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Horrors of the Far Realms

Here is a character race based loosely on the pseudonatural template.
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THE MADDENED
The Maddened are a group of humans whose ancestors long ago made a pact with eldritch beings from beyond the world. Today , their descendants lead quiet lives among the humans of many lands, working toward goals often best left undescribed.

All Maddened have a signature mark which is with them in their normal form, such as a strange colored or shaped birth mark, misshapen bones, strange colored hair or eyes, or other more terrible deformations.

+2 INT, WIS, or CHA; -2 CON
The Maddened are a diverse bunch of strong willed beings, but they are all physically fragile in some way, perhaps due to their tenacious grasp on reality.

Electricity and Acid Resistance 5
Dire Visage:
Once per day for one minute per level, a Maddened can alter their form subtlely to create a visage of sheer horror. These changes could be tentacles bursting through the skin, a thick foul smelling froth erupting from the nose, mouth, or eyes, or discrete changes in the structure of the body. All creatures (except for other Maddened, alienists, or creatures with the pseudonatural template) suffer a -1 morale penalty to attack rolls against the Maddened while in this form.
Darkvision 60'.
Spell Resistance: Maddened get spell resistance of 2 per level (max 20).
Outsider: Maddened are native outsiders.
Favored Class: Sorceror.
Automatic Languages: Common. Bonus Languages: Any.
Level Adjustment: +1
 

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demiurge1138

Inventor of Super-Toast
Can you say tentacles, children?:D Note that the flavor text references Lovecraft. This is intentional.

Pseudosquid
Giant Pseudonatural (greater) Squid
Huge Outsider (Aquatic)
Hit Dice: 12d8 +108 (204 hp)
Initiative: +14
Speed: 160ft, jet 640ft
AC: 59 (-2 size, +10 Dex, +41 natural), touch 18, flat footed 49
Attacks: 15 tentacle rakes +44 melee
Damage: Tentacle rake 2d8+22
Face/Reach: 20ft/40ft
Special Attacks: Improved grab, rotting constriction 2d8+22, constant insight
Special Qualities: Alternate form, darkvision 60ft, DR 35/+8, electricity and acid resistance 30, ink cloud, jet, spell-like abilities, SR 60
Saves: Fort +17, Ref +19, Will +12
Abilities: Str 55, Dex 31, Con 28, Int 3, Wis 26, Cha 5
Skills: Listen +14, Spot +14
Feats: Alertness, Cleave, Improved Initiative, Power Attack, Weapon Focus (tentacle rake)
Climate/Terrain: Any aquatic (Far Realm)
Organization: Solitary
CR: 22
Treasure: None
Alignment: Always chaotic neutral
Advancement: 13-18 HD (Huge), 19-36 HD (Gargantuan)
Sanity Cost: 1d10/1d20

Pseudosquids are descendants of giant squid and the maddening unrealities of the Far Realm. They are used by the most powerful cultists of Cthulhu in both rituals and assassinations.
A pseudosquid appears as a squid of great proportions, but instead of eight arms and two long tentacles, it has fifteen barbed, sucker tipped tentacles of great length. Instead of a beak, in the center of the tentacle mass is a lamprey-like mouth lined with small fangs. Its rubbery hide fluctuates color based on the creature’s moods: red represents anger, black represents fear (a rare color) and a pale green-gray represents contentment, usually derived by ripping a victim apart.
Pseudosquids cannot speak, but often vocalize with blasphemous snarls and howls.

Combat
Pseudosquids always fight to the death, and launch themselves into combat with little disregard to stealth, although they are smart enough to approach boats from below.

Constant Insight (Su): A pseudosquid makes all of its attack rolls and grapple checks with a +15 insight bonus, and ignores miss chances due to concealment.

Improved Grab (Ex): If a pseudosquid hits an opponent smaller than itself with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (Standard grapple check +54)

Rotting Constriction (Ex): After a pseudosquid has grabbed an opponent, each subsequent grapple check it makes deals 2d8+22 damage and automatically deals 2d4 points of Constitution drain. At the same thime, the pseudosquid gains 10 hp.

Alternate Form (Su): At will, the pseudosquid can revert to its natural form, a writhing mass of rubbery tentacles woven together. Other creatures viewing this aberration of nature have a –1 morale penalty to their attack rolls against the pseudosquid in its alternate form.

