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Horrors of the Far Realms

Sonikal

First Post
This creature started of with my Hybrid template (combining a Gambol and Mohrg) I then added the greater pseudonatural, anarchic, monster and legend and psionic templates. I then added my own little additions and 'wallah!', the sick creature you now see infront of you. Read on... if you dare... :cool:

KXACCHTAHL, APE KING OF THE BLADED-SKY
Huge Outsider (chaos)
Hit Dice: 11d10+14 (268 hp)
Initiative: +18 (+16 Dex, +2 Improved Initiative)
Speed: 240 ft. Brachiation 300 ft.
AC: 75 (-2 size, +11 Dex, +35 natural, +2 deflection, +12 insight, +12 luck)
Attacks: Bite +12 melee, 2 claws +11 melee and tounge touch +12 melee; in pseudonatural form, 6 tentacle rakes +15 melee
Damage: Bite 2d8+4, claw 1d6+1 and tounge paralysis; in pseudonatural form, tentacle rake 2d10+8
Face/Reach: 10 ft. by 15 ft./15 ft. (20 ft. with tounge)
Special Attacks: Fear Aura, paralyzing touch, psionics, 3/day smite law, constant insight, improved grab, spell-like abilities
Special Qualities: Darkvision 60 ft., haste, evasion, telepathy, immunities, fast healing 10, regrow limbs, electricity and acid resistance 25, DR 30/+7, PR 45, SR 55, alternate form, true seeing
Saves: Fort +32, Ref +67, Will +51
Abilities: Str 54, Dex 42, Con 35, Int 21, Wis 23, Cha 21
Skills: Balance +19, Climb +31, Hide +20, Jump +28, Knowledge (the planes) +34, Knowledge (psionics) +22, Tumble +31, Spot +20
Feats: Alertness, Improved Initiative, Lightning Reflexes, Mobility, Multiattack
______________________________________
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 31
Treasure: +10 gargantuan everdancing Scimtar, +9 gargantuan sonic blast Falchion
Alignment: Chaotic neutral
Advancement: -

Kxacchtahl (pronounced kex-Zek-chik-Kaal) is a being of pure chaos in mind, body and soul. He traverses all dimensions and planes, his mission to spread the 'truths' of the multiverse. He teachs that the outer planes ordered function is merely a cage for mortals, a trap that the gods set up. Infact he has an entire organization in the infinities of the Far Realm, and his head-quarters reside in the jungle of Glax-iai'pak (glay-ee-Pax, more commonly known as the Bladed Sky among planar sages. He hates all forms of control and order, and petty concepts of good and evil. The only forces that him and his followers see is those of law and chaos, and he sees law as being the center-point of all the bad things in the planes. Though he tolerates neutral beings, he feels pity for their self-induced order.
Kxacchtahl appears as a 16 ft. tall baboon-like humanoid, he walks with a hunched gait, his legs and short and canine-like, but his arms are long and gangly like a gibbons. His body is covered in a wild, tangled fur that is beige overall, but interspersed here and there are pacths of blue and red porcupine-like spines. His long hairless tail looks like a squirming earth-worm, and at the end of it protrudes a dog-like fanged mouth that lets out a gout of cold mist. His body crawls with about 20 tarantulas, each are about 12 inces across and covered with bristles colored like a tigers fur, thankfully, these things are harmless and never leave Kxacchtahl's body. His hands end with vicous 5 inch-long black nails, and his back is peppered with nervously-twcithing, madly-swiveling, blood-shot eyes. His ribcage is bony and visible under his skin, and his stomach should be their is a violently-vibrating dark orb, inside skeletal-hands can be seen waving hand gestures around in its thick, syrupy centre. His ape-like head is mostly all mouth, which is a foul unclosing thing, and despite its awesome appearance it isn't used to bite with, his tail accomplishe's that. Those who look carefully inside can see a pair of tiny red pin-pricks in the gaping void, like malevolant little-eyes. If he so desires, a 20 ft. scorpion-like tail flashs of this pit to strike at his opponents, accompanied with a deep resonating snake-like hiss. A single amber colored, cat-like eye sits dead-set in the middle of his forhead, that blinks with vertically like a lizard, and where his hair should be there is s slithering mass of goat-headed vipers.
If his real form wasn't horrifying enough, he can explode into a bloody mass of tentacled sinew and muscle at any time. His body becomes covered with gristle-stained mouths and saliva, and black worms squirm all over his bleeding form. Plus the black orb in his stomach begins to bubble up humanoid entrails. Thankfully he rarely does this, only resorting to it when angered, and for a being of chaos, Kxacchtahl is surprisingly calm, if inexplicably fast and agile for his apparent mass.
Kxacchtahl wears jewlerally made from horse bones, which he decorates with crimson patterns and pentagrams. He has two weapons. One is a madly flying, spinning Scimitar called ravager moth and a Falchion that screechs horribly whenever it clangs in melee, called realitys whisper. He speaks and understands all languages.

