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The Obsidian Helix

zeo_evil

First Post
Fans of White Wolf might recognize some of this. The idea is that maybe some of you will add similar fantasy-based stuff from the depths of your Wyrm-tainted minds. I am hoping for thing like gorehounds, shdowfiends, and throwbacks from books like Freak Legion. Too the purists out there, no offense for the following.

Long ago, a group of particularly intelligent hezrou demons, lost and trapped on the Tarterian Depths of Carceri, encountered a group of similarly ensnared gem slaadi trying to infiltrate a shrine to a powerful primal creature called the Triadic Wyrm. The Triadic Wyrm had long since been banished to the depths of the place for unspeakable crimes against the multiverse, but Malfeas, his domain, maintained a connection to its festering intellect. As soon as they entered the labyrinthine Spiral Tower, the slaadi where corrupted and consumed by the power of the Triadic Wyrm. Amused, the hezrou followed the slaadi inside to ambush them. They too were consumed.
Since that time, the slaadi have managed to escape the labyrinth, but the demons remain. The gem slaadi continue to do the Triadic Wyrm’s bidding. The demons have developed into the helix demons. They defend the Spiral Tower from intruders chasing them through the labyrinth thus hastening their descent into madness.
The gem slaadi act as the hand of Rennbuu before the eyes of their kind. In reality, they work against him for the Triadic Wyrm. They secretly pass on information that aids the Order of the Chalice in its quest to convert Rennbuu. The Obsidian Helix believes that Rennbuu will rebuff their advances and destroy them, leaving him more easily consumed by the Triadic Wyrm. With the exception of the demon lords, other demons are unaware of the Obsidian Helix.
The Obsidian Helix maintains a presence in most large kingdoms and nations of the Material Plane. Sects exist in most large cities as well as a few outlying regions where slaadi are often found. Quite a few sects exist on the Abyss and Pandemonium as well.

Hierarchy: The Obsidian Helix has a loose hierarchy.

Headquarters: Each sect maintains its own headquarters. Each headquarters has full control over the various members in its region.

Members: The organization has 3,690 members when all positions are filled. In addition, more than 1,500 cultists are affiliated with the organization, though they have not yet been granted membership.

Religion: The religious views of the membership vary, although all members must pay homage to the Triadic Wyrm on some level.

Alignment: Chaotic evil.

Secrecy: The Obsidian Helix uses a lot of secrecy. Sect locations are known, but members find it essential to conceal their identities, especially when infiltrating lawful locations.

Symbol: A black helix.

Helix Demon
Large Outsider (Chaotic, Extraplanar, Evil, Shapechanger)
Hit Dice: 10d8+100 (145 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 23 (–1 Size, +14 Natural) touch 9, flat-footed 23
Base Attack/Grapple: +10/+19
Attack: Bite +14 melee (3d6+5 plus corporeal instability)
Full Attack: Bite +14 melee (3d6+5 plus corporeal instability) and 2 claws +12 melee (1d10+2 plus corporeal instability)
Space/Reach: 10 ft./10 ft.
Special Attacks: Corporeal instability, improved grab, spell-like abilities, stench, summon helix dancer
Special Qualities: Change shape, Damage reduction 10/good, darkvision 60 ft., immunity to electricity, poison, and sonic, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft.
Saves: Fort +16, Ref +7, Will +9
Abilities: Str 21, Dex 10, Con 29, Int 18, Wis 14, Cha 18
Skills: Bluff +21, Climb +18, Concentration +22, Disguise +21* (+23 acting), Hide +9, Intimidate +19, Knowledge (the planes) +17, Listen +15, Move Silently +13, Search +17, Spellcraft +17, Spot +15, Survivial +2 (+4 on other planes, +4 when following tracks, +6 when following tracks on other planes)
Feats: Blind-Fight, Improved Toughness, Multiattack, Power Attack
Challenge Rating: 13
Alignment: Always chaotic evil

This creature looks like an enormous, roughly humanoid toad with arms in place of forelegs. Its ample mouth has rows of jagged, powerful teeth, and long spines randomly jut down the lengths of its back. It has a symbol of a black helix seemingly burned into its chest.

