a matter of much debate. But the mystery surrounding this legendary locale is likely to remain, as few, if any, beings of true credibility have claimed to have seen it, & none claim to have entered it.Last edited by Zeta Kai; 2008-10-23 at 02:47 PM.
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Re: The Elemental Plane of Flesh! (another megapost)
Morticorpi
The Flesh Plane is an extremely robust entity, capable of healing itself from grievous wounds that would fell any other less being, even the gods themselves. However, it is neither invincible nor immortal. Despite its tremendous healing abilities, it is as vulnerable as any being to a concentrated attack of the correct nature.
In the vast, infinite body of the plane, there exists pockets of necrotic material; areas composed of lifeless, gray dead tissue. All of the surfaces within are shriveled, bloated, oozing, discolored, “maggot”-ridden, or some combination of the above. The rank stench of decay pervades these putrid places, disgusting any living creature who enters (Fortitude save (DC20) to resist becoming sickened). Pustules the size of cattle may burst without warning (2d6 damage to all creatures/objects within 20’, Reflex save (DC18) for half damage, those that fail their saving throw are also nauseated for 1d4 rounds). The “ground” in these pockets are often either slick with slime (must make a Balance check (DC15) or slip & fall prone) or sticky with goo (1 square traveled on foot = 4 squares of movement). These are the only regions on the Flesh Plane where one can find corporeal undead, as they often wander the foul landscape in search of living prey.
The cause of these rotting dead zones is unknown. Possible culprits include Cancerebrum tumors, Infectoplasm epidemics, Parasight infestations, Viral Swarms, or some unheard of threat. Extraplanar perpetrators may also be responsible, such as demons, devils, evil gods, liches, necromancers, or yugoloths. Some even argue that the “diet” of the plane-body is to blame, citing the potential hazards associated with various elemental materials. Regardless of their origin, they pose a serious danger to the future of the plane-body. Although they are currently tiny motes of death in a vibrant sea of life, it is believed that they may be spreading, & that they might one day jeopardize the entire Flesh Plane, turning it into a twisted, foul Elemental Plane of Death.Last edited by Zeta Kai; 2008-10-23 at 02:50 PM.
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Re: The Elemental Plane of Flesh! (another megapost)
Obee City
- Size: Planar Metropolis
- Population: 120,000 adults
- GP Limit: 600,000GP
Despite the abundance of life on the Flesh Plane, there are not many places which one could call “settled” or “civilized.” Most of the plane is, of course, a living, breathing organism, so even though there are numerous air pockets large enough to house a town or village, few such settlements exist. However, in a place that is infinite, anything is possible. Nowhere is that axiom better exemplified than in Obee City.
As the largest & most populous urban area on the Elemental Plane of Flesh, Obee City is home to thousands of beings, both native & foreign. Glandulords, Ligamentals, Ganglial Nodes, & even some Paraminds share the metropolis with extraplanar creatures such as djinn, elementals, fey, giants, & outsiders from every plane on the Great Wheel. It is constructed almost entirely of billions of Cell Blocks, assembled in the shapes of houses, offices, & other buildings. A major artery of the Red Flow runs underneath the city, providing sustenance to the various structures, as well as serving as the city’s water supply (& most likely a sewer system, as well). The most notable of features within the town are the presence of several portals to other planes, leading to the Material Plane, most of the elemental planes (the Fire Plane is conspicuously absent), & most surprisingly of all, the Ethereal Plane. The only outer planes that are accessible are the Outlands, the Beastlands & Gehenna.
The entire city is build upon an abnormally large patch of calloused skin (normal movement), within one of the larger known air pockets available on the plane. Given the close proximity to many extraplanar portals, it is unsurprising that the town is probably the most well known location on the Flesh Plane among planar travelers, acting as a port-of-call for many natives & foreigners alike, as well as an active trading hub.
Although plant-based creatures & constructs often feel uncomfortable while in a city made entirely of living flesh, no prejudice is made against any sentient creatures, regardless of construction. Only undead entities are exempt from this tolerance, as their worldview often puts them at odds with life in general, & living things in particular.Last edited by Zeta Kai; 2008-10-23 at 02:54 PM.
