Knightfall's "Codex of Madness" Templated Aberrations Thread (Updated: May 19/05)
The name is a homage to both names that Lords of Madness once had. I still don't have that book, but once I do then look out!
This thread is for posting "templated" creations that use an "Aberration" as the base creature or "templates" a base creature in such a way that it becomes an "Aberration". Also, make sure you list the base creature and any templates used.
Other than that, there are no rules! You all know that when it comes to templates, I totally disregard what the template says you can and can't apply it to. I'm a strange one, in that way.
Here's the list of Aberrations from D&D Monster Manual v.3.5. Like the humanoids thread, I will create one templated creature per MM entry. (After that, who knows?)
Aboleth (added Umbral Creature template)
Athach (added Corrupted Creature template)
Beholders
- Gauth (added Cold Element Creature template)
- Beholder (added Axiomatic Creature template)
Carrion Crawler (added Paragon Creature template)
Choker (added Fiendish Creature template)
Chuul (added Draconic Creature template, plus did a unique half-dragon variant)
Cloaker (added Corpse Creature and Evolved Undead templates)
Delver
Destrachan
Drider
Ethereal Filcher
Ettercap
Gibbering Mouther
Grick
Mimic
Mind Flayer
Nagas
- Dark Naga
- Guardian Naga
- Spirit Naga
- Water Naga
Otyugh
Phasm
Rust Monster
Skum
Umber Hulk
Will-o'-wisp
I can't say how often I'll be updating this thread, as I have many other focuses right now, including an ongoing World of Kulan bi-weekly campaign, as well as five personal campaign yahoo groupd based on my different homebrewed worlds and campaigns.
However, other's can post what they like based on what's stated above. Other than that, this thread is a free for all.
Let the Madness begin!
Knightfall1972
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Location: City of Charion, Nation of Cremoria, Prime Material Plane of Areh
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Hmmm.... I think I have and Idea for a creature to this thread...
__________________ I see a girl in the night
with a baby in her hands
Under an old street light
near a garbage can
Now she put her kid away, she's gone to get a hit
She hates her life, and what she's done with it
That's one more kid, that'll never go to school
Never get to fall in love, never get to be cool
Location: City of Charion, Nation of Cremoria, Prime Material Plane of Areh
Posts: 5,009
Quote:
Originally Posted by BOZ
if i find a moment, i might join in on this one. should i repost my Tiraphlumph?
Well, it *is* an aberration...
I'll post the Horror of Black Bog tomorrow.
__________________ I see a girl in the night
with a baby in her hands
Under an old street light
near a garbage can
Now she put her kid away, she's gone to get a hit
She hates her life, and what she's done with it
That's one more kid, that'll never go to school
Never get to fall in love, never get to be cool
Looking forward to seeing what creatures this thread spawns. I would love to see some abberation variations of narleths, scorpionfolk, lizardfolk, driders, ettercaps, drow, scorpions, spiders, & other such beasties that will work well in my gamma world inspired Xen'drik.
BTW, in an effort to get rid of my artistic constipation, I'll draw the beast from my wish list as well as a request from the artist---i hope to do a one-a-day abberation thread
So help this constipated artist out
__________________ Pimpin' Narleths 24/7
if u want some art fer your game, drop me a line...
ND, the Wyder Spider Old Artwork
Location: City of Charion, Nation of Cremoria, Prime Material Plane of Areh
Posts: 5,009
Sorry Narleth, maybe later.
Now presenting, the Horror of Black Bog, a Half-illithid Aboleth using the optional rules from the Expanded Psionic Handbook. Comments are appreciated.
