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Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9470722" data-attributes="member: 6915329"><p>If my math is right, the lich should be coming Wednesday. Today, though...</p><p></p><p>Another combo template! Much like the angelic and fiendish templates, this one combines the half-farspawn and pseudonatural templates, both from <em>Lords of Madness</em>.</p><p></p><p>I have no idea why that book had both templates in the same book. They’re almost identical.</p><p></p><p>Note that there were actually two pseudonatural templates. One of them was printed three times: here in LoM and again in <em>Manual of the Planes </em>and <em>Complete Arcane.</em> The second template was from the <em>Epic Level Handbook</em> and was suitably high-powered. The standard sample pseudonatural creature was a 3 HD, CR 2 hippogriff. The epic sample pseudonatural creature was a 6 HD, CR <em>21</em> troll.</p><p></p><p>This template is for the lower-powered one. If you <em>really</em> need to stat out some mostly-unkillable Great Old One, use the kaiju template but up the mental stats (or lower them, if you want an Azathoth-styled mindless god), <em>then </em>use this one.</p><p></p><p>As with many of these templates, I’m trying to spice it up a bit with some extra abilities (blatantly stolen from various other aberrations). These things shouldn't be identical. Anyway, here’s the <strong>farspawn</strong>. Use it both for creatures that have been altered by eldritch energies <em>and </em>for all of your Wilbur Whately needs.</p><p></p><p><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)"><strong>Farspawn (Template) (INC)</strong></span></span></p><p>Source: <em>Lords of Madness; </em>Designers: <em>Richard Baker, James Jacobs, </em>and <em>Steve Winter</em></p><p></p><p>The place known as the Far Realm is not some much another plane of existence as it is the space outside of the other <em>true </em>planes. As such, it bears no resemblance to the Waking or any other plane—nor do the entities that dwell within it have any resemblance to the state of body or mind that creatures from those other planes call normality or sanity. They in fact do not have bodies or minds in the way other creatures would understand them, and to look at one in its true form is to invite madness.</p><p></p><p>Farspawn are horrible to look at and have many disturbing features such as tentacles, translucent flesh, color-changing chromatophores, writhing cilia, too many eyes, mouths, or limbs emerging from strange places, tumorous growths, or are seemingly made, partially or completely, of inorganic substances.</p><p></p><p><strong><em>Avatars. </em></strong>The greatest of the Far Realm’s natives are often referred to as Great Old Ones. The ever-shifting matter these beings are made of, combined with their often unfathomably huge size and the fact that the real material the planes are made of reject the not-reality of the Far Realm, means it is impossible for them to travel from their not-plane to the Waking or other plane. Whether they attempt to travel on their own, or are summoned by a spellcaster, only a fraction of a Great Old One’s being can be brought to another plane. Called avatars, aspects, or more commonly, farspawn, these entities are forced into a body that is not <em>entirely</em> unlike one of the native creatures. Those who deal with farspawn should be grateful, as the mere sight of a Great Old One in its true form rapidly causes death or madness, or worse.</p><p></p><p><strong><em>One Name, Many Entities.</em></strong> The term <em>farspawn </em>is disliked by many sages, because it refers to several different, albeit closely related entities, not just the avatars. Great Old Ones often have servitors who can be summoned along with them. Some of their avatars have the ability to create servitors out of native creatures by use of eldritch rituals, or worse yet, by mating with them. And worst yet, places that are steeped in the energies of the Far Realm have a mutative effect on people, animals, and plants alike. Over the generations, more and more heavily-mutated creatures are born. All of these things are called farspawn. And perhaps they all are; these entities may be beyond mortal classification.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Legends and Lore</span></span></strong></p><p>With an Arcana check, the characters can learn the following:</p><p></p><p><strong>DC 15.</strong> Farspawn are creatures from the Far Realm that have been brought into the material world. They have grasping tentacles and an array of eldritch abilities.</p><p></p><p><strong>DC 20.</strong> These abominations of nature have impenetrable minds. Those who attempt to contact them telepathically risk madness.