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<blockquote data-quote="Cleon" data-source="post: 6230747" data-attributes="member: 57383"><p><strong>Dark Dweller Portion Homebrew</strong></p><p></p><p><span style="font-size: 15px"><strong><em>Original Stats</em></strong></span></p><p><span style="font-size: 10px"><span style="color: #00ff00">**I'm leaving off the description, since this post is long enough already!**</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong><span style="font-size: 12px">S<span style="font-size: 10px">INGLE</span></span> <span style="font-size: 12px">P</span>ORTION OF THE <span style="font-size: 12px">D</span>ARK <span style="font-size: 12px">D</span>WELLER:</strong> AC 4; MV 36; HD 10+3; hp 58; THAC0 9; #AT 6; Dmg Nil or 1d6 (constriction); SA Successful hit can grasp opponent with 25 Strength, can use <em>ESP</em>, <em>know alignment</em>, <em>confusion</em>, <em>dispel magic</em>, <em>slow</em>, and <em>fear</em> at will, one per round; SD immune to heat and flame; SZ G (15’ tendrils connected to a larger tendril which connects to the rest of the creature); ML fearless (20); Int genius (18); AL NG; XP 7,000.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Notes: This is only one portion of a creature that spans most of the plane of Maelost. Maelost is about 120 miles across, but the space warps back on itself—so does the Dark Dweller.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="font-size: 15px"><strong><em>Homebrew Conversion</em></strong></span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong><span style="font-size: 15px">Dark Dweller Portion</span></strong></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">Huge Outsider (Native)</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Hit Dice:</strong> 10d8+40 (85 hp)</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Initiative:</strong> +2</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Speed:</strong> 90 ft. (18 squares), burrow 10 ft.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Armor Class:</strong> 18 (–2 size, +2 Dex, +8 natural), touch 10, flat-footed 16</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Base Attack/Grapple:</strong> +10/+25</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Attack:</strong> Tendril +15 melee (1d6+7)</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Full Attack:</strong> 6 tendrils +15 melee (1d6+7)</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Space/Reach:</strong> 15 ft./15 ft.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Special Attacks:</strong> Constrict 1d6+7, improved grab, perfect grappler, spell-like abilities, wall of tendrils</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Special Qualities:</strong> All-around vision, blind, blindsight 60 ft., chthonic gestalt, immunity to fire, soulprobe, squeeze, telepathy 100 ft., the scouring, thoughtsight 60 ft., tremorsense 300 ft., tunnel trek</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Saves:</strong> Fort +11, Ref +11, Will +11</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Abilities:</strong> Str 25, Dex 15, Con 19, Int 18, Wis 18, Cha 20</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Skills:</strong> Concentration +17, Escape Artist +15, Hide +7, Knowledge (arcana) +17, Knowledge (dungeoneering) +17, Knowledge (geography) +17, Knowledge (nature) +19, Knowledge (the planes) +17, Listen +17, Move Silently +15, Search +8, Spellcraft +19 (+21 deciphering scrolls), Spot +8, Survival +17 (+19 when aboveground, underground, or on other planes; +19 finding paths & avoiding natural hazards), Use Magic Device +20 (+22 with scrolls)</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Feats:</strong> Combat Expertise, Combat Reflexes, Improved Disarm, Lightning Reflexes</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Environment:</strong> Underground</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Organization:</strong> Solitary, node (2–5) or cluster (6–20)</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Challenge Rating:</strong> 10</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Treasure:</strong> None</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Alignment:</strong> Always neutral good</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Advancement:</strong> 11–15 HD (Huge); 16–30 HD (Gargantuan); 31+ HD (Colossal)</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Level Adjustment:</strong> —</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><em>Something immense writhes out of the ground. A loose-woven bundle of fleshy tendrils interspersed with slimy organs, six of the thickest tendrils reach out from the mass like ropy tentacles. Whatever the thing is it has a foul, earthy stench.</em></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">The Dark Dweller is a singular entity of astonishing size, a vast underground network of ropey tendrils and pulsing organs that spans the entire plane of Maelost. The Dweller's fleshy tendrils range in thickness from the width of a hair to many feet. Most of the tendrils are as immobile as the roots of a tree, but parts of its body are capable of moving with astonishing speed and it is these "portions" whose statistics are presented here.