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Rogues Gallery for Shilsen's Saturday Story Hour
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<blockquote data-quote="Rackhir" data-source="post: 3905928" data-attributes="member: 149"><p><strong><span style="font-size: 15px">Kha'tvan'ga the Pseudonatural Horror</span></strong></p><p></p><p>Large aberration (extraplanar); 24d8+120; 264 hp; </p><p>Init +11;</p><p>Speed 30 ft, fly 60 ft (good); </p><p>AC 33 (-1 size, +7 Dex, +10 natural, +6 deflection, +1 dodge), touch 23, flatfooted 26;</p><p>BAB/Grp +18/+32; </p><p>Four tentacles +28 melee (2d6+10/19-20);</p><p>Space/Reach 10 ft/10 ft; </p><p>F +19, R +21, W +23; </p><p>CN; </p><p>Str 30 (+10), Dex 24 (+7), Con 20 (+5), Int 14 (+2), Wis 16 (+3), Cha 20 (+5)</p><p></p><p>Languages: Daelkyr</p><p></p><p>Skills (162 pts):</p><p></p><p>Hide 30</p><p>Intimidate 32</p><p>Listen 30</p><p>Move Silently 34</p><p>Search 25</p><p>Spot 30</p><p></p><p>Feats (7): Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Spring Attack, Power Attack, Weapon Focus (tentacles), Improved Crit</p><p></p><p>SA/Q: Alien Mind, Darkvision 60’, DR 10/byeshk, Frightful Presence, House of Lamentation, Insane Resilience, Resistances (acid 15, electricity 15), SR 25, Tentacle Whirlwind, True Strike 1/day, Unstoppable Presence</p><p></p><p>Alien Mind (Ex): The alien mind of the pseudonatural horror makes it immune to mind-affecting effects.</p><p></p><p>Frightful Presence (Su): Anyone (except alienists and aberrations) with 24 or less HD seeing the horror attack must make a DC 27 Will save or be shaken. Anyone with 8 or less HD seeing the horror attack must make a DC 27 Will save or be frightened (and is shaken even on success). This save is Charisma-based.</p><p></p><p>House of Lamentation (Su): If the horror is able to hit a target with all four tentacles as a full attack, the target must make a DC 33 Will save or be instantly carried away to a demiplane that replicates the madness of Xoriat. Both horror and victim disappear instantly and reappear in the same space (or, if it is occupied, the nearest open space) a round later, at the end of the horror’s turn. The victim must make a DC 33 Will save or affected by a Confusion spell for 1 minute. If it fails the save by 5 points or more, it is affected with permanent Insanity (as the spell). Once a creature is affected by this ability it cannot be so again for 24 hours. Aberrations and alienists get a +4 bonus on the saves. Creatures from Xoriat are still carried away but are immune to the confusion/insanity effect. This is a mind-affecting enchantment (compulsion) effect. This save is Charisma-based and has a +4 racial bonus.</p><p></p><p>Insane Resilience (Su): The horror has a +6 deflection bonus to AC and +6 resistance bonus to saves</p><p></p><p>Tentacle Whirlwind (Ex): As a full-round action, the horror can take a normal move (which does not provoke an attack of opportunity) and engulf a target of its size or smaller within a whirlwind of tentacles. The affected creature must make a DC 32 Reflex save or be engulfed, taking 4d6+12 pts of damage each round (on the horror’s turn) that it is stuck. The creature is allowed a Reflex save each round to escape. The save DC is Strength-based.</p><p> A trapped creature cannot move except to go where the horror carries it (the horror can only take a single move or standard action each round that it has someone engulfed). It takes a -4 penalty to Dexterity and -2 to attack rolls but can otherwise act normally. It can cast spells too, but must make a Concentration check (DC 20 + spell level).</p><p></p><p>Unstoppable Presence (Su): Unlike other summoned creatures, the horror cannot be hedged out by a Protection from Evil or similar spell. It also cannot be dismissed by a Dispel Magic or Greater Dispel Magic spell. Only spells specifically designed for dismissing creatures (like Dismissal) can send it away.</p><p></p><p>***********************************************************</p><p>Notes: </p><p></p><p>The Horror is based off of a Elder Air Elemental. It's got a bit fewer HP and HD, but better Saves, SR and a couple of unique abilities.</p><p></p><p>The name means "Skull Topped Staff" in Hindu, which has nothing to do with it's appearence or abilities, but I thought it sounded cool. I added a bunch of single quotes to the name because that's just so Lovecraftian.</p><p></p><p>The Houses of Lamentation ability is based on the classic line from the King of the Nazgul.</p><p></p><p><em>"Come not between the Nazgul and his prey! Or he will not slay thee in thy turn. He will bear thee away to the houses of lamentation, beyond all darkness, where thy flesh shall be devoured, and thy shrivelled mind be left naked to the Lidless Eye."</em></p><p></p><p>Take out the Nazgul bit and the line fits remarkably well.</p><p></p><p>When it first appeared, I suggested to Gareth's player that he could stop it by casting "Magic Circle against Evil" since that normally hedges out summoned creatures, knowing full well it was useless against the Horror. Hehehehehehehehe...</p></blockquote><p></p>