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Signs</span></span></strong></p><p>1. A minor servitor tries to lead the party towards or away from its master's lair</p><p>2. Plant and animal life in the area has become mutated</p><p>3. Dragging footsteps and a trail of blood lead to a gibbering humanoid that has gone mad</p><p>4. People reporting strange dreams filled with eldritch imagery</p><p>5. Magically imprisoned to an area; using telepathy to try to convince others to free it.</p><p>6. A shrine to an unknown god</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Behavior</span></span></strong></p><p>1. Creating a ritual site in order to summon more powerful avatar</p><p>2. Guarding a site important to the cult that summoned it</p><p>3. Hunting in the shadows</p><p>4. Attacks on sight</p><p>5. In disguise, subtly converting helpless bystanders to its cult.</p><p>6. A corpse; its wounds are covered in a foul-smelling ichor</p><p></p><p>--</p><p></p><p>“Farspawn” is a template that can be placed on any corporeal creature other than an undead.</p><p></p><p><strong><em>Type.</em></strong> The farspawn is an aberration.</p><p></p><p><strong><em>Attributes.</em></strong> The farspawn’s Strength, Dexterity, and Charisma each increase by 2 and its Constitution and Wisdom each increases by 4. If its Intelligence is 1 or 2, it becomes 3 (-4). Recalculate its hit points.</p><p></p><p><strong><em>Resistances.</em></strong> The farspawn is resistant to acid and lightning damage and to damage from nonmagical weapons</p><p></p><p><strong><em>Immunities.</em></strong> The farspawn is immune to poison damage and to the poisoned and unconscious conditions.</p><p></p><p><strong><em>Skills.</em></strong> The farspawn is proficient in Intimidation. If its Intelligence is 14 or higher, it is also proficient in Arcana, History, Intimidation, Persuasion, and Religion</p><p></p><p><strong><em>Senses.</em></strong> The farspawn gains blindsight 120 ft.</p><p></p><p><strong><em>Languages.</em></strong> The farspawn gains telepathy to 100 feet.</p><p></p><p><strong><em>Alien Mind.</em></strong> Magic and other abilities can’t determine the farspawn’s creature type, Hit Dice, CR, resistances, immunities, or vulnerabilities. When a creature reads the farspawn’s thoughts or deals psychic damage to it, it must succeed on an Intelligence saving throw (save DC = 8 + the farspawn’s PB + the farspawn’s Charisma modifier) or be stunned for 1 minute. The stunned creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The condition also ends if the stunned creature takes damage from any source.</p><p></p><p><strong><em>Magic Resistance.</em></strong> The farspawn has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong><em>Mental Defense.</em></strong> The farspawn’s AC includes its Charisma modifier.</p><p></p><p><strong><em>Action: Multiattack.</em></strong> The farspawn gains Multiattack if it doesn’t already have it, and can make two tentacle attacks, in addition to however many attacks it can already make.</p><p></p><p><strong><em>Innate Spellcasting (Psionics).</em></strong> If the farspawn’s Intelligence, Wisdom, and Charisma scores are 3 or higher, it gains the ability to cast spells. The farspawn’s spellcasting trait is Intelligence, unless it already has Innate Spellcasting that relies on another attribute. It can cast the following spells (depending on the base creature’s CR) without the need for material components, and it knows the spells of lower CRs as well:</p><p></p><p>CR 4 or lower: 1/day each (choose two): <em>abstraction, alter self </em>(can appear as a Small or Medium humanoid), <em>blur, detect thoughts, enthrall, sending</em></p><p>CR 5 – 16: 1/day each (choose two): <em>black tentacles, dementing touch, dimension door, dream, mass suggestion, stinking cloud</em></p><p>CR 17 – 22: 1/day each (choose two): <em>contagion, eldritch cube, mass suggestion, modify memory, phantasmal killer, telekinesis</em></p><p>CR 23 or higher (choose two): 1/day each: <em>antipathy/sympathy, astral projection, disintegrate, feeblemind, maze, weird</em></p><p></p><p><strong><em>Action: Tentacles.</em></strong> The farspawn gains two tentacle attacks. The bludgeoning damage it inflicts and the tentacles’ reach depends on its size. A creature that is hit by a tentacle attack is grappled and restrained (escape DC = the farspawn’s Maneuver DC).</p><p></p><p>Tiny: 2 (1d4) bludgeoning damage, 5 ft. reach</p><p>Small and Medium: 4 (2d4) bludgeoning damage, 10 ft. reach</p><p>Large: 7 (2d6) bludgeoning damage, 15 ft. reach</p><p>Huge: 13 (3d8) bludgeoning damage, 20 ft. reach</p><p>Gargantuan: 18 (4d8) bludgeoning damage, 30 ft. reach</p><p></p><p><strong><em>Eldritch Abilities.</em></strong> The farspawn gains a number of the following abilities depending on its CR:</p><p></p><p>CR 4 or lower: 1 ability</p><p>CR 5 – 16: 2 abilities</p><p>CR 17 – 22: 3 abilities</p><p>CR 23 or higher: 4 abilities</p><p></p><p>• <strong>Action: Acid Spray.