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The Horror of Black Bog
Half-illithid Psionic Aboleth Huge Aberration (Aquatic, Psionic)
Hit Dice: 8d8+40 (76 hp) Initiative: +1 Speed: 10’ (2 squares); swim 60’’ Armor Class: 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16 Base Attack/Grapple: +6/+22 Attack: Tentacle +12 melee (1d8+8 plus slime) Full Attack: 8 tentacles +12 melee (1d8+8 plus slime) Space/Reach: 15’/10’ Special Attacks: Extract, improved grab, mind blast, psi-like abilities, slime, Special Qualities: Darkvision 60’, mucus cloud, power resistance 18, telepathy 100’, Saves: Fort +7, Ref +3, Will +13, Abilities: Str 26, Dex 12, Con 20, Int 19, Wis 21, Cha 21, Skills: Concentration +15, Hide (cc) -2, Knowledge: Dungeoneering +15, Listen +18, Move Silently (cc) +6, Spot +18, Swim +18, Feats: Alertness, Combat Manifestation, Iron Will, Environment: Black Bog Organization: Solitary (hopefully unique) Challenge Rating: 10 Treasure: Double standard Alignment: Lawful evil Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan) Level Adjustment: -
“What infernal realm that spawned the abomination that attacked us that day in the swamp I do not know. Oh, if we had just heeded the warnings of the locals my brother would still be alive this day, but foolish as we where, we entered the realm of this fell beast, nothing happened for hours, and then suddenly without warning its multiple tentacle lashed out at us from the murky water of the bog. My brother Janus never stood a chance against the beast, and in my fright I turned tail and ran. Perhaps I escaped so that I could write this letter to you my liege, and beseech you for assistance against this horror of the black bog. The creature is still out there waiting, I can hear it calling my name, calling, calling…”
- Lord Nathaniel Harker.
None have truly seen the horror of the black bog and still lives, the above letter was found in Lord Nathaniel Harker’s room at the Inn of the Old Oak, Lord Harker was nowhere to be found. Not much is known of the creatures’ appearance, nor its dietary preferences, save that it seems to attack any sentient creature that enters its chosen territory in the swamp. And it is our duty as the king’s royal knights to find and slay this abyssal fiend.
Combat:
The horror of black bog is assumed to utilize ambush tactics, so stay on your toes men. Improved Grab (Ex): If the horror of black bog hits an opponent of Huge size or smaller with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it attaches the tentacle to the opponent’s head. After a successful grab, the horror of black bog can try to attach its remaining tentacles with a singe successful grapple check, but the horror of black bog gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponents turn. Extract (Ex): If the Horror of Black Bog maintains its hold with at least four tentacles for one full round automatically extracts the opponent’s brain at the beginning of its next turn, instantly killing the victim. Mind Blast (Ps): 1/day, 40’ cone, Will save DC 18 or become stunned for 1d4 rounds. The save DC is Intelligence-based. Psi-like abilities: At will – disable (30’ cone, 12 HD, DC 22*), false sensory input (5 targets, DC 18*), mental disruption (20’ radius, DC 20*), mindlink (unwilling, nine targets, DC 16); 3/day – ego whip (ML 7th, 2d4, DC 19*), psionic detect thoughts, psionic dominate (any target, 24 hours, DC 22*), psionic levitate, psionic suggestion (6 targets, 13 hours, DC 17*), thought shield (power resistance 21, 3 rounds*); 1/day – psionic charm monster (DC 20), psionic modify memory (DC 19), remote viewing (DC 19), wall of ectoplasm (DC 19); Manifester level 13th. The save DCs are Charisma-based.
* Includes augmentation for the horror of black bog’s manifester level. Slime (Ex): A blow from the horror of black bog’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 19 fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.
A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction. Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 19 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based. Telepathy (Su): The horror of black bog can communicate with any creature within 100’ that has a language. Skills: An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
----------
So what do you think?