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">The Dark Dweller has constructed a system of 5-foot wide tunnels and fetid caves that honeycombs Maelost. Some of these tunnels open to the surface and allow the Dweller to communicate with creatures that dwell above ground. The Hanim who dwell on Maelost's surface believe the Dark Dweller inhabits these tunnels, but it is possible (indeed probable) that the bulk of the Dweller's body actually grows through the earth like the subterranean threads of a fungus. The Dark Dweller can use these tunnels to transport portions of itself around Maelost as incredible speed, sometimes carrying allies with them.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">Despite its weird appearance and terrifying power, the Dark Dweller is a benevolent being. Its main concern is defending Maelost from being polluted by supernatural "contaminants" from other planes. The Dweller's alien mindset mean it cannot explain the nature of these "contaminants" to normal creatures. and a creature would need a world-spanning intellect like the Dweller's to even understand the explanation. It has implied these pollutants created the Taker of Life, an evil force that animates the waters of Maelost. To cleanse this contamination, the Dark Dweller has developed a special ability it calls the "Scouring".</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">Whenever an intelligent creature approaches the entrance to one of the Dark Dweller's tunnels, a portion of the Dweller reaches out with its tendrils and draws them inside to an antechamber – typically a 50 ft. spherical cavern about 500 ft. from the entrance. The Dweller then examines the creature with it Soulprobe ability. Good or neutral creatures are offered a deal – if they consent to undergo the Scouring, the Dark Dweller will use its Tunnel Trek ability to transport them anywhere on Maelost whenever they wish. Creatures who accept are transported deeper inside the tunnels to a ceremonial chamber to receive the Scouring, creatures who refuse are returned to the surface unharmed. If the Dweller discovers an evil creature it immediately returns them to the surface without offering them Scouring. Should the evil creature attack or refuse to leave, the dark dweller portion attempts to kill the interloper.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">The Scouring permanently burns away every hair on the subject's body and consumes flammable non-magical objects. The Dark Dweller will not mention this to visitors, as it is irrelevant to the creature, but the Hanim may warn planewalkers to divest themselves of clothing and wooden or leather goods before accepting the Dark Dweller's gift. The Dark Dweller will Tunnel Trek a Scoured creature through its domain as many times as they wish, to whichever tunnel mouth is most convenient for their desired destination. It only applies a couple of restrictions. First, it always Soulprobes travelers, and turns away any Scoured creature that has gained an evil alignment. Second, a Scoured creature may pick up more extraplanar "contaminants" if they leave the plane of Maelost, in which case the Dark Dweller will insist they undergo Scouring again before it allows them passage.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">A typical dark dweller portion is a few feet in diameter and at least 30 feet long, weighing about 5,000 pounds. The Dark Dweller itself encompasses the whole 120 mile width of Maelost. The plane of Maelost wraps back upon itself like a Möbius strip, and so does the Dark Dweller.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">The Dark Dweller is mute but can communicate using telepathy. It will use Soulprobe before it talks, to determine the other creature's alignment and motives.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><span style="font-size: 12px"><strong>Combat</strong></span></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">The Dark Dweller will go to great lengths to avoid harming a good or neutral creature. If attacked by a good or neutral creature (or one whose alignment the Dark Dweller is unsure of), a dark dweller portion will seize them in its tendrils and attempt to pin them without doing any damage (either slam or constriction), or possible use its <em>fear</em> spell-like ability to try to put its attacker to flight. A dark dweller portion will usually retreat rather than harm a good creature. It can block off pursuit by raising a Wall of Tendrils or, <em>in extremis</em>, collapsing a tunnel behind itself.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">The Dark Dweller has no compunctions against killing truly evil creatures, and will reluctantly fight neutral creatures who insist on attacking its portions. In a "serious" fight a dark dweller portion will grab opponents with its tendrils and constrict them with all its strength. It will cast <em>confusion</em> or <em>slow</em> upon its enemies and trap them with a Wall of Tendrils.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">Dark dweller portions often use their Improved Disarm feat (+27 check modifier) to try to remove weapons from their opponents. Remember they can use an attack of opportunity to make a disarm attempt.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">Enemy spellcasters may be countered by a dark dweller portion's <em>dispel magic</em> ability. If a dark dweller portion is seriously impaired by an opponent's special attack it might use its Scouring ability on itself to remove the affect.