[QUOTE="Rackhir, post: 3905928, member: 149"] [B][SIZE=4]Kha'tvan'ga the Pseudonatural Horror[/size][/b] Large aberration (extraplanar); 24d8+120; 264 hp; Init +11; Speed 30 ft, fly 60 ft (good); AC 33 (-1 size, +7 Dex, +10 natural, +6 deflection, +1 dodge), touch 23, flatfooted 26; BAB/Grp +18/+32; Four tentacles +28 melee (2d6+10/19-20); Space/Reach 10 ft/10 ft; F +19, R +21, W +23; CN; Str 30 (+10), Dex 24 (+7), Con 20 (+5), Int 14 (+2), Wis 16 (+3), Cha 20 (+5) Languages: Daelkyr Skills (162 pts): Hide 30 Intimidate 32 Listen 30 Move Silently 34 Search 25 Spot 30 Feats (7): Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Spring Attack, Power Attack, Weapon Focus (tentacles), Improved Crit SA/Q: Alien Mind, Darkvision 60’, DR 10/byeshk, Frightful Presence, House of Lamentation, Insane Resilience, Resistances (acid 15, electricity 15), SR 25, Tentacle Whirlwind, True Strike 1/day, Unstoppable Presence Alien Mind (Ex): The alien mind of the pseudonatural horror makes it immune to mind-affecting effects. Frightful Presence (Su): Anyone (except alienists and aberrations) with 24 or less HD seeing the horror attack must make a DC 27 Will save or be shaken. Anyone with 8 or less HD seeing the horror attack must make a DC 27 Will save or be frightened (and is shaken even on success). This save is Charisma-based. House of Lamentation (Su): If the horror is able to hit a target with all four tentacles as a full attack, the target must make a DC 33 Will save or be instantly carried away to a demiplane that replicates the madness of Xoriat. Both horror and victim disappear instantly and reappear in the same space (or, if it is occupied, the nearest open space) a round later, at the end of the horror’s turn. The victim must make a DC 33 Will save or affected by a Confusion spell for 1 minute. If it fails the save by 5 points or more, it is affected with permanent Insanity (as the spell). Once a creature is affected by this ability it cannot be so again for 24 hours. Aberrations and alienists get a +4 bonus on the saves. Creatures from Xoriat are still carried away but are immune to the confusion/insanity effect. This is a mind-affecting enchantment (compulsion) effect. This save is Charisma-based and has a +4 racial bonus. Insane Resilience (Su): The horror has a +6 deflection bonus to AC and +6 resistance bonus to saves Tentacle Whirlwind (Ex): As a full-round action, the horror can take a normal move (which does not provoke an attack of opportunity) and engulf a target of its size or smaller within a whirlwind of tentacles. The affected creature must make a DC 32 Reflex save or be engulfed, taking 4d6+12 pts of damage each round (on the horror’s turn) that it is stuck. The creature is allowed a Reflex save each round to escape. The save DC is Strength-based. A trapped creature cannot move except to go where the horror carries it (the horror can only take a single move or standard action each round that it has someone engulfed). It takes a -4 penalty to Dexterity and -2 to attack rolls but can otherwise act normally. It can cast spells too, but must make a Concentration check (DC 20 + spell level). Unstoppable Presence (Su): Unlike other summoned creatures, the horror cannot be hedged out by a Protection from Evil or similar spell. It also cannot be dismissed by a Dispel Magic or Greater Dispel Magic spell. Only spells specifically designed for dismissing creatures (like Dismissal) can send it away. *********************************************************** Notes: The Horror is based off of a Elder Air Elemental. It's got a bit fewer HP and HD, but better Saves, SR and a couple of unique abilities. The name means "Skull Topped Staff" in Hindu, which has nothing to do with it's appearence or abilities, but I thought it sounded cool. I added a bunch of single quotes to the name because that's just so Lovecraftian. The Houses of Lamentation ability is based on the classic line from the King of the Nazgul. [i]"Come not between the Nazgul and his prey! Or he will not slay thee in thy turn. He will bear thee away to the houses of lamentation, beyond all darkness, where thy flesh shall be devoured, and thy shrivelled mind be left naked to the Lidless Eye."[/i] Take out the Nazgul bit and the line fits remarkably well. When it first appeared, I suggested to Gareth's player that he could stop it by casting "Magic Circle against Evil" since that normally hedges out summoned creatures, knowing full well it was useless against the Horror. Hehehehehehehehe... [/QUOTE]
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