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Re: The Elemental Plane of Flesh! (another megapost)
The Red Flow
An intricate network of labyrinthine tunnels branching in all directions, the Red Flow is the lifeblood of the plane-body. The Red Flow carries vital fluids to all of the myriad Cell Blocks throughout the Elemental Plane of Flesh, as well as many other beneficial organisms. It is regulated by the pumping of countless Cardio Organelles, instinctively acting in unison to provide the hydraulic force required to thrust the Red Flow forward.
The tunnels range in size from cyclopean pathways about 100’ across to minute capillaries barely an inch wide. The walls of the tunnels are made of hardened, advanced Cell Blocks (Tiny size, 2HD, Hardness 4, Break DC24). Access to & from the Red Flow is gained via multi-chambered airlock-like valves, located every 1d12 × 100’.
Many native creatures call the Red Flow their home. Anti-Bodies, Hemo Organelles, & Mightochondria all live within its fluids. Unfortunately, it is also the hunting ground for many dangerous beings, such as Cholesteroozes, Sickle Cells & the like, that ply the “waters” searching for prey to consume or attack.
In the fluid-filled channels of the Red Flow, swimming is the means of travel. The fluid is a hyper-oxygenated mixture of non-toxic chemicals, so air-breathing creatures can freely navigate its pathways without concern about drowning. However, visibility is reduced to about 30’, even with Darkvision; beyond that, the fluid within the tunnel is an opaque red haze.
Within the arterial tunnels of the Red Flow, the current flows in pulsing waves. Every other round, the fluid flows forward at a rate of 80’; all creatures & objects within move forward 80’ in addition to any velocity that they were traveling. In between surges, the fluid is effectively motionless. During surges, creatures & objects are stationary relative to one another, unless of course, they are actively moving.
The Red Flow is the primary method of long distance transportation across the Flesh Plane, & is instrumental in maintaining the life of the plane-body. Without the chemical energy it provides, the Flesh Plane would die within hours.Last edited by Zeta Kai; 2008-10-23 at 02:59 PM.
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2007-08-16, 09:22 AM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
When I saw the title, I knew what you mean, but I immediatly jumped to a mental image of a really lecherous plane of sex, a sort of succubi home plane.
What you've got though is bloody amazing. Keep up the smashing work.
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2007-08-17, 06:38 AM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
Flesh Encounters
The Elemental Plane of Flesh is a vibrant, pulsing place, with a wide variety of semi-autonomous fauna. It is the home to many different kinds of native creatures, as well as foreign beings from other planes. Although plants, constructs, & the undead are extremely rare, anything & everything can happen on the infinite plane-body.
The tables below are suitable for typical travelers, but DM’s can also use them as templates for encounter tables of specific areas by adding/removing creatures or changing the percentages. On a d% result of 96-00, characters encounter one random entry from either Table 1-1 or Table 1-2 below, depending on the respective environment. Roll once per hour.Last edited by Zeta Kai; 2008-10-23 at 05:54 PM.