</strong> The farspawn sprays acid on one creature it can see within 30 feet, or two creatures that are within 5 feet of each other. The target must make a Dexterity saving throw (DC = 8 + the farspawn’s PB + the farspawn’s Constitution modifier). On a failure, the creature takes acid damage, depending on the farspawn’s CR, or half as much damage on a success. If the saving throw failed by 5 or more, the target also falls prone due to the slippery acid and takes 2 (1d4) ongoing acid damage until a creature uses its action to wipe the acid off.</p><p></p><p>CR 4 or lower: 9 (2d8)</p><p>CR 5 – 16: 18 (4d8)</p><p>CR 17 – 22: 27 (6d8)</p><p>CR 23 or higher: 36 (8d8)</p><p></p><p>• <strong>Amorphous.</strong> The farspawn can move through a space small enough for a creature two sizes smaller than it without squeezing.</p><p></p><p>• <strong>Aura of the Other Realms.</strong> Unless it is incapacitated, at the start of each of the farspawn’s turns, each creature within 5 feet of it must make a Wisdom saving throw (DC = 8 + the farspawn’s PB + the farspawn’s Charisma modifier) or take psychic damage. The amount of damage taken depends on the farspawn’s</p><p></p><p>CR 4 or lower: 3 (1d6)</p><p>CR 5 – 16: 7 (2d6)</p><p>CR 17 – 22: 14 (4d6)</p><p>CR 23 or higher: 17 (5d6)</p><p></p><p>• <strong>Bonus Action:</strong> <strong>Hideous Transformation.</strong> The farspawn magically transforms into a creature of its base type, or back to its true form. While in this form, it doesn’t have tentacles and can’t use its other Eldritch Abilities, but otherwise retains its game statistics. Any equipment it is wearing or wielding merges into its new form.</p><p></p><p>When it transforms, each creature that can see it within 30 feet must make a Wisdom saving throw (save DC = 8 + the farspawn’s PB + the farspawn’s Charisma modifier) or take 1 level of strife. A creature that makes its saving throw is immune to this farspawn’s Hideous Transformation for 24 hours.</p><p></p><p>• <strong>Create Spawn.</strong> Using a creature that is restrained or unconscious, the farspawn engages in a ritual that takes 2d12 hours to complete. At the end of this time, the creature is transformed into a new farspawn. In the process is uninterrupted, the target is partially transformed and gains the Alien Mind trait and Tentacles action (the farspawn may begin the ritual again), but a <em>greater restoration</em> or <em>heal </em>spell will reverse the transformation.</p><p></p><p>Only a farspawn of CR 10 or higher and that has Intelligence, Wisdom, and Charisma scores of 8 or higher can take this eldritch ability.</p><p></p><p>• <strong>Multiple Brains.</strong> The farspawn’s Intelligence score increases by 4. It has advantage on saving throws against being charmed, confused, frightened, and stunned.</p><p></p><p>• <strong>Mutable Terrain.</strong> The farspawn warps the space around it in a 20-foot radius. This area is difficult terrain. Each time a creature starts its turn in this area or enters it for the first time on a turn, it must make a Dexterity saving throw (DC + 8 + the farspawn’s PB + the farspawn’s Intelligence modifier) or fall prone.</p><p></p><p>• <strong>Otherworldly Blood.</strong> A creature within 5 feet of the farspawn takes 5 (1d10) acid, poison, lightning, or necrotic damage (chosen by the Narrator when creating the farspawn) whenever it hits the farspawn with a melee attack that deals piercing or slashing damage.</p><p></p><p>• <strong>Bonus Action:</strong> <strong>Out of Sight.</strong> The farspawn magically becomes invisible for up to 10 minutes or it makes an attack roll or casts a spell.</p><p></p><p>• <strong>Reaction: Strike True (When Bloodied).</strong> The farspawn has advantage on one weapon attack it makes before the end of its next turn.</p><p></p><p>• <strong>Regeneration.</strong> The farspawn regains a number of hit points at the start of its turn if it has at least 1 hit point. The amount regenerated depends on the farspawn’s CR. Choose one damage type to which it is not resistant or immune. If it takes damage of that type, this trait doesn’t function on its next turn.</p><p></p><p>CR 4 or lower: 5 hp/turn</p><p>CR 5 – 16: 10 hp/turn</p><p>CR 17 – 22: 20 hp/turn</p><p>CR 23 or higher: 20 hp/turn</p><p></p><p>• <strong>Rotting Constriction.</strong> The farspawn’s tentacle attacks deal additional necrotic damage depending on its CR. The target’s hit point maximum is reduced by the amount of necrotic damage dealt. The target dies if its hit point maximum is reduced to 0.</p><p></p><p>CR 4 or lower: 2 (1d4) necrotic damage; the reduction lasts until the target completes a short or long rest.</p><p>CR 5 – 16: 3 (1d6) necrotic damage; the reduction lasts until the target completes a short or long rest.</p><p>CR 17 – 22: 7 (2d6) necrotic damage; the reduction lasts until the target completes a long rest.</p><p>CR 23 or higher: 14 (4d7) necrotic damage the reduction lasts until removed by a <em>greater restoration</em> or similar magic.</p><p></p><p>• <strong>Sense Magic.