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">A dark dweller portion often fights until destroyed. It is not "fighting to the death" since, from the perspective of the Dark Dweller, the destruction of a single portion is no more meaningful than the loss of a hair would be to a human.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">If a dark dweller portion survives a battle, it will want to gather up the bodies of any slain opponents and reduce them to ash with its Scouring ability.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>All-Around Vision (Ex):</strong> A dark dweller portion’s senses work in all directions simultaneously, providing a +4 racial bonus on Spot and Search checks. A dark dweller portion can’t be flanked.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Blind (Ex):</strong> A dark dweller portion is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Constrict (Ex):</strong> A dark dweller portion deals 1d6+7 points of damage with a successful grapple check.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Chthonic Gestalt (Ex):</strong> A dark dweller portion is merely a fragment of a single entity, the Dark Dweller. Most of the Dark Dweller is a web of subterranean fibres, most as fine as a hair, that spans the entire Underdark of Maelost. These fibres have tremorsense, so the Dark Dweller is aware of anything that moves underground in Maelost.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">Every dark dweller portion is linked to the rest of the Dark Dweller by a myriad of subterranean tendrils, A portion must remain connected to these fibres, so is unable to leave the underworld. All dark dweller portions are in constant communication through these fibres. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No portion in a group is considered flanked unless all of them are.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">Each dark dweller portion is treated as a separate creature by attacks despite it technically being part of a single being. Should an opponent gain influence over a portion or access to its senses or thoughts (via <em>domination</em>, <em>charm</em>, <em>mind probe</em> or similar powers), the Dark Dweller will isolate it. An isolated portion cannot use its Scouring, Tunnel Trek or Spell-Like Abilities. An isolated portion's communications with other dark dweller portions (see previous paragraph) becomes one-way only. The isolated portion cannot sense other portions of the Dark Dweller, but the other portions can sense what it is doing. The Dark Dweller knows everything that any of its portions knows.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Improved Grab (Ex):</strong> To use this ability, the dark dweller portion must hit an opponent of any size with a tendril attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Perfect Grappler (Ex):</strong> A dark dweller portion can grapple a single opponent of any size or up to six opponents up to two sizes smaller than itself – one opponent in each tendril. The portion rolls separate grapple checks against each opponent when grappling multiple opponents. If a portion holds an opponent with more than one tendril it gains a +2 bonus on its grapple check per tendril (e.g. +6 for three tendrils). A dark dweller portion can choose to hold on to an opponent with a tendril while remaining ungrappled itself without taking any penalty on its grapple checks (instead of the normal –20 penalty).</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Soulprobe (Su):</strong> A dark dweller portion can probe the mind and spirit of a creature it is in contact with (such as a grappled opponent). The creature can negate this probing with a DC 20 Will check, but the portion can try again an unlimited number of times. If probed successfully, the dark dweller gains considerable knowledge of the creature. It determines the creature's alignment, mental ability scores (Int, Wis, Cha), personality, and its current desires and goals. This gives the dark dweller a +4 circumstance bonus on all Cha-bases skill checks against the probed creature, plus a +8 circumstance bonus on Sense Motive checks.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">Soulprobing also reveals any natural or supernatural afflictions a creature has, including the mysterious "contaminants" the Dark Dweller is so concerned about. If it detects any "contaminants", the Dweller usually offers to cleanse the creature with its Scouring ability.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Spell-Like Abilities (Sp):</strong> At will—<em>confusion</em> (DC 19), <em>dispel magic</em>, <em>slow</em> (DC 18), or <em>fear</em> (DC 19). Caster level equals Hit Dice (minimum CL 10th). The save DCs are Charisma-based.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Squeeze (Ex):</strong> A dark dweller portion can freely move and fight through any opening large enough to pass a Medium creature. It can squeeze through openings a Small creature can fit through with a DC 30 Escape Artist check.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>The Scouring (Sp):</strong> This powerful cleansing ability uses a mixture of elemental forces and positive energy that literally burns away impurities. The Scouring can eliminate all manner of mundane and magical impurities, including extraplanar "contaminants" that are incomprehensible to creatures without the Dark Dweller’s vast consciousness. These energies infuse and cleanse a dark dweller portion’s body, and the portion can extend the Scouring’s energies to include any creature or object it is grappling. However, it will only Scour non-evil creatures who consent to the process. Recipients of the Scouring sense it as a dazzling blast of light and heat.