A helix demon’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Change Shape (Su): A helix demon can assume the shape of any Small, Medium, or Large humanoid or slaad. In humanoid form, the helix demon loses its natural attacks and its stench ability. In slaad form, the helix demon loses its natural attacks, but retains its stench ability. A helix demon can remain in its humanoid or slaad form until it chooses to assume a new one. A change in form cannot be dispelled, but a helix demon reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Corporeal Instability (Su): A blow from a helix demon against a living creature can cause a terrible transformation. The creature must succeed on a DC 24 Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils. The save DC is Constitution-based.
An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried-armor, backpacks, even shirts-hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).
Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it becomes a chaos beast.
A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.
Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).

Improved Grab (Ex): To use this ability, a helix demon must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Spell-Like Abilities: At will-chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18); 3/day-blasphemy (DC 21), gaseous form, summon monster VI (chaos beast only). Caster level 13th. The save DCs are Charisma-based.

Stench (Ex): A helix demon’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same helix demon’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.

Summon Helix Dancer (Sp): Once per day, a helix demon can summon a helix dancer with a 35% chance of success. This ability is the equivalent of a 5th level spell.

Skills: A helix demon has a +4 racial bonus on Bluff and Disguise checks.

*When using its change shape ability, a helix demon gets an additional +10 circumstance bonus on Disguise checks.

Helix Dancer, Hybrid Form
Medium Outsider (Chaotic, Extraplanar, Shapechanger)
Hit Dice: 8d8+24 plus 2d8+6 (75 hp)
Initiative: +7
Speed: 20 ft. (4 squares)
Armor Class: 20 (+3 Dex, +7 Natural), touch 13, flat-footed 17
Base Attack/Grapple: +9/+12
Attack: Claw +12 melee (1d4+3 plus corporeal instability)
Full Attack: 2 claws +12 melee (1d4+3 plus corporeal instability) and bite +8 (1d6+1 plus corporeal instability)
Space/Reach: 5 ft./5 ft.
Special Attacks: Corporeal instability, spell-like abilities, trip
Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., immunity to critical hits, low-light vision, scent, spell resistance 17, wolf empathy
Saves: Fort +12, Ref +12, Will +8
Abilities: Str 16, Dex 17, Con 17, Int 10, Wis 10, Cha 10
Skills: Climb +14, Escape Artist +14, Hide +14, Jump +10, Listen +11, Search +11, Spot +11, Survival +4 (+6 following tracks, +10 following tracks by scent), Tumble +16, Use Rope +3 (+5 with bindings)
Feats: Dodge, Improved Initiative, Iron WillB, Mobility, TrackB, Weapon Focus (bite)
Challenge Rating: 9
Alignment: Usually chaotic evil

Dirty, tangled, black fur covers this feral, visceral humanoid. It has viciously sharp claws and a wolf-like muzzle filled with rows of razor-sharp teeth. It has black fur on its chest in the shape of a helix. Its eyes betray a hint of madness.

Made from a pure chaos beast miraculously fused with a human host, the helix dancers are the Triadic Wyrm’s immune system, vicious predators that kill or maim anyone or anything that threatens it. Most are often sent on missions across the multiverse to hunt down and kill those who have offended the Triadic Wyrm. Others remain in the labyrinthine Spiral Tower, wandering its halls vainly trying to unravel the Triadic Wyrm’s mysterious whisperings.

A helix dancer’s natural attacks, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.

Alternate Form (Su): A helix dancer can assume a bipedal hybrid form, a chaos beast form, or the form of a wolf.

Corporeal Instability (Su): A blow from a helix dancer in chaos beast or hybrid form against a living creature can cause a terrible transformation. The creature must succeed on a DC 18 Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils. The save DC is Constitution-based. An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll). Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it becomes a chaos beast. A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check (this check DC does not vary for a helix dancer with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful. Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).

Spell-Like Abilities: At will-disguise self, undetectable alignment. 3/day-greater magic fang (self only), rage (self only). 1/day-confusion (DC 14). Caster level 10th.

Trip (Ex): A helix dancer in wolf or hybrid form that hits with a bite attack can attempt to trip the opponent (+12 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot attempt to trip the helix dancer.

Wolf Empathy (Ex): Communicate with wolves and dire wolves, and a +4 racial bonus on Charisma-based checks against wolves and dire wolves.

Skills: A helix dancer in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
 
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