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Rogues Gallery for Shemmy's Planescape Storyhour #1 (up to date 5-9-06)
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<blockquote data-quote="Shemeska" data-source="post: 2813422" data-attributes="member: 11697"><p><u>Astraloths, aka the Spawn of the Ebon</u></p><p></p><p>These creatures were originally created as servitor creatures, and as a whimsical attempt to explore the uses of the breeding pools and infernal engines constructed beneath the Wasting Tower of Khin-Oin, largely abandoned for any uses beyond the prosaic since the days of the original Baernaloth hegemony across the Waste (during the ancient days of the experiments by Armala the Reprobate, the fracture of the House of Shartalan, and the ideological wars prior to the exile of Apomps the Triple Aspected).</p><p></p><p>Initially the first five Astraloths were gifted to the Yugoloth Lord Shylara (the Manged) Akt'Atarm explicitely for patrol and security surrounding the Citadel of Shattered Faith within the massive Astral Storm fixed upon the godisle of Aoskar. The Astraloths themselves appear as ghostly, translucent, faintly phosphorescent rail thin humanoids with exaggeratedly long limbs and a seemingly random number of long, similarly translucent tentacles trailing from their backs, shoulders and upper arms that wave and weave through the air almost like the sensory organs of a deep sea creature. They have skeletal, elongated, vaguely reptilian or canine heads, wearing a perpetually hungry, ricktus grin. Their hands and feet are wickedly clawed, and a single long tail that weaves along with the tentacles, but typically hangs below the form of the critter, longer than its body by almost double its length. </p><p></p><p>They have no visible eyes, and what might have been eyesockets are covered over by translucent hide, somewhat similar to a Canoloth in that they are intentionally blind from their 'birth'. Likewise, they have large nostrils, and they sniff constantly when they sense something. Beyond the mundane senses, the creatures have some bizarre form of psionic abilities, similar to those possessed by phrenic creations of the Illithids, or those of Cerebreliths. </p><p></p><p>Designed for use on the transitive planes, the creatures are constantly out of phase with normal reality, either existing partially on some freakish sublayer of the Astral, Ethereal, Shadow, or something else entirely (since they seem to be incorporeal regardless of what plane they are on) despite having what would appear to be a solid, non gaseous form. Some sages have seen a link in their capacity here to something similar, a 'yugoloth ghost' created by the Baernaloth, Daru Ib Shamiq, as a servitor guarding a portal in the gatetown of Torch.</p><p></p><p>As incredibly alien life forms, more sentient, living constructs that true living beings, they have a number of standard immunities normally reserved for constructs, though in every other way they are true outsiders, crafted from the spiritual matter of the Gray Waste (and potentially Carceri, within the Reflective Chasm of the Tower of Incarnate Pain). Also, some bizarre use of negative energy is seemingly incorporated into the Astraloths' construction, leaving them susceptable to damage by positive energy at 1/2 the rate normally done to undead and other negative energy powered beings.</p><p></p><p></p><p>Astraloth (Spawn of The Ebon) [Large size Outsider (Yugoloth), Incorporeal] NE</p><p>HP 20d10 + 120 = 220 avg</p><p>AC 10 + 7dex + 10 deflection + 5 profane = 32</p><p>Init +11 (+7dex, +4 imp initiative)</p><p>BAB: +20</p><p>Attacks: bite +26, 2 claws +26, tail +26, (5d4) tentacles + 26</p><p>Damage: 1d8 +9 bite, 1d8 + 6 claw, 1d10 + 9 tail, tentacles 1d4 + energy drain</p><p>Reach: tentacles (20ft), tail (25ft), claws and bite (reach as size class norm)</p><p></p><p>F 12 + 6 = 18</p><p>R 12 + 7 = 19</p><p>W 12 + 2 = 14</p><p></p><p>Str 22 (+6)</p><p>Dex 25 ( +7)</p><p>Con 23 (+6)</p><p>Int 18 (+4)</p><p>Wis 15 (+2)</p><p>Cha 15 (+2)</p><p></p><p>Skills: Spot +18 , Listen +18 , Intimidate +20, Search +12, (fill out as desired)</p><p></p><p><u>Special Qualities:</u></p><p>Incorporeal: miss on roll of 1-50.</p><p>SR 30, PR 25, DR 15/+4, Immune to Poison, Cold, Acid. Elec/Sonic resist 20.</p><p>SR: if spells or spell effects fail to breach its SR it can absorb a spell, regaining HP (1d4 per spell level) or can spend a move action to redirect a targeted spell</p><p>Construct immunities, save by Holy or Blessed Weapons.</p><p>Scent, Blindfighting, Blindsight, Telepathy, Detect Thoughts</p><p>Inscrutable Mind: Immune to mind affecting spells, plus psionic backlash and ability score loss if attempting mind to mind contact with the fiend - will save DC 21 or take random penalty to mental ability scores (not fully defined, never came up in the campaign)</p><p></p><p><u>Special Attacks:</u> </p><p>Aura of Despair 60ft Will save DC 25 or –3 moral to all, Energy Drain Fort save DC 21 on every hit, no save on a crit 1 negative level per failed save, Devour Essence: if creature is grappled by all tentacles and dies while still grappled the Spawn extracts and consumes the soul. True Ressurection, Wish or Miracle are required to return the character to life, and then have only a 50% chance of success.</p></blockquote><p></p>