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2007-08-17, 06:45 AM (ISO 8601)
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Re: The Elemental Plane of Flesh! (another megapost)
Table 1-1: Elemental Plane of Flesh Encounters: "Land"
{table=head]d%|Encounter|Number|CR|@ EL
01-03|Alimental|1|9|9
04-07|Cancerebrum, Benign|1d10+5|1|8
08-10|Cancerebrum, Malignant|1d8+4|2|8
11|Carrion Crawler*|1|4|4
12-16|Cell Block|--|--|--
17|Chuul*|1|7|7
18|Digester*|1|6|6
19-20|Glandulord|1|8|8
21-22|Infectoplasm: Blinding Sickness|1d4|9|11
23-24|Infectoplasm: Cackle Fever|1d4|9|11
25-26|Infectoplasm: Demon Fever|1d4|9|11
27-28|Infectoplasm: Devil Chills|1d4|7|9
29-30|Infectoplasm: Filth Fever|1d4|6|8
31-32|Infectoplasm: Mindfire|1d4|6|8
33-34|Infectoplasm: Mummy Rot|1d4|11|13
35-36|Infectoplasm: Red Ache|1d4|8|10
37-38|Infectoplasm: The Shakes|1d4|6|8
39-40|Infectoplasm: Slimy Doom|1d4|7|9
41-45|Ligamental, Small|2d6+3|2|9
46-49|Ligamental, Medium|2d4|4|9
50-52|Ligamental, Large|1d4|6|8
53-55|Ligamental, Huge|1|8|8
56-58|Ligamental, Greater|1|10|10
59-60|Ligamental, Elder|1|12|12
61-63|Node, Dermal|1|9|9
64-66|Node, Ganglial|1d12|9|14
67-69|Node, Muscular|1|14|14
70-72|Node, Osseous|1|12|12
73-74|Organelle, Cardio|1|7|7
75-76|Organelle, Gastro|1|6|6
77-79|Organelle, Neuro|1d12|5|10
80-82|Organelle, Occulo|1d2|4|4
83-85|Organelle, Respero|1d2|6|6
86|Otyugh*|1|4|4
87-88|Paramind|1|7|7
89-91|Parasight|1d8|2|6
92-94|Skelemental|1|13|13
95|Stirge*|1|½|½
96-98|Symbimote|1d6|3|6
99-00|Viral Swarm|1|3|3[/table]Last edited by Zeta Kai; 2008-10-23 at 06:57 PM. Reason: added link
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Re: The Elemental Plane of Flesh! (another megapost)
Table 1-2: Elemental Plane of Flesh Encounters: Red Flow
{table=head]d%|Encounter|Number|CR|@ EL
01|Aboleth*|1|7|7
02-06|Anti-Body|1d6+2|7|12
07-11|Cell Block|--|--|--
12-15|Cholesterooze|1d8|8|12
16-18|Glandulord|1|8|8
19-20|Infectoplasm: Blinding Sickness|1d4|9|11
21-22|Infectoplasm: Cackle Fever|1d4|9|11
23-24|Infectoplasm: Demon Fever|1d4|9|11
25-26|Infectoplasm: Devil Chills|1d4|7|9
27-29|Infectoplasm: Filth Fever|1d4|6|8
30-31|Infectoplasm: Mindfire|1d4|6|8
32-33|Infectoplasm: Mummy Rot|1d4|11|13
34-35|Infectoplasm: Red Ache|1d4|8|10
36-37|Infectoplasm: The Shakes|1d4|6|8
38-39|Infectoplasm: Slimy Doom|1d4|7|9
40|Kraken*|1|12|12
41|Kuo-Toa*|1d4|2|4
42-46|Ligamental, Small|2d6+3|2|9
47-50|Ligamental, Medium|2d4|4|9
51-53|Ligamental, Large|1d4|6|8
54-56|Ligamental, Huge|1|8|8
57-59|Ligamental, Greater|1|10|10
60-61|Ligamental, Elder|1|12|12
62-66|Mightochondrion|1d4|5|7
67|Ochre Jelly*|1|5|5
68-73|Organelle, Hemo|1d12|8|13
74-76|Organelle, Neuro|1d12|5|10
77-78|Paramind|1|7|7
79-81|Parasight|1d8|2|6
82-83|Phasm*|1|7|7
84|Sahuagin*|1d4|2|4
85-87|Sickle Cell|1d6|2|5
88-90|Skelemental|1|13|13
91|Skum*|1|2|2
92-94|Symbimote|1d6|3|6
95|Tojanida, Juvenile*|1|3|3
96|Tojanida, Adult*|1|5|5
97-98|Viral Swarm|1|3|3
99|Water Elemental, Small*|1|1|1
00|Water Elemental, Medium*|1|3|3[/table]Last edited by Zeta Kai; 2008-10-23 at 07:10 PM.
