A d20 D&D or CoC encounter, need help brainstorming

frankthedm

First Post
The walls melt away revealing a long columned hallway. Near an unmoving large headed giant, strange violet-green lights that cast no illumination flicker in the braziers to its right and left sides. A curious boulder lays nearby.

As you approach, you realize this statue is of some unnatural creature, an unwholesome chimera of biped and cephalopod. Iridescent motes of illumination reflect from your own lights upon most parts of the blackish green statue and large stone nearby.

Drawing closer, it becomes apparent that the boulder was in fact the statue’s original head. While the replacement is made from the same material, whatever craftsmanship created the reflective qualities in the stone was not accessible when repairs were done.




Iridescent Stone Statue [headless]
Animated Object, Huge
Huge Construct
Hit Dice: 8d10+40 (84 hp)
Initiative: –1
Speed: 30 ft. legs,
Armor Class: 13 (–2 size, –1 Dex, +6 natural), touch 7, flat-footed 13
Base Attack/Grapple: +6/+19
Attack: Slam +9 melee (2d6+7)
Full Attack: Slam +9 melee (2d6+7)
Space/Reach: 15 ft./15 ft. (tall)
Special Attacks: Trample
Special Qualities: Construct traits, darkvision 60 ft., low-light vision; Hardness 10
Saves: Fort +2, Ref +1, Will –3
Abilities: Str 20, Dex 8, Con —, Int —, Wis 1, Cha 1
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Trample (Ex): An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object’s slam damage + 1-1/2 times its Strength bonus [2d6+14]. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves[dc19] (DC 10 + 1/2 object’s HD + object’s Str modifier) to halve the damage.

DECAPUS
Large Aberration
Hit Dice: 5d8+15 (37 hp)
Initiative: –2 (Dex)
Speed: 5 ft
AC: 15 (–1 size, –2 Dex, +8 natural)
Attacks: 9 tentacle slaps +6 melee; or bite +6 melee
Damage: Tentacle slap 1d6+4; or bite 2d8+4
Face/Reach: 10 ft by 10 ft/0 ft (10 ft with tentacle)
Special Attacks: Improved grab, constrict 1d6+4, rend 2d6+6
Special Qualities: Illusion, ventriloquism
Saves: Fort +4, Ref –1, Will +4
Abilities: Str 18, Dex 6, Con 17, Int 14, Wis 11, Cha 14
Skills: Climb +18, Listen+10, Move Silently +4, Spot +8
Feats: Multiattack, Multidexterity
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 6–10HD (Large), 11–15HD (Huge)
This clever monster has the innate ability to use both ventriloquism and illusions to lure victims into its den. In its true form it has ten long tentacles extending from various parts of its body. These tentacles have many 3–inch diameter suction cups that it uses to grab its victims as well as to climb walls and ceilings.
The most common color of a decapus is green, although some purple or yellow ones may be found. A decapus has patches of hair growing about its body. The hair is usually brown, but sometimes it is black. They have no iris in their eyes, only dark pupils. The mouth of a decapus is a horrible thing to behold. It is very wide and has long yellow teeth and a terribly foul breath.
The decapus is incapable of human speech, but is an expert at mimicking a high–pitched scream. It can also make guttural noises, which are under stood by others of its kind. The sounds are extremely unpleasant for humans to hear.
Combat A decapus only uses nine of its tentacles to fight with and can use no more than three on a single opponent. The tenth tentacle is used to suspend itself from the ceiling. On the floor the decapus is practically helpless, being able to move short distances in a slow and uncoordinated fashion.
Illusions (Su): At will, a decapus can make use of the 2nd-level arcane spell minor image as cast by a 5th-level sorcerer (Will save DC 14). It can disguise itself as other creatures, or as part of a wall, or anything else it feels will attract the victims to it. Some decapus’ choose to appear as a helpless, beautiful woman, usually hanging from the ceiling and being taunted by nine ugly men.
Ventriloquism (Ex): A decapus is an expert at mimicking sounds, although it is incapable of duplicating actual conversation. Any creature hearing sounds generated by a decapus must make a Will save (DC 14) to detect the ruse. Decapus’ understand that simple words and phrases such as “help me” and “come here” tend to attract bigger and better prey.
Improved Grab (Ex): To use this ability, the decapus must hit an opponent of up to Medium-size with a tentacle attack. If it gets a hold, it can constrict.
Constrict (Ex): A decapus can constrict any grappled opponent, automatically dealing tentacle damage each round.
Rend (Ex): A decapus that hits a single opponent with three of its tentacle attacks tear the flesh, dealing 2d6+6 points of damage.
Skills: A decapus receives a +4 racial bonus to Listen checks and a +8 racial bonus to Climb checks.
Decapus Society Decapuses usually live alone, preferring to hunt by themselves. The only time they gather is during the mating season. At this time many of them can be seen hanging from ceilings, all making strange ugly sounds. A female decapus will give birth to only one offspring, and if she is hungry or confused she may eat it. If she does not she will leave it alone, and it then claims its own territory. Decapus young do not need the care of their mothers, as do the young of some animals.
The Decapuses’ favorite food is human beings, but they enjoy elves and halflings too. They will not eat dwarves unless forced by starvation to do so. Other creatures commonly eaten by a decapus are kobolds, orcs and ogres. A delicacy to a decapus is mule meat. They love it, and have been known to follow the scent of a mule for weeks until they catch it, or grow weary of the chase.
The Decapus first appeared in module B3 (Jean Wells, 1982)
www.enworld.org/cc


Minor Image
Illusion (Figment)
Level: 2 ---caster level 5
Components: V, S, F
Casting Time: 1 standard action
Range: Long 600ft
Effect: Visual figment that cannot extend beyond Nine 10-ft. cubes (S)
Duration: Concentration +2 rounds
Saving Throw: Will disbelief (if interacted with)[dc14]
Spell Resistance: No
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion includes some minor sounds but not understandable speech, smell, texture, or temperature. You can move the image within the limits of the size of the effect.


I have a few ideas, but i want to see if enworld can help me brainstorm this idea.

what is a Decapus?
http://www.wizards.com/dnd/article.asp?x=dnd/dx20020121x7
PSP_2.jpg
 
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