Ink Cloud (Ex): A pseudosquid can emit a cloud of jet-black ink once every minute as a free action. The cloud fills a 40ft cube, only works underwater, and acts as total darkness. Creatures with darkvision cannot see through it. Pseudosquid use the ink cloud to blind enemies as it snatches them, as it is uneffected by it.

Jet (Ex):A pseudosquid can jet backwards once per round as a double move action, moving at the listed speed.

Spell-like abilities: At will: blur, dimension door, shield, unhallow Caster level 20th Save DC 8+caster level.

Demiurge out.
 

Krishnath

First Post
Kamard- Arcanaloth: Interresting.

demiurge1138: Very cool, evil, sick, twisted, and just plain creepy. Very lovecraftian. Howard would be proud. :D
 

Slaadmaster

First Post
All those creatures are great!
P.S Has anyone seen Dungeon #99 Its all about a massive quest to slay a Minion of Chaos from the Far Realms!

Slaadmaster

'Law...Whats That?'
 

the Jester

Legend
Slaadmaster said:
All those creatures are great!
P.S Has anyone seen Dungeon #99 Its all about a massive quest to slay a Minion of Chaos from the Far Realms!

Slaadmaster

'Law...Whats That?'

Yeah, that's a good one... I've considered running that one in my nigh-epic game.
 

A couple of homebrews here:

THE INSANE ONES



Mindless
Medium-size Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +4
Speed: 20 ft.
Armor Class: 11 (+1 natural)
Attacks: Unarmed strike +1 melee; or dagger +1 melee
Damage: Unarmed strike 1d3+1 subdual; or dagger 1d4+1
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Qualities: Insane
Saves: Fort +1, Ref +2, Will -1
Abilities: Str 15, Dex 11, Con 13, Int 4, Wis 8, Cha 7
Skills: Listen +3*, Spot +3*
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, pack (2-5), lesser cult (6-10 plus 1 mad one), greater cult (11-20 plus 1 mad one)
Challenge Rating: 1/4
Treasure: None
Alignment: Always chaotic evil
Advancement: 2-3 HD (Medium-size)



Mad Ones
Medium-size Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +4
Speed: 20 ft.
Armor Class: 11 (+1 natural)
Attacks: Unarmed strike +3 melee (or attack +3 melee)
Damage: Unarmed strike 1d3+2 subdual (or attack 1d4+2)
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Gibbering, animal attacks, contagious insanity
Special Qualities: Insane
Saves: Fort +1, Ref +2, Will –1
Abilities: Str 15, Dex 11, Con 13, Int 4, Wis 8, Cha 7
Skills: Listen +3*, Spot +3*
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, lesser cult (1 plus 6-10 mindless), greater cult (1 plus 11-20 mindless), or
pack (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 3-6 HD (Medium-size)
MINDLESS
Mindless are the husks of humanoids slain by a mad one.
Insane (Ex): Immune to mind-affecting effects.
MAD ONES
More powerful than mindless, mad ones are the husks of humanoids slain by some dark deity. They have animal features.
Insane (Ex): Immune to mind-affecting effects.
Gibbering (Ex): Creatures within 100’ of a mad one that can hear its constant repeating of phrases in a gibber suffer a –2 circumstance penalty to Spellcraft, Concentration, Search, Spot, and Listen checks.
Animal Attacks (Ex): A mad one has one claw, bite, or rake attack (listed as “attack” in the stat block) as appropriate to the type of animal.
Contagious Insanity (Ex): Those suffering more than 10 points of damage from a mad one’s natural weapons in one combat must make a Will save (DC = points of damage taken) or suffer 1d4 points of temporary Wisdom damage. Those slain by a mad one’s natural weapons become a mindless (if bless, protection from evil, magic circle against evil, or dispel evil is not cast on the corpse) in 1d3 days.
 
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the Jester

Legend
With a Horrible Stench, the Thread Arises...