__________________ I see a girl in the night
with a baby in her hands
Under an old street light
near a garbage can
Now she put her kid away, she's gone to get a hit
She hates her life, and what she's done with it
That's one more kid, that'll never go to school
Never get to fall in love, never get to be cool
Umbral Aboleth Huge Undead (Augmented, Aquatic, Incorporeal) Hit Dice: 8d12 (52 hp) Initiative: +3 Speed: Fly 40 ft. (8 squares) AC: 15 (-2 size, +3 Dex, +4 deflection), touch 15, flat-footed 12 Base Attack/Grapple: +4/— Attack: +4 melee (2d6 Strength, incorporeal touch) Full Attack: +4 melee (2d6 Strength, incorporeal touch) Space/Reach: 15 ft. / 10 ft. Special Attacks: Create spawn, enslave, psionics, slime *, strength damage Special Qualities: Aquatic subtype, darkvision 60 ft., inescapable craving, mucus cloud *, turn resistance Saves: Fort +4, Ref +7, Will +12 Abilities: Str —, Dex 16 (+3), Con —, Int 11 (+0), Wis 19 (+4), Cha 19 (+4) Skills: Concentration +11, Knowledge (any one) +11, Listen +15, Spot +15, Swim +0 Feats: Daunting Presence, Combat Casting, Iron Will
Environment: Any land and underground Organization: Solitary, pair, gang (3–4), or clutch (2–4 plus 2–7 shadows) Challenge Rating: 10 Treasure: None Alignment: Always chaotic evil Advancement: 9–16 HD (Huge); 17–24 HD (Gargantuan) Level Adjustment: —
An umbral aboleth is a creature of living darkness that looks like an aboleth made from shadow, if you see it at all before it attacks. The creature is near invisible in dark or gloomy area, but stands out in brightly-lit areas.
This undead menace flies through the air with a swimming motion, as if it was still underwater. Its primeval fish-like traits remain obvious to those that encounter it in close quarters including three, glowing, eyelike pinpricks where its eyes use to be.
The creature attacks silently and without remorse.
An umbral aboleths speaks the languages it knew in life, which includes Aboleth, Undercommon, and Aquan.
Combat
An umbral aboleth attacks with its incorporeal touch attack. It is highly aggressive, predatory, and is quick to strike down the living, which its hates with unyielding malevolence. It only enslaves living creatures in order to make it easier for the creature to drain an opponent’s Strength score. It uses its psionics to better hide itself so it can ambush unwary foes.
Umbral aboleths seek out living aboleths to kill most often, as they hate their former kin more then anything else.
Create Spawn (Su): Any humanoid reduced to Strength 0 by an umbral aboleth dies and rises as a shadow under the control of its killer in 1d4 rounds.
Daunting Presence (Feat): An umbral aboleth may take a standard action to awe an opponent, within 30 feet, that has line of sight to it, and has an Int score. On a failed Will save (DC 18) the opponent is shaken for 10 minutes. This feat has no effect on an opponent that is already shaken.
Enslave (Su): Three times per day, an umbral aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 18 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the umbral aboleth's telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the umbral aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.
Psionics (Sp): At will—hypnotic pattern (DC 16), illusory wall (DC 18), mirage arcana (DC 19), persistent image (DC 19), programmed image (DC 20), project image (DC 21), veil (DC 20). Effective caster level 16th. The save DCs are Charisma-based.
Slime (Ex): A blow from an umbral aboleth's tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 14 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature's natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.
A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction. *While an umbral aboleth retains this special attack, it cannot use the ability due to its incorporeal form.
Strength Damage (Su): The touch of an umbral aboleth deals 2d6 points of Strength damage to a living foe.
Inescapable Craving: An umbral aboleth has an inescapable craving (see the Undead Metabolism section in chapter 1 of D&D Libris Mortis: The Book of Undead) for Strength, which it satisfies by using its Strength damage ability.
Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 14 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based. *While an umbral aboleth retains this special quality, it cannot use the ability due to its incorporeal form.
Turn Resistance (Ex): An umbral aboleth gains +2 turn resistance.