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Re: The Elemental Plane of Flesh! (another megapost)
Cosmological Variants
Where can the Elemental Plane of Flesh fit into the Great Wheel? Where does it belong in the D&D multiverse? Can it be used in alternate campaign settings, like the Forgotten Realms, or Eberron? Here are a few options for DM’s to consider:
- In cosmologies that use the Elemental Plane of Wood, the Flesh Plane can be adapted into its polar opposite; a yin to its yang, negative to its positive, a fauna to its flora. This is not recommended for Oriental Adventures campaigns, since only five elements (the Wu Xing: Earth, Fire, Water, Wood & Metal) are traditionally appropriate for that genre.
- The Flesh Plane could be used to replace any of the standard elemental planes; this works particularly well with the Earth Plane, but the Water Plane & the Air Plane are also good choices.
- The Flesh Plane might be another transitive plane, operating alongside the Ethereal, the Astral & the Shadow. This makes for a strange universe, which is well-suited for horror-themed games with a strong flavor of the Unknown. In this case, it should be called the Flesh Plane exclusively, as it would no longer truly be elemental in nature.
- The Flesh Plane works well as one of the innumerable layers of the Abyss; this requires the plane-body to trade in its elemental properties for more sinister aspects, but this could be done with a minimal overhaul, leaving an alien place full of malice & hunger; in this version, it would be beneficial to play up the more disgusting & unsettling bodily processes that take place here
- This may be an alternate Material Plane, a dimension containing of all of the elements, only amalgamated in a completely different manner that the normal Material Plane.
- In the Forgotten Realms, one of three possibilities exists for the inclusion of the Flesh Plane. It can be used like a transitive or elemental plane, like the above suggestions. It can also be simply added to the other 26 outer planes, making it the 27th (this can be done to produce a trinity of 9 outer planes each). Lastly, it could replace one of the outer planes, most likely the House of Nature, Blood Rift, or even Dweomerheart (this last option makes for radically different planar adventures than one would normally expect in the Realms).
- In the Eberron cosmology, unlike that of Forgotten Realms, has no real inner planes, so use of the Flesh Plane must be fundamentally different. It is not recommended to use it as a transitive plane, nor would it be wise to merely add it to the rotating orbits (or the orbiting rotations) of the other planes. The best solution for an Eberron campaign would be to replace one of the existing planes, the best candidates being Dolurrh (the Realm of the Dead) or Thelanis (the Faerie Court). Like the Realms, this makes for very different planar travels, with the additional consideration of how the Flesh Plane would interact with the Material as it orbits.
Last edited by Zeta Kai; 2008-10-21 at 08:30 PM.
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Re: The Elemental Plane of Flesh! (another megapost)
Flesh Subtype
This subtype usually is used for elementals & outsiders with a connection to the Elemental Plane of Flesh. Flesh creatures usually have Fast Healing, & many flesh creatures have Regeneration (except for oozes).
Also, due to their fleshy nature, creatures with this subtype are particularly susceptible to painful injuries. Any attack that deals lethal damage causes a flesh creature to suffer a -1 morale penalty to ability checks, attack rolls, skill checks & saving throws for the remainder of that encounter. This penalty can only be applied to a particular creature once per encounter, however, so it cannot stack with itself.Last edited by Zeta Kai; 2007-08-18 at 09:12 AM.
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Re: The Elemental Plane of Flesh! (another megapost)
Flesh Creatures
Alimental
Huge Elemental (Flesh, Extraplanar)
Hit Dice: 10d8+50 (95HP)
Initiative: +0
Speed: 40’ (8 squares), Climb 20’ (4 squares), Swim 40’ (8 squares)
Armor Class: 15 (-2 size, +7 natural); touch 8; flat-footed 15
Base Attack/Grapple: +6/+21
Attack: Tentacle +11 melee (2d6+7)
Full Attack: Tentacle +11 melee (2d6+7) & Bite +6 melee (1d6+3)
Space/Reach: 15’/15’
Special Attacks: Acid Spray, Improved Grab, Long Reach, Swallow Whole
Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 1, Regeneration, Tremorsense
Saves: Fort +12, Ref +3, Will +3
Abilities: Str 25 (+7), Dex 10 (+0), Con 21 (+5), Int 1 (-5), Wis 11 (+0), Cha 11 (+0)
Skills: Climb +9, Listen +4, Spot +6, Swim +8
Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack
Environment: Elemental Plane of Flesh
Organization: solitary
Challenge Rating: 9
Treasure: N/A
Alignment: usually Neutral
Advancement: 11-12 HD (Huge), 13-15 HD Gargantuan, 16-20 HD (Colossal)
Level Adjustment: N/A
Like a massive coiled serpent, this skinless creature writhes & twists on the ground. It looks like nothing other than the entire digestive system of a gigantic beast, moving on its own with seemingly predatory intent.
