Homebrew DesignRoll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
I'm working on a campaign that's set in the Abyss during the Age Before Ages. Part of this process involves cranking out a few new obyriths. I figured I'd put them on this thread and see if I can get some advice. Spoilered for length.
Writhla
Spoiler
Writhla
Medium Outsider (chaotic, evil, extraplanar, obyrith) Hit Dice: 2d8+4 (13 hit points) Init: +1 Speed: 20 ft.; climb 20 ft. Armor Class: 15 (+1 Dex, +4 natural), flat-footed 14, touch 11 Base Attack/Grapple: +2/+4 Attack: Bite +4 melee (1d6+3) Full Attack: Bite +4 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Form of Madness Special Qualities: Darkvision 60 ft., Damage Reduction 5/cold iron or lawful, fast healing 1, obyrith traits, telepathy 100 ft., true seeing, worms Saves: Fort +5, Ref +4, Will +3 Abilities: Str 15, Dex 12, Con 14, Int 4, Wis 10, Cha 6 Skills: Climb +10, Hide +6, Listen +5, Move Silently +6, Spot +5, Swim +7 Feats: Ability Focus (form of madness) Environment: Infinite Layers of the Abyss Organization: Solitary or hive (2d6 writhlae plus an advanced 5 HD writhla) Challenge Rating: 4 Treasure: None Alignment: Always Chaotic Evil Advancement: 3-5 HD (Medium), 5-10 HD (Large) Level Adjustment: --
A typical writhla is five feet long and weighs 120 pounds. It resembles a bloated, decaying worm with four gelatinous red eyes and over a dozen tails, the sores and tears in its flesh wriggling with thousands of worms and slugs. It creates a disgusting trail of such vermin everywhere it goes. Its mouth is packed with three rows of razor-sharp teeth made of iron. Writhla do not speak, but they understand Abyssal, and can communicate telepathically.
Combat
Writhlae resort to fairly simple tactics in combat, preferring to sneak up on prey and attempt to crush it into submission.
Form of Madness (Su): The form of a writhla is so jarring that those within 60 feet of a writhla who observe it must make a DC 11 Will save or be permanently haunted with visions of slime-riddled worms oozing from the flesh of those they interact with, imposing a -4 penalty on all social-based skill checks, distracted by the horrific hallucinations. A creature that makes its saving throw against this writhla's form of madness is immune to it for 24 hours. This is a mind-affecting ability. Chaotic evil outsiders are immune to a writhla's form of madness. The insanity caused by a writhla's form of madness can only be removed by a greater restoration, heal, limited wish, miracle, or wish.
Obyrith Traits (Ex): Immunity to poison and mind-affecting effects, resistance to acid 10, cold 10, electricity 10, and fire 10.
Skills: A writhla receives a +8 racial bonus on Climb checks and can always choose to take 10, even when threatened.
True Seeing (Su): A writhla is under the constant effect of true seeing, as the spell. This effect cannot be dispelled.
Worms (Su): A writhla is constantly producing worms from its disgusting flesh. Once every ten rounds, a swarm of worms appears in the same square as the writhla. (Use a swarm of centipedes without the poison ability.) The writhla cannot control the swarm, but also does not take damage from the swarm. The swarm of worms lasts for 4d4 rounds before dissolving into slime.