Skills: An umbral aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Base Creature: Aboleth, changed Alertness feat to Daunting Presence feat. Template: Umbral Creature (D&D Libris Mortis: The Book of Undead)
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Corrupted Athach Huge Aberration Hit Dice: 14d8+98 (161 hp) Initiative: +0 Speed: 35 ft. in hide armor (7 squares); base speed 50 ft. AC: 27 (-2 size, +3 hide armor, +16 natural), touch 8, flat-footed 27 Base Attack/Grapple: +10/+28 Attack: +18 melee (3d6+10, morningstar) or +18 (1d6+10 plus 7 vile, unarmed strike) or +8 ranged (2d6+10, rock) Full Attack: +14/+9 melee (3d6+10, morningstar) and +14 melee (3d6+5, 2 morningstars) and +13 melee (3d8+5 plus poison plus 7 vile, bite); or +4 ranged (2d6+10, rock), and +4 ranged (2d6+5, 2 rocks); or +16/+11 melee (1d6+10 plus 7 vile, unarmed strike) and +16 melee (1d6+5 plus 7 vile, 2 unarmed strikes) and +16 melee (3d8+5 plus poison plus 7 vile, bite) Space/Reach: 15 ft. / 15 ft. Special Attacks: Disruptive attack, poison Special Qualities: Acid immunity, damage reduction 10/magic, darkvision 60 ft., enhanced power, fast healing 7 Saves: Fort +9, Ref +4, Will +9 Abilities: Str 30 (+10), Dex 11 (+0), Con 25 (+7), Int 7 (-2), Wis 10 (+0), Cha 4 (-3) Skills: Climb +11, Jump +20, Listen +4, Spot +4 Feats: Cleave, Improved Unarmed Strike, Multiattack, Multiweapon Fighting, Power Attack
Environment: Any land and underground Organization: Solitary, gang (1 plus 3–4 athachs) Challenge Rating: 10 Treasure: ½ coins; double goods; standard items Alignment: Always chaotic evil Advancement: 15-28 HD (Huge) Level Adjustment: +7
A corrupted athach is a horrific mockery of a standard athach. Its body is twisted and asymmetrical with mottled flesh, and malevolent reddish eyes. The creature has the ability to corrupt other creatures with its disruptive attack, which it mainly does with its bite attack.
A corrupted athach often worships a dark deity that blessed it with its corrupted form and corrupted athachs often dominates small gangs of athach, even though they aren’t as wise or charismatic. They rule such gangs by force.
A corrupted athach speaks a crude dialect of Giant.
Combat
A corrupted athach charges into melee combat, just like normal athachs, unless its opponents are out of reach, in which case it throw rocks. Athachs sometimes try to overrun armored opponents to reach unarmored opponents in back ranks.
With its first few melee attacks, a corrupted athach tends to flail about indiscriminately. After a few rounds, it concentrates on foes that have been hitting it most often and uses its bite on whoever has dealt it the most damage.
If caught unarmed a corrupted athach is still a deadly combatant, as it is able to deal full damage with its unarmed strikes plus Strength plus vile damage. (If you want to make this creature even deadlier then give it 5 to 10 levels in monk.)
Disruptive Attack (Su): A corrupted athach deals an additional 7 points of vile damage when it touches uncorrupted, living, corporeal non-outsiders.
Poison (Ex): Injury, Fortitude DC 28, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Base Creature: Athach, changed Weapon Focus (bite) feat to Improved Unarmed Strike feat, and Alertness feat to Multiattack feat. Template: Corrupted Creature (D&D Book of Vile Darkness), modified for v.3.5
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Location: City of Charion, Nation of Cremoria, Prime Material Plane of Areh
Posts: 5,009
Nice horrors.
It's quite interresting actually, there are only four templates that change the base creature to aberrations so far (not counting any in Lords of Madness, as I do not have that book yet). They are:
Corrupted Creature (Book of Vile Darkness)
Gelatinous Creature (Savage Species)
Half-Illithid (Fiend Folio)
Insectile Creature (Savage Species)
So, if the base creature for this challenge thread is not an aberration, the last template added needs to be one of those. I find this kinda sad, so I created a new template based on an aberration from MM3, I'll post it later today.
__________________ I see a girl in the night
with a baby in her hands
Under an old street light
near a garbage can
Now she put her kid away, she's gone to get a hit
She hates her life, and what she's done with it
That's one more kid, that'll never go to school
Never get to fall in love, never get to be cool
Hi everybody! I've just joined this board, but i already like it a lot! Especially the Homebrews forum
But back on the topic, here's a verrrrrrrrrrrrry special beholder modified with the multiheaded template from savage species (maybe this breaks the rules... the beholder is a head...)