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">The Scouring is the equivalent of a 9th level spell. The effective caster level of a single dark dweller portion’s Scouring is equal to its Hit Dice (usually 10), but the Dark Dweller normally performs Scourings in special ceremonial chambers which allow it to concentrate the strength of many portions into a single Scouring, with an effective CL equal to the HD of the most powerful dark dweller portion participating plus one-third the combined HD of the other portions. A typical Ceremonial Scouring may involve one 20 HD portion and nine 10 HD portions, giving it a CL of 50, but the Dark Dweller can easily gather many more portions if it desires a higher CL. Any save DCs are Charisma-based. A Ceremonial Scouring uses the highest Charisma score among the participating dark dweller portions as well as any applicable feats (such as Spell Penetration) they might have.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">Scouring has the following effects:</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">Any nonmagical flammable object is <em>disintegrated</em>, as per the spell, appearing to burn to ash in the blink of an eye. Despite the sensation of intense heat, it does not ignite incendiary materials or explosives and the destroyed object will not damage anything it is in contact with (such as a creature). Creatures, non-cursed magical items, and incombustible materials are never damaged by Scouring.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">A creature subjected to Scouring feels a blast of intense heat which sears away any hair, feathers or the like they may have. A creature’s hair/fur/feathers will never grow back naturally after being Scoured, but a <em>heal</em>, <em>limited wish</em> or <em>regenerate</em> spell can restore them to their normal growth.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">The Scouring automatically annihilates all mundane diseases, poisons and harmful parasites. It ignores harmless parasites and symbiotes.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">The Scouring can neutralize or remove curses, supernatural diseases, arcane poisons, harmful enchantments, and any similar afflictions. For each such effect, the Scouring must succeed at a caster level check to remove it (DC 10 + caster level or Hit Dice of the effect).</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">The Scouring can remove the curse component from cursed magical items, although it has no effect on cursed artifacts. The cursed magic item must make a successful Will save or be stripped of its curse. The item either becomes an equivalent normal magic item (e.g. a <em>berserking sword</em> would turn into a <em>+2 greatsword</em>, a <em>cloak of vermin</em> into a <em>+4 cloak of resistance</em> and so on) or is turned into a mundane item (e.g. a <em>stone of weigh</em> becomes an ordinary loadstone). If the newly mundane item is flammable, it is liable to be burned to ash during the Scouring (e.g. a <em>robe of powerlessness</em> would become an ordinary robe and be promptly incinerated). This “un-cursing” will never turn a cursed item into a magic item of higher value. For example, it will turn a <em>ring of clumsiness</em> (500 gp) into an ordinary masterwork ring, not the <em>ring of feather falling</em> (2,200 gp) that cursed ring functions as, since a <em>ring of feather falling</em> is more expensive.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">A creature with the Evil subtype who does not have an evil alignment can submit to Scouring and have their Evil subtype removed. The creature must consent and succeed at a DC 20 Will save.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Thoughtsight (Su):</strong> A dark dweller portion can “see” thoughts in a 60 ft. radius sphere. It can pinpoint the position of any conscious creature with an Intelligence scores of 1 or higher within this area and determine their Intelligence score. The portion can read the surface thoughts of any thinking mind in the area (Will save DC 20 negates, but the portion can try again as a standard action an unlimited number of times). Thoughtsight can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The save DC is Charisma-based.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">Unlike the <em>read thoughts</em> psionic power, the dark dweller portion does not risk being stunned if it reads an Intelligence at least 10 points higher than itself with thoughtsight.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Tunnel Trek (Su):</strong> A dark dweller portion can turn itself incorporeal and travel through its tunnel network at speeds of up to 2700 feet per round (300 mph, or 5 miles per minute). A Tunnel Trekking dark dweller portion can transport as many creatures or objects as it can carry (a typical portion can carry up to 3200 pounds as a heavy load). Anything the portion carries also turns incorporeal when the portion Tunnel Treks. A dark dweller portion can Tunnel Trek unwilling creatures by grappling them. It must succeed at a grapple check every round it transports an unwilling creature or the creature escapes the portion's hold, returns to corporeality, and is left behind as the dark dweller portion Tunnel Treks away.