</strong> The farspawn senses magic within 120 feet of it at will. This trait otherwise works like the <em>detect magic </em>spell but isn’t itself magical.</p><p></p><p>• <strong>Slithering Movement.</strong> The farspawn gains a climb speed equal to its walking speed, and can use its climb speed even on difficult surfaces and upside down on ceilings.</p><p></p><p>• <strong>Action:</strong> <strong>Stunning Stare (Gaze).</strong> The farspawn targets one creature within 60 feet. The target must make a Wisdom saving throw (DC = 8 + the farspawn’s PB + the farspawn’s Charisma modifier) or be stunned. The creature is stunned for 1 minute. It may make a new saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the Stunning Gaze of any farspawn for 24 hours.</p><p></p><p>• <strong>Target the Unnerved.</strong> The farspawn has advantage on attack rolls against frightened creatures.</p><p></p><p>--</p><p></p><p>The following uses a cyclops as the base creature.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Servitor of the One-Eyed God</span></span></strong></p><p><strong>Huge aberration; Challenge 9 (5,000 XP)</strong></p><p><strong>AC</strong> 14 (natural armor)</p><p><strong>HP</strong> 148 (11d12+77; bloodied 74)</p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>STR</strong> 22 (+6) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 24 (+7)</p><p><strong>INT</strong> 8 (-1) <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 12 (+1)</p><p></p><p><strong>Proficiency</strong> +4; <strong>Maneuver DC</strong> 18</p><p><strong>Skills</strong> Animal Handling +6, Intimidation +5, Survival +6</p><p><strong>Damage Resistances</strong> acid, lightning; damage from nonmagical weapons</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned, unconscious</p><p><strong>Senses</strong> blindsight 120 ft., passive Perception 10</p><p><strong>Languages</strong> Giant, telepathy 100 ft.</p><p></p><p><strong><em>Alien Mind.</em></strong> Magic and other abilities can’t determine the servitor’s creature type, Hit Dice, CR, resistances, immunities, or vulnerabilities. When a creature reads the servitor’s thoughts or deals psychic damage to it, it must succeed on an DC 13 or be stunned for 1 minute. The stunned creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The condition also ends if the stunned creature takes damage from any source.</p><p></p><p><strong><em>Innate Spellcasting (Psionics).</em></strong> The servitor’s spellcasting trait is Intelligence (spell save DC 13, +3 to hit with spell attacks). It can innately cast the following spells without the need for material components:</p><p></p><p>1/day each: <em>alter self </em>(can appear as a Small or Medium humanoid), <em>blur, dementing touch, dimension door</em></p><p></p><p><strong><em>Magic Resistance.</em></strong> The servitor has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong><em>Mental Defense.</em></strong> The servitor’s AC includes its Charisma modifier.</p><p></p><p><strong><em>Panicked Rage.</em></strong> While a servitor is frightened and the source of its fear is in sight, it makes attack rolls with advantage instead of disadvantage.</p><p></p><p><strong><em>Poor Depth Perception.</em></strong> The servitor makes all ranged attacks with disadvantage.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The servitor makes four melee attacks, two of which are be tentacle attacks.</p><p></p><p><strong><em>Club.</em></strong><em> Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 19 (3d8+6) bludgeoning damage.</p><p></p><p><strong><em>Rock.</em></strong><em> Ranged Weapon Attack:</em> +10 to hit, range 120 ft. (see Poor Depth Perception), one target. <em>Hit:</em> 33 (5d10+6) bludgeoning damage.</p><p></p><p><strong><em>Tentacles.</em></strong><em> Melee Weapon Attack:</em> +19 to hit, range 15 ft., one target. <em>Hit:</em> 13 (2d6+6) bludgeoning damage, and if the target is a creature, it is grappled (escape DC 18) and restrained.</p><p></p><p><strong><em>Blur (2nd-Level; V, Concentration).</em></strong> The servitor’s form is blurred for 1 minute. Attack rolls against it are made with disadvantage unless the attacker has senses that allow them to perceive without sight or to see through illusions (like blindsight or truesight).</p><p></p><p><strong><em>Dimension Door (4th-Level; V).</em></strong> The servitor teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space, it takes 14 (4d6) force damage, and the spell fails.</p><p></p><p><strong><em>Stinking Cloud (3rd-Level; V, S, Concentration).</em></strong> The servitor creates a 20-foot sphere of noxious gas in a space up to 120 feet away. The sphere’s area is heavily obscured. A creature that starts its turn in the area must make a DC 13 Constitution saving throw or use its action to retch and reel. Creatures that don’t need to breathe or are immune to poison automatically succeed. A moderate wind disperses the coud after 4 rounds; a strong wind, after 1 round.