Creating Unique Monsters

Jack7

First Post
I personally don't care for most "Monster Races."

For an example of what I mean by monster, and monster creation, see this Link/Thread:
http://www.enworld.org/forum/general-rpg-discussion/245658-essays-game-design.html

So almost all of the monsters in my setting are unique, one of a kind creations. There are exceptions of course. Giants are a monster race, with very complex social and cultural structures. Then again they are also a Character Race so they are different from ordinary monsters in my world.

Anyway, this thread is for listing your "unique or original" (one of a kind) monsters.

They don't have to be like these monsters in the way they are described, but they should be original and unique. That is there aren't a hundred or a hundred thousand of them running around in your games.

You can also take traditional monsters, like I did with the first few cases here, and radically redesign them to fit the peculiarities of your own setting, thereby creating a one of a kind monster.

It can be stuff you've already created, as in my case, or things you just decided to create as a result of this thread giving you the idea of creating unique, one of a kind monsters. Many of my monsters also double as on-going NPCs, both benign and hostile/malignant.

As far as hit points, armor class, particular abilities, and all of that go, the DM could make those anything he/she wants as far as their setting demands go. But here are descriptions about a couple of monsters and how they behave in my setting. These are descriptions for my benefit in sketching out how they behave, not monster descriptions for the players. The players know only about them what they discover as they go along. Below are listings for two of the Goblins.

The Goblins are a group of extremely powerful, vicious, and brutal criminals who were either born or created on Ghantik. As far as is known there are three Goblins, the Ghantikan word for Goblin being Gablyhn (A transliterated Greek term). No one on Ghantik is absolutely sure how the Gablyhns were created, by whom, or if they were simply born as they were, or later became monstrous. Very little is known of their history, where they grew up, where born, or if they are even related to one another. It is assumed they are all three related to one another in some fashion but this cannot be determined for certain without better background information. Background history is so sketchy that it is not even known for sure what race the Gablyhns originate from, if they are even all of the same race, or if they are totally unique creatures of a previously unknown type and race.

No one is sure either as to how the Gablyhns came to be, some assuming that they were born as they were, some assuming they were part of an intentionally and horribly corrupt experiment and some thinking they were accidentally created by exposure to Elturgy. They are considered Caleedam and monsters due to their behavior and nature. Attempts were made to reform both the Black and the Hob Goblin, both attempts being utter failures.

The three Known Gablyhns are; the Blahgablyhn (the Black Goblin) a master of camouflage and stealth, the Hahbgablyhn (the Hobgoblin) a vicious and sadistic murderer and cannibal who delights in torture and the eating of raw flesh (eating his victims while they are still alive) and the Bluhdgablyhn (the Blood Gablyhn) a shadowy figure about whom it is said that she likes to cook and consume blood.

All three are considered extremely dangerous, vicious and criminal, as well as being cunning, crafty, and lethal in their own way. The Black Goblin is considered the most clever and shrewd, the Hobgoblin the most brutal and outright evil, delighting in inflicting torture and terror, and the Blood Goblin the most secretive and uncanny. Many consider the Blood Goblin a witch.

Two of the Goblins, the Black and the Hob have escaped Ghantik and come to our world where they have wreaked havoc, crime, chaos, and murder wherever they have operated. In time on Terra (Earth) they became known as the Goblins, the human form of their Ghantikan name. Both operate secretly along the frontier areas of human society, seeking to avoid direct contact with humans unless the situation is arranged in such a way as to favor themselves and their own criminal activities. As to the location and status of the Blood Goblin, no one is really sure if she is even alive, if she is on Ghantik, on Earth, or where she might be located or what she might be doing. No word of her activities have been heard of in over a decade. Alone of all three of the Goblins, the Blood Goblin has never been apprehended and no exact description has ever been known to have been verified regarding her appearance. Once, near Russian lands three huge iron cauldrons were found along with a mass grave which contained so many bones of children that it was thought over three hundred youngsters had been cooked and eaten by cannibals. Yet many also thought it more likely the work of the Blood Goblin. However, only rumors exist about her actual existence and real activities.


