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Astraloths - The many faces of tentacled horror
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<blockquote data-quote="Solarious" data-source="post: 3119200" data-attributes="member: 27346"><p><strong>Thoughtslayers</strong></p><p></p><p>The Astraloth has been updated. Also, for your TPK enjoyment....</p><p></p><p><strong>Thoughtslayer</strong> - Astraloth Mindspy5</p><p>Large Outsider [Evil, Extraplanar, Incorperal, Yugoloth]</p><p>Hit points: 20d8 + 5d8 + 200 (313 hp)</p><p>Initiative: +11 (+7 Dex, +4 Improved Initiative)</p><p>Speed: Fly 60' (perfect)</p><p>AC 31 (+7 Dex, +10 Deflection, +5 Profane, -1 size), Flat AC 24, Touch 31</p><p>BAB: +23; Grap: +37</p><p>Attack: Tail +29 (1d10+9)</p><p>Full Attack: Tail +28 (1d10+9), Bite +28 (1d8+9), 2 Claws +28 (1d8+6), 8 Tentacles +28 incorporeal touch (1d4+Energy Drain)</p><p>Space/Reach 10'/10'; tentacles 20', tail 25'</p><p>Special Attacks: Energy Drain, Devour Essence</p><p>Special Qualities: Aura of Despair, Blindsight 100', DR 15/Silver and Good, Immunity to Poison, Cold, Acid, Elec/Sonic Resistance 20, Incorporeal traits, Inscrutable Mind, Scent, Spawn of the Ebon, Spell Eater, Spell-Like abilities, SR30, Telepathy 600', Thoughtouch</p><p>Saves: Fort +24, Reflex +21, Will +16</p><p>Abilities: Str 22 Dex 25 Con 30 Int 15 Wis 18 Cha 16</p><p>Skills: Bluff +31, Concentration +34 Hide +32, Intimidate +33 (+37 vs medium-sized creatures), Knowledge (The Planes) +25, Listen +27, Search +25, Spot +25, Sense Motive +32, Survival +27 (+29 when tracking on the Planes)</p><p>Feats: Improved Initiative, Track, Power Attack, Stand Still [XPH], Combat Reflexes, Multiattack, Improved Multiattack, Improved Grapple, Quicken Spell-Like Ability (Detect Thoughts), Improved Aura of Despair</p><p>Environment: The Grey Waste</p><p>Organization: Solitary, Hunting Party (Thoughtslayer and 2-3 Astraloths)</p><p>CR: 21</p><p>Alignment: Always Neutral Evil</p><p>Advancement: 21-31 (Large); 32-45 (Huge)</p><p></p><p>Thoughtslayers understands Yugoloth, Infernal, Abyssal, Celestial, and Planar Common</p><p></p><p>Aura of Despair (Su)</p><p>Everyone in a 60' radius of a Thoughtslayer must make a Will DC 27 save or take a -6 morale penalty to all rolls. The save DC is Con based.</p><p></p><p>Devour Soul (Su)</p><p>If a creature is grappled by a Thoughtslayer and dies while still grappled, the Spawn of the Ebon extracts and consumes the victim's soul in a manner similar to a Bharagest. True Ressurection, Wish, or Miracle are required to return the victim to life, and even then it only has a 50% of success.</p><p></p><p>Energy Drain (Su)</p><p>Thoughtslayers attempts to suck out the very soulstuff of creatures with every brush of a tentacle; each time a creature is hit by a tentacle, it must make a Fort DC 25 save or suffer a negative level. On a critical, it inflicts 2 negative levels. The DC for removing this negative level is the same as for resisting it. The save DC is Charisma based.</p><p></p><p>Inscrutable Mind (Ex)</p><p>Due to their construct natures and bizarre construction, Astraloths are immune to mind affecting spells, and anyone who foolishly attempts mental contact with one must make a Will DC 25 save or take 2d4 points of ability damage to all mental ability scores for touching pure evil and peering into the machinations of the Ebon; even on a successful save, the victim suffers 1d4 damage to all their mental ability scores. The save DC is Charisma based.</p><p></p><p>Spawn of the Ebon (Ex)</p><p>Although living, Astraloths are more sentient, living constructs rather than true living beings. Thus, they possess many of the standard immunities granted to Constructs, although they are as true outsiders in every other sense. Astraloths possess immunity to Poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, or energy drain. It is not at risk of death from massive damage. Holy or Blessed weapons ignore all these traits and immunities. Astraloths have a bizarre use of negative energy imbued into their structures, which renders them vulnerable to damage from positive energy a 1/2 the rate normal for undead and other negatively powered beings. Astraloths seems to be incorporeal regardless of the plane they happen to be in, even on the Ethereal, and only hints at the insane and bizarre methodology behind their creation. Their tail, bite, and claw attacks, despite being incorporeal, resolve normally as if the Astraloth were not incorporeal.