</p><p></p><p><strong><em>Stunning Stare (Gaze).</em></strong> The servitor targets one creature within 60 feet. The target must make a DC 13 Wisdom saving throw or be stunned for 1 minute. It may make a new saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the Stunning Gaze of any servitor for 24 hours.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Thick Skulled (1/Day).</em> </strong>The servitor can end one condition on itself that was imposed through a failed Wisdom saving throw.</p><p></p><p><strong><em>Out of Sight.</em></strong> The servitor magically becomes invisible for up to 10 minutes or it makes an attack roll or casts a spell.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Big Windup.</em> </strong>When a creature hits the servitor with a melee attack, the servitor readies a powerful strike against its attacker. The servitor has advantage on the next club attack it makes against the attacker before the end of its next turn.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9470722, member: 6915329"] If my math is right, the lich should be coming Wednesday. Today, though... Another combo template! Much like the angelic and fiendish templates, this one combines the half-farspawn and pseudonatural templates, both from [I]Lords of Madness[/I]. I have no idea why that book had both templates in the same book. They’re almost identical. Note that there were actually two pseudonatural templates. One of them was printed three times: here in LoM and again in [I]Manual of the Planes [/I]and [I]Complete Arcane.[/I] The second template was from the [I]Epic Level Handbook[/I] and was suitably high-powered. The standard sample pseudonatural creature was a 3 HD, CR 2 hippogriff. The epic sample pseudonatural creature was a 6 HD, CR [I]21[/I] troll. This template is for the lower-powered one. If you [I]really[/I] need to stat out some mostly-unkillable Great Old One, use the kaiju template but up the mental stats (or lower them, if you want an Azathoth-styled mindless god), [I]then [/I]use this one. As with many of these templates, I’m trying to spice it up a bit with some extra abilities (blatantly stolen from various other aberrations). These things shouldn't be identical. Anyway, here’s the [B]farspawn[/B]. Use it both for creatures that have been altered by eldritch energies [I]and [/I]for all of your Wilbur Whately needs. [SIZE=5][COLOR=rgb(41, 105, 176)][B]Farspawn (Template) (INC)[/B][/COLOR][/SIZE] Source: [I]Lords of Madness; [/I]Designers: [I]Richard Baker, James Jacobs, [/I]and [I]Steve Winter[/I] The place known as the Far Realm is not some much another plane of existence as it is the space outside of the other [I]true [/I]planes. As such, it bears no resemblance to the Waking or any other plane—nor do the entities that dwell within it have any resemblance to the state of body or mind that creatures from those other planes call normality or sanity. They in fact do not have bodies or minds in the way other creatures would understand them, and to look at one in its true form is to invite madness. Farspawn are horrible to look at and have many disturbing features such as tentacles, translucent flesh, color-changing chromatophores, writhing cilia, too many eyes, mouths, or limbs emerging from strange places, tumorous growths, or are seemingly made, partially or completely, of inorganic substances. [B][I]Avatars. [/I][/B]The greatest of the Far Realm’s natives are often referred to as Great Old Ones. The ever-shifting matter these beings are made of, combined with their often unfathomably huge size and the fact that the real material the planes are made of reject the not-reality of the Far Realm, means it is impossible for them to travel from their not-plane to the Waking or other plane. Whether they attempt to travel on their own, or are summoned by a spellcaster, only a fraction of a Great Old One’s being can be brought to another plane. Called avatars, aspects, or more commonly, farspawn, these entities are forced into a body that is not [I]entirely[/I] unlike one of the native creatures. Those who deal with farspawn should be grateful, as the mere sight of a Great Old One in its true form rapidly causes death or madness, or worse. [B][I]One Name, Many Entities.[/I][/B] The term [I]farspawn [/I]is disliked by many sages, because it refers to several different, albeit closely related entities, not just the avatars. Great Old Ones often have servitors who can be summoned along with them. Some of their avatars have the ability to create servitors out of native creatures by use of eldritch rituals, or worse yet, by mating with them. And worst yet, places that are steeped in the energies of the Far Realm have a mutative effect on people, animals, and plants alike. Over the generations, more and more heavily-mutated creatures are born. All of these things are called farspawn. And perhaps they all are; these entities may be beyond mortal classification. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Legends and Lore[/SIZE][/COLOR][/B] With an Arcana check, the characters can learn the following: [B]DC 15.[/B] Farspawn are creatures from the Far Realm that have been brought into the material world. They have grasping tentacles and an array of eldritch abilities. [B]DC 20.[/B] These abominations of nature have impenetrable minds. Those who attempt to contact them telepathically risk madness. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Signs[/SIZE][/COLOR][/B] 1. A minor servitor tries to lead the party towards or away from its master's lair 2. Plant and animal life in the area has become mutated 3. Dragging footsteps and a trail of blood lead to a gibbering humanoid that has gone mad 4. People reporting strange dreams filled with eldritch imagery 5. Magically imprisoned to an area; using telepathy to try to convince others to free it. 6. A shrine to an unknown god [B][COLOR=rgb(41, 105, 176)][SIZE=5]Behavior[/SIZE][/COLOR][/B] 1. Creating a ritual site in order to summon more powerful avatar 2. Guarding a site important to the cult that summoned it 3. Hunting in the shadows 4. Attacks on sight 5. In disguise, subtly converting helpless bystanders to its cult. 6. A corpse; its wounds are covered in a foul-smelling ichor -- “Farspawn” is a template that can be placed on any corporeal creature other than an undead. [B][I]Type.[/I][/B] The farspawn is an aberration. [B][I]Attributes.[/I][/B] The farspawn’s Strength, Dexterity, and Charisma each increase by 2 and its Constitution and Wisdom each increases by 4. If its Intelligence is 1 or 2, it becomes 3 (-4). Recalculate its hit points. [B][I]Resistances.[/I][/B] The farspawn is resistant to acid and lightning damage and to damage from nonmagical weapons [B][I]Immunities.[/I][/B] The farspawn is immune to poison damage and to the poisoned and unconscious conditions. [B][I]Skills.[/I][/B] The farspawn is proficient in Intimidation. If its Intelligence is 14 or higher, it is also proficient in Arcana, History, Intimidation, Persuasion, and Religion [B][I]Senses.[/I][/B] The farspawn gains blindsight 120 ft. [B][I]Languages.[/I][/B] The farspawn gains telepathy to 100 feet. [B][I]Alien Mind.[/I][/B] Magic and other abilities can’t determine the farspawn’s creature type, Hit Dice, CR, resistances, immunities, or vulnerabilities. When a creature reads the farspawn’s thoughts or deals psychic damage to it, it must succeed on an Intelligence saving throw (save DC = 8 + the farspawn’s PB + the farspawn’s Charisma modifier) or be stunned for 1 minute. The stunned creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The condition also ends if the stunned creature takes damage from any source. [B][I]Magic Resistance.[/I][/B] The farspawn has advantage on saving throws against spells and other magical effects. [B][I]Mental Defense.[/I][/B] The farspawn’s AC includes its Charisma modifier. [B][I]Action: Multiattack.[/I][/B] The farspawn gains Multiattack if it doesn’t already have it, and can make two tentacle attacks, in addition to however many attacks it can already make. [B][I]Innate Spellcasting (Psionics).[/I][/B] If the farspawn’s Intelligence, Wisdom, and Charisma scores are 3 or higher, it gains the ability to cast spells. The farspawn’s spellcasting trait is Intelligence, unless it already has Innate Spellcasting that relies on another attribute. It can cast the following spells (depending on the base creature’s CR) without the need for material components, and it knows the spells of lower CRs as well: CR 4 or lower: 1/day each (choose two): [I]abstraction, alter self [/I](can appear as a Small or Medium humanoid), [I]blur, detect thoughts, enthrall, sending[/I] CR 5 – 16: 1/day each (choose two): [I]black tentacles, dementing touch, dimension door, dream, mass suggestion, stinking cloud[/I] CR 17 – 22: 1/day each (choose two): [I]contagion, eldritch cube, mass suggestion, modify memory, phantasmal killer, telekinesis[/I] CR 23 or higher (choose two): 1/day each: [I]antipathy/sympathy, astral projection, disintegrate, feeblemind, maze, weird[/I] [B][I]Action: Tentacles.[/I][/B] The farspawn gains two tentacle attacks. The bludgeoning damage it inflicts and the tentacles’ reach depends on its size. A creature that is hit by a tentacle attack is grappled and restrained (escape DC = the farspawn’s Maneuver DC). Tiny: 2 (1d4) bludgeoning damage, 5 ft. reach Small and Medium: 4 (2d4) bludgeoning damage, 10 ft. reach Large: 7 (2d6) bludgeoning damage, 15 ft. reach Huge: 13 (3d8) bludgeoning damage, 20 ft. reach Gargantuan: 18 (4d8) bludgeoning damage, 30 ft. reach [B][I]Eldritch Abilities.[/I][/B] The farspawn gains a number of the following abilities depending on its CR: CR 4 or lower: 1 ability CR 5 – 16: 2 abilities CR 17 – 22: 3 abilities CR 23 or higher: 4 abilities • [B]Action: Acid Spray.