This bizarre creature is essentially just what it looks like: a living alimentary canal. Its head is a tooth-tipped larynx; its neck is an ophidian esophagus; its body is just an immense stomach; & its tail is a ropey length of entrails. A voracious beast, related to the Gastro Organelle (see below), the Alimental is always search for prey to feed upon, for its hunger is never truly sated. It has no bones to support its pliable body, nor does it have eyes, ears or other discernable anatomical traits.
An Alimental stretches about 30’ long & weighs about 2 tons. It speaks no language.
• Acid Spray (Ex): an Alimental can emit a 30’ cone of acid (2d6 damage, Reflex save DC15 for half damage) every 1d6+4 rounds
• Improved Grab (Ex): to use this ability, an Alimental 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
• Long Reach (Ex): an Alimental can lash out with its Tentacle attack once every 1d4+1 rounds, hitting opponents up to 25’ away (NOTE: it may also hit opponents that are less than 25’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tentacle attack
• Swallow Whole (Ex): an Alimental can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check; once inside, the opponent takes 2d6+7 points of crushing damage plus 2d6 points of acid damage per round from an Alimental’s digestive juices; a swallowed creature can cut its way out by dealing 31 points of damage to an Alimental’s digestive tract (AC15); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; an Alimental’s gullet can hold 1 Large, 2 Medium, 4 Small, or 8 Tiny or smaller creatures
• Regeneration (Ex): fire & acid deal normal damage to an Alimental, while all other damage is halved (50%); if an Alimental loses a limb or other body part, the lost portion regrows in 1d8+2 rounds; critical hits cannot be regenerated
• Tremorsense (Ex): an Alimental can pinpoint the location of anything in contact with the ground within 60’, as long it is also touching the groundLast edited by Zeta Kai; 2008-10-21 at 10:16 PM.
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Re: The Elemental Plane of Flesh! (another megapost)
Anti-Body
Huge Ooze (Flesh, Extraplanar)
Hit Dice: 6d10+54 (87HP)
Initiative: -3
Speed: 5’ (1 square), Swim 40’ (8 squares)
Armor Class: 10 (-2 size, -3 Dex, +5 natural); touch 5; flat-footed 10
Base Attack/Grapple: +4/+13
Attack: Slam +13 melee (2d6+9 plus 1d6 acid)
Full Attack: Slam +13 melee (2d6+9 plus 1d6 acid)
Space/Reach: 15’/15’
Special Attacks: Acid Spray, Disinfect
Special Qualities: Blindsight 60’, Immunities, Infection Sense, Ooze traits, Fast Healing 1
Saves: Fort +6, Ref -1, Will -3
Abilities: Str 28 (+9), Dex 5 (-3), Con 29 (+9), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: N/A
Feats: N/A
Environment: Elemental Plane of Flesh
Organization: solitary, corpus (3-12), or flood (20-60)
Challenge Rating: 7
Treasure: N/A
Alignment: always Neutral
Advancement: 7-9 HD (Huge), 10-13 (Gargantuan), 14-16 Colossal
Level Adjustment: N/A
This giant cellular entity appears to be mass of organic chains, tangled & twisted into the shape of a huge letter “Y.” It swims through the soupy fluids with singular drive, giving it a semblance of purpose. It is carrying smaller beings in each of its two great arms.