Three-Headed Beholder Large Aberration Hit Dice: 15d8+60 (128 hp) Initiative: 6 Speed: 5 ft (1 square), fly 20 ft (good) Armor Class: 28 (-1 size, +2 Dex, +17 natural), touch 11, flat-footed 26 Base Attack/Grapple: +11/+15 Attack: Eye Rays +14 ranged touch, 3 bites +5 melee Full Attack: Eye Rays +14 ranged touch, bite +5 melee (2d4) Space/Reach: 10 ft/5 ft Special Attacks: Eye rays Special Qualities: All-around vision, antimagic cone, darkvision 90 ft, flight Saves: Fort +11, Ref +7, Will +11, Abilities: Str 10, Dex 14, Con 22, Int 18, Wis 15, Cha 15, Skills: Hide +12, Knowledge (arcana) +20, Listen +19, Search +25, Spot +26, Survival +2 (Follow tracks +4) Feats: Alertness, Combat Reflexes, Flyby Attack, Great Fortitude, Improved Initiative, Improved Myltiattack, Iron Will, Weapon Finesse (eye rays) Environment: Any land and underground Organization: Solitary Challenge Rating: 17 Treasure: Double standard Alignment: Usually Lawful evil Advancement: 12-16 HD (Large); 17-33 HD (Huge) Level Adjustment: -
What looks like a conglomeration of three spheres slowly fly toward you. On a more close examination, you realize that the three spheres are three beholders conjoined to each other.
The Three-Headed Beholders are an extremely rare sub-species of beholders, believed by someone to have hydra ancestors.
Combat:
Like their lesser kins, the Three-Headed Beholders use their multiple eye rays to deal with their enemies Eye Rays (Su): Each of the thirty small eyes can produce a magical ray once a round, even when the Three-Headed Beholder is attacking physically or moving at full speed. The creature can easily aim all its eyes upward, but its own body tends to get in the way when it tries to aim the rays in other directions. During a round, the creature can aim only three eye rays at targets in any one arc other than up (forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs or not at all. A beholder can tilt and pan its body each round to change which rays it can bring to bear in an arc. Each eye’s effect resembles a spell cast by a 13th-level sorcerer but follows the rules for a ray. All rays have a range of 150 feet and a save DC of 18. - Charm Person: The target must succeed at a Will save or be affected as though by the spell. Beholders use this ray to confuse the opposition, usually employing it early in a fight. The beholder generally instructs a charmed target to either restrain a comrade or stand aside. - Charm Monster: The target must succeed at a Will save or be affected as though by the spell. Beholders use this ray in the same manner as the charm person ray. - Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice. The target must succeed at a Will save to resist. Beholders like to use this ray against warriors and other physically powerful creatures. They know their foes can quickly awaken the sleepers, but they also know that doing so takes time and can delay an effective counterattack. - Flesh to Stone: The target must succeed at a Fortitude save or be affected as though by the spell. Beholders like to aim this ray at enemy spellcasters. They also use it on any creature whose appearance they find interesting. (After the fight, the beholder takes the statue to its lair as a decoration.) - Disintegrate: The target must succeed at a Fortitude save or be affected as though by the spell. The beholder likes to use this ray on any foe it considers a real threat. - Fear: This works like the spell, except that it targets one creature. The target must succeed at a Will save or be affected as though by the spell. Beholders like to use this ray against warriors and other powerful creatures early in a fight, to break up the opposition. - Slow: This works like the spell, except that it affects one creature. The target must make a Will save to resist. Beholders often use this ray against the same creature targeted by their disintegrate, flesh to stone, or finger of death rays. If one of the former rays fails to eliminate the foe, this ray might at least hamper it. - Inflict Moderate Wounds: This works just like the spell, causing 2d8+10 points of damage (Will half). - Finger of Death: The target must succeed at a Fortitude save or be slain as though by the spell. The target suffers 3d6+13 damage if his saving throw succeeds. Three-Headed Beholders use this ray to eliminate dangerous foes quickly.