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><strong>Wall Of Tendrils (Ex):</strong> A dark dweller portion can raise walls of root-like tendrils. It can create as many 10-by-10-by-5-foot blocks of tendrils as it has tendril attacks (normally six). A wall of tendrils need not be continuous; the blocks can be placed separately wherever the dark dweller portion wishes. The tendril blocks can be raised anywhere the dark dweller portion can sense with its 300 ft. tremorsense, even if there's hundreds of feet of earth or stone blocking the portion's line-of-effect. A dark dweller portion cannot raise a wall of tendrils on the far side of a barrier of hard granite, iron, or any other material with a hardness of 8 or more.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">The maximum number of wall of tendril blocks a dark dweller portion can have at any one time equals the portion's hit points divided by five (17 blocks for a typical portion).</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">Each block of a wall of tendrils has 10 hit points, hardness 5, and a Break DC equal to 10 plus half the portion's Hit Dice plus its Strength modifier (22 for a typical portion). The dark dweller portion is connected to its wall of tendrils by hair-thin underground fibres. It immediately senses if any of the blocks take damage. If a block is destroyed, the dark dweller portion takes 5 hit points of damage.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">A dark dweller portion can re-absorb a wall of tendrils using the same procedure as it raises them, only in reverse.</span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF"><span style="font-size: 12px"><strong>Advanced Dark Dweller Portions</strong></span></span></span></p><p><span style="font-size: 10px"><span style="color: #0000FF">Gargantuan dark dweller portions have 8 tendril attacks, Colossal ones have 12 tendril attacks.</span></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em>Originally appeared in Tales From the Infinite Staircase (1998) in Tale 3: Lord of Worms</em></span></p></blockquote><p></p>
[QUOTE="Cleon, post: 6230747, member: 57383"] [b]Dark Dweller Portion Homebrew[/b] [SIZE=4][B][I]Original Stats[/I][/B][/SIZE] [SIZE=2][COLOR=#00ff00]**I'm leaving off the description, since this post is long enough already!**[/COLOR] [B][SIZE=3]S[SIZE=2]INGLE[/SIZE][/SIZE] [SIZE=3]P[/SIZE]ORTION OF THE [SIZE=3]D[/SIZE]ARK [SIZE=3]D[/SIZE]WELLER:[/B] AC 4; MV 36; HD 10+3; hp 58; THAC0 9; #AT 6; Dmg Nil or 1d6 (constriction); SA Successful hit can grasp opponent with 25 Strength, can use [I]ESP[/I], [I]know alignment[/I], [I]confusion[/I], [I]dispel magic[/I], [I]slow[/I], and [I]fear[/I] at will, one per round; SD immune to heat and flame; SZ G (15’ tendrils connected to a larger tendril which connects to the rest of the creature); ML fearless (20); Int genius (18); AL NG; XP 7,000. Notes: This is only one portion of a creature that spans most of the plane of Maelost. Maelost is about 120 miles across, but the space warps back on itself—so does the Dark Dweller. [SIZE=4][B][I]Homebrew Conversion[/I][/B][/SIZE] [COLOR=#0000FF][B][SIZE=4]Dark Dweller Portion[/SIZE][/B] Huge Outsider (Native) [B]Hit Dice:[/B] 10d8+40 (85 hp) [B]Initiative:[/B] +2 [B]Speed:[/B] 90 ft. (18 squares), burrow 10 ft. [B]Armor Class:[/B] 18 (–2 size, +2 Dex, +8 natural), touch 10, flat-footed 16 [B]Base Attack/Grapple:[/B] +10/+25 [B]Attack:[/B] Tendril +15 melee (1d6+7) [B]Full Attack:[/B] 6 tendrils +15 melee (1d6+7) [B]Space/Reach:[/B] 15 ft./15 ft. [B]Special Attacks:[/B] Constrict 1d6+7, improved grab, perfect grappler, spell-like abilities, wall of tendrils [B]Special Qualities:[/B] All-around vision, blind, blindsight 60 ft., chthonic gestalt, immunity to fire, soulprobe, squeeze, telepathy 100 ft., the scouring, thoughtsight 60 ft., tremorsense 300 ft., tunnel trek [B]Saves:[/B] Fort +11, Ref +11, Will +11 [B]Abilities:[/B] Str 25, Dex 15, Con 19, Int 18, Wis 18, Cha 20 [B]Skills:[/B] Concentration +17, Escape Artist +15, Hide +7, Knowledge (arcana) +17, Knowledge (dungeoneering) +17, Knowledge (geography) +17, Knowledge (nature) +19, Knowledge (the planes) +17, Listen +17, Move Silently +15, Search +8, Spellcraft +19 (+21 deciphering scrolls), Spot +8, Survival +17 (+19 when aboveground, underground, or on other planes; +19 finding paths & avoiding natural hazards), Use Magic Device +20 (+22 with scrolls) [B]Feats:[/B] Combat Expertise, Combat Reflexes, Improved Disarm, Lightning Reflexes [B]Environment:[/B] Underground [B]Organization:[/B] Solitary, node (2–5) or cluster (6–20) [B]Challenge Rating:[/B] 10 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral good [B]Advancement:[/B] 11–15 HD (Huge); 16–30 HD (Gargantuan); 31+ HD (Colossal) [B]Level Adjustment:[/B] — [I]Something immense writhes out of the ground. A loose-woven bundle of fleshy tendrils interspersed with slimy organs, six of the thickest tendrils reach out from the mass like ropy tentacles. Whatever the thing is it has a foul, earthy stench.