[/B] The farspawn sprays acid on one creature it can see within 30 feet, or two creatures that are within 5 feet of each other. The target must make a Dexterity saving throw (DC = 8 + the farspawn’s PB + the farspawn’s Constitution modifier). On a failure, the creature takes acid damage, depending on the farspawn’s CR, or half as much damage on a success. If the saving throw failed by 5 or more, the target also falls prone due to the slippery acid and takes 2 (1d4) ongoing acid damage until a creature uses its action to wipe the acid off. CR 4 or lower: 9 (2d8) CR 5 – 16: 18 (4d8) CR 17 – 22: 27 (6d8) CR 23 or higher: 36 (8d8) • [B]Amorphous.[/B] The farspawn can move through a space small enough for a creature two sizes smaller than it without squeezing. • [B]Aura of the Other Realms.[/B] Unless it is incapacitated, at the start of each of the farspawn’s turns, each creature within 5 feet of it must make a Wisdom saving throw (DC = 8 + the farspawn’s PB + the farspawn’s Charisma modifier) or take psychic damage. The amount of damage taken depends on the farspawn’s CR 4 or lower: 3 (1d6) CR 5 – 16: 7 (2d6) CR 17 – 22: 14 (4d6) CR 23 or higher: 17 (5d6) • [B]Bonus Action:[/B] [B]Hideous Transformation.[/B] The farspawn magically transforms into a creature of its base type, or back to its true form. While in this form, it doesn’t have tentacles and can’t use its other Eldritch Abilities, but otherwise retains its game statistics. Any equipment it is wearing or wielding merges into its new form. When it transforms, each creature that can see it within 30 feet must make a Wisdom saving throw (save DC = 8 + the farspawn’s PB + the farspawn’s Charisma modifier) or take 1 level of strife. A creature that makes its saving throw is immune to this farspawn’s Hideous Transformation for 24 hours. • [B]Create Spawn.[/B] Using a creature that is restrained or unconscious, the farspawn engages in a ritual that takes 2d12 hours to complete. At the end of this time, the creature is transformed into a new farspawn. In the process is uninterrupted, the target is partially transformed and gains the Alien Mind trait and Tentacles action (the farspawn may begin the ritual again), but a [I]greater restoration[/I] or [I]heal [/I]spell will reverse the transformation. Only a farspawn of CR 10 or higher and that has Intelligence, Wisdom, and Charisma scores of 8 or higher can take this eldritch ability. • [B]Multiple Brains.[/B] The farspawn’s Intelligence score increases by 4. It has advantage on saving throws against being charmed, confused, frightened, and stunned. • [B]Mutable Terrain.[/B] The farspawn warps the space around it in a 20-foot radius. This area is difficult terrain. Each time a creature starts its turn in this area or enters it for the first time on a turn, it must make a Dexterity saving throw (DC + 8 + the farspawn’s PB + the farspawn’s Intelligence modifier) or fall prone. • [B]Otherworldly Blood.[/B] A creature within 5 feet of the farspawn takes 5 (1d10) acid, poison, lightning, or necrotic damage (chosen by the Narrator when creating the farspawn) whenever it hits the farspawn with a melee attack that deals piercing or slashing damage. • [B]Bonus Action:[/B] [B]Out of Sight.[/B] The farspawn magically becomes invisible for up to 10 minutes or it makes an attack roll or casts a spell. • [B]Reaction: Strike True (When Bloodied).[/B] The farspawn has advantage on one weapon attack it makes before the end of its next turn. • [B]Regeneration.[/B] The farspawn regains a number of hit points at the start of its turn if it has at least 1 hit point. The amount regenerated depends on the farspawn’s CR. Choose one damage type to which it is not resistant or immune. If it takes damage of that type, this trait doesn’t function on its next turn. CR 4 or lower: 5 hp/turn CR 5 – 16: 10 hp/turn CR 17 – 22: 20 hp/turn CR 23 or higher: 20 hp/turn • [B]Rotting Constriction.[/B] The farspawn’s tentacle attacks deal additional necrotic damage depending on its CR. The target’s hit point maximum is reduced by the amount of necrotic damage dealt. The target dies if its hit point maximum is reduced to 0. CR 4 or lower: 2 (1d4) necrotic damage; the reduction lasts until the target completes a short or long rest. CR 5 – 16: 3 (1d6) necrotic damage; the reduction lasts until the target completes a short or long rest. CR 17 – 22: 7 (2d6) necrotic damage; the reduction lasts until the target completes a long rest. CR 23 or higher: 14 (4d7) necrotic damage the reduction lasts until removed by a [I]greater restoration[/I] or similar magic. • [B]Sense Magic.[/B] The farspawn senses magic within 120 feet of it at will. This trait otherwise works like the [I]detect magic [/I]spell but isn’t itself magical. • [B]Slithering Movement.[/B] The farspawn gains a climb speed equal to its walking speed, and can use its climb speed even on difficult surfaces and upside down on ceilings. • [B]Action:[/B] [B]Stunning Stare (Gaze).