COMBAT
Kxacchtahl knows his superior speed and invinibility will pull him through a fight, only the most powerful adventurers could ever hope to take him on. Infact he feels somewhat merciful to those who aren't involved with his quarrels, he just prefers people to spread the tales of his almost god-like powers, and he enjoys the confusion and disorder it causes. But even a beast such as he is has a dogma, for he would never harm those who were not involved in his ventures.
Fear Aura (Su): When Kxacchtahl howls, every creature within a 150 ft. radius must suceed at a will save (DC 38) or become panicked for 1d6+2 rounds. Wether or not the save was successful, the creature is then immune to Kxacchtahl's howl for 24 hours. This is a sonic, mind-affecting fear affect.
Paralyzing Touch (Ex): Kxacchtahl lashes out with his tounge in combat. An opponent touched in combat with his tounge must suceed at a fort save (DC 29) or become paralyzed for 1d4 minutes.
Psionics (Sp): At will- astral construct III (lesser pseudonatural template) fatal attraction, greater concussion, immovability, matter agitation, negate psionics, nondetection, and recall pain. Caster level 13th.
Psionic attack/defense modes(Sp): At will- all/all
Smite Law (Su): Three times a day , Kxacchtahl can can make a normal attack to deal damage an additional +20 damage against a lawful opponent.
Constant Insight (Su): Kxacchtahl makes all attacks (including grapples) with a +15 insight bonus. He is not affected by the miss chance that applies against a concealed target.
Improved Grab (Ex): If Kxacchtahl hits an opponent smaller than him with a tentacle, (whilst in pseudonatural form respectably) it deals normal damage and attempts to start a grapple as free action without provoking an attack of opportunity.
Spell-like abilities (Sp): At will- blue, dimension door, shield and unhallow. Caster level 20th.
Haste (Su): Kxacchtahl can take an extra partial action each round. The ability is always active.
Evasion (Ex): If Kxacchtahl makes a successful Reflex saving throw against an effect that would normally deal half damage instead avoids damage altogethor.
Telepathy (Su): Kxacchtahl can communicate telepathically with any creature within 100 ft. that has a language.
Immunities: Kxacchtahl is immune to polymorphing and petrification. Immune to mind affecting effects.
Fast Healing (Ex): Kxacchtahl regains lost hit points at the rate of 10. Kxacchtahl doesn't starve, thirst or suffocate, though he regrow lost limbs this way (see Regrow limbs ability).
Regrow Limbs (Ex): If Kxacchtahl loses a limb, head or body part, a new one grows in1 round. Kxacchtahl cannot be slain by a vorpal weapons head-severing ability.
Alternate Form (Su): Kxacchtahl can take on a form more suitable to his homeworld. His abilities remain unchanged, although all of his attacks are replaced by tentacle rakes. Changing shape is a free action. Other creatures recieve a -1 morale penalty on their attack rolls against Kxacchtahl when in this form.
True Seeing: This ability functions like the true seeing spell (caster level 16th), except that is continuously active.