The Black Goblin (Blahgablyhn) - BLACK GOBLIN The Black Goblin is an escaped criminal on Ghantik. Being Caladeem and very dangerous he was kept under close guard but was ported to our world on the last eve of Samhain in the year 800 AD. The Goblin is a master criminal and highwayman, being proficient at all thieving and banditry skills. His skin changes color during the day but is always black as soot at night, and because his eyes turn black like jet, without any whites he becomes a sort of living shadow in darkness. Rather than murder his victims as his cousin the Hobgoblin does he prefers to abduct and terrify his targets so as to frighten and torture them into compliance with his criminal intents. He holds most hostages for ransom, some for torture, and some he will murder and then attempt to incrimnate others for the murder so as to extort such victims. He is rumored to have escaped capture before by pretending to be a corpse at a village massacre, and it is said he often lives in or near graveyards, tombs, or catacombs. His skin is said to be so cold that touching him gives the impression he is dead. He is extremely intelligent and persuasive, being able to Charm Person with his speech, which is seemingly soft and melodious but also tinged with threat and hostility. A Will Saving Throw negates. He also possesses the "Twain Tongue" abilities of the Eladarin race. Making him doubly dangerous. During the day, due to his hideous and frightening appearance, he goes about heavily cloaked and avoids contact with people. He is also immensely strong, easily able to overcome most humans and abduct them. He has a black raven with a crimson red beak which he uses to distract, frighten, and confuse his victims. Since living on Terra for so long he has learned Greek. He has no desire to return to Ghantik and will resist any attempt to return him. He has widely traveled throughout Europe and parts of Asia and Africa. He ages at a half normal rate for reasons unknown.


The Hobgoblin (Hahbgablyhn) - HOBGOBLIN Murderous, brooding, hateful, the hobgoblin was imprisoned by the Eldeven of Ghantik and sentenced to execution. Before he could be killed he was ported to Terra by unknown means at some time prior to the scheduled date of his execution. On Terra he has spent his life in murder, plunder, robbery, rape, and torture. If able he always abducts his victims and then tortures and finally kills them, mutilating the body, often eating parts of the victim while they still live. He hates all living things but loathes the Eldeven peoples and desires to return to Ghantik to exact a revenge for having imprisoned him and attempted his execution. His skin is a bluish appearance, as if he were suffocating. His eyes are a strange almost orange color with no pupils or whites. His ears are large, hairy, upturned and pointed, almost wolflike, and he possesses hyper sensitive hearing. It is almost impossible to approach him undetected when he is conscious. He will often dig pits and make blinds and use his tremorsense and sensitive hearing to waylay and ambush victims, being partial to the capture of women and children in whom he takes great pleasure in horrifying before torturing and murdering them. Because his appearance is scarred and hideous he avoids populated areas, sleeps in deserted caves in the daylight and forages and murders at night. He will kill at least one person and/or animal every week, if given the opportunity. He is an excellent tactician and will make sophisticated traps using his cunning, but he is not very intelligent and has no desire to learn any human languages or do anything other than prey upon the unwary. He stands nearly 8 feet tall and weighs over 350 pounds.
 

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Ilhallow’s Caladeem – Sometime ago, no one is sure exactly when, various parties on Ghantik began experimenting with using magic to produce alterations in creatures. When the practice was discovered it was outlawed, however some groups and projects continued on secretly. Some of these projects were even designed to intentionally produce monstrous creatures.

A young giant child was kidnapped and experimented on in such a way. The result was Ilhallow’s Caladeem. (A Caladeem is a general term for a creature that has been altered or mutated by exposure to magics in such a way as to often create a monster.)

Ilhallow was the name (human translation) of the giant family from whom the child was abducted. Various experiments were performed on the victim, without mercy, and the child was exposed to a number of powerful forms of Elturgy (magic). Implants of nos (small, cellular and molecular sized forms of biological life controlled by Eldarik – Eldarik being the form of magic used to control nos) were placed throughout the child’s body. The child was purposely infected with various diseases to see how the nos would react. (Nos are in effect, a magical form of biological nanotech. They are used to produce goods, for various inventions and crafts, and as weapons for magical forms of biological warfare.) The child was also repeatedly exposed to chimeras, and mercilessly beaten, tortured, and abused.

No one is now sure if the Caladeem is living or dead. It is possible the Caladeem is dead, being animated entirely by the nos inside it. And then again it is also possible that the Caladeem is still partially alive and that part of the consciousness of the giant child still inhabits the body.

Ilhallow’s Caladeem is grotesque and frightening in appearance. It has two faces, one on either side of the head, neither fully formed. As a result it has four yellowish eyes, mounted on either side of the head giving it a unique range of vision. It has no ears and is believed to hear through its skin. The flesh is bleached or albino like in appearance. One leg is longer than the other and one arm much thicker than the other. It stopped growing prematurely, possibly as a result of the abuse, and possibly due to Elturgical exposure. It is a little over five feet tall, emaciated in appearance, but it is also immensely strong. The muscles are like tightly wound cords. The body is hard and it is invulnerable to normal weapons, probably due to exposure to magic.

