Psychotic Jim
First Post
Here are some conversions I did for the monsters who make their home in the Far Realm (as detailed in the Manual of the Planes). Most of these monsters would be great for CoC as well. Any feedback would greatly be appreciated. These monsters were converted from the 2nd Edition Monstrous Compedium Annual Volume 4 (1998).
Bloodsipper
Colossal Plant
Hit Dice: 20d8+180 (270 hp)
Initiative: --
Speed: 0 ft.
AC: 19 (-8 size, +17 natural)
Attacks: --
Damage: --
Face/Reach: 40 ft by 80 ft/0 ft (20 ft with its pod denizens)
Special Attacks: Pod denizen, stench
Special Qualities: Plant, salt vulnerability
Saves: Fort +21, Ref (fails), Will +6
Abilities: Str -, Dex -, Con 28, Int -, Wis 10, Cha 2
Climate/Terrain: Any non-cold land and underground (Far Realms Gate)
Organization: Plant (1 main plant and 2-12 pod denizens
Challenge Rating: ??
Treasure: None
Alignment: Always chaotic neutral
Advancement: 21+ HD (Colossal)
Pod Denizen
Small Plant
Hit Dice: 4d8+4 (22 hp)
Initiative: +1 (Dex)
Speed: Fly 40 ft (Good)
AC: 19 (+1 Dex, +1 size, +7 natural)
Attacks: Bite +5 melee
Damage: 1d4+1 and blood drain
Face/Reach: 5 ft by 5 ft/5 ft.
Special Attacks: Improved grab, blood drain
Special Qualities: Plant, blindsight, salt vulnerability
Saves: Fort +5, Ref +2, Will -1
Abilities: Str 12, Dex 13, Con 12, Int -, Wis 6, Cha 2
Climate/Terrain: Any non-cold land and underground (Far Realms Gate)
Organization: Plant (one bloodsipper plant and 2-12 pod denizens
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic neutral
Advancement: --
A bloodsipper is a gigantic growth of skinny yellow vines beating with a yellow fluid resembling blood. All over the vines of a blood-sipper are strange red pods. These pods hold inside them the means that a bloodsipper gets its meals. Inside the largest pods are pod denizens, ugly eyeless tadpole-like creatures with sharp-toothed maws and four clawed arms. The smaller pods hold pod denizesns that are not fully grown, resembling weird organs connected to the main plant.
Combat
If a bloodsipper is stepped on or otherwise manhandled, the plant releases its mature pod denizens with a nauseating pop sound to attack the intruders. The pod denizens remained connected to the main plant via small vines at all times and can drift way up to a 20 ft away from it. The pod denizens attempt to bite opponents in order to drain their blood and pump it back into the bloