Horrors of the Far Realms

Kitsunekaboom

First Post
Someone asked for it, so here it is. I'll kick things off with my strangest.

Urcatachul (Black Unicorn + Shadow Creature + Water Elemental + Half-Black Dragon + Half-Breed Blue Dragon + Pseudonatural + Possessor + Psionic)
Large Outsider
Hit Dice: 4d12+24 (50)
Initiative: +3 (Dex)
Speed: 60 Ft, Swim 90 Ft., Fly 60 Ft (Average)
AC: 17 (-1 Size, +3 Dex, +5 Natural)
Attacks: Horn +13 Melee, Bite +11 melee, 2 clawed hooves +11
Damage: Horn 1d8+9, bite 1d8+4, Hoof 1d6+4
Face/Reach: 5 Ft. By 10ft/5ft (10ft. with horn)
Special Attacks: Breath Weapon, Drench, Inflict light wounds, Possession, Psionics,
True Strike, Water Mastery
Special Qualities: Alternate Form, Cold Resistance: 9, Damage Reduction 5/+1, Darkvision 60’, Elemental, Immunities, Incorporeal Form, Low-light vision, Luck, Shadow Blend, Telepathy, Teleport
Saves: Fort: +12, Ref: +9, Will: +10
Abilities: Str:28, Dex:17, Con:23, Int:16, Wis:25, Cha:36
Skills: Intimidate +17, Listen +14, Move Silently +10, Spot +14,
Wilderness Lore +15*
Feats: Flyby Attack, Multiattack, Weapon focus (horn)
Climate/Terrain: Any forest and plain, Far Realms, Plane of Shadow
Organization: Unique
Challenge Rating: 13
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 5-8 HD (Large)

Urcatachul is a thankfully unique creature that dwells in the Far Realms or the Plane of Shadows more often than the Prime.

It is a unicorn made of liquid shadow, with great webbed wings that seem to meld into the night. Its clawed hooves, which leave no tracks, are able to rend stone as easily as flesh. Its face lacks eyes, and has a jaw that looks more like a lamprey's than a horses.This is the groteque form that uses the morale penalty as described below.

The other form is that of a black unicorn with huge batlike wings, scales that shimmer cobalt, yellow eyes, and constantly dripping water.

It is said to show up on the Prime Material Plane at moments of great destruction, it tends to eat the survivors, or drive them further into madness. It only takes the most insane and evil warriors on its back.

Combat

Urcatachul favors the Insanity psionic power among all other abilities. Beyond that anything is possible. If the battle goes badly it will teleport or planeshift away.

Alternate Form (Su): At will Urcatachule can take on its groteque form. Changing shape is a standard action. Other creatures receive a –1 morale penalty against Urcatachulin this alternate form.

Breath Weapon (Ex): Urcatachul can breath a Line of acid or electricity 5 ft. high, 5 ft. wide, and 60 ft. long dealing 6d8 damage, A reflex save DC: 17 halves damage. This is usable once every 1d4 rounds.

Damage Reduction (Su): Urcatachul ignores 5 points of damage from most weapons and natural attacks; the wounds heal immediately. A weapon with a +1 or better enhancement bonus deals full damage.

Drench (Ex): Urcatachul touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin, if these are of Large size or smaller. The creature can dispel magical fire it touches as dispell magic cast as an 18th level sorcerer. It gains no benefit or disadvantage against creatures from the elemental plane of fire.

Elemental: Immune to critical hits, paralysis, poison, sleep, and stunning.

Immunities: Urcatachul is immune to sleep and paralysis effects as well as Acid and Electricity damage.

Incorporeal Form (Su): At will as a full-round action Urcatachul may assume an incorporeal form. While in this form, Urcatachul can only be harmed by other incorporeal creatures. +1 or better weapons, spells, supernatural abilities, or spell-like effects. There is a 50% chance Urcatachul will ignore any damage inflicted by a corporeal creature via any source other than force effects such as magic missile. In this state, the creature loses its natural armor modifier but gains a deflection modifier of +6.

While incorporeal, Urcatachul can pass through solid objects, cannot be heard unless it wishes to be, ignores natural and all physical armor, and has no Strength score. Its dexterity modifier applies to both melee and ranged attacks.