It secrets a sticky resin which stinks. The substance also allows it to stick to objects, and to climb walls as if a lizard. Its very presence is horrifying. Few will willingly approach it.

There is a constant hum that is heard when around it. If one hears it for too long then unconsciousness can occur. For those who are sensitive to either psychaec or Elturgical force the continued hum can make them temporarily sick, blind, incapacitated, extremely fearful, or even mad. One has to be clear of the hum for three rounds for the effect to dissipate. To be touched by Ilhallow’s Caladeem is to likely be infected with any number of different diseases for which it is a carrier/host.

No one is really sure if the Caladeem is intentionally evil, or just extremely dangerous - conscious, undead, or in what exact condition it exists. It is obviously tortured and will usually try to avoid contact with others. It is suspected however that Ilhallow’s Caladeem may have killed or even murdered in the past.

The grip of the Caladeem is giantish in strength. It can easily kill with its bare hands. It also spits an acidic like substance that is said to be extremely potent and corrosive. It can also use weapons like a person if need be. It is rumored to be impervious to both fire and ice and it may be able to regenerate itself if injured. It does not appear to breathe so it cannot be drowned or suffocated. It is also very fast, moving much faster than a normal individual. Some think this a mutation of Elturgy.

It is unknown if it can speak or communicate, or would do so if it could. It seems particularly entranced by music or singing however. If in the presence of music it will stop all activity and listen intently and if pleased may then simply wander off in peace. If attacked however it becomes apparently enraged, brutal, and vicious. Few who have ever attacked it have lived.

Many would love to kill or destroy it just to be safe. If they knew how.
 
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The Kopeth

My Monsters change over time. They adapt, their powers and abilities alter, and they make deals, make allies, and make enemies. Sometimes they change form and appearance. I cannot stomach the idea of the simplistic, cartoonish, cookie-cutter monster. Such an ideal of monsters runs counter to the very definition of the term. The very fact that a thing is a “monster” should make it dangerous, unique, alien, and monstrous. Not simple, simple-minded, predictable and easily overcome.


The Kopeth may be the most outright dangerous, lethal, and scary “monster” I have ever created. Superficially, in appearance, the Kopeth vaguely resembles a Beholder, but the similarities end there. In my setting the Beholders are a group of seven monsters, of unknown origins, all similar in appearance, but each with different capabilities. Little is known about them other than the fact that they are utterly hostile and vicious, and will avoid contact with each other at all costs.

The Kopeth, on the other hand, is believed to have been created as a result of an experiment using incredibly powerful Elturgies (arcane magics), some of which were entirely experimental and had been invented and devised just for the purpose of creating the Kopeth. Something went wrong during the process of creation however and the result was the Kopeth as Caladeem, or “monster.”

Originally the Kopeth had been devised as an ingenious “living spy.” Ideally it would have been able to read the thoughts of those it approached, it would have been able to hover near them, completely undetected, and would have even been able to intercept various thoughts and communications even from hundreds of leagues away.

What exactly went wrong during the genesis of the Kopeth no one is really sure, but the result was a creature other than the one that had been envisioned. Whereas the Kopeth had been designed to be vaguely intelligent, it was also designed to be a “blank mind,” one onto which thoughts, ideas, and other things could be imprinted, but not used by the Kopeth itself. But the Kopeth was somehow gestated fully aware, and immediately attacked and absorbed the thoughts of its creators. Some think it also horrifically murdered its creators, but only the ones who were there know for sure. In any case the creators have all either been killed or are deep in hiding, as they were never seen again after the appearance of the Kopeth.

The Kopeth is extremely dangerous. It could easily kill most higher-level parties all by itself, as will be obvious from the description below. I designed it specifically to bring back the idea of a “real monster.” To give to my RPGs the impression of an incredibly powerful, scary, ruthless, mysterious, almost unstoppable opponent for the players to encounter. To create a thing of horror, with an unknown agenda of its own, to bring back the idea of “magic” and real risk and unpredictability and fright to monsters again. It is tough, it is very, very smart, it has motivations and objectives of its own, it is lethal and it has more than enough capacity when it comes to being an efficient and precise killer. It also possesses abilities and potential that no one has ever seen before. As it ages it “develops.” Like so many of my monsters it is not static, but changes over time. So it retains at least some of its secrets.

