Orda Spawn

Orda Spawn
Small Aberration (Extraplanar)
Hit Dice: 5d8+10 (32 hp)
Initiative: -1
Speed: 15 feet (4 squares)
AC: 15 (+1 Size, -1 Dex, +5 Natural), Flat Footed 15, Touch 10
Base Attack/Grapple: +4/+2
Attacks: Slam +7 (1d4+3 plus disease)
Full Attack: Slam +7 (1d4+3 plus disease)
Space/Reach: 5 ft/5 ft
Special Attacks: Rot
Special Qualities: Blindsight, Corpse Gatherer, Merge, Poison and Disease Immunity, Regeneration 2
Saves: Fortitude +3, Reflex +0, Will +4
Abilities: Str 15, Dex 8, Con 15, Int 3, Wis 11, Cha 10
Skills: Climb +2, Hide +3 Listen +2, Search -2, Spot +1
Feats: Improved Natural Armor, Improved Natural Attack
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Climate/Terrain: Metalic Prison of Dantos
Organization: Solitary, pair, cluster (3-5), or party (6-11)
Challenge Rating: ?
Treasure: None
Alignement: Always Chaotic-Neutral
Advancement: --

The black iron floor was covered with broken bodies and rotting flesh, the hideous odor twisting my innards as it flooded my nostrils. Such was my state that I could barely note how the critters moved among the filth, abhorrent masses of severed flesh and organs, crawling over the bodies while they consumed every bit of living matter on their way.

An orda spawn in the lowest form of these horrid creatures of filth. Born from the fallen flesh of the Forbidden Guardian Kalibura, whose body is in a permanent state of decay, these aberrations seek only to grow in size, by further consuming living matter. Living matter does not last forever on these creatures, however, as it is slowly eaten away by it’s own rotting liquids. This forces them to continuously seek for more to incorporate into their bodies.

The form and composition of these creatures always differ, as for not two are made from the same parts. However, the misshapen, pudding-like form prevails among them, as for they have no solid structure to give them any different shape. Lumps of rotting flesh, skin, severed organs and the like are the building blocks that compose every orda spawn, with bodily liquids oozing among the parts, kept together by thick membranes of dark-brown and dark-green colors. This membrane tends to harden around the flesh, becom,ing thick and rugged, which grants these creatures certain resistance against impacts. The size of an orda spawn varies, but their standard measure lies around the 4 feet in length, with usually flat bodies due to the lack of bones. They are heavy, generally having weights of 90 pounds.

Unlike most other orda, orda spawns have no true purposes. They are the accidental effect of raw magic and wasted bodily matter. They crawl through the blackened metallic plane of Dantos, seeking more flesh on which to fest and grow, desperately chasing any trace of it they can sense. The inner halls and passages of the Palace of Dantos, specially those near the Repository of Incomplete Bodies and the Pit of Filth, are plagued by these creatures, who prey on each other in order to feed themselves.

Wizards, necrologists and experimentators value these creatures for the sheer utility they have in certain investigations and uses. The raw magic that runs through their flash and avoids it from dying is an issue that keeps many of them intrigued, and so they pay good amounts to those brave or capable enough to bring one.

COMBAT:

Disease (Ex): Orda spawn are creatures of the filth, and thus they are prone to carry different diseases. On a d100 roll to see which one of the following diseases are carried by the orda spawn: No disease (1-15), Filth Fever (16-60), Shakes (51-90), Slimy Doom (91-100). Fortitude save DC 14. The save DC is Constitution based.

Rot (Ex): The oozing liquids that bath the orda spawn are a terrible threat to living matter. Upon a successful critical strike, some of these liquids are poured over the target’s flesh, quickly affecting it until it falls in lumps of rotting matter. If the target fails a Fortitude save DC 14, part of it’s body will be affected by the liquid. The affected part will begin to rot, dealing 1 point of Constitution damage. After 1d4 rounds, an amount of flesh equal to 1 pound per every five Hit Dice of the orda spawn will fall off. The effects of the flesh falling from the body are left to the DM’s discretion. Construct, undead, incorporeal, or creatures otherwise devoid of living flesh are immune to this effect.

Blindsight (Ex): The thick membrane that grows around the orda spawn is filled with highly sensitive receptors, that grant these creatures the ability to sense anything within 60 feet of it, as if it were able to see them.

Corpse Gatherer (Ex): An orda spawn will feed upon the remains of dead creatures, festing over it's flesh and organs, bathing it in oozing liquids to then proceed to add it's bodily matter to it's own body. Feeding upon the body effectively destroys it, making it unable to restore that creature to life, preventing any raising or resurrection. The victim can still be brought back by a Limited Wish, Miracle, True Resurrection, or Wish. For every suitable corpse it devours, the orda spawn heals 8 Hit Points. Furthermore, every three corpses it devours it advanced 1 Hit Dice, and it's Strenght, Constitution, and Natural Armor increase by 1. It's attack bonus increases as normal for an aberration of it's Hit Dice, and it gains skill points, feats, and ability score improvements normally. Feats gained should be given to Improved Natural Armor, then Ability Focus for each of it's abilies, then as the DM sees fit. In order for the corpse to be viable for devouring, it must contain all or most of it's flesh. Orda spawns can only use the Corpse Gatherer ability over bodies of creatures with no more Hit Dice than the orda spawn's own Hit Dice +2.

Merge (Ex): The body of these creatures is able to be incorporated into that of another of it’s own type. If two or more orda spawns attempt to merge, they enter a comatose status that last 1 round per every 3 Hit Dice of the total (total calculated as the sum of the Hit Dice of all the orda spawns involved in the merge), time during which the creature(s) is paralyzed. During the first round of the merge, each orda spawn is considered a different creature, and may be killed by separate. However, from the second round of the merge they are treated as one creature. The new creatures has the following changes:
Recalculate the base attack bonus, saving throws, and maximum hit points of the newly-created orda spawn based on it's new Hit Dice. Note that orda spawn whose Hit Dice total becomes high enough also increase in size category; all appropriate changes for increasing size should be made as well. The current Hit Point total of the orda spawn is equal to the sum of that of all the orda spawns who merged, adjusted for any increase in Constitution. Ability score increases gained for adding Hit Dice (+1 every 4 Hit Dice) should be distributed evenly between Strength and Constitution. Feats gained should be given to Improved Natural Armor, then Ability Focus for each of it's abilies, then as the Dungeon Master sees fit. The creature's Regeneration increases by +1 for every 4 Hit Dice added. The Challenge Rating increases by +1 for every 4 HD added, with an additional +1 for each size category increase.


Regeneration (Ex): Fire and acid deal normal damage to an orda spawn.

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I am highly unsure about which CR to use. I originaly intended this creature to be CR 3, but I am not very sure right now. Any suggestions?

My thanks beforehand.
 
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what if the orda spawn merging have different stats due to corpse gather which orda is the base of the merge the stronger one? what about orda of the same power level but one has a template instead of hd
 

Looks good. Maybe just a few minor stat issues (15 ft. = 3 squares; why +4 base attack?; why Will +4? No darksight? But perhaps these are because it's version 3 format.)
 

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