</p><p></p><p>Spell Eater (Su)</p><p>Spells and spell effects that fail to overcome a Thoughtslayer's spell resistance can be absorbed fully on the Astraloth's next turn as a free action, recovering 1d4 per spell level, or alternatively redirected at a legal target within range at the original spellcaster's caster level and any original alterations to it at the time of casting, such as metamagic or Wild Surges.</p><p></p><p>Spell-Like Abilities (CL20, DC 13 + Spell Level, DC23 vs. Detect Thoughts)</p><p>at will/ - Detect Thoughts, Locate Object, Locate Creature, Teleport Without Error, Planar Transition [for a 2ED planar cosmology; replace with Plane Shift 3/day for 3.5 cosmology]</p><p>3/day - Hold Monster, Interplanar Sending (100 word limit, works across planes), Quickened Detect Thoughts</p><p></p><p>Thoughtouch (Su)</p><p>An Astraloth can vaguely detect locations of intelligent creatures within range of it's telepathy, which consists mostly of direction and little else. Nondetection and equivalent protection from divination or mind-affecting spells prevents detection by Thoughtouch.</p><p></p><p>Mindscan (Su): A Thoughtslayer can instantly detect the thoughts of up to four creatures, gaining all information in the 1st round (surface thoughts, Int scores, presence or absence of minds). It detects in a 60’ radius centered on her. Targets get a Will save DC 23.</p><p></p><p>Combat Telepathy (Su): Thoughtslayers can anticipate it's foe’s every move. With a successful Concentration check (DC 10 + the damage taken in the previous round) Thoughtslayers can maintain concentration on detect thoughts as a free action.</p><p></p><p>Anticipate (Su): Thoughtslayers gain a +5 insight bonus to AC and attacks vs. foes it is detecting thoughts on.</p><p></p><p>Against Mindscanned opponents:</p><p>AC 36 (+7 Dex, +10 Deflection, +5 Profane, +5 Insight, -1 Size), Flat 24, Touch 36</p><p>Full Attack: Tail +33 (1d10+9), Bite +33 (1d8+9), 2 Claws +33 (1d8+6), 8 Tentacles +33 incorporeal touch (1d4+Energy Drain)</p><p></p><p>*Astraloths recieve a +6 racial bonus to Hide, due to it's translucent nature blending into the surroundings. A Thoughtslayer recieves a +8 profane bonus to it's Detect Thoughts DC.</p><p></p><p>Design Note: Astraloths were originally made to have anywhere from 4 tentacle attacks to 20. They could only bring so many to bear, like Chaos Beasts, but each had a varying number of those attacks. Increasing the number of tentacles as you advance is recommended, or simply to make it more lethal without making it any harder to kill.</p></blockquote><p></p>
[QUOTE="Solarious, post: 3119200, member: 27346"] [b]Thoughtslayers[/b] The Astraloth has been updated. Also, for your TPK enjoyment.... [b]Thoughtslayer[/b] - Astraloth Mindspy5 Large Outsider [Evil, Extraplanar, Incorperal, Yugoloth] Hit points: 20d8 + 5d8 + 200 (313 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: Fly 60' (perfect) AC 31 (+7 Dex, +10 Deflection, +5 Profane, -1 size), Flat AC 24, Touch 31 BAB: +23; Grap: +37 Attack: Tail +29 (1d10+9) Full Attack: Tail +28 (1d10+9), Bite +28 (1d8+9), 2 Claws +28 (1d8+6), 8 Tentacles +28 incorporeal touch (1d4+Energy Drain) Space/Reach 10'/10'; tentacles 20', tail 25' Special Attacks: Energy Drain, Devour Essence Special Qualities: Aura of Despair, Blindsight 100', DR 15/Silver and Good, Immunity to Poison, Cold, Acid, Elec/Sonic Resistance 20, Incorporeal traits, Inscrutable Mind, Scent, Spawn of the Ebon, Spell Eater, Spell-Like abilities, SR30, Telepathy 600', Thoughtouch Saves: Fort +24, Reflex +21, Will +16 Abilities: Str 22 Dex 25 Con 30 Int 15 Wis 18 Cha 16 Skills: Bluff +31, Concentration +34 Hide +32, Intimidate +33 (+37 vs medium-sized creatures), Knowledge (The Planes) +25, Listen +27, Search +25, Spot +25, Sense Motive +32, Survival +27 (+29 when tracking on the Planes) Feats: Improved Initiative, Track, Power Attack, Stand Still [XPH], Combat Reflexes, Multiattack, Improved Multiattack, Improved Grapple, Quicken Spell-Like Ability (Detect Thoughts), Improved Aura of Despair Environment: The Grey Waste Organization: Solitary, Hunting Party (Thoughtslayer and 2-3 Astraloths) CR: 21 Alignment: Always Neutral Evil Advancement: 21-31 (Large); 32-45 (Huge) Thoughtslayers understands Yugoloth, Infernal, Abyssal, Celestial, and Planar Common Aura of Despair (Su) Everyone in a 60' radius of a Thoughtslayer must make a Will DC 27 save or take a -6 morale penalty to all rolls. The save DC is Con based. Devour Soul (Su) If a creature is grappled by a Thoughtslayer and dies while