Inflict Light Wounds (Sp): Three times per day, Urcatachul can inflict light wounds by making a successful melee touch attack with its horn, dealing 1d8+4 points of damage. It can also use this ability when making a regular horn attack, but in this case a successful melee attack roll is required to inflict any damage.

Luck: Urcatachul get a +2 luck bonus to all saving throws.

Possession (Su): While in its incorporeal form Urcatachul can attempt to hijack a living creature’s body by overpowering its intellect and personality. This counts as a mind-influencing effect.

Urcatachul must be within 5 feet of its potential victim. As a standard action, it makes a Charisma check opposed by its victim’s Will save. If Urcatachul succeeds, it gains control of its victim’s body for one day for each point by which it beat its target’s save. After this time, it once again makes a Charisma check opposed by a Will save. This process continues until the creature fails its Charisma check.

Use the possessed template to determine the possessor’s stats while it controls its victim’s body. Any spell that can force an outsider to return to the outer planes may be used to force Urcatachul out of its victim’s body.

Using this ability drains Urcatachul’s willpower and endurance. It may only use this ability once per day. As a standard action, the possessor may abandon the body it controls. The victim immediately regains control but is unconscious for 1d4 minutes due to the psychic trauma of the possession. If the victim’s body dies while Urcatachul controls it, Urcatachul dies along with it.

Psionics (Sp): At will –Insanity, Iron Body, Plane Shift,
These abilities are as the powers manifested by an 4th-level psion.
Attack/Defense Modes (Sp): At will – ego whip, Mind Thrust, /empty mind, thought shield

Shadow Blend (Su): In any condition other than full daylight, Urcatachul dissapears into the shadows, giving it nine tenths concealment. Artificial illumination, even a light or continual flame spell does not negate this. A daylight spell will however.

Telepathy (Su): Urcatachul can communicate telepathically with any creature within 100 feet that has a language.

Teleport (Su): Urcatachul can teleport without error (as the spell) once per day, taking itself and its riders to any known location. They often use this ability to flee from a combat that is going against them, sometimes to the chagrin of their riders.

True Strike (Su): Urcatachul may once per day make a normal attack with a +20 insight modifier on a single attack roll. The creature is not affected by the miss chance that applies to attacks against concealed targets.

Water Mastery (Ex): Urcatachul creature gains a +1 bonus on attack and damage rolls if both it and its foe touch water. If an opponent is landbound, the earth elemental creature suffers a –4 penalty on attack and damage rolls.

Skills: Urcatachul gain a +6 racial bonus to all Move Silently rolls.
 

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Cool. I know I have promised a Psudonatural Purple Worm, But unfortunatly, I am unable to find it on my HD. Don't worry, I will post one soon, I'll just have to remake it. In the mean time, here is a blast from the past: A kaiju from your worst nightmare!

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Yagha Quacerath (Kaiju Pseudonatural [Lesser] Umber Hulk)
Colossal Outsider
Hit Dice:
48d8+576 (792 hp)
Initiative: +4 (Improved Initiative)
Speed: 20'; burrow 20'
AC: 36 (-8 size, +34 natural)
Attacks: 2 claws +60 melee, bite +58 melee
Damage: Claw 4d6+20, bite 8d6+10
Face/Reach: 40' by 40'/20'
Special Attacks: Maddening Gaze; true strike; trample; augmented criticals; breath weapon;
Special Qualities: Tremorsense; acid, electricity and fire resistance 50; Damage Reduction 25/+5; alternate form; darkvision 120'; Immune to Mind-Influencing effects; SR: 34; Reflect Spells;
Saves: Fort +38, Ref +26, Will +26
Abilities: Str 51, Dex 11, Con 35, Int 2, Wis 11, Cha 33
Skills: Climb +36, Jump +36, Listen +16
Feats: Battle Roar, Improved Initiative, Multiattack, Power Attack, Stunning Roar, Thunderous Roar,

Climate/Terrain: Any land and underground (usually dwells in the Far Realm)
Organization: Solitary (Unique)
Challenge Rating: 24
Treasure: -
Alignment: Chaotic Evil
Advancement: -

Yagha Quacerath, the eater of worlds, usually dwells in the Far Realms, outside the boundaries of time and space. The few times it has reached the material plane, it is a cataclysmic event that levels continents and leaves nothing behind but shattered minds.
Yagha Quacerath resembles an umber hulk of immense size, it's body a bloated mockery of a cross between a gorilla and a large insect. It's skin and carapace a sickly greenish hue. The creatures large eyes constantly changes color in strange patterns causing insanity in anyone foolish enough to meet it's gaze. A mass of short tentacles fill it's back. And the few short hairs that cover it's body have a pale pink color.
In it's true form, Yagha Quacerath resembles an immense tower of tentacled, living, writhing flesh, at the end of two of it's tentacles two razorsharp claws dwell, and on another it's snapping mandibles and jaw reside. The creatures eyes are on several other tentacles.
Yagha Quacerath has only one thought in it's twisted and insane mind, the complete and utter destruction of all other living creatures.

Combat:
Yagha Quacerath prefers to initiate combat by ambushing it's opponents, most often from below ground. It fights with only one goal, the complete destruction of it's opponent, it never flees, and never surrenders. If reduced to half it's original hit points, the abomination changes into its true form and continues it's attack.
Maddening Gaze (Su): Insanity as cast by an 14th level sorcerer, 90 feet, Will negates DC 45
Tremorsense (Ex): Yagha Quacerath can automatically sense the location of anything within 60 feet that is in contact with the ground.
True Strike (Su): Once per day, Yagha Quacerath can make a normal attack with a +20 insight bonus on a single attack roll. On this attack, Yagha Quacerath is not affected by the miss chance that applies when attacking a concealed target.
Alternate Form (Su): At will, Yagha Quacerath can take the form of a grotesque tentacled mass of snapping jaws and flailing claws. All Yagha Quacerath abilities remain unchanged despite it's alien apperance. Changing shape is a standard action. Other creatures recieve a -1 morale penalty on their attack rolls against Yagha Quacerath in this alternate form.
Trample (Ex): As a standard action during it's turn each round, Yagha Quacerath can run over an opponent of Gargantuan size or smaller. The Kaiju merely has to move over it's opponent.
The trample deals 4d12+10 points of damage. Trampled opponents can attempt attacks of oppertunity, but these incur a -4 penalty. If they do not make attacks of oppertunity, trampled opponents can attempt Reflex saves (DC 54) for half damage.
Augmented Criticals (Ex): Using it's natural attacks, Yagha Quacerath threatens a critical on a natural attack of 18-20, dealing triple damage on a successful critical hit.
Breath Weapon (Su): Line of acid, 10 feet wide, 10 feet high, 100 feet long, damage 10d6, reflex halves (DC 46). Usable once every 1d4 rounds.
Reflect Spells (Su): Targeted spells and spell-like effects that fail to penetrate Yagha Quacerath's spell resistance are reflected back upon their source.

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Heh, heh,

Later, :D
 

Mmm... psuedonature...
If I'm not mistaken, the complete list of pseudonatural thingies, and their sources, are:
Lesser Pseudonatural Template (T&B, MoTP)
Greater Pseudonatural Template (ELH)
Neh-Thalggu (ELH)
Uvuudaum (ELH)
Wyste (MMII)
Kaorti (FF)
Rukanyr (FF)
Skybleeder (FF)
I would also not hesitate to throw in most creatures from Call of Cthulhu, the Umbral Blot (ELH, because of the "Assassins of the Elder Gods" flavor text) and the gibbering orb (again, ELH) into the Far Realms classifacation.
Am I right?

Demiurge out.
 


Well, maulagryms were revealed, in the Forgotten realms Campaign Setting and Lords of Darkness, to be natives of the Plane of Shadow. Alien yes. Strange yes. Far Realm? No.

I also forgot the moonbeast and moonclaf. Even if they aren't from the Far Realm, their appearances and behaviors are definite refrences to The Dream Quest of Unknown Kadath, marking them for honorary Far Realm status.

Demiurge out.
 


Wanna see something really scary?