Xelrah
Spoiler
Xelrah
Large Outsider (chaotic, evil, extraplanar, obyrith) HD: 5d8+20 (42 hit points) Init: +3 Speed: 60 ft. Armor Class: 17 (+3 Dex, +5 natural, -1 size), flat-footed 14, touch 12 Base Attack/Grapple: +5/+13 Attack: Bite +8 melee (1d8+4 plus poison); or claw +8 melee (1d6+4); or tail +8 melee (1d8+4) Full Attack: Bite +8 melee (1d8+4) and 2 claws +6 melee (1d6+2) and tail +6 melee (1d8+2 plus poison) Space/Reach: 10 ft./10 ft. (15 ft. with tail) Special Attacks: Form of Madness, Poison, Spell-like abilities Special Qualities: Darkvision 60 ft., Damage Reduction 5/cold iron, fast healing 3, obyrith traits, telepathy 100 ft., true seeing Saves: Fort +8, Ref +7, Will +5 Abilities: Str 18, Dex 16, Con 18, Int 15, Wis 12, Cha 14 Skills: Balance +11, Bluff +10, Concentration +12, Jump +12, Knowledge (arcana) +10, Hide +11, Listen +17, Move Silently +11, Spot +9, Survival +9 Feats: Ability Focus (Form of Madness), Multiattack Environment: Infinite Layers of the Abyss Organization: Solitary Challenge Rating: 6 Treasure: Standard Alignment: Always Chaotic Evil Advancement: 6-8 HD (Large), 9-12 HD (Huge) Level Adjustment: --
The Xelrah is a cunning predator of the Abyss. Its lithe, cat-like body is covered in a revolting mixture of black scales and thick fur. The large quadruped tears ferociously into its prey, using claws and teeth and tail to strike it down. Xelrah are usually solitary, but can occasionally be found in the company of a more powerful obyrith.
Combat
The Xelrah prefers to sneak up on a foe in combat. It buffs itself beforehand with cat's grace and magic fang before it attacks.
Form of Madness (Su): The appearance of a Xelrah is so haunting that those within 60 feet of a (name) who observe it must make a DC 16 Will save or be permanently be afflicted by hallucinations, seeing the Xelrah everywhere, causing a -4 penalty on Initiative checks. A creature that makes its saving throw against this Xelrah's form of madness is immune to it for 24 hours. This is a mind-affecting ability. Chaotic evil outsiders are immune to a Xelrah's form of madness. The insanity caused by a Xelrah's form of madness can only be removed by a greater restoration, heal, limited wish, miracle, or wish.
Poison (Ex): A Xelrah's tail blade is slick with venom. Fort. save DC 18, 1d6 Str/1d6 Str
Obyrith Traits (Ex): Immunity to poison and mind-affecting effects, resistance to acid 10, cold 10, electricity 10, and fire 10.
For the writhla, I would reccommend using Vorpal Tribble's CR gauge to determine an appropriate target CR. It won't be too high, since its HP are paltry enough that a magic missile will take it down.
For the (name), I suggest Xelrtha. Why? It sounds good to me. *shrug*
On the CR point, I think that (name) is probably a CR 5 or 6. The Fast Healing is a bit too high, IMO. Drop it to 2-3 and it's a CR 5-6 for sure.
The CR on the Writhla is probably 2-3.
Also, I love obryriths! Can't wait for a few more.
Thanks for the advice! I dropped its fast healing, and I decided to name it "Xelrah." Somewhat close to the name you provided...
Quote:
Originally Posted by afroakuma
Outer planar archetype project? I am summoned!
For the writhla, I would reccommend using Vorpal Tribble's CR gauge to determine an appropriate target CR. It won't be too high, since its HP are paltry enough that a magic missile will take it down.
Can you possibly link me?
__________________
Daybreak Caste Abyssal by Gnomish Wanderer!
Quote:
Originally Posted by Holden, on Exalted Week
It's like Shark Week only with way more sharp-toothed unreasoning predators
Last edited by TheCountAlucard : 10-09-2008 at 05:46 PM.
That is eerie, I was going to make some obyriths not too long ago, and I had plans to make one that has a form of madness that forces people to think worms are burrowing out from their skin.
Get out of my head.
__________________
My Deviantart, Please enjoy it. Invincible Maiden Avatar by GryffonDurime.