still grappled, the Spawn of the Ebon extracts and consumes the victim's soul in a manner similar to a Bharagest. True Ressurection, Wish, or Miracle are required to return the victim to life, and even then it only has a 50% of success. Energy Drain (Su) Thoughtslayers attempts to suck out the very soulstuff of creatures with every brush of a tentacle; each time a creature is hit by a tentacle, it must make a Fort DC 25 save or suffer a negative level. On a critical, it inflicts 2 negative levels. The DC for removing this negative level is the same as for resisting it. The save DC is Charisma based. Inscrutable Mind (Ex) Due to their construct natures and bizarre construction, Astraloths are immune to mind affecting spells, and anyone who foolishly attempts mental contact with one must make a Will DC 25 save or take 2d4 points of ability damage to all mental ability scores for touching pure evil and peering into the machinations of the Ebon; even on a successful save, the victim suffers 1d4 damage to all their mental ability scores. The save DC is Charisma based. Spawn of the Ebon (Ex) Although living, Astraloths are more sentient, living constructs rather than true living beings. Thus, they possess many of the standard immunities granted to Constructs, although they are as true outsiders in every other sense. Astraloths possess immunity to Poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, or energy drain. It is not at risk of death from massive damage. Holy or Blessed weapons ignore all these traits and immunities. Astraloths have a bizarre use of negative energy imbued into their structures, which renders them vulnerable to damage from positive energy a 1/2 the rate normal for undead and other negatively powered beings. Astraloths seems to be incorporeal regardless of the plane they happen to be in, even on the Ethereal, and only hints at the insane and bizarre methodology behind their creation. Their tail, bite, and claw attacks, despite being incorporeal, resolve normally as if the Astraloth were not incorporeal. Spell Eater (Su) Spells and spell effects that fail to overcome a Thoughtslayer's spell resistance can be absorbed fully on the Astraloth's next turn as a free action, recovering 1d4 per spell level, or alternatively redirected at a legal target within range at the original spellcaster's caster level and any original alterations to it at the time of casting, such as metamagic or Wild Surges. Spell-Like Abilities (CL20, DC 13 + Spell Level, DC23 vs. Detect Thoughts) at will/ - Detect Thoughts, Locate Object, Locate Creature, Teleport Without Error, Planar Transition [for a 2ED planar cosmology; replace with Plane Shift 3/day for 3.5 cosmology] 3/day - Hold Monster, Interplanar Sending (100 word limit, works across planes), Quickened Detect Thoughts Thoughtouch (Su) An Astraloth can vaguely detect locations of intelligent creatures within range of it's telepathy, which consists mostly of direction and little else. Nondetection and equivalent protection from divination or mind-affecting spells prevents detection by Thoughtouch. Mindscan (Su): A Thoughtslayer can instantly detect the thoughts of up to four creatures, gaining all information in the 1st round (surface thoughts, Int scores, presence or absence of minds). It detects in a 60’ radius centered on her. Targets get a Will save DC 23. Combat Telepathy (Su): Thoughtslayers can anticipate it's foe’s every move. With a successful Concentration check (DC 10 + the damage taken in the previous round) Thoughtslayers can maintain concentration on detect thoughts as a free action. Anticipate (Su): Thoughtslayers gain a +5 insight bonus to AC and attacks vs. foes it is detecting thoughts on. Against Mindscanned opponents: AC 36 (+7 Dex, +10 Deflection, +5 Profane, +5 Insight, -1 Size), Flat 24, Touch 36 Full Attack: Tail +33 (1d10+9), Bite +33 (1d8+9), 2 Claws +33 (1d8+6), 8 Tentacles +33 incorporeal touch (1d4+Energy Drain) *Astraloths recieve a +6 racial bonus to Hide, due to it's translucent nature blending into the surroundings. A Thoughtslayer recieves a +8 profane bonus to it's Detect Thoughts DC. Design Note: Astraloths were originally made to have anywhere from 4 tentacle attacks to 20. They could only bring so many to bear, like Chaos Beasts, but each had a varying number of those attacks. Increasing the number of tentacles as you advance is recommended, or simply to make it more lethal without making it any harder to kill. [/QUOTE]
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