It has worked out so well as a monster that I have employed different versions of the creature in my D&D milieu, in Enigma (my superhero/horror game), in Artifice (a game about alien artifacts and intelligent machines) and in Spheres of Influence (a sci-fi game). Most of the time my players do not want to encounter, much less fight, the Kopeth.


The Kopeth – The Kopeth was created by an Elturgical experiment designed to produce a complex and controllable Chimeral. However the experiment failed its purpose and ended up creating the Kopeth by mistake.

The Kopeth appears as a slick, (sometimes slightly translucent) globe roughly five feet in diameter and covered in shining, evenly segmented plates. These plates are actually the refractive, mirrored segments of an insect-like eye, which can see in all directions at once for a distance of up to 500 meters in good weather and in open terrain. The eye can also see using both infra vision and ultra vision for a range of up to 200 meters in good weather and in open terrain. Furthermore the eye (which covers almost the entire “skin” or spherical surface of the body) can see in almost absolute darkness for a distance of up to 50 meters.

At the bottom of the sphere, or body of the Kopeth, is a large mouth which when necessary can turn in any direction to speak with, bite, or consume prey. The mouth is lined inside with three rows of multiple, very sharp teeth, the entire effect giving the appearance of the jaws of a shark.

At the top of the sphere is a four-foot long, thick, muscular appendage that to many resembles a black rat-tail with pulsing veins. At the end farthest away from the body the tail splits into 12 distinct and variously colored, writhing, scaled coils (the coils are themselves each about three feet long), and at the end of each coil can be seen an eye-mouth. Each coil (called a stalk) is tipped with a rounded and hardened end piece that appears in most cases as a moist, but jaundiced eye, but if the “eye” blinks then the eye can transform itself into a small, hungry looking, and faintly glowing mouth. What makes the Kopeth blink, or why it chooses to do so, no one is really certain.

The spherical body appears fragile, almost as if made of crystal or glass, and the sphere is indeed susceptible to two forms of attack, each one of which does double normal damage against the Kopeth. But in most cases the segmented glass plates actually act as magical armor, giving the Kopeth enormous toughness and resistance to most forms of attack. As a matter of fact the Kopeth has a number of natural defenses that make attacking it a perilous undertaking indeed.

The main body/eye-segments can explode when attacked, like reactive armor. If the attacking creature is within ten feet of the Kopeth when such an eye segment explodes then that creature will suffer damage. The eye segment regenerates slowly but the Kopeth has thousands of such eye plates and they can all act as reactive armor.

If the Kopeth “magically blinks” its main eye (the body) then it can change appearance by becoming either a black, opaque globe like sphere, or it can simply fade into the background so completely as to appear as a section of wall, tree, or any other object which it is near. The camouflage being almost perfect in such cases. When so camouflaged only a slight distortion in bright daylight would give any indication of the presence of the Kopeth.

At all times the Kopeth hovers about five to ten feet off the ground but it can also ascend about 50 feet into the air if need be. However it apparently cannot descend below three feet, for reasons unknown.

The Kopeth can also redirect force against an attacker. The eye plates can create a subtle visual illusion that makes the Kopeth appear slightly out of phase (it is a sensory illusion) with its real and actual position. This can lead attackers to think they are attacking the Kopeth and even scoring real damage against it when in reality they are attacking the surrounding air, or in some cases (depending on how they are deployed) attacking each other.

The Kopeth can, if it decides it is in danger, swell to three times its normal size and begin to buzz horrifically as if it were a nest of giant insects. This is a purely defensive gesture but the appearance is so psychologically fearsome that many will flee the very sight of such a huge sphere of buzzing fury.

The Kopeth can, if necessary, form it’s eyestalks (by shutting the eyes at the end of the stalks) into rock hard, flail-like appendages, with which it can mercilessly flail an opponent. This by itself can be lethal to most.

The Kopeth can also attack by biting with its mouth, and/or by transforming each eyestalk into an eye-mouth and delivering a painful and in some cases poisonous or toxic eye-bite (see below)*.

The most fearsome forms of attack however are the innate abilities of the eyestalks. Each eye at the end of a stalk possesses three abilities, each useable once per day. Each ability is said to be Elturgical in nature, each very dangerous, and to in some way be related to the magics used to create the Kopeth. Some insist that the abilities of the eyestalks are always the same; others that each day the eyestalks develop or can make use of new powers and abilities. No one is really certain exactly how the eyestalks work.