[/I] The Dark Dweller is a singular entity of astonishing size, a vast underground network of ropey tendrils and pulsing organs that spans the entire plane of Maelost. The Dweller's fleshy tendrils range in thickness from the width of a hair to many feet. Most of the tendrils are as immobile as the roots of a tree, but parts of its body are capable of moving with astonishing speed and it is these "portions" whose statistics are presented here. The Dark Dweller has constructed a system of 5-foot wide tunnels and fetid caves that honeycombs Maelost. Some of these tunnels open to the surface and allow the Dweller to communicate with creatures that dwell above ground. The Hanim who dwell on Maelost's surface believe the Dark Dweller inhabits these tunnels, but it is possible (indeed probable) that the bulk of the Dweller's body actually grows through the earth like the subterranean threads of a fungus. The Dark Dweller can use these tunnels to transport portions of itself around Maelost as incredible speed, sometimes carrying allies with them. Despite its weird appearance and terrifying power, the Dark Dweller is a benevolent being. Its main concern is defending Maelost from being polluted by supernatural "contaminants" from other planes. The Dweller's alien mindset mean it cannot explain the nature of these "contaminants" to normal creatures. and a creature would need a world-spanning intellect like the Dweller's to even understand the explanation. It has implied these pollutants created the Taker of Life, an evil force that animates the waters of Maelost. To cleanse this contamination, the Dark Dweller has developed a special ability it calls the "Scouring". Whenever an intelligent creature approaches the entrance to one of the Dark Dweller's tunnels, a portion of the Dweller reaches out with its tendrils and draws them inside to an antechamber – typically a 50 ft. spherical cavern about 500 ft. from the entrance. The Dweller then examines the creature with it Soulprobe ability. Good or neutral creatures are offered a deal – if they consent to undergo the Scouring, the Dark Dweller will use its Tunnel Trek ability to transport them anywhere on Maelost whenever they wish. Creatures who accept are transported deeper inside the tunnels to a ceremonial chamber to receive the Scouring, creatures who refuse are returned to the surface unharmed. If the Dweller discovers an evil creature it immediately returns them to the surface without offering them Scouring. Should the evil creature attack or refuse to leave, the dark dweller portion attempts to kill the interloper. The Scouring permanently burns away every hair on the subject's body and consumes flammable non-magical objects. The Dark Dweller will not mention this to visitors, as it is irrelevant to the creature, but the Hanim may warn planewalkers to divest themselves of clothing and wooden or leather goods before accepting the Dark Dweller's gift. The Dark Dweller will Tunnel Trek a Scoured creature through its domain as many times as they wish, to whichever tunnel mouth is most convenient for their desired destination. It only applies a couple of restrictions. First, it always Soulprobes travelers, and turns away any Scoured creature that has gained an evil alignment. Second, a Scoured creature may pick up more extraplanar "contaminants" if they leave the plane of Maelost, in which case the Dark Dweller will insist they undergo Scouring again before it allows them passage. A typical dark dweller portion is a few feet in diameter and at least 30 feet long, weighing about 5,000 pounds. The Dark Dweller itself encompasses the whole 120 mile width of Maelost. The plane of Maelost wraps back upon itself like a Möbius strip, and so does the Dark Dweller. The Dark Dweller is mute but can communicate using telepathy. It will use Soulprobe before it talks, to determine the other creature's alignment and motives. [SIZE=3][B]Combat[/B][/SIZE] The Dark Dweller will go to great lengths to avoid harming a good or neutral creature. If attacked by a good or neutral creature (or one whose alignment the Dark Dweller is unsure of), a dark dweller portion will seize them in its tendrils and attempt to pin them without doing any damage (either slam or constriction), or possible use its [I]fear[/I] spell-like ability to try to put its attacker to flight. A dark dweller portion will usually retreat rather than harm a good creature. It can block off pursuit by raising a Wall of Tendrils or, [I]in extremis[/I], collapsing a tunnel behind itself. The Dark Dweller has no compunctions against killing truly evil creatures, and will reluctantly fight neutral creatures who insist on attacking its portions. In a "serious" fight a dark dweller portion will grab opponents with its tendrils and constrict them with all its strength. It will cast [I]confusion[/I] or [I]slow[/I] upon its enemies and trap them with a Wall of Tendrils. Dark dweller portions often use their Improved Disarm feat (+27 check modifier) to try to remove weapons from their opponents. Remember they can use an attack of opportunity to make a disarm attempt. Enemy spellcasters may be countered by a dark dweller portion's [I]dispel magic[/I] ability. If a dark dweller portion is seriously impaired by an opponent's special attack it might use its Scouring ability on itself to remove the affect. A dark dweller portion often fights until destroyed. It is not "fighting to the death" since, from the perspective of the Dark Dweller, the destruction of a single portion is no more meaningful than the loss of a hair would be to a human. If a dark dweller portion survives a battle, it will want to gather up the bodies of any slain opponents and reduce them to ash with its Scouring ability. [B]All-Around Vision (Ex):[/B] A dark dweller portion’s senses work in all directions