XUKRISCHIS, Horror from the Far Realms
Gelatinous Fiendish Pseudonatural Advanced Purple Worm of Legend

Gargantuan Outsider (Extraplanar)
Hit Dice: 32d10+512 (688 hp)
Initiative: +3
Speed: 10’, burrow 10’, swim 20’
Armor Class: 26 (-4 size, -2 dex, +21 natural), touch 5, flat-footed 26
Base Attack/Grapple: +32/+56
Attack: Bite +46 melee (6d6+17 plus 2d4 acid)
Full Attack: Bite +46 melee (6d6+17 plus 2d4 acid) and sting +44 melee (2d8+8 plus 2d4 acid plus poison) and slam +43 melee (4d6+8 plus 2d4 acid)
Space/Reach: 20’/15’
Special Attacks: Acid, improved grab, poison, raging blood, smite good, swallow whole, true strike
Special Qualities: Alternate form, blindsight 60’, darkvision 60’, DR 10/magic, fast healing 5, greater damage, immunity to polymorphing and stunning, resilient, resistance to acid 10, cold 10, electricity 10 and fire 10, SR 25, tremorsense 60’
Saves: Fort +28 (+32 vs. poison and paralysis), Ref +12, Will +11 (+15 vs. mind-affecting and sleep effects)
Abilities: Str 45, Dex 8, Con 41, Int 5, Wis 6, Cha 8
Skills: Hide -13, Listen +25, Swim +35
Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Initiative, Improved Natural Armor (x3), Improved Natural Attack (bite), Improved Toughness, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (sting)
Environment: Far Realms
Organization: Solitary or with a nest of 2-7 greater pseudonatural huge centipedes
Challenge Rating: 23
Treasure: None
Alignment: Neutral evil

What must surely be the most frightful looking creature in the multiverse moves slowly before you. Gigantic in proportion, it pulses and rumbles, emitting weird odors and strange noises. Stretching easily 70’ or more long, the hideous entity looks like nothing so much as a 10’ diameter strand of seemingly aware mucus. A gross, slimy perspiration seems to leak out of the thing all over, and while one end contains a bizarre set of hard-looking crusty ridges that disturbingly resembles a mouth, the other end has a long, tapered, spear-like protrusion of crusted mucus-like material dripping some foul-smelling yellow excretion.

Combat
Xurkrischis is sentient, albeit not highly intelligent. It knows that it is vulnerable to attacks from afar, so if it suffers more than half its hit points in damage without having a target it can engage in melee it will usually seek to burrow away to safety. When not seriously threatened, Xurkrischis constantly eats, preferring to dine on sentient creatures but being totally omnivorous in principle.

Frightful Presence (Ex): Xurkrischis can make a horrible burbling, farting sound accompanied by a hideous stench, inspiring terror in all creatures within 20’ that have fewer than 32 HD. Each potentially affected creature must make a Will save (DC 25) or become shaken- a condition that lasts until the opponent is out of range. A successful save leaves the creature immune to Xurkrischis’ frightful presence for 24 hours.

Improved Grab (Ex): Xurkrischis can make a free grapple check without provoking attacks of opportunity when it hits an opponent of Huge or smaller size with his bite.

Poison (Ex): Poisons run from the stinger of the hideous fiend called Xurkrischis (Fort DC 41; initial damage 1d6 str, secondary damage 2d6 str).

Raging Blood (Su): Whenever Xurkrischis is damaged, a spray of acid is emited in a 5’ cone. Any creature within the cone suffers 1d4 hp of acid damage (no save). Xurkrischis is unaffected by its own fluids.

Smite Good (Su): Once per day the horror that is Xurkrischis can smite good on a normal melee attack, inflicting an extra +20 hp of damage against a good foe.

Swallow Whole (Ex): Xurkrischis can swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. A swallowed victim suffers 2d8+x plus 2d4+8 acid damage each round; it can try to cut its way out with a light piercing or slashing weapon (requires 25 points of damage vs. AC 24).

True Strike (Su): 1/day this horrible thing can make a normal attack roll with a +20 insight bonus. Xurkrischis is unaffected by the normal miss chance from concealment on this attack.

Alternate Form (Su): As a standard action, Xurkrischis can change from the terrible form he tends towards while on the Material Plane to a horrible, many-tentacled form resembling nothing so much as a fluid-filled anemone-shaped bag with leaking cloudy pustules all over its disgusting form. While it is within this form, other creatures receive a -1 morale penalty on attack rolls against it.

Resilient (Ex): Xurkrischis has a form that is only partially defined. As such, it cannot be flanked, it takes -1d6 hp from a sneak attack and it takes only half the extra damage inflicted by a critical hit.
 



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