What do you think?, scared yet?... :D
 
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Krishnath

First Post
Ah, it's good to be back...

Jester: Interresting, I was of the impression that the gibbering mouther (and it's relative the Gibbering Orb) was in fact from the Everchangin Chaos of Limbo. :D

Sonikal: That is just evil. :D
 

Sonikal

First Post
Re: Ah, it's good to be back...

Krishnath said:
Sonikal: That is just evil. :D

Precisely the response I wanted!...:D

I'm gonna be making some Half-Uvuudaum soon. So keep an eye on this space people...:cool:
 

Kitsunekaboom

First Post
Mad Chatterers (Gibberling + Pseudonatural + Psionic)
Small Outsider
Hit Dice: 1d8 (4)
Initiative: +0
Speed: 30 Ft
AC: 12 (+1 Size, +1 Natural)
Attacks: Bite +2 melee; or dagger +1 melee
Damage: Bite 1d3; or dagger 1d4
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Gibber, psionics, teamwork, true strike
Special Qualities: Alternate form, bunching, energy resistance, immunities, light vulnerability, fire vulnerability
Saves: Fort: +0, Ref: +2, Will: -2
Abilities: Str:10, Dex:10, Con:10, Int:5, Wis:7, Cha:2
Skills: Spot +1
Feats: Weapon focus (bite)
Climate/Terrain: Temperate forest and underground
Organization: Solitary, horde (20-100) or wave (101-500)
Challenge Rating: 1
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: Nil

Mad Chatterers are nightmarish creatures that roam the Far Realms in hordes. Half of the time they look like Gibberlings, the other half they look like masses of writhing barbed tentacles. In either case they are horrifying to behold.

Combat

Mad Chatterers never take on opponents that outnumber them. They make use of their time hop ability to further confuse baffled opponents.

Alternate Form (Su): At will a mad chatterer creature can take the form of a grotesque, tentacled mass, but all its abilities remain unchanged despite its alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty against pseudonatural creatures in this alternate form.

Bunching (Ex): mad chatterers swarm over and around each other with ease. Up to three mad chatterers can occupy the same 5-foot by 5-foot space.

Energy Resistance (Ex): A mad chatterer ignores the first 5 points of acid and electrical damage dealt to it each round.

Fire Vulnerability (Ex): A mad chatterer attacked with fire must make a Will save (DC 12) or hang back and refuse to advance the next round. The mad chatterer can still defend itself, it merely fails to advance or to attack in that round.

Gibber (Ex): mad chatterers’ continual insane muttering and shrieking can unnerve creatures with fewer than 2 HD, requiring them to make a Will save (DC 10) or be shaken. Creatures with more HD do not have to make a Will save, but all Concentration checks by creatures who can hear mad chatterers within 200 feet suffer a -2 penalty. Note that in most circumstances mad chatterers’ gibbering prevents them from achieving surprise.

Immunities (Ex): Like vermin, mad chatterers are immune to mind-influencing effects, including charms, compulsions, phantasms, and morale effects.

Light Vulnerability (Ex): Daylight, or the daylight spell, affects mad chatterers like a slow spell. They get no save against this effect. Being slowed in this fashion does not deter mad chatterers from attacking, it just renders them less effective.

Psionics (Sp): At will - Time Hop; This ability is as the powers manifested by an 1st-level psion.
Attack/Defense Modes (Sp): At will – ego whip /empty mind

Teamwork (Ex): For every two mad chatterers that are grappling a foe, all mad chatterers get a +2 competence bonus on attacks against that foe.

True Strike (Su): A mad chatterer 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.
 