According to rumor however the single most dangerous form of attack employed by the Kopeth is the voice. The voice is said to be beautiful and melodic, enchanting, magical, enthralling, and deceptive. Anyone listening to the voice of the Kopeth speak (and it is said to know dozens of languages) is said to be in immediate and mortal danger.
It is said the Kopeth always speaks in a female voice, will seem to offer valuable information, will even engage in banter and small talk in an extremely charming and charismatic fashion. The Kopeth is said to love to “reason with others,” and seemingly enjoys discussing philosophy, religion, art, Elturgy, and other such subjects. However as the Kopeth talks with another, despite the obvious charm and melodious sound of the voice the listener becomes more and more agitated as each moment passes. The voice can elicit and solicit valuable information from the one with whom it speaks even when that person is unaware he is giving away such knowledge. Within a brief, few minutes after the Kopeth has obtained the information it desires the hearer of the voice of the Kopeth will begin to feel very ill at ease, full of angst, worry, and fear. Eventually the listener will feel real and creeping horror, even utter despair flood his mind, but the feeling will be generalized, as if not originating from the Kopeth. Observers from a distance have even seen those speaking with the Kopeth apparently fall upon their own swords and commit suicide, run screaming in terror to their deaths, or even attack and kill each other, all while the Kopeth speaks to them in charming and soothing tones.

Hence the saying among the Sidelh, “Ayŗ Kŏpetirœ yalo rewijn byƒalù astâalűon…” – which means, If you give ear to the voice of the Kopeth then you sing the chorus of your own doom.


* The Attack of the Eyebite – Whenever any mouth at the end of one of the eyestalks is able to successfully bite a creature the Kopeth has attacked then the “eyebite” is able to instantly see into the thoughts and memories of the creature it has attacked, and absorb those thoughts and memories into itself. The Kopeth can then, if it so desires, instantly transport itself and any other creature it is touching to any locale stored within the memories of the creature it successfully “bit.” No creature who has been transported away by the Kopeth is known to have ever returned.

No one, other than the Kopeth itself, knows the true level of intelligence, or the true motivations and desires that drive the monster.


Rumors Surrounding the Kopeth – The Kopeth was designed as a living scrying device, to be able to “magically see” across vast distances as well into the heart and mind of a target creature.

The Kopeth has let several people live and go unharmed after it encountered them, but no one is really sure why.

The Kopeth seeks vengeance upon its creators.

The Kopeth is seeking a great and ancient secret that it accidentally discovered in the mind of a Dreaming Wizard.

The Beiãrygn (a 9 foot tall Giant) Paladin named Hosuħlyr fought the Kopeth to a draw underneath the catacombed barrowhall of the Dead Samarls, but no one is really sure how. After the battle the Kopeth even helped heal the Paladin of many of his wounds out of respect for his bravery.

The Kopeth is not really alive, but is controlled by another.

The Kopeth indefinitely retains all of the memories of anyone it has ever touched.

The Kopeth is able to teleport anywhere, even through time.

The Kopeth was not really created; it was recreated out of the dead body of an already existing monster.

The Kopeth has a secret companion and ally which assists it.

The Kopeth is absolutely evil and was created this way.

The Kopeth has the mind of a child.

The Kopeth is not real. The entire creation is an illusion.
 

The Parah (the Homonculous) – The homonculous was created on Ghantik through the use of Ilurgy or Ilturgy (powerful Ghantikan sorcery). Those evil beings responsible for the creation of the Homonculous call it the homonculous in mockery of both men, and of how the creature is created. In their own language they call the thing the Cǻforil, which means “misshapen flesh,” or the Parah, which means the “little slave.”

A homonculous is created out of the remains of stolen and murdered human children, the corpses of men, and the bodies of women.

The Homonculous can vary in size, but is usually between one foot and three feet tall, and is made primarily from human flesh. Because it is a sort of magically created hybrid, and because the body contains elements from other creatures as well, it is both part chimera and part monster. Embedded and woven within it’s bones is secret information as well as the formula of an Ilturgical spell that will allow for the enslaving of human minds and the transference of control over the minds of men so that the masters of the homonculous can use it to create a group of mentally and psychologically enslaved sorcerers.

