Monsterously Strange

T't't

Colossal Aberration
Hit Dice: 17d8+127 (195 hp)
Initiative: -3
Speed: Fly 90 ft. (average)
AC: 4 (-3 dex, +5 natural, -8 size)
BAB/Grapple: +12/+13
Space/Reach: 60 ft./60 ft.
Attack: Slam +13 melee (2d8+1)
Full attack: 4 slams +13 melee (2d8+1)
Special Attacks: Aura of Wild Magic, Genesis of Madness, Outter Vortex, True Strike
Special Qualities: Colorblind, Blindsight 200 ft., Damage Reduction 14/Law, Electricity and Acid resistance 20, Natural Invisibility, Spell Resistance 17
Saves: Fort +5, Ref +2, Will +6
Abilities: Str 12, Dex 5, Con 25, Int 11, Wis 3, Cha 7
Skills: Autohypnosis +16, Concentration +27
Feats: Enlarge Power, Power Attack, Psionic Body, Psionic Fist, Psionic Meditation, Snatch, Widen Power
Environment: Any aerial
Organization: Solitary
CR: 20
Alignment: Chaotic Neutral
Treasure: None
Advancement: --
Level Adjustment: --

The t't't appears as a horrendously massive caricature of a genderless humanoid rippling and bobbing far above on the air currents like a corpse face down in a pool. Its body seens flattened and spread out and is completely devoid of color. The hairless head is enormous even for his size, with squinted eyes as if asleep, and huge mouth gaping open. Its features are somewhat jowly, and all its digits bloated.

Original t't'ts hailed from their own section of the Far Realms, using their Genesis ability to create nigh any type of place they wished. While in the throes of insanity a cleric visiting the Far Realm brought a t't't back with it, and from that one and its progency has all other t't'ts been spawned.

T't'ts are, on average, 60 feet from foot to head, and weigh only a few tons or so, being extremely light for their size. T't'ts can speak telepathically with those within 400 feet, but only other T't't's understand their insane convulutions of thought.

Combat:
T't'ts are only vaguely aware of the existence of anything outside its own manic imagination, but if sufficiently provoked will thrash about blindly with foot and fist at those whom come to annoy it.

Aura of Wild Magic (Su):
A t't't generates a bewildering field within 120 feet of itself that can wreak havoc with spells cast within or into this range. This is alike to the Wild Magic trait of the Far Realm (see p. 14 of the Manual of the Planes).

Colorblind:
T't'ts are unable to distinguish colors, similar to how creatures with darkvision see the world. T't'ts are immune to effects that rely on perception of color (such as color spray, but not prismatic effects).

Genesis of Madness (Ps):
A t't't can affect an area of a mile radius sphere about itself as if using Antigensis (see p. 110 of the Expanded Psionics Handbook). It takes a week for this mile to be decimated and leveled. At the end of this week the true Genesis begins. Over a period of a month this area takes on the No Alignment, Wild Magic, and Maddening traits of the Far Realm plus its own unique ways. It is within the first day it begins its Antigenesis that it begins to affect sanity (DC 20 will save every day or go insane as from the insanity spell). Those who fail the save begin to slowly and painfully convert into T't'ts. While converting they become unwilling to pass the boundaries of the affected area and involuntarily raise into the air. They gain a flight speed of 10 ft., which increases by 20 feet every week till it tops at 90 feet. At this time those affected have completely converted to T't'ts. Every week those converting must make a DC 18 fortitude check or die from the hideous affects of the gradual transformation.
Those affected, if pulled from the area before complete conversion, slowly start to revert back to their normal states, but retain their madness unless appropriate spells are used.
After all those in the field have been converted or killed the T't't moves on, and this intruding plane fades away as slowly as it was created.

Natural Invisibility (Ex):
A t't't is naturally invisible as the spell. True Seeing and similiar spells and affects reveal the creature.

Outer Vortex (Su):
A t't't that is killed implodes, temporarily opening up an instability between its current location and a random layer of the Far Realm. Those within 120 feet whom fail a DC 30 fortitude check are pulled within by the sudden wind. This vortex lasts for a minute before sealing itself.

True Strike (Su):
Once per day a t't't can make a normal attack with a +20 insight bonus on a single attack roll. On this attack, the creature is not affected by the misschance that applies when attacking a concealed target.

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The T't't Realm has the following traits:
* No Alignment
* Wild Magic: Casters must roll a level check (DC 15 + the level of the attempted spell). A failed check indicates a result on Table 1-1: Wild Magic Effects (see p. 14 of the Manual of the Planes)
* Colorless: Within its boundaries everything in the T't't-spawned realm are shades of grey. Spells that rely on perception of color, such as color spray, automatically fail.
* Maddening: Entry into the T't't Realm requires a successful Will save (DC 20) to stave off insanity (as the insanity spell) and conversion into a t't't. Those within must make the will save when they first enter and every hour thereafter.
 

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