Psuedoshoggoth
Greater Pseudonatural + Shoggoth
Gargantuan Outsider (Chaos, Greater Servitor)
Hit Dice: 30d8+ 450 +30 (720hp)
Initiative: +5 Speed: 80ft, climb 40ft, swim 40ft
Armor Class: 42 (-4 size, +1 Dex, +35 natural)
BAB/Grapple: +30/+74
Attacks: 9 tentacles +70 melee
Damage: Tentacle rake 2d8+28 (19-20, x2)
Face/Reach: 30ft/15ft
Special Attacks: Crush, improved grab, rotting constriction, spell-like abilities
Special Qualities: Darkvision, blindsight 60ft, SR 150, shoggoth qualities, fast healing 5, DR 45/+10 (13/-)
Saves: Fort +32, Ref +18, Will +21
Abilities: Str 67, Dex 13, Con 40, Int 8, Wis 18, Cha 20
Skills: Climb +52, Listen +16, Spot +16, Swim +52
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Improved Critical (tentacle) Improved Grapple, Improved Initiative, Power Attack, Weapon Focus (tentacle)
Epic Feats: Damage Reduction, Fast Healing
CR: 31
Climate/Terrain: Any
Organization: Solitary
Alignment: Always chaotic neutral
Treasure: None
Advancement: Infinite
Sanity Loss: 1d10/1d20

The Far Realms contain many peculiar and horrible things, but few are as horrible as the psuedoshoggoth.

The Elder Things created psuedoshoggoths millennia ago, when they migrated from the Prime Material plane to the Far Realms. They made their beasts of burden adapt to the tumultuous, maddening world they found, a task that the shoggoths were more than capable of achieving. Although the Elder Things were driven out of the Far Realms shortly after their arrival, the psudoshoggoths stayed. Psuedoshoggoths are never found of the Prime unless summoned by mad wizards or evil cultists. Psudoshoggoths, like their ancestors, speak the language of the Elder Things (tekeli-li!) and can be taught other languages with time.

Combat
If anything, psuedoshoggoths are even deadlier than their mundane (relatively speaking) ancestors. They attack ferociously and gleefully, rarely bothering to be subtle.

Crush (Ex): A psuedoshoggoth’s favorite attack is to simply flow over a target and use their bulk to kill them. It can use this attack on any creature two or more size categories smaller than it. It simply rolls over its victims. A character can either take an attack of opportunity, or get a Reflex save (DC 53) to halve the damage (4d6+42). Unlike a standard trample, the characters are trapped under the psuedoshoggoth and take damage every round unless they win an opposed Strength check. Creatures trapped cannot move or attack until they escape.

Improved Grab (Ex):If a psuedoshoggoth hits a creature of Huge or smaller size with a tentacle, it deals normal damage and attempts to start a grapple. If it succeeds, it can use its rotting constriction ability.

Rotting Constriction: (Ex): Each successful grapple check made after a psuedoshoggoth has grapples a foe drains 2d4 points of Constitution permanently.

Hideous form (Su): Because psuedoshoggoths are practically identical to the alternate forms of most psuedocreatures, they cannot alternate forms more than their amorphous physiology usually allows. However, psuedoshoggoths are so hideous, other creatures receive a –1 morale penalty to their attack rolls against it, whether or not they made their San check.

Spell-like abilities: At will- blur, dimension door, shield Caster level 20th

Shoggoth qualities: Like a normal shoggoth, a psuedoshoggoth is immune to bludgeoning damage, and ignores the first 10 points of damage done to it, regardless of weapon enchantments. They gain bonus hit points as if they were oozes. They take half damage from cold, fire and acid, are immune to poisons, diseases, electricity, death by massive damage, critical hits and coup de grace. It cannot be flanked, and therefore, not sneak attacked, due to its lack of an anatomy.

Demiurge out.
 
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Just a few thoughts on the Far Realms (which I want more info on damn nabbit!)

- Thinking of using Omega World (or Gamma World when it comes out) mutations on Pseudonatural Beasties as well. (Omega World is a whee bit on the strange side though to use, I'm hoping that Gamma World d20 is much better.)

- I will be running a hybrid spelljammer/nyambe/planescape setting of my own design. In it Spelljamming speed is replaced by something else, like an ether drive kinda, a ship will go into another plane for a shortcut. Most go Ethereal, Astral, Air, and occasionally water for this. I have this evil idea for a ship that goes through the Far Realms. >)
 

I might also add the Wyste from MM2 to the list.

Concerning the Umbral Blot/Blackball, I'd note that historically it's not from the Far Realm... the 'Elder Gods' are an obsolete reference to the Elder Gods of the Immortals, the mysterious uberdeific creators and governing forces and axioms of the Prime World of Mystara (perhaps Toril's Ao and Krynn's High God are among the Elder Gods as well? The Lady of Pain?). But if you want to connect them to the Far Realm, it's your campaign. :)
 


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