The Homonculous begins as a flesh-pot shaping (literally) of human flesh that is slowly transformed over time into a statue made out of rare Ghantikan mineral substances mixed with Elturgical alchemical substances that can be used to enliven and animate dead flesh. The creators of the homonculous also use Elturgical quicksilver for the creature’s blood. Anyone drinking the blood, which instantly replenishes itself within the body of the homonculous, can be turned into a mind-controlled user of Ilturgical magic.

The creators of the homonculous, a shadowy group of underground Ilturgists (outlaw sorcerers), hate all human beings. They also fear and despise Thaumaturgy (miraculous or divine power.) They plan to create several powerful sorcerers on Earth by giving each their own homonculous. The sorcerers and warlocks on Earth assume these gifts are for service to the ilturgists, but the ilturgists plan to enslave their human servants in order to use them to assist with various nefarious plans including cultic murder and human sacrifice, human trafficking and enslavement, using humans for experiments, and interference in human affairs so as to weaken human societies and assuring that Thaumaturgy never infiltrates into Ghantik.

Appearance – The homonculous can appear as either the creator or user desires to see it. It is short, one to three feet tall. As a façade it can appear as any sex or race. Those who stumble upon the homonculous unintentionally see it initially as a small, bat-winged, distorted, misshapen and mutilated man about with long claw-like hands and feet, bent nails, sharp, uneven teeth, glowing eyes, and with a noxious and nauseating odor which is repulsive and sickening to most everyone except the owner. The eyes are apparently made of gemstones with a third eye centered in the middle of the forehead. This “other eye” is extremely dangerous and has several secret and arcane functions, all of which can be lethal to the unwary.

Powers - When acting as a familiar the homonculous can be used by a sorcerer or warlock to see visions, to listen in on or read the thoughts of others, as a spy, to increase fertility or sexual desire and lust in self or others, to enchant and encharm others, to read magical texts, to transfer knowledge of Ilurgy, to increase and augment magical power, or to create or sustain illusions. The homonculous has a base of known spells and charms of its own (unique to each homonculous, and these spells can vary in power as well as in kind), but it will usually be unwilling to share these, even with the sorcerer for whom it is operating as a familiar. It can help create more of itself if necessary through the flesh of innocent victims who have been tortured and murdered. But these sub-homonculous are usually little more than robotic automatons, incapable of sophisticated action. They also lack all but the most basic powers and capabilities of the true Ilturgical homonculous.

As a disguise the homonculous can transform itself into a raven or an alien bird or a reptile or a crab or spider.

The homonculous gives protection to its creator or owner up to within a distance of 50’. These forms of protection include increased resistance to magical charm and psychic influence, immunity to poison, and resistance to being turned to stone. While in contact with the homonculous the sorcerer or warlock also becomes much more charismatic and believable, even when engaged in an intentional and obvious lie.

The homonculous carries with it a multi-colored and gilded Egg (of unknown origins), very beautiful and desirable in appearance, whose shell is actually a clever composite of various Ilurgical glyphs, symbols, and magical scripts. If the writings can be deciphered correctly, and the riddle contained on and within the shell solved, then the shell will magically unwind revealing inside a substance that will allow the user to create Chimeras of various kinds as well as totally new life forms and creatures that have never before existed. This Egg is a sort of secret communication and covert weapon entrusted to the homonculous by its creators for the day when they intend to undertake a secret plan to attack humanity directly and openly through their sorcerous agents. For this reason the homonculous usually keeps the Egg well hidden in a secret location, as well as disguised with wards of invisibility.

Invention and Creation – The homonculous must be created over a long period of time. For raw materials the Ilturgist must obtain a human body, preferably that of an honest old man or woman, or of an innocent or chaste young boy or girl, who was murdered through treachery and deceit. The body must then be buried in an unmarked grave for three days to which has been added various small insect-like creatures (created by the Ilturgists) that both partially consume and transform the corpse. Thereafter the body is retrieved and through evil sorceries and various ilturgical spells, potions, and alchemical and Eldarikal processes is slowly shrunken and transformed into the homonculous.

Destruction - If a homonculous is killed and then its bones ground up and dissolved in its own blood then it will make the sorcerer who drinks of this calcified-blood potion immune to all disease, magic and psychic charm or influence (including that of the original creators), except for Thaumaturgy, will cause aging to slow greatly, will greatly magnify the magical powers of the sorcerer, and is the first step in a shortcut method for creating a sorcerous human Lich. This is a side effect of the creation process of the homonculous and is unknown even to the original creators.