[/B] The farspawn targets one creature within 60 feet. The target must make a Wisdom saving throw (DC = 8 + the farspawn’s PB + the farspawn’s Charisma modifier) or be stunned. The creature is stunned for 1 minute. It may make a new saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the Stunning Gaze of any farspawn for 24 hours. • [B]Target the Unnerved.[/B] The farspawn has advantage on attack rolls against frightened creatures. -- The following uses a cyclops as the base creature. [B][COLOR=rgb(41, 105, 176)][SIZE=7]Servitor of the One-Eyed God[/SIZE][/COLOR] Huge aberration; Challenge 9 (5,000 XP) AC[/B] 14 (natural armor) [B]HP[/B] 148 (11d12+77; bloodied 74) [B]Speed[/B] 40 ft. [B]STR[/B] 22 (+6) [B]DEX[/B] 12 (+1) [B]CON[/B] 24 (+7) [B]INT[/B] 8 (-1) [B]WIS[/B] 14 (+2) [B]CHA[/B] 12 (+1) [B]Proficiency[/B] +4; [B]Maneuver DC[/B] 18 [B]Skills[/B] Animal Handling +6, Intimidation +5, Survival +6 [B]Damage Resistances[/B] acid, lightning; damage from nonmagical weapons [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] poisoned, unconscious [B]Senses[/B] blindsight 120 ft., passive Perception 10 [B]Languages[/B] Giant, telepathy 100 ft. [B][I]Alien Mind.[/I][/B] Magic and other abilities can’t determine the servitor’s creature type, Hit Dice, CR, resistances, immunities, or vulnerabilities. When a creature reads the servitor’s thoughts or deals psychic damage to it, it must succeed on an DC 13 or be stunned for 1 minute. The stunned creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The condition also ends if the stunned creature takes damage from any source. [B][I]Innate Spellcasting (Psionics).[/I][/B] The servitor’s spellcasting trait is Intelligence (spell save DC 13, +3 to hit with spell attacks). It can innately cast the following spells without the need for material components: 1/day each: [I]alter self [/I](can appear as a Small or Medium humanoid), [I]blur, dementing touch, dimension door[/I] [B][I]Magic Resistance.[/I][/B] The servitor has advantage on saving throws against spells and other magical effects. [B][I]Mental Defense.[/I][/B] The servitor’s AC includes its Charisma modifier. [B][I]Panicked Rage.[/I][/B] While a servitor is frightened and the source of its fear is in sight, it makes attack rolls with advantage instead of disadvantage. [B][I]Poor Depth Perception.[/I][/B] The servitor makes all ranged attacks with disadvantage. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The servitor makes four melee attacks, two of which are be tentacle attacks. [B][I]Club.[/I][/B][I] Melee Weapon Attack:[/I] +10 to hit, reach 10 ft., one target. [I]Hit:[/I] 19 (3d8+6) bludgeoning damage. [B][I]Rock.[/I][/B][I] Ranged Weapon Attack:[/I] +10 to hit, range 120 ft. (see Poor Depth Perception), one target. [I]Hit:[/I] 33 (5d10+6) bludgeoning damage. [B][I]Tentacles.[/I][/B][I] Melee Weapon Attack:[/I] +19 to hit, range 15 ft., one target. [I]Hit:[/I] 13 (2d6+6) bludgeoning damage, and if the target is a creature, it is grappled (escape DC 18) and restrained. [B][I]Blur (2nd-Level; V, Concentration).[/I][/B] The servitor’s form is blurred for 1 minute. Attack rolls against it are made with disadvantage unless the attacker has senses that allow them to perceive without sight or to see through illusions (like blindsight or truesight). [B][I]Dimension Door (4th-Level; V).[/I][/B] The servitor teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space, it takes 14 (4d6) force damage, and the spell fails. [B][I]Stinking Cloud (3rd-Level; V, S, Concentration).[/I][/B] The servitor creates a 20-foot sphere of noxious gas in a space up to 120 feet away. The sphere’s area is heavily obscured. A creature that starts its turn in the area must make a DC 13 Constitution saving throw or use its action to retch and reel. Creatures that don’t need to breathe or are immune to poison automatically succeed. A moderate wind disperses the coud after 4 rounds; a strong wind, after 1 round. [B][I]Stunning Stare (Gaze).[/I][/B] The servitor targets one creature within 60 feet. The target must make a DC 13 Wisdom saving throw or be stunned for 1 minute. It may make a new saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the Stunning Gaze of any servitor for 24 hours. [B][U]Bonus Actions[/U] [I]Thick Skulled (1/Day).[/I] [/B]The servitor can end one condition on itself that was imposed through a failed Wisdom saving throw. [B][I]Out of Sight.[/I][/B] The servitor magically becomes invisible for up to 10 minutes or it makes an attack roll or casts a spell. [B][U]Reactions[/U] [I]Big Windup.[/I] [/B]When a creature hits the servitor with a melee attack, the servitor readies a powerful strike against its attacker. The servitor has advantage on the next club attack it makes against the attacker before the end of its next turn. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
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