II'm thinking about doing a templated critter with the fiendish template, and maybe others. How about a fiendish camel? (That may not sound too Far Realms, but you should see how I describe it .... )
 

This thing is a half-green dragon half-fiendish fiendish camel :).
Yrgas, the Abominable Creeper
Large Magical Beast
Hit Dice: 3d10 + 6 (22 hp)
Initiative: +3 (Dex)
Speed: 50 ft., fly 50 ft.
AC: 18 (-1 size, +3 Dex, +6 natural)
Attacks: Bite +5 melee, 2 claws +0 melee
Damage: Bite 1d8+6, claw 1d6+3
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Smite good, breath weapon, spell-like abilities
Special Qualities: Scent, low-light vision, darkvision 60 ft., fire resistance 20, cold resistance 20, electricity resistance 20, SR 6, immunities (sleep, paralysis, acid, poison)
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 30, Dex 19, Con 18, Int 9, Wis 11, Cha 8.
Skills: Listen +5, Spot +5, Swim +5
Feats: Power Attack
CR:5
falvor text later
 

Yrgas is a hideous eight-legged horror from the Far Realms. He resembles a scaly camel with eight horribly spiderlike legs, and tentacles instead of a face, for a singularly disturbing effect. It is said that Yrgas dwells in stagnant ponds and swamps, which eventually become polluted from his poisonous breath. Yrgas is believed to be 2,000 years old. Many have tried to hide from Yrgas, but his almost supernaturally keen vision and good scent have proved their downfall.
COMBAT
Yrgas's only weakness is his vulnerability to melee attack, so he flies overhead and unleashes darkness and his breath weapon before closing to melee range. In melee, he can deal out massive damage, but can take less himself.
Smite Good (Su): Yrgas can, once per day, deal 3 extra points of damage to a good creature with one of his normal attacks.
Breath Weapon (Su): 30' cone of gas, 6d6 damage, Ref DC 17 for half.
Spell-Like Abilities: 3/day - darkness, 1/day-desecrate.
 

the Jester

Legend
From a game I'm going to run real soon...

Greater Pseudonatural Dire Ape (CR 19): Large Outsider; HD 5d8+35; hp 75; Init +11; Spd 60’, climb 30’; AC 51 (-1 size, +7 dex, +35 natural); BAB +5; Grapple +26; Atk Tentacle rake +37 melee (2d8+17 plus rotting constriction); FA 5 tentacle rakes +37 melee (2d8+17 plus rotting constriction); SA Constant insight (no miss chance for concealment), improved grab (tentacle), rend 2d6+34 (requires two tentacle hits), rotting constriction (once it has a hold, each successful grapple check permanently drains 2d4 points of con and the pseudonatural dire ape regains 10 hp), spell-like abilities (blur, dimension door, shield, unhallow at will, 20th level caster); SQ Alternate form (gives all non-pseudonaturals a -1 morale penalty on attacks against it), DR 25/+6, resistances (acid and electricity 20), scent, SR 25; SV Fort +11, Ref +11, Will +10; Str 44, Dex 25, Con 24, Int 3, Wis 22, Cha 7;

Skills and Feats: Climb +25, Listen +14, Move Silently +14, Spot +14; Improved Initiative, Power Attack.


Pseudonatural Girallons (CR 6): Large Outsider; HD 7d10+14; hp 52 each; Init +3; Spd 40’, climb 40’; AC 16 (-1 size, +3 dex, +4 natural); BAB +7; Grp +19; Atk Claw +15 melee (1d4+8); FA 4 claws +15 melee (1d4+8) and bite +13 melee (1d8+4); SA Rend 2d4+12 (two or more claws), true strike 1/day; SQ Alternate form, DR 5/+1, resistances (acid and electricity 10), scent; SV Fort +7, Ref +8, Will +3; Str 26, Dex 17, Con 14, Int 3, Wis 12, Cha 7;

Skills and Feats: Climb +16, Move Silently +8, Spot +7; Improved Bull Rush, Multiattack, Power Attack.
 

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