A homonculous cannot be bled to death, nor is it afraid of or affected by undead creatures or beings. It cannot be killed by normal methods, but it can be frozen or reverted back to its statue-shape. If it is sufficiently damaged in a short enough period of time then it will fall into suspended animation while it regenerates. At that point it can be dissolved in strong acid, or burned to ashes within an Elturgical or miraculous or even a very hot normal fire of not less than 3000 degrees. It is also said that if the homonculous can be tricked into drinking a potion made of freshly dug mandrake root then its flesh and various components will unravel and it will be forever destroyed.



Next: The Gorkîllion (the Corpse Taker, or the Shambling Mound)
 
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Baloraz, the Seated One

Appearance: Baloraz appears as a seated humanoid creature, and would be nearly 80 feet tall if it stood. It’s body is manlike, and handsomely build, except its head, which is dominated by a gigantic lidless eye like that of a cat. Its leering face is transparent, showing bone and blobs of soft yellow fat beneath, as well as the pulsing ichor which feeds its massive brain. Slime drools from between its pointed teeth, but only its eye moves, free to perceive within its trapped body. Baloraz can speak via telepathy to any it can see; its voice oozes into the mind like a high-pitched whisper.

Initiative: +15

Speed: 0 ft (80 ft if released)

Attacks: Baloraz can only use its penetrating gaze and telekinesis attacks, unless released:

Penetrating Gaze: As a gaze attack, with a 120 foot range, Baloraz may examine a character, peeling back skin and muscle to reveal inner organs, bones, and nerves. Essentially, the character is dissected by Baloraz’s gaze alone. When Baloraz performs this attack, its eye glows green, and the character affected is washed over with a sickly greenish-yellow light.

Any character attacked by Baloraz’s penetrating gaze is paralyzed, with no save, but is allowed a Will save at DC 25 to resist dissection. Dissection begins on the second round, and causes 1d6 permanent Strength, Dexterity, and Constitution damage per failed save, and once begun will not stop until the victim is dead or somehow escapes.

Because Baloraz will not change its focus during this attack, it is possible that other characters might drag the victim out of range.

Telekinesis: Even being dragged away may not save a victim, for Baloraz can use its gaze to perform telekinesis at will, and any point within Baloraz’s chamber is easily within its range.

Baloraz can move an object of up to 750 lbs at a rate of 20 feet per round (Will DC 25 negates), or violently thrust an object with its gaze up to 300 feet, causing 5d6 damage if a solid object is struck (Will DC 25 negates).

When Baloraz uses this power, its eye glows with a pale blue light, and the object or character affected is bathed in greenish-blue light, as though from light passing through water.​

Defenses: Baloraz is immune to all spells and attacks, except as noted below. All attacks, physical or magical, seem to be unable to penetrate its skin.

Weaknesses: Baloraz has the following weaknesses:

Trapped: At the moment, Baloraz is trapped in its seat in the Prison of Baloraz. If Baloraz were released, it would grow in power.

Holy Power: A character able to channel Holy Power, such as with the turn undead ability, can attempt to banish Baloraz. The DC to succeed in such an attempt is 35, and success banishes Baloraz to the Far Pit. Baloraz may then be summoned back to the Middle World, however, for it will have escaped its prison.

Daylight: Daylight is anathema to Baloraz; even within the confines of a daylight spell it can use none of its powers. If exposed to daylight for three rounds, Baloraz is banished back to the Far Pit (if already free of its prison) or is forced to hibernate for 1d6 years (if still imprisoned).​

Worshippers: Those who choose to pay homage to Baloraz include those whose desire for knowledge is not bounded by ethical concerns, and those who wish to dominate others no matter what the cost. Although it is not immediately obvious when one begins, worshipping Baloraz always ends in insanity. Baloraz’s followers gain the following benefits based on their total level of Hit Dice. It does not grant access to domains.

Hit Dice/Level = Ability
1-5 = Paralyzing Gaze: Once per day, the worshipper’s gaze acts as a hold person spell at a range of 100 feet, plus 10 feet per hit die/level. The effect can be negated by a Will save (DC is 10 plus ½ the cultist’s Hit Dice/level plus cultist’s Intelligence bonus).

6-10 = Peeling Back the Layers: Once per day, as a ranged touch attack at a distance of up to 10 feet, the cultist can begin to dissect a victim, inflicting 5d6 damage. A Will save (DC as above) reduces this damage to half. The cultist also gains a quirk (as per insanity rules in Darkness & Dread).

11-15 = Telekinetic Gaze: Once per day, the cultist can use telekinesis as a gaze attack, as though her caster level were equal to ½ her Hit Dice/level, rounded up. This ability is a free action, and does not provoke an attack of opportunity. The Will save to resist is determined as above. The cultist gains another quirk, and a disorder.

16-20 = Gaze of Power: The cultist gains a +2 bonus to Intelligence, as his sight grows. In addition, the cultist gains true seeing as a continually operating power, and gains a +4 insight bonus to all scrying attempts.


The Scions of Baloraz

Nothic-like Abomination: medium-sized aberration; CR 3; HD 5d8+20; hp 42; Init +5; Spd 30 ft; AC 15, flat-footed 14, touch 11; Atk claw +9 melee (1d4+4) or 2 claws +9 melee (1d4+4 each); SA flesh-rotting gaze (30 ft range, Will DC 16 negates, 1d6 dam); SQ alien psychology (immune to mind-influencing, enchantment, and fear effects), bizarre physiology (immune to critical hits, cannot be flanked, cannot suffer sneak attacks, immune to disease, poison, stunning, sleep, and death effects), see invisible (constant), darkvision 120 ft; AL n/a; SV Fort +9, Ref +6, Will +7; Str 18, Dex 12, Con 19, Int 9, Wis 13, Cha 8. Feats: Improved Initiative, Iron Will. Skills: Spot +13.

Strengths:

1. Disturbing Aura: the scion’s opponents suffer a –2 penalty on all Will saves while within 60 feet of it.

2. Durable: the scion gains DR 5 against slashing weapons.

Weaknesses:

1. Energy Weakness: the scion takes double damage from cold.

2. Fear: The scion is afraid of cold. When exposed to it, it must make a Will save at DC 15 or become shaken.
 

Penetrating Gaze: As a gaze attack, with a 120 foot range, Baloraz may examine a character, peeling back skin and muscle to reveal inner organs, bones, and nerves. Essentially, the character is dissected by Baloraz’s gaze alone. When Baloraz performs this attack, its eye glows green, and the character affected is washed over with a sickly greenish-yellow light.

Any character attacked by Baloraz’s penetrating gaze is paralyzed, with no save, but is allowed a Will save at DC 25 to resist dissection. Dissection begins on the second round, and causes 1d6 permanent Strength, Dexterity, and Constitution damage per failed save, and once begun will not stop until the victim is dead or somehow escapes.

Because Baloraz will not change its focus during this attack, it is possible that other characters might drag the victim out of range.

Telekinesis: Even being dragged away may not save a victim, for Baloraz can use its gaze to perform telekinesis at will, and any point within Baloraz’s chamber is easily within its range.

Baloraz can move an object of up to 750 lbs at a rate of 20 feet per round (Will DC 25 negates), or violently thrust an object with its gaze up to 300 feet, causing 5d6 damage if a solid object is struck (Will DC 25 negates).

When Baloraz uses this power, its eye glows with a pale blue light, and the object or character affected is bathed in greenish-blue light, as though from light passing through water.


Boy, that's rough RC. But I like the fact that unlike so many D&D monsters, you move to it instead of it coming to you.

Plus, that's a unique, old school type of attack. It made me think of something you'd see in the Tomb of Horrors. I like it.
 

Boy, that's rough RC. But I like the fact that unlike so many D&D monsters, you move to it instead of it coming to you.

Plus, that's a unique, old school type of attack. It made me think of something you'd see in the Tomb of Horrors. I like it.

Yeah, my players were level 4-5 when they encountered it.

No fatalities.....for once they all were wise enough to listen to the advice they'd received and avoid its gaze.

And lucky. Very, very lucky.

EDIT: Oh, and, credit where credit is due: Darkness & Dread has a lot of great stuff in it for even non-horror D&D games!

RC
 
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That is awesome, RC. I want to see more from you. :D

Thank you.

I direct you to DRAGON ROOTS, where you can get a pdf issue containing an extended Fey article (with three new OGC monsters), the Temple of the Ape, and Balmorphos Dungeon: The Upper Levels.

I also direct you to RCFG.....While I am still woefully late on the initial book, The Big Book of Monsters is well over 90% OGC, and should be portable to other game systems with a minimum of tinkering. And it will be a free pdf!


RC
 

The Big Book of Monsters is well over 90% OGC, and should be portable to other game systems with a minimum of tinkering. And it will be a free pdf!

Well, that's mighty neighborly of ya RC. I'm gonna look into that.
 

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