- Telekinesis: The beholder can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis
spell. Creatures can resist the effect with a successful Will save. All-Around Vision (Ex): Three-Headed Beholders are exceptionally alert and circumspect. Their many eyes give them a +4 racial
bonus to Spot and Search checks, and they can’t be flanked. Antimagic Cone (Su): Each of the Three-Headed Beholder’s central eye continually produces a 150-foot antimagic cone extending straight ahead from the creature’s front. This functions just like antimagic field cast by a 13th-level sorcerer. All magical and supernatural powers and effects within the cone are suppressed -even the Three-Headed Beholder’s own eye rays. Once each round, during its turn, the Three-Headed Beholder decides which way it will face, and whether the antimagic cone is active or not (the Three-Headed Beholder deactivates the cone by shutting its central eyes). Note that a Three-Headed Beholder can bite only creatures to its front. Flight (Ex): A Three-Headed Beholder’s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.
-----------------------------------------------------------------------------------------
so, what do you think? (oh, and 100 bonus points to both Krishnath and Knightfall for the very nice job )
__________________ My full name is After The Flesh, but you can call me Flesh. Or After. Or The.
Oh and i'm italian, so please don't blame me for my english, although it sucks.
Location: City of Charion, Nation of Cremoria, Prime Material Plane of Areh
Posts: 5,009
Quote:
Originally Posted by After The Flesh
Hi everybody! I've just joined this board, but i already like it a lot! Especially the Homebrews forum
But back on the topic, here's a verrrrrrrrrrrrry special beholder modified with the multiheaded template from savage species (maybe this breaks the rules... the beholder is a head...)
-
so, what do you think? (oh, and 100 bonus points to both Krishnath and Knightfall for the very nice job )
Well, technically it does break the rules. However, the description makes it work, also you get the LOL factor. The mental image I get of that thing is friggin' hilarious!
__________________ I see a girl in the night
with a baby in her hands
Under an old street light
near a garbage can
Now she put her kid away, she's gone to get a hit
She hates her life, and what she's done with it
That's one more kid, that'll never go to school
Never get to fall in love, never get to be cool
It's quite interresting actually, there are only four templates that change the base creature to aberrations so far (not counting any in Lords of Madness, as I do not have that book yet). They are:
Corrupted Creature (Book of Vile Darkness)
Gelatinous Creature (Savage Species)
Half-Illithid (Fiend Folio)
Insectile Creature (Savage Species)
So, if the base creature for this challenge thread is not an aberration, the last template added needs to be one of those. I find this kinda sad, so I created a new template based on an aberration from MM3, I'll post it later today.
Don't forget the Spellwarped Creature from Monster Manual III.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Location: City of Charion, Nation of Cremoria, Prime Material Plane of Areh
Posts: 5,009
Quote:
Originally Posted by Knightfall1972
Don't forget the Spellwarped Creature from Monster Manual III.
Yes, I missed that one.
__________________ I see a girl in the night
with a baby in her hands
Under an old street light
near a garbage can
Now she put her kid away, she's gone to get a hit
She hates her life, and what she's done with it
That's one more kid, that'll never go to school
Never get to fall in love, never get to be cool
Frozen Orb Medium Elemental (Cold, Extraplanar) Hit Dice: 6d8+18 (45 hp) Initiative: +6 Speed: 5 ft. (1 square), fly 20 ft. (good) AC: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20 Base Attack/Grapple: +4/+3 Attack: Eye rays +6 ranged touch and bite +3 melee (1d6-1 plus 1d4 cold) Full Attack: Eye rays +6 ranged touch and bite +3 melee (1d6-1 plus 1d4 cold) Space/Reach: 5 ft. / 5 ft. Special Attacks: Eye rays, chill, stunning gaze Special Qualities: All-around vision, cold immunity, darkvision 60 ft., elemental traits, flight, icewalking Saves: Fort +5, Ref +4, Will +9 Abilities: Str 8 (-1), Dex 14 (+2), Con 16 (+3), Int 15 (+2), Wis 15 (+2), Cha 13 (+1) Skills: Hide +11, Knowledge (arcana) +11, Listen +4, Search +15, Spot +17, Survival +2 (+4 following tracks) Feats: Alertness B, Flyby Attack, Improved Initiative, Iron Will
Environment: Any land and underground Organization: Solitary, pair, or cluster (3–6) Challenge Rating: 7 Treasure: Standard Alignment: Usually neutral Advancement: 7–12 HD (Medium); 13–18 HD (Large) Level Adjustment: –
Frozen orbs are elemental creatures, similar in form and shape to beholders, which are native to either the Elemental Plane of Cold or the Paraelemental Plane of Ice, depending on the DM’s individual cosmology.