simultaneously, providing a +4 racial bonus on Spot and Search checks. A dark dweller portion can’t be flanked. [B]Blind (Ex):[/B] A dark dweller portion is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. [B]Constrict (Ex):[/B] A dark dweller portion deals 1d6+7 points of damage with a successful grapple check. [B]Chthonic Gestalt (Ex):[/B] A dark dweller portion is merely a fragment of a single entity, the Dark Dweller. Most of the Dark Dweller is a web of subterranean fibres, most as fine as a hair, that spans the entire Underdark of Maelost. These fibres have tremorsense, so the Dark Dweller is aware of anything that moves underground in Maelost. Every dark dweller portion is linked to the rest of the Dark Dweller by a myriad of subterranean tendrils, A portion must remain connected to these fibres, so is unable to leave the underworld. All dark dweller portions are in constant communication through these fibres. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No portion in a group is considered flanked unless all of them are. Each dark dweller portion is treated as a separate creature by attacks despite it technically being part of a single being. Should an opponent gain influence over a portion or access to its senses or thoughts (via [I]domination[/I], [I]charm[/I], [I]mind probe[/I] or similar powers), the Dark Dweller will isolate it. An isolated portion cannot use its Scouring, Tunnel Trek or Spell-Like Abilities. An isolated portion's communications with other dark dweller portions (see previous paragraph) becomes one-way only. The isolated portion cannot sense other portions of the Dark Dweller, but the other portions can sense what it is doing. The Dark Dweller knows everything that any of its portions knows. [B]Improved Grab (Ex):[/B] To use this ability, the dark dweller portion must hit an opponent of any size with a tendril attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [B]Perfect Grappler (Ex):[/B] A dark dweller portion can grapple a single opponent of any size or up to six opponents up to two sizes smaller than itself – one opponent in each tendril. The portion rolls separate grapple checks against each opponent when grappling multiple opponents. If a portion holds an opponent with more than one tendril it gains a +2 bonus on its grapple check per tendril (e.g. +6 for three tendrils). A dark dweller portion can choose to hold on to an opponent with a tendril while remaining ungrappled itself without taking any penalty on its grapple checks (instead of the normal –20 penalty). [B]Soulprobe (Su):[/B] A dark dweller portion can probe the mind and spirit of a creature it is in contact with (such as a grappled opponent). The creature can negate this probing with a DC 20 Will check, but the portion can try again an unlimited number of times. If probed successfully, the dark dweller gains considerable knowledge of the creature. It determines the creature's alignment, mental ability scores (Int, Wis, Cha), personality, and its current desires and goals. This gives the dark dweller a +4 circumstance bonus on all Cha-bases skill checks against the probed creature, plus a +8 circumstance bonus on Sense Motive checks. Soulprobing also reveals any natural or supernatural afflictions a creature has, including the mysterious "contaminants" the Dark Dweller is so concerned about. If it detects any "contaminants", the Dweller usually offers to cleanse the creature with its Scouring ability. [B]Spell-Like Abilities (Sp):[/B] At will—[I]confusion[/I] (DC 19), [I]dispel magic[/I], [I]slow[/I] (DC 18), or [I]fear[/I] (DC 19). Caster level equals Hit Dice (minimum CL 10th). The save DCs are Charisma-based. [B]Squeeze (Ex):[/B] A dark dweller portion can freely move and fight through any opening large enough to pass a Medium creature. It can squeeze through openings a Small creature can fit through with a DC 30 Escape Artist check. [B]The Scouring (Sp):[/B] This powerful cleansing ability uses a mixture of elemental forces and positive energy that literally burns away impurities. The Scouring can eliminate all manner of mundane and magical impurities, including extraplanar "contaminants" that are incomprehensible to creatures without the Dark Dweller’s vast consciousness. These energies infuse and cleanse a dark dweller portion’s body, and the portion can extend the Scouring’s energies to include any creature or object it is grappling. However, it will only Scour non-evil creatures who consent to the process. Recipients of the Scouring sense it as a dazzling blast of light and heat. The Scouring is the equivalent of a 9th level spell. The effective caster level of a single dark dweller portion’s Scouring is equal to its Hit Dice (usually 10), but the Dark Dweller normally performs Scourings in special ceremonial chambers which allow it to concentrate the strength of many portions into a single Scouring, with an effective CL equal to the HD of the most powerful dark dweller portion participating plus one-third the combined HD of the other portions. A typical Ceremonial Scouring may involve one 20 HD portion and nine 10 HD portions, giving it a CL of 50, but the Dark Dweller can easily gather many more portions if it desires a higher CL. Any save DCs are Charisma-based. A Ceremonial Scouring uses the highest Charisma score among the participating dark dweller portions as well as any applicable feats (such as Spell Penetration) they might have. Scouring has the following