Anti-Bodies are the foundation of the Flesh Plane’s immune system, responsible for identifying & neutralizing foreign objects. Each one of them is constantly on patrol of the Red Flow, searching for any object or creature that doesn’t belong so that it can be eliminated. They are very strong, able to carry over half a ton.
An Anti-Body is more than 25’ across & weighs about 10 tons. Being mindless, it speaks no language.
• Acid Spray (Ex): an Anti-Body can emit a 20’ cone of acid (2d4 damage, Reflex save DC12 for half damage) every 1d4+4 rounds; creatures hit by the spray suffer a -2 penalty to all Fortitude saves to resist the Disinfect for 10 rounds (1 minute)
• Disinfect (Su): an Anti-Body emit a 40’ cone once per round; all creatures within the cone’s area of effect are subject to a remove disease spell with a caster level equal to the Anti-Body’s Hit Dice; this effect also deals 1d4×HD damage to disease-based creatures (such as the Infectoplasm, below), unless they succeed a Fortitude save (DC14) for ½ damage; the save DC is Constitution-based
• Immunities (Ex): an Anti-Body is immune to all diseases
• Infection Sense (Ex): an Anti-Body can pinpoint disease-infected creatures within 90’ (18 squares) & can sense all forms of disease at ranges of up to ½ mile (2,640’, or 528 squares)
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Re: The Elemental Plane of Flesh! (another megapost)
Cancerebrum, Benign
Tiny Ooze (Flesh, Extraplanar)
Hit Dice: 2d10+8 (19HP)
Initiative: -3
Speed: 10’ (2 squares), Burrow 10’ (2 squares)
Armor Class: 9 (+2 size, -3 Dex); touch 9; flat-footed 9
Base Attack/Grapple: +0/-11
Attack: Slam -1 melee (1d3-3)
Full Attack: Slam -1 melee (1d3-3)
Space/Reach: 2½’/0’
Special Attacks: Healing Ray
Special Qualities: Ooze traits, Rapid Growth, Split
Saves: Fort +4, Ref -3, Will -5
Abilities: Str 4 (-3), Dex 5 (-3), Con 19 (+4), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: N/A
Feats: N/A
Environment: Elemental Plane of Flesh
Organization: solitary, pair, or tumor (3-15)
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: 3-4 HD (Tiny); 5-6 HD (Small), 7-8 HD (Medium)
Level Adjustment: N/A
What appears to be a lumpy, misshapen puddle of sludge crawls slowly forward on its own momentum. It is covered in bubbling sores, & its mottled surface is interwoven with a network of pulsing veins.
Quite literally an ambulatory tumor, this strange being is a result of the bizarre regenerative properties of the Flesh Plane. Once it was merely a little clump of Cell Blocks (see below) reproducing out of control, the healing powers present on this plane (when combined with the mild Law-Alignment) organized the lump & gave it mobility. Now able to travel in search of food to sustain itself, this creature seeks to perpetuate its existence by multiplying; however, it doesn’t mean any harm, & can be beneficial to those who treat it well.
A Benign Cancerebrum is about 18” across & weighs about 3 pounds. Being mindless, it speaks no language.
• Healing Ray (Su): once per round, a Cancerebrum can emit a 20’ cone of healing light from one of its psuedopods; all living creatures struck by this curative beam gain 1d6 temporary hit points & heal 1 point of ability damage (lowest ability score first); an undead creature must succeed a Fortitude save (DC16) or suffer 1d6 damage & 1 point of ability damage (highest ability score first); constructs are completely unaffected
• Rapid Growth (Ex): a Cancerebrum gains 1 Hit Die every 4 hours, until it reaches 8 Hit Die, at which point it will Split
• Split (Ex): slashing & piercing weapons deal no damage to a Cancerebrum; instead the creature splits into 2 identical Cancerebrums, each with ½ of the original’s current hit points (rounded down); a Cancerebrum with 10HP or less cannot be further split and dies if reduced to 0HP; a Cancerebrum will also split on its own if it reaches its maximum HD (8)