However, the frozen orb is obviously an elemental, as its body is made up of snow, rime, and ice. Its central eye, as well as the eyes on its six eyestalks, is made of glittering reddish slabs of ice, and their large mouth is lined with steel-like, icicle-like teeth.
Frozen orbs do have all the powers of beholders and are thought to have evolved from a cluster of gauths that become trapped on the Inner Planes and were then changed by one of the Elemental Princes. The truth is not known, however.
Frozen orbs speak their own language, as well as Auran and Common.
Combat
Frozen orbs fight like beholders but aren’t evil, thus, they will only attack if they feel provoked. Frozen orbs are immune to cold-based attacks but take 1-1/2 as much damage from fire-based attacks. They are very careful when using their Scorching Ray eye ray attack, as it can be deadly to other frozen orbs, as well as to their enemies.
Frozen orb clusters often band together to fight off attacks from gauths and other beholders who find them to be a perversion of the beholder race. Since different clusters of beholders hate each other based on visual differences they never work together, which gives the frozen orbs an advantage of solidarity, in any fight.
Eye Rays (Su): Each of a frozen orb’s six eye rays resembles a spell cast by an 8th-level caster. Each eye ray has a range of 100 feet and a save DC of 14. The save DCs are Charisma-based. The six eye rays include: Sleep, Inflict Moderate Wounds, Dispel Magic, Scorching Ray, Paralysis, and Exhaustion. (See pages 25 & 26 of the D&D Monster Manual v.3.5 for more details on standard gauth’s Eye Rays special ability, as it applies to this creature.) This attack is considered a free action, as per the MM Errata PDF file.
Chill (Ex): In addition to the damage from their attacks, frozen orbs deal additional 1d4 points of cold damage with their bite attack.
Stunning Gaze (Su): Stun for 1 round, 30 feet, Will DC 14 negates. The save DC is Charisma-based. Any creature meeting the gaze of the frozen orb’s central eye is subject to its stunning gaze attack. Since the frozen orb can use its eye rays as a free action, the creature can use a standard action to focus its stunning gaze on an opponent and attack with all eye rays that bear on its foes at the same time.
All-Around Vision (Ex): Frozen orbs are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can’t be flanked.
Flight (Ex): A frozen orb’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
Icewalking (Ex): This ability works like the spider climb spell, but applies to all icy surfaces. Within the Elemental Plane of Cold, the frozen orb may move normally.
