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Quin Haden’s Original D&D Creatures (Updated 10/01/06)
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<blockquote data-quote="Quin Haden" data-source="post: 3083284" data-attributes="member: 45317"><p>This creature is one of the first I attempted to detail… I intend to revisit it with some formatting updates, new save DC's, and a few feat changes; so do not be surprised when it happens. </p><p></p><p></p><p><span style="font-size: 18px">“Goolie”</span></p><p></p><p><strong><u>Goolie</u> (goo-lee)</strong></p><p> </p><p><strong>Medium Humanoid Outsider Aberration</strong></p><p><strong>Hit Dice: </strong> 1d8+4 ( 9 hp)</p><p><strong>Initiative: </strong> +5 (+1 Dex, +4 Improved Initiative)</p><p><strong>Speed: </strong>40 ft. (8 squares)</p><p><strong>AC: </strong> 12 (+1 Dex, +1 Natural), touch 11, flatfooted 11</p><p><strong>Base Attack/Grapple: </strong> +1/+2 </p><p><strong>Attack: </strong> Claw +2 melee (d4+1) </p><p><strong>Full Attack: </strong> 2 Claws +2 melee (d4+1) or fright (every other round)</p><p><strong>Space/Reach: </strong> 5 ft./5 ft.</p><p><strong>Special Attacks: </strong> fright, spell like abilities</p><p><strong>Special Qualities: </strong>Aberration traits, blood bubble, dark vision 60 feet, damage reduction 5/special, goolie consumption, goolie insanity, immunity to poison, immunity to mind affecting effects, resistance to cold 5, resistance to electricity 5, outsider traits</p><p><strong>Saves: </strong> Fort +2(+3), Ref +2(+3), Will +3(+4)</p><p><strong>Abilities: </strong> Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 10 (effective 3)</p><p><strong>Skills: </strong> Disguise +4, Hide +3(+4), Listen +1(+2), Move Silently +2(+3), Spot +2(+3)</p><p><strong>Feats: </strong> Improved Initiative, Toughness </p><p><strong>Environment: </strong> Near any populated area</p><p><strong>Organization: </strong> Solitary, pair, gang (3-5), Tribe (sp.)</p><p><strong>Challenge Rating: </strong> 2</p><p><strong>Alignment: </strong> Chaotic Evil</p><p></p><p>Advancement: (2-10HD)</p><p></p><p> </p><p></p><p><strong><u>Description:</u></strong></p><p></p><p>Goolies are not undead; they are Outsider Creatures native to the long forgotten Abyssal Plane of Fright. They appear to be made of animated skin, with eye balls floating in their eye sockets, filled with a blackish gelatin type substance that has the consistency of smoke, but instead acts like a weightless fluid. When a Goolie is damaged, it simply looses part of itself, which it leaves behind floating like a bubble in the wind. Should the blood bubble impact anything, it splatters as though it had fallen from a great height. Living creatures run the risk of being infected by Goolie blood, going insane, and eventually being drawn to the Goolie Mother where they are transformed into Goolie young.</p><p></p><p>Goolies feed off the fear of sentient beings. But not just any fear, more specifically they feed off the moment of fear that occurs when someone is startled, shocked, horrified, or otherwise reflexively driven to sudden and complete terror. To a Goolie, frightening someone is more then just a means to feed, it is an art form. Once an intelligent creature has been frightened to death, the Goolie can either possess that victims body, possess that victim’s skin, or consume that victim’s skin to empower itself; each activity with its own risks and rewards to the Goolie. </p><p></p><p>Young Goolies tend to pray on the sick and elderly, as they pose less of a challenge and succumb to death by fright much sooner then healthier, younger, people. Once a Goolie gains strength, and more of its powers, it will have to prey on stronger victims in order to grow.</p><p></p><p><strong><u>Combat / Abilities:</u></strong></p><p></p><p><strong>Aberration traits (Ex): </strong></p><p>A Goolie is an outsider but also shares some Abortion qualities. Most importantly being no distinguishable head or limbs. If it was not for the need to possess the skin of creatures with such things, a Goolie would have no need for them and thus is unaffected by anything that suggests the need for limbs. If a limb or head is cut off, the Goolie will simply fill in the space with more of itself. </p><p></p><p><strong>Damage Reduction (Ex): </strong></p><p>Goolies have 5/- damage reduction against any physical attack except Piercing, and Slashing weapons; regardless of enchantment.</p><p></p><p><u>IMPORTANT!! </u> A Goolie is unaffected by ANY and ALL Heal type spells, or their reverse “Wound” type spells.</p><p></p><p><strong>Goolie Spell like Abilities: (Caster level = 3 + HD ) </strong></p><p>1-3 HD: (at will, free action) = Ghost Sound, Flare, (3/day, standard action) = Darkness, Disguise Self, Silence, Silent Image (1/day, standard action) = Gaseous Form</p><p></p><p>4-6 HD: (at will, free action) = Ghost Sound, Flare, (3/day, standard action) = Darkness, Alter Self, Minor Image, Silence, (1/day, standard action) = Gaseous Form, Summon 1 Shadow (for 1d4 turns)</p><p></p><p>7-9 HD: (at will, free action) = Ghost Sound, Flare (at will, standard action) Darkness, Minor Image, Silence (3/day, standard action) = Gaseous Form, Gentle Repose, Hold Portal (1/day, standard action) = Summon d4 Shadows (for 1d4 turns)</p><p></p><p>10 HD: (at will, free action) = Ghost Sound, Flare, Darkness, Major Image (at will, standard action) Gaseous Form, Gentle Repose, Hold Portal, Silence (1/day, standard action) = Shadow Walk, Summon 2d4 Shadows (for 1d4 turns)</p><p></p><p> </p><p></p><p><strong>Fright (Su): </strong></p><p>Once, every other combat round, Goolies can attempt to frighten a single intelligent creature within 30 feet of it. It takes a standard action, for concentration, during which the Goolie is flat footed. The target makes a Will save (DC=12 +1/HD of Goolie). If failed the Goolie chooses one of three effects.</p><p></p><p>- <u>Flee</u>: The frightened creature will run in a straight line, directly away from the Goolie at its fastest movement rate, ignoring all perils or obvious dangers, for d3 rounds. If the danger is certain death, such as running off a cliff or into a raging fire, the frightened creature can make another Will save (DC=12, +1/HD of Goolie, max DC=18), to break the fear instantly. Otherwise they continue to run to their doom.</p><p></p><p>- <u>Freeze</u>: The frightened creature is frozen in place, unable to act, as if affected by a hold spell, for d6 rounds as visions of terror invade its mind. Any lethal damage dealt to a frozen target allows the target to make another Will save (DC=12, +1/HD of Goolie, max DC=14) The Goolie can release a target from Freeze at will.</p><p></p><p>- *<u>Soul Scar</u>: The frightened creature takes 1d6 +1d6 per 2 HD of the Goolie, lethal psychic damage, and is shaken by mental images of its own soul being ripped apart by unseen forces. The victim suffers a -1 to all actions for 1 round per HD of the Goolie, unless already infected by Goolie blood. (subsequent successful attacks cause damage but penalties do not stack)</p><p></p><p>*If a creature dies as a result of Soul Scaring their skin separates from their bodies and is usable by the Goolie.</p><p></p><p></p><p></p><p><strong>Battle Tactics:</strong> (to be added)</p><p></p><p></p><p></p><p><strong>Goolie Blood Bubble (Ex): </strong></p><p>Any time a Goolie takes damage, it looses a bit of itself permanently and will not heal until it can consume. (See Ecology: Goolie Consumption) Anything adjacent to a Goolie, when it’s physically damaged, runs the chance of being impacted by a released blood bubble. A Goolie slain in a single massive attack (doing 70% or more of its HP in damage), will explode like a balloon threatening all within a 10 foot diameter. The impact of a Blood Bubble is impossible to feel by any means.</p><p></p><p>Because the blood bubbles are small nearly translucent grey smoke, there is only a slight chance that anyone facing that direction will notice the incoming Blood Bubble. Those actively paying attention to the Goolie make a Spot (DC=12). There is no check necessary if the Goolie Explodes (it’s obvious enough). Those not actively paying attention make a Spot (DC=18). Those who see an incoming Blood Bubble make a Reflex Save (DC=10 +1 per 3HP damage, max DC=18) to avoid it. Those who do not see an incoming blood bubble are rolled secretly by the DM Reflex Save (DC=12 +1 per 3HP damage, max DC=18) Exploding Goolies force all those within 10 feet to make a Reflex save DC=20.</p><p></p><p>If no one witnesses the impacting of the blood bubble, then the DM will roll secretly for the onset of insanity.</p><p></p><p> </p><p></p><p><strong>Goolie Insanity (Ex): (Infection/Disease) </strong></p><p></p><p><u>Stage One: Infection</u></p><p>Each time a Goolies blood bubble impacts on any creature, with an Intelligence of at least 3, that creature must make a Will save (DC=12 +1 per 2HD of the Goolie, rounded down) or be infected. (EX: 6HD is DC=15). </p><p></p><p><u>Stage Two: Symptoms</u></p><p>An infected creature has a -4 to all attacks, skills, feats, saves, and ability rolls, due to an overwhelming anxiety that slowly begins to drive them mad. (If DM rolled secretly, apply all penalties in secret.) A “Remove Fear” (Clr Lvl 1) spell will remove any symptoms of infection for the spells duration. (To some, this symptom free time may appear as a cure!)</p><p></p><p><u>Stage Three: Infection Advances</u></p><p>(4D6) hours after infection, and every 24 hours there after, the infected creature must make an Intelligence check against Onset Insanity (DC=10 +1 per 2HD of Goolie, +1 for each day after the first (Max +5 at 5 days). Success brings an infection advance, and re-roll with penalties, after 24 hours. Failure results in the immediate onset of insanity. </p><p></p><p>A “Remove Disease” (Clr Lvl 3) spell cast prior to the onset of insanity allows the infected an instant “free” attempt at a Will Save against the onset of insanity. (DC is equal to the most previous advance.) If successful the next advance of Onset Insanity is skipped entirely. (The infection is in hibernation and no Intelligence check is required until it wakes up in 24 hours.) If failed the next advance is rolled normally. (Only one such attempt is possible per advance) </p><p></p><p>Sp. Note: Any time before Onset Insanity a “Restoration” (Clr Lvl 4), cast by a Cleric of at least level 10, allows an immediate Will Save. (DC is equal to the most previous advance.) Success cures the infection. (Only one such attempt is possible for each Infection Advance)</p><p></p><p></p><p></p><p><u>Stage Four: Onset Insanity (full infection) </u></p><p>If the creature fails any insanity check it immediately goes insane, looses all sense of logic (Effective Intelligence becomes 3), is overwhelmed with paranoia and the belief that the only safe place is in some distant seclusion; which is actually the lair of the Goolie Mother.</p><p></p><p>If the insanity victim is not restrained against its will, it will eventually make its way to the Goolie Mother’s lair, or die trying to get there. Once it reaches the lair, the victim is transformed by the Goolie Mother into a Goolie and set loose onto the world. Any victim that is successfully restrained against its will to leave, will slowly loose 1 point of intelligence permanently, each day, until brain dead. A “Greater Restoration” (Clr Lvl 7), cast by a Cleric of at least level 15, will destroy the infection any time before the victims Intelligence is reduced to 0..</p><p></p><p>SP. Note: Any creature that goes brain dead is irretrievable by anything less then Divine Intervention. </p><p></p><p><u>Stage Five: Transformation</u></p><p>See “Goolie Transformation”</p><p></p><p></p><p><strong><u>Advancement / Ecology:</u></strong></p><p></p><p><strong>Goolie Transformation: </strong></p><p>When an intelligent creature is infected with Goolie Insanity, it has already begun the transformation into a Goolie, but must still be seeded by a Goolie Mother. If an insanity infected creature is not seeded it will slowly degenerate until brain dead. (See: Goolie Insanity) Should an insanity infected creature make it to the Goolie Mother’s Lair, the Goolie mother incases the victim in a cocoon of hardened black gelatin, resembling Goolie Blood. The cocoon is hollow on the inside, and supplies breathable air to the trapped creature. But restricts movement to all the extremities save the face and head. The trapped victim is left helpless, unable to move or hear anything but its own screaming. From the outside of the cocoon, all that’s heard of the victims torment is a faint muffled gurgle…</p><p></p><p>While incased in the black coffin of gelatin, screaming in terror as the insanity ravages its brain, the victim is infused with the essence of fright; during which The Goolie young gains strength and begins to coalesce inside the victims mouth. Upon the victim’s last screeching breath of fear, the Goolie finely hatches from its dimensional incubator and erupts from the victims mouth in a spray of grey black fluid, quickly filling the cavity left within the cocoon. A few moments later, the new born Goolie simply slides out of the cocoon in its full glory; a hovering bag of flesh filled with a smoky black fluid and floating eyes in its flesh sockets. Any creature that is successfully transformed into a Goolie is forever gone; its essence ripped apart by fright and consumed by the new born Goolie. Only a God with the Fright portfolio can reverse it.</p><p></p><p> </p><p></p><p><strong>Goolie Consumption: </strong></p><p>When a Goolie frightens an intelligent creature to death the victim’s soul is scarred and corrupted. As the soul leaves the victim, the corpse’s flesh and bones begin to slip out of its skin. To finish the process, the Goolie uses its unique power to do one of three things to its victim’s corps. Each of which ruins the corps’ skin preventing any future attempt. </p><p></p><p><u>- Skin Consumption</u> - A Goolie that has been wounded is incapable of any possessions and must first heal itself. Its does so by actually consuming the skin of a victim. The Goolie does so by calling to the skin; which has become loose from the victims traumatic death. After which the victims skin leaps off the corpse, Transforms into the same consistency as the Goolie’s blood, and then streams into the Goolies mouth. Some extremely powerful Goolies can even call to the skin of living victims! (See: Fear Fleshed Goolie.)</p><p></p><p>A Goolie that successfully consumes any new victim’s skin regenerates itself back to full Hit Points by the end of the process. An undamaged Goolie that successfully consumes a victim’s skin that is at least half the Goolies current HD rounded down, will boost its own life force and begins to gain HD and new powers. (See: Goolie Spell like Powers.) A Goolie will gain 1 HD for consuming as many victims’ skins as it has HD, plus one. If a Goolie is even remotely damaged, the next skin simply returns the Goolie to maximum HP, after which it must consume the rest of the necessary skins to gain HD. Goolies never lose HD, or partial HD, when damaged; only HP’s.</p><p></p><p></p><p></p><p>Sp Note: When a Goolie reaches 10HD it can begin the metamorphosis into a Greater Goolie and then ultimately into a Fear Fleshed Goolie. (See: Greater Goolie, Fear Fleshed Goolie)</p><p></p><p><u>- Skin Possession</u> - An undamaged Goolie, instead of consuming its victim’s skin, can shed its current skin and slip in under the skin of its new victim; pushing the corpses flesh and bones out in the process. The Goolie rises up off the corpse, new skin intact, much like one would imagine a soul leaving a body and floating to heaven. Except a Goolie doesn’t go to heaven. The skin left behind by the Goolie turns to flesh colored ooze within a few minutes of being shed. A Goolie who’s Skin Possession is interrupted, is extremely vulnerable and may be killed quite easily by simply moving the corpse being consumed. Once a Goolie sheds its current skin it has a few precious moments (1d4 rounds to complete) to re-possess a new victims skin, and can’t move more then a few feet in any direction; (Move= 5’/rd) otherwise there is nothing holding the Goolie together and it will simply spill out across the floor, quickly evaporating. </p><p></p><p><u>- Body Possession</u> – An undamaged Goolie of at least 5 HD can possess the entire body of a victim at the cost of its own life force. The Goolie sheds its current skin, but instead of slipping in under its new victim’s skin and regenerating itself, the Goolie crawls inside the body, through the victim’s mouth. It then expands within the body’s circulatory system and displaces all the blood in the corpse, letting it seep out all over the floor. Once all the victims’ blood has been expelled from the corpse the Goolie infuses the flesh and bones with its own energy, effectively using its own life force like fuel. (This process takes 1d4 rounds to complete and has the same vulnerabilities as Skin Possession!) The corpse then springs to life, under the total control of the Goolie. A normal Goolie has no access to any class ability or spell like power the body had in life, but has full access to any Extraordinary, and Supernatural powers granted by race. Like a Doppelgangers “Change Shape” ability. </p><p></p><p>Possessing a body is a very risky option for the Goolie as the body needs a constant source of energy to remain effectively alive. The Goolie immediately looses 1d8 HP upon possession of a body and 1d8 HP every day there after, and loses 1HP each time it uses a body’s special ability. Unless a Goolie can scare another victim to death, consume its skin, and then possess another victims skin before it’s too late, the Goolie will eventually use up all its life energy and die. Many a Goolie that possessed a body have died before finding a new host, thus very few Goolies are foolhardy enough to attempt it unless it feels its life depends on the risk. Fortunately for others, there are a few tell tale signs of Goolie possession.</p><p></p><p>A body possessed by a Goolie has very loose skin, and unless the body is that of an elderly person there is a good chance of noticing the sagging skin. A Goolie possessing a young body must be inspected within 25 feet. (Spot Check DC=12) A Goolie possessing an elderly corpse must be directly inspected within 5 feet (Spot Check DC=20)</p><p></p><p>Most experienced Goolies realize their vulnerability and attempt to hide themselves using their disguise and hide skills. The possessed body also lacks any body heat or heart beat, and will not eat. Anyone paying close attention will notice.</p><p></p><p><strong>Goolie Advancement: </strong></p><p><u>HD___CR____Att___Abilities___________Saves_____________Bonus Feats/Abilities</u></p><p><u>2_____+0____+0____+1 Wis, +1 Str______+1 Will, +1Fort______________________</u></p><p><u>3_____+1____+1____+1 AC*_____________________________Deceitful_________</u></p><p><u>4_____+1____+1____+1 Dex, +1 Str______+1 Will, +1Fort_____New Spell Like Abilities**</u></p><p><u>5_____+1____+0____+1 AC*______________________________________________</u></p><p><u>6_____+2____+1____+1 Wis, +1 Str______+1 Will, +1 Ref_____Dodge___________</u></p><p><u>7_____+1____+1____+1 AC*_____________________________New Spell Like Abilities**</u></p><p><u>8_____+1____+0____+1 Dex, +1 Str______+1 Will, +1Fort______________________</u></p><p><u>9_____+1____+1____+1 AC*_____________________________Mobility___________</u></p><p><u>10____+2____+1____+1 Wis, +1 Str______+1 Will, +1 Ref_____New Spell Like Abilities**</u></p><p>* Natural Armor Bonus</p><p>** See Spell Like Abilities</p><p></p><p><strong><u>Goolie</u></strong> (10 HD) Before Metamorphosis</p><p> </p><p><strong>Medium Humanoid Outsider Aberration</strong></p><p><strong>Hit Dice: </strong>10d8+13 ( 63 hp)</p><p><strong>Initiative: </strong> +6 (+2 Dex, +4 Improved Initiative)</p><p><strong>Speed: </strong> 40 ft. (8 squares)</p><p><strong>AC: </strong> 17 (+2 Dex, +5 Natural), touch 12, flatfooted 15</p><p><strong>Base Attack/Grapple: </strong> +9/+10</p><p><strong>Attack: </strong> Claw +12 melee (d4+3) </p><p><strong>Full Attack: </strong> 2 Claws +12 melee (d4+3) or Fright (every other round)</p><p><strong>Space/Reach: </strong> 5 ft./5 ft.</p><p>S<strong>pecial Attacks: </strong> Fright, Spell Like Abilities</p><p><strong>Special Qualities: </strong> Aberration traits, blood bubble, dark vision 60 feet, damage reduction 5/special, goolie consumption, goolie insanity, immunity to poison, immunity to mind affecting effects, resistance to cold 5, resistance to electricity 5, outsider traits</p><p><strong>Saves: </strong> Fort +5(+6), Ref +5(+7), Will +9(+11)</p><p><strong>Abilities: </strong> Str 17, Dex 14, Con 12, Int 12, Wis 15, Cha 10 (effectively 3)</p><p><strong>Skills: Disguise +13(+15), Hide +12(+14), Listen +3(+5), Move Silently +6(+8), Spot +5(+7), </strong></p><p><strong><strong>Feats: </strong> Improved Initiative, Toughness, Deceitful, Dodge, Mobility</strong></p><p><strong><strong>Environment: </strong> Near any populated area</strong></p><p><strong><strong>Organization: </strong> Solitary, pair, gang (3-5), Tribe (sp.)</strong></p><p><strong><strong>Challenge Rating: </strong> 12</strong></p><p><strong><strong>Alignment: </strong> Chaotic Evil</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong><strong>Goolie Ascendance: </strong></strong></p><p><strong>Ascending to Greater Goolie.</strong></p></blockquote><p></p>
[QUOTE="Quin Haden, post: 3083284, member: 45317"] This creature is one of the first I attempted to detail… I intend to revisit it with some formatting updates, new save DC's, and a few feat changes; so do not be surprised when it happens. [size=5]“Goolie”[/size] [b][u]Goolie[/u] (goo-lee)[/b] [b]Medium Humanoid Outsider Aberration[/b] [b]Hit Dice: [/b] 1d8+4 ( 9 hp) [b]Initiative: [/b] +5 (+1 Dex, +4 Improved Initiative) [b]Speed: [/b]40 ft. (8 squares) [b]AC: [/b] 12 (+1 Dex, +1 Natural), touch 11, flatfooted 11 [b]Base Attack/Grapple: [/b] +1/+2 [b]Attack: [/b] Claw +2 melee (d4+1) [b]Full Attack: [/b] 2 Claws +2 melee (d4+1) or fright (every other round) [b]Space/Reach: [/b] 5 ft./5 ft. [b]Special Attacks: [/b] fright, spell like abilities [b]Special Qualities: [/b]Aberration traits, blood bubble, dark vision 60 feet, damage reduction 5/special, goolie consumption, goolie insanity, immunity to poison, immunity to mind affecting effects, resistance to cold 5, resistance to electricity 5, outsider traits [b]Saves: [/b] Fort +2(+3), Ref +2(+3), Will +3(+4) [b]Abilities: [/b] Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 10 (effective 3) [b]Skills: [/b] Disguise +4, Hide +3(+4), Listen +1(+2), Move Silently +2(+3), Spot +2(+3) [b]Feats: [/b] Improved Initiative, Toughness [b]Environment: [/b] Near any populated area [b]Organization: [/b] Solitary, pair, gang (3-5), Tribe (sp.) [b]Challenge Rating: [/b] 2 [b]Alignment: [/b] Chaotic Evil Advancement: (2-10HD) [b][u]Description:[/u][/b] Goolies are not undead; they are Outsider Creatures native to the long forgotten Abyssal Plane of Fright. They appear to be made of animated skin, with eye balls floating in their eye sockets, filled with a blackish gelatin type substance that has the consistency of smoke, but instead acts like a weightless fluid. When a Goolie is damaged, it simply looses part of itself, which it leaves behind floating like a bubble in the wind. Should the blood bubble impact anything, it splatters as though it had fallen from a great height. Living creatures run the risk of being infected by Goolie blood, going insane, and eventually being drawn to the Goolie Mother where they are transformed into Goolie young. Goolies feed off the fear of sentient beings. But not just any fear, more specifically they feed off the moment of fear that occurs when someone is startled, shocked, horrified, or otherwise reflexively driven to sudden and complete terror. To a Goolie, frightening someone is more then just a means to feed, it is an art form. Once an intelligent creature has been frightened to death, the Goolie can either possess that victims body, possess that victim’s skin, or consume that victim’s skin to empower itself; each activity with its own risks and rewards to the Goolie. Young Goolies tend to pray on the sick and elderly, as they pose less of a challenge and succumb to death by fright much sooner then healthier, younger, people. Once a Goolie gains strength, and more of its powers, it will have to prey on stronger victims in order to grow. [b][u]Combat / Abilities:[/u][/b] [b]Aberration traits (Ex): [/b] A Goolie is an outsider but also shares some Abortion qualities. Most importantly being no distinguishable head or limbs. If it was not for the need to possess the skin of creatures with such things, a Goolie would have no need for them and thus is unaffected by anything that suggests the need for limbs. If a limb or head is cut off, the Goolie will simply fill in the space with more of itself. [b]Damage Reduction (Ex): [/b] Goolies have 5/- damage reduction against any physical attack except Piercing, and Slashing weapons; regardless of enchantment. [u]IMPORTANT!! [/u] A Goolie is unaffected by ANY and ALL Heal type spells, or their reverse “Wound” type spells. [b]Goolie Spell like Abilities: (Caster level = 3 + HD ) [/b] 1-3 HD: (at will, free action) = Ghost Sound, Flare, (3/day, standard action) = Darkness, Disguise Self, Silence, Silent Image (1/day, standard action) = Gaseous Form 4-6 HD: (at will, free action) = Ghost Sound, Flare, (3/day, standard action) = Darkness, Alter Self, Minor Image, Silence, (1/day, standard action) = Gaseous Form, Summon 1 Shadow (for 1d4 turns) 7-9 HD: (at will, free action) = Ghost Sound, Flare (at will, standard action) Darkness, Minor Image, Silence (3/day, standard action) = Gaseous Form, Gentle Repose, Hold Portal (1/day, standard action) = Summon d4 Shadows (for 1d4 turns) 10 HD: (at will, free action) = Ghost Sound, Flare, Darkness, Major Image (at will, standard action) Gaseous Form, Gentle Repose, Hold Portal, Silence (1/day, standard action) = Shadow Walk, Summon 2d4 Shadows (for 1d4 turns) [b]Fright (Su): [/b] Once, every other combat round, Goolies can attempt to frighten a single intelligent creature within 30 feet of it. It takes a standard action, for concentration, during which the Goolie is flat footed. The target makes a Will save (DC=12 +1/HD of Goolie). If failed the Goolie chooses one of three effects. - [u]Flee[/u]: The frightened creature will run in a straight line, directly away from the Goolie at its fastest movement rate, ignoring all perils or obvious dangers, for d3 rounds. If the danger is certain death, such as running off a cliff or into a raging fire, the frightened creature can make another Will save (DC=12, +1/HD of Goolie, max DC=18), to break the fear instantly. Otherwise they continue to run to their doom. - [u]Freeze[/u]: The frightened creature is frozen in place, unable to act, as if affected by a hold spell, for d6 rounds as visions of terror invade its mind. Any lethal damage dealt to a frozen target allows the target to make another Will save (DC=12, +1/HD of Goolie, max DC=14) The Goolie can release a target from Freeze at will. - *[u]Soul Scar[/u]: The frightened creature takes 1d6 +1d6 per 2 HD of the Goolie, lethal psychic damage, and is shaken by mental images of its own soul being ripped apart by unseen forces. The victim suffers a -1 to all actions for 1 round per HD of the Goolie, unless already infected by Goolie blood. (subsequent successful attacks cause damage but penalties do not stack) *If a creature dies as a result of Soul Scaring their skin separates from their bodies and is usable by the Goolie. [b]Battle Tactics:[/b] (to be added) [b]Goolie Blood Bubble (Ex): [/b] Any time a Goolie takes damage, it looses a bit of itself permanently and will not heal until it can consume. (See Ecology: Goolie Consumption) Anything adjacent to a Goolie, when it’s physically damaged, runs the chance of being impacted by a released blood bubble. A Goolie slain in a single massive attack (doing 70% or more of its HP in damage), will explode like a balloon threatening all within a 10 foot diameter. The impact of a Blood Bubble is impossible to feel by any means. Because the blood bubbles are small nearly translucent grey smoke, there is only a slight chance that anyone facing that direction will notice the incoming Blood Bubble. Those actively paying attention to the Goolie make a Spot (DC=12). There is no check necessary if the Goolie Explodes (it’s obvious enough). Those not actively paying attention make a Spot (DC=18). Those who see an incoming Blood Bubble make a Reflex Save (DC=10 +1 per 3HP damage, max DC=18) to avoid it. Those who do not see an incoming blood bubble are rolled secretly by the DM Reflex Save (DC=12 +1 per 3HP damage, max DC=18) Exploding Goolies force all those within 10 feet to make a Reflex save DC=20. If no one witnesses the impacting of the blood bubble, then the DM will roll secretly for the onset of insanity. [b]Goolie Insanity (Ex): (Infection/Disease) [/b] [u]Stage One: Infection[/u] Each time a Goolies blood bubble impacts on any creature, with an Intelligence of at least 3, that creature must make a Will save (DC=12 +1 per 2HD of the Goolie, rounded down) or be infected. (EX: 6HD is DC=15). [u]Stage Two: Symptoms[/u] An infected creature has a -4 to all attacks, skills, feats, saves, and ability rolls, due to an overwhelming anxiety that slowly begins to drive them mad. (If DM rolled secretly, apply all penalties in secret.) A “Remove Fear” (Clr Lvl 1) spell will remove any symptoms of infection for the spells duration. (To some, this symptom free time may appear as a cure!) [u]Stage Three: Infection Advances[/u] (4D6) hours after infection, and every 24 hours there after, the infected creature must make an Intelligence check against Onset Insanity (DC=10 +1 per 2HD of Goolie, +1 for each day after the first (Max +5 at 5 days). Success brings an infection advance, and re-roll with penalties, after 24 hours. Failure results in the immediate onset of insanity. A “Remove Disease” (Clr Lvl 3) spell cast prior to the onset of insanity allows the infected an instant “free” attempt at a Will Save against the onset of insanity. (DC is equal to the most previous advance.) If successful the next advance of Onset Insanity is skipped entirely. (The infection is in hibernation and no Intelligence check is required until it wakes up in 24 hours.) If failed the next advance is rolled normally. (Only one such attempt is possible per advance) Sp. Note: Any time before Onset Insanity a “Restoration” (Clr Lvl 4), cast by a Cleric of at least level 10, allows an immediate Will Save. (DC is equal to the most previous advance.) Success cures the infection. (Only one such attempt is possible for each Infection Advance) [u]Stage Four: Onset Insanity (full infection) [/u] If the creature fails any insanity check it immediately goes insane, looses all sense of logic (Effective Intelligence becomes 3), is overwhelmed with paranoia and the belief that the only safe place is in some distant seclusion; which is actually the lair of the Goolie Mother. If the insanity victim is not restrained against its will, it will eventually make its way to the Goolie Mother’s lair, or die trying to get there. Once it reaches the lair, the victim is transformed by the Goolie Mother into a Goolie and set loose onto the world. Any victim that is successfully restrained against its will to leave, will slowly loose 1 point of intelligence permanently, each day, until brain dead. A “Greater Restoration” (Clr Lvl 7), cast by a Cleric of at least level 15, will destroy the infection any time before the victims Intelligence is reduced to 0.. SP. Note: Any creature that goes brain dead is irretrievable by anything less then Divine Intervention. [u]Stage Five: Transformation[/u] See “Goolie Transformation” [b][u]Advancement / Ecology:[/u][/b] [b]Goolie Transformation: [/b] When an intelligent creature is infected with Goolie Insanity, it has already begun the transformation into a Goolie, but must still be seeded by a Goolie Mother. If an insanity infected creature is not seeded it will slowly degenerate until brain dead. (See: Goolie Insanity) Should an insanity infected creature make it to the Goolie Mother’s Lair, the Goolie mother incases the victim in a cocoon of hardened black gelatin, resembling Goolie Blood. The cocoon is hollow on the inside, and supplies breathable air to the trapped creature. But restricts movement to all the extremities save the face and head. The trapped victim is left helpless, unable to move or hear anything but its own screaming. From the outside of the cocoon, all that’s heard of the victims torment is a faint muffled gurgle… While incased in the black coffin of gelatin, screaming in terror as the insanity ravages its brain, the victim is infused with the essence of fright; during which The Goolie young gains strength and begins to coalesce inside the victims mouth. Upon the victim’s last screeching breath of fear, the Goolie finely hatches from its dimensional incubator and erupts from the victims mouth in a spray of grey black fluid, quickly filling the cavity left within the cocoon. A few moments later, the new born Goolie simply slides out of the cocoon in its full glory; a hovering bag of flesh filled with a smoky black fluid and floating eyes in its flesh sockets. Any creature that is successfully transformed into a Goolie is forever gone; its essence ripped apart by fright and consumed by the new born Goolie. Only a God with the Fright portfolio can reverse it. [b]Goolie Consumption: [/b] When a Goolie frightens an intelligent creature to death the victim’s soul is scarred and corrupted. As the soul leaves the victim, the corpse’s flesh and bones begin to slip out of its skin. To finish the process, the Goolie uses its unique power to do one of three things to its victim’s corps. Each of which ruins the corps’ skin preventing any future attempt. [u]- Skin Consumption[/u] - A Goolie that has been wounded is incapable of any possessions and must first heal itself. Its does so by actually consuming the skin of a victim. The Goolie does so by calling to the skin; which has become loose from the victims traumatic death. After which the victims skin leaps off the corpse, Transforms into the same consistency as the Goolie’s blood, and then streams into the Goolies mouth. Some extremely powerful Goolies can even call to the skin of living victims! (See: Fear Fleshed Goolie.) A Goolie that successfully consumes any new victim’s skin regenerates itself back to full Hit Points by the end of the process. An undamaged Goolie that successfully consumes a victim’s skin that is at least half the Goolies current HD rounded down, will boost its own life force and begins to gain HD and new powers. (See: Goolie Spell like Powers.) A Goolie will gain 1 HD for consuming as many victims’ skins as it has HD, plus one. If a Goolie is even remotely damaged, the next skin simply returns the Goolie to maximum HP, after which it must consume the rest of the necessary skins to gain HD. Goolies never lose HD, or partial HD, when damaged; only HP’s. Sp Note: When a Goolie reaches 10HD it can begin the metamorphosis into a Greater Goolie and then ultimately into a Fear Fleshed Goolie. (See: Greater Goolie, Fear Fleshed Goolie) [u]- Skin Possession[/u] - An undamaged Goolie, instead of consuming its victim’s skin, can shed its current skin and slip in under the skin of its new victim; pushing the corpses flesh and bones out in the process. The Goolie rises up off the corpse, new skin intact, much like one would imagine a soul leaving a body and floating to heaven. Except a Goolie doesn’t go to heaven. The skin left behind by the Goolie turns to flesh colored ooze within a few minutes of being shed. A Goolie who’s Skin Possession is interrupted, is extremely vulnerable and may be killed quite easily by simply moving the corpse being consumed. Once a Goolie sheds its current skin it has a few precious moments (1d4 rounds to complete) to re-possess a new victims skin, and can’t move more then a few feet in any direction; (Move= 5’/rd) otherwise there is nothing holding the Goolie together and it will simply spill out across the floor, quickly evaporating. [u]- Body Possession[/u] – An undamaged Goolie of at least 5 HD can possess the entire body of a victim at the cost of its own life force. The Goolie sheds its current skin, but instead of slipping in under its new victim’s skin and regenerating itself, the Goolie crawls inside the body, through the victim’s mouth. It then expands within the body’s circulatory system and displaces all the blood in the corpse, letting it seep out all over the floor. Once all the victims’ blood has been expelled from the corpse the Goolie infuses the flesh and bones with its own energy, effectively using its own life force like fuel. (This process takes 1d4 rounds to complete and has the same vulnerabilities as Skin Possession!) The corpse then springs to life, under the total control of the Goolie. A normal Goolie has no access to any class ability or spell like power the body had in life, but has full access to any Extraordinary, and Supernatural powers granted by race. Like a Doppelgangers “Change Shape” ability. Possessing a body is a very risky option for the Goolie as the body needs a constant source of energy to remain effectively alive. The Goolie immediately looses 1d8 HP upon possession of a body and 1d8 HP every day there after, and loses 1HP each time it uses a body’s special ability. Unless a Goolie can scare another victim to death, consume its skin, and then possess another victims skin before it’s too late, the Goolie will eventually use up all its life energy and die. Many a Goolie that possessed a body have died before finding a new host, thus very few Goolies are foolhardy enough to attempt it unless it feels its life depends on the risk. Fortunately for others, there are a few tell tale signs of Goolie possession. A body possessed by a Goolie has very loose skin, and unless the body is that of an elderly person there is a good chance of noticing the sagging skin. A Goolie possessing a young body must be inspected within 25 feet. (Spot Check DC=12) A Goolie possessing an elderly corpse must be directly inspected within 5 feet (Spot Check DC=20) Most experienced Goolies realize their vulnerability and attempt to hide themselves using their disguise and hide skills. The possessed body also lacks any body heat or heart beat, and will not eat. Anyone paying close attention will notice. [b]Goolie Advancement: [/b] [u]HD___CR____Att___Abilities___________Saves_____________Bonus Feats/Abilities[/u] [u]2_____+0____+0____+1 Wis, +1 Str______+1 Will, +1Fort______________________[/u] [u]3_____+1____+1____+1 AC*_____________________________Deceitful_________[/u] [u]4_____+1____+1____+1 Dex, +1 Str______+1 Will, +1Fort_____New Spell Like Abilities**[/u] [u]5_____+1____+0____+1 AC*______________________________________________[/u] [u]6_____+2____+1____+1 Wis, +1 Str______+1 Will, +1 Ref_____Dodge___________[/u] [u]7_____+1____+1____+1 AC*_____________________________New Spell Like Abilities**[/u] [u]8_____+1____+0____+1 Dex, +1 Str______+1 Will, +1Fort______________________[/u] [u]9_____+1____+1____+1 AC*_____________________________Mobility___________[/u] [u]10____+2____+1____+1 Wis, +1 Str______+1 Will, +1 Ref_____New Spell Like Abilities**[/u] * Natural Armor Bonus ** See Spell Like Abilities [b][u]Goolie[/u][/b] (10 HD) Before Metamorphosis [b]Medium Humanoid Outsider Aberration[/b] [b]Hit Dice: [/b]10d8+13 ( 63 hp) [b]Initiative: [/b] +6 (+2 Dex, +4 Improved Initiative) [b]Speed: [/b] 40 ft. (8 squares) [b]AC: [/b] 17 (+2 Dex, +5 Natural), touch 12, flatfooted 15 [b]Base Attack/Grapple: [/b] +9/+10 [b]Attack: [/b] Claw +12 melee (d4+3) [b]Full Attack: [/b] 2 Claws +12 melee (d4+3) or Fright (every other round) [b]Space/Reach: [/b] 5 ft./5 ft. S[b]pecial Attacks: [/b] Fright, Spell Like Abilities [b]Special Qualities: [/b] Aberration traits, blood bubble, dark vision 60 feet, damage reduction 5/special, goolie consumption, goolie insanity, immunity to poison, immunity to mind affecting effects, resistance to cold 5, resistance to electricity 5, outsider traits [b]Saves: [/b] Fort +5(+6), Ref +5(+7), Will +9(+11) [b]Abilities: [/b] Str 17, Dex 14, Con 12, Int 12, Wis 15, Cha 10 (effectively 3) [b]Skills: Disguise +13(+15), Hide +12(+14), Listen +3(+5), Move Silently +6(+8), Spot +5(+7), [b]Feats: [/b] Improved Initiative, Toughness, Deceitful, Dodge, Mobility [b]Environment: [/b] Near any populated area [b]Organization: [/b] Solitary, pair, gang (3-5), Tribe (sp.) [b]Challenge Rating: [/b] 12 [b]Alignment: [/b] Chaotic Evil [b]Goolie Ascendance: [/b] Ascending to Greater Goolie.[/b] [/QUOTE]
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Quin Haden’s Original D&D Creatures (Updated 10/01/06)
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