effects: Any nonmagical flammable object is [I]disintegrated[/I], as per the spell, appearing to burn to ash in the blink of an eye. Despite the sensation of intense heat, it does not ignite incendiary materials or explosives and the destroyed object will not damage anything it is in contact with (such as a creature). Creatures, non-cursed magical items, and incombustible materials are never damaged by Scouring. A creature subjected to Scouring feels a blast of intense heat which sears away any hair, feathers or the like they may have. A creature’s hair/fur/feathers will never grow back naturally after being Scoured, but a [I]heal[/I], [I]limited wish[/I] or [I]regenerate[/I] spell can restore them to their normal growth. The Scouring automatically annihilates all mundane diseases, poisons and harmful parasites. It ignores harmless parasites and symbiotes. The Scouring can neutralize or remove curses, supernatural diseases, arcane poisons, harmful enchantments, and any similar afflictions. For each such effect, the Scouring must succeed at a caster level check to remove it (DC 10 + caster level or Hit Dice of the effect). The Scouring can remove the curse component from cursed magical items, although it has no effect on cursed artifacts. The cursed magic item must make a successful Will save or be stripped of its curse. The item either becomes an equivalent normal magic item (e.g. a [I]berserking sword[/I] would turn into a [I]+2 greatsword[/I], a [I]cloak of vermin[/I] into a [I]+4 cloak of resistance[/I] and so on) or is turned into a mundane item (e.g. a [I]stone of weigh[/I] becomes an ordinary loadstone). If the newly mundane item is flammable, it is liable to be burned to ash during the Scouring (e.g. a [I]robe of powerlessness[/I] would become an ordinary robe and be promptly incinerated). This “un-cursing” will never turn a cursed item into a magic item of higher value. For example, it will turn a [I]ring of clumsiness[/I] (500 gp) into an ordinary masterwork ring, not the [I]ring of feather falling[/I] (2,200 gp) that cursed ring functions as, since a [I]ring of feather falling[/I] is more expensive. A creature with the Evil subtype who does not have an evil alignment can submit to Scouring and have their Evil subtype removed. The creature must consent and succeed at a DC 20 Will save. [B]Thoughtsight (Su):[/B] A dark dweller portion can “see” thoughts in a 60 ft. radius sphere. It can pinpoint the position of any conscious creature with an Intelligence scores of 1 or higher within this area and determine their Intelligence score. The portion can read the surface thoughts of any thinking mind in the area (Will save DC 20 negates, but the portion can try again as a standard action an unlimited number of times). Thoughtsight can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The save DC is Charisma-based. Unlike the [I]read thoughts[/I] psionic power, the dark dweller portion does not risk being stunned if it reads an Intelligence at least 10 points higher than itself with thoughtsight. [B]Tunnel Trek (Su):[/B] A dark dweller portion can turn itself incorporeal and travel through its tunnel network at speeds of up to 2700 feet per round (300 mph, or 5 miles per minute). A Tunnel Trekking dark dweller portion can transport as many creatures or objects as it can carry (a typical portion can carry up to 3200 pounds as a heavy load). Anything the portion carries also turns incorporeal when the portion Tunnel Treks. A dark dweller portion can Tunnel Trek unwilling creatures by grappling them. It must succeed at a grapple check every round it transports an unwilling creature or the creature escapes the portion's hold, returns to corporeality, and is left behind as the dark dweller portion Tunnel Treks away. [B]Wall Of Tendrils (Ex):[/B] A dark dweller portion can raise walls of root-like tendrils. It can create as many 10-by-10-by-5-foot blocks of tendrils as it has tendril attacks (normally six). A wall of tendrils need not be continuous; the blocks can be placed separately wherever the dark dweller portion wishes. The tendril blocks can be raised anywhere the dark dweller portion can sense with its 300 ft. tremorsense, even if there's hundreds of feet of earth or stone blocking the portion's line-of-effect. A dark dweller portion cannot raise a wall of tendrils on the far side of a barrier of hard granite, iron, or any other material with a hardness of 8 or more. The maximum number of wall of tendril blocks a dark dweller portion can have at any one time equals the portion's hit points divided by five (17 blocks for a typical portion). Each block of a wall of tendrils has 10 hit points, hardness 5, and a Break DC equal to 10 plus half the portion's Hit Dice plus its Strength modifier (22 for a typical portion). The dark dweller portion is connected to its wall of tendrils by hair-thin underground fibres. It immediately senses if any of the blocks take damage. If a block is destroyed, the dark dweller portion takes 5 hit points of damage. A dark dweller portion can re-absorb a wall of tendrils using the same procedure as it raises them, only in reverse. [SIZE=3][B]Advanced Dark Dweller Portions[/B][/SIZE] Gargantuan dark dweller portions have 8 tendril attacks, Colossal ones have 12 tendril attacks.[/COLOR] [I]Originally appeared in Tales From the Infinite Staircase (1998) in Tale 3: Lord of Worms[/I][/SIZE] [/QUOTE]
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