Base Creature: Beholder, Gauth Template: Cold Element Creature (D&D Manual of the Planes), updated to v.3.5
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Axiomatic Beholder (True Orb) Large Aberration (Extraplanar) Hit Dice: 11d8+44 (93 hp) Initiative: +6 Speed: 5 ft. (1 square), fly 20 ft. (good) AC: 26 (-1 size, +2 Dex, +15 natural), touch 11, flat-footed 24 Base Attack/Grapple: +8/+12 Attack: +9 ranged touch (special, eye rays) and +7 melee (2d4, bite) Full Attack: +9 ranged touch (special, eye rays) and +7 melee (2d4, bite) Space/Reach: 10 ft. / 5 ft. Special Attacks: Eye rays, smite chaos Special Qualities: All-around vision, antimagic cone, darkvision 60 ft., flight, linked minds, spell resistance 16, resistance to cold 5, electricity 5, fire 5, and sonic 5 Saves: Fort +9, Ref +5, Will +11 Abilities: Str 10 (+0), Dex 14 (+2), Con 18 (+4), Int 17 (+3), Wis 15 (+2), Cha 15 (+2) Skills: Hide +12, Knowledge (arcana) +17, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks) Feats: Alertness B, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will
Environment: Nine Hells of Baator or any other lawful-aligned plane Organization: Solitary, pair, or cluster (3–6) Challenge Rating: 15 Treasure: Double standard Alignment: Always lawful (80% evil; 15% neutral; or 5% good) Advancement: 12–16 HD (Large); 17–33 HD (Huge) Level Adjustment: –
Axiomatic beholders are perfect creatures, at least in their own minds. They believe that all other types of beholders are flawed, regardless of their numbers or perceived strengths. They take the “true ideal of beholderhood” to a new level of arrogance. Axiomatic beholders are indeed perfect creatures of law (of that there is no doubt).
However, they are still tainted by evil and believe that all other types of beholders must be wiped out in order for order to be achieved amongst the True Orbs, as they call themselves. Axiomatic beholders are native to the Nine Hells of Baator and are only rarely encountered living on one of the other lawfully aligned planes. Those living on Baator consider such “rogue” axiomatic beholders to be fallen members of the True Orbs and work to wipe them out before all other types of beholders.
It is rumored that there is a powerful cluster of good-aligned axiomatic beholders living somewhere on the Seven Mounting Heavens of Celestia. They are said to be allies to lawful-aligned angels and other powerful servants of law and good. The True Orbs of Baator become insanely violent at the very mention of this rumor.
True Orbs speak the language of beholders, as well as Common. True Orbs in the World of Kulan Cosmology also speak the Axiomatic language.
Combat
True Orbs, regardless, of the other part of their alignment, always follow a strict code of warfare, even against other types of beholders). They allow enemies a chance to parlay and bargain for their freedom and/or lives.
However, evil axiomatic beholders are as cunning and treacherous as devils, while neutral-aligned ones take into account every strategy and use parley as an excuse to study opponents’ strengths and weaknesses. Only good-aligned axiomatic beholders don’t try to twist parley into an exercise in deceit. However, good-aligned True Orbs are less likely to offer parley to evil opponents.
Eye Rays (Su): Each of an axiomatic beholder’s ten eye rays resembles a spell cast by an 13th-level caster. Each eye ray has a range of 150 feet and a save DC of 17. The save DCs are Charisma-based. The ten eye rays include: Charm Monster, Charm Person, Disintegrate, Fear, Finger of Death, Flesh to Stone, Inflict Moderate Wounds, Sleep, Slow, and Telekinesis. (See pages 25 to 27 of the D&D Monster Manual v.3.5 for more details on standard beholder’s Eye Rays special ability, as it applies to this creature.) This attack is considered a free action, as per the MM Errata PDF file.
Smite Chaos (Su): Once per day, an axiomatic beholder can make a normal attack to deal 11 extra points of damage against a chaotic opponent.
All-Around Vision (Ex): Axiomatic beholders are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can’t be flanked.
Antimagic Cone (Su): An axiomatic beholder’s central eye continually produces a 150-foot cone of antimagic. This functions just like antimagic field (caster level 13th). All magical and supernatural powers and effects within the cone are suppressed – even the axiomatic beholder’s own eye rays. Once each round, during its turn, the axiomatic beholder decides whether the antimagic cone is active or not (the axiomatic beholder deactivates the cone by shutting its central eye).
Flight (Ex): An axiomatic beholder’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
Linked Minds (Ex): Axiomatic beholders within 300 feet of one another are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. Because beholders can never be flanked, due to their all-around vision, axiomatic beholders don’t gain any additional benefit from this ability.
Base Creature: Beholder Template: Axiomatic Creature (D&D Planar Handbook)
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
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Cool. I always thought that the axiomatic perfect appearance was a good match for the beholders... and I like the idea of beholders with hive-minds. Especially once they reach the hive mother.