Grath
Huge Outsider (chaotic, evil, extraplanar, obyrith) Hit Dice: 6d8+42 (69 hp) Init: +6 Speed: 60 ft.; burrow 30 ft. Armor Class: 18 (+2 Dex, +8 natural, -2 size), Base Attack/Grapple: +6/+21 Attack: Bite +8 melee (3d6+10) Full Attack: Bite +8 melee (3d6+10) Space/Reach: 15 ft./10 ft. Special Attacks: Form of Madness, Spell-like Abilities, Improved Grab, Swallow Whole Special Qualities: Darkvision 60 ft., Damage Reduction 5/lawful, fast healing 5, obyrith traits, telepathy 100 ft., tremorsense 30 ft., true seeing Saves: Fort +12, Ref +7, Will +7 Abilities: Str 24, Dex 14, Con 25, Int 10, Wis 14, Cha 16 Skills: (need to do skills) Feats: Improved Initiative, Improved Natural Attack (bite), Snatch Environment: Infinite Layers of the Abyss Organization: Solitary Challenge Rating: (need Challenge Rating) Treasure: Standard or Gang (1d4+2) Alignment: Always Chaotic Evil Advancement: 7-10 HD (Huge), 11-13 HD (Gargantuan) Level Adjustment: --
A typical Grath is around 25 feet long and weighs 5,000 pounds. It has a fleshy, worm-like body, with a toothy reptilian head. Dozens of short, two-fingered claws support the massive beast. It also has two long antennae just before its bright purple eyes.
Combat
Graths are sadistic and enjoy the sensation of digesting its prey alive. Before combat, it will buff itself with bull's strength and bear's endurance.
Improved Grab: To use this ability, a grath must hit a creature at least one size smaller than itself with its 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 and can try to swallow the opponent in the following round.
Form of Madness (Su): The grath's senseless gorging can incite madness. Those within 60 feet of the grath who observe it must succeed on a DC 16 Will save. Those who fail and are subject to the grath's Improved Grab ability automatically fail their grapple check to avoid being swallowed. A creature that makes its saving throw against this graht's form of madness is immune to it for 24 hours. This is a mind-affecting ability. Chaotic evil outsiders are immune to a grath's form of madness. The insanity caused by a grath's form of madness can only be removed by a greater restoration, heal, limited wish, miracle, or wish.
Obyrith Traits (Ex): Immunity to poison and mind-affecting effects, resistance to acid 10, cold 10, electricity 10, and fire 10.
Swallow Whole (Ex): A grath can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes x points of bludgeoning damage and x points of acid damage per round from the grath's stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal x points of damage to the stomach (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge grath's stomach can hold 4 Medium, 16 Small, 64 Tiny, or 256 Diminuitive or smaller opponents.
True Seeing (Su): A grath is under the constant effect of true seeing, as the spell. This effect cannot be dispelled.
__________________
Daybreak Caste Abyssal by Gnomish Wanderer!
Quote:
Originally Posted by Holden, on Exalted Week
It's like Shark Week only with way more sharp-toothed unreasoning predators
Last edited by TheCountAlucard : 10-12-2008 at 12:04 AM.
Well, the only thing I could say about it now is that it's basically another swallower, only with an imporved ability to get victims into its mouth. That's fine; it certainly fills a niche. It's just that there's nothing really unique there.
But again, it does fit a useful niche. There is nothing wrong with that. The tremorsense also grants it special uses that most other demons wouldn't have.
Yep. Hopefully I can get my drawings scanned tomorrow. I mean, I know they're not crazy-awesome horrifying, but it's still nice to have a visual aid, right?
__________________
Daybreak Caste Abyssal by Gnomish Wanderer!
Quote:
Originally Posted by Holden, on Exalted Week
It's like Shark Week only with way more sharp-toothed unreasoning predators
That is eerie, I was going to make some obyriths not too long ago, and I had plans to make one that has a form of madness that forces people to think worms are burrowing out from their skin.
Get out of my head.
Isn't that what the ekolid from FC1 does? The writhla is at least different in that it makes you see maggots in other people.