[QUOTE="Shemeska, post: 2813422, member: 11697"] [u]Astraloths, aka the Spawn of the Ebon[/u] These creatures were originally created as servitor creatures, and as a whimsical attempt to explore the uses of the breeding pools and infernal engines constructed beneath the Wasting Tower of Khin-Oin, largely abandoned for any uses beyond the prosaic since the days of the original Baernaloth hegemony across the Waste (during the ancient days of the experiments by Armala the Reprobate, the fracture of the House of Shartalan, and the ideological wars prior to the exile of Apomps the Triple Aspected). Initially the first five Astraloths were gifted to the Yugoloth Lord Shylara (the Manged) Akt'Atarm explicitely for patrol and security surrounding the Citadel of Shattered Faith within the massive Astral Storm fixed upon the godisle of Aoskar. The Astraloths themselves appear as ghostly, translucent, faintly phosphorescent rail thin humanoids with exaggeratedly long limbs and a seemingly random number of long, similarly translucent tentacles trailing from their backs, shoulders and upper arms that wave and weave through the air almost like the sensory organs of a deep sea creature. They have skeletal, elongated, vaguely reptilian or canine heads, wearing a perpetually hungry, ricktus grin. Their hands and feet are wickedly clawed, and a single long tail that weaves along with the tentacles, but typically hangs below the form of the critter, longer than its body by almost double its length. They have no visible eyes, and what might have been eyesockets are covered over by translucent hide, somewhat similar to a Canoloth in that they are intentionally blind from their 'birth'. Likewise, they have large nostrils, and they sniff constantly when they sense something. Beyond the mundane senses, the creatures have some bizarre form of psionic abilities, similar to those possessed by phrenic creations of the Illithids, or those of Cerebreliths. Designed for use on the transitive planes, the creatures are constantly out of phase with normal reality, either existing partially on some freakish sublayer of the Astral, Ethereal, Shadow, or something else entirely (since they seem to be incorporeal regardless of what plane they are on) despite having what would appear to be a solid, non gaseous form. Some sages have seen a link in their capacity here to something similar, a 'yugoloth ghost' created by the Baernaloth, Daru Ib Shamiq, as a servitor guarding a portal in the gatetown of Torch. As incredibly alien life forms, more sentient, living constructs that true living beings, they have a number of standard immunities normally reserved for constructs, though in every other way they are true outsiders, crafted from the spiritual matter of the Gray Waste (and potentially Carceri, within the Reflective Chasm of the Tower of Incarnate Pain). Also, some bizarre use of negative energy is seemingly incorporated into the Astraloths' construction, leaving them susceptable to damage by positive energy at 1/2 the rate normally done to undead and other negative energy powered beings. Astraloth (Spawn of The Ebon) [Large size Outsider (Yugoloth), Incorporeal] NE HP 20d10 + 120 = 220 avg AC 10 + 7dex + 10 deflection + 5 profane = 32 Init +11 (+7dex, +4 imp initiative) BAB: +20 Attacks: bite +26, 2 claws +26, tail +26, (5d4) tentacles + 26 Damage: 1d8 +9 bite, 1d8 + 6 claw, 1d10 + 9 tail, tentacles 1d4 + energy drain Reach: tentacles (20ft), tail (25ft), claws and bite (reach as size class norm) F 12 + 6 = 18 R 12 + 7 = 19 W 12 + 2 = 14 Str 22 (+6) Dex 25 ( +7) Con 23 (+6) Int 18 (+4) Wis 15 (+2) Cha 15 (+2) Skills: Spot +18 , Listen +18 , Intimidate +20, Search +12, (fill out as desired) [u]Special Qualities:[/u] Incorporeal: miss on roll of 1-50. SR 30, PR 25, DR 15/+4, Immune to Poison, Cold, Acid. Elec/Sonic resist 20. SR: if spells or spell effects fail to breach its SR it can absorb a spell, regaining HP (1d4 per spell level) or can spend a move action to redirect a targeted spell Construct immunities, save by Holy or Blessed Weapons. Scent, Blindfighting, Blindsight, Telepathy, Detect Thoughts Inscrutable Mind: Immune to mind affecting spells, plus psionic backlash and ability score loss if attempting mind to mind contact with the fiend - will save DC 21 or take random penalty to mental ability scores (not fully defined, never came up in the campaign) [u]Special Attacks:[/u] Aura of Despair 60ft Will save DC 25 or –3 moral to all, Energy Drain Fort save DC 21 on every hit, no save on a crit 1 negative level per failed save, Devour Essence: if creature is grappled by all tentacles and dies while still grappled the Spawn extracts and consumes the soul. True Ressurection, Wish or Miracle are required to return the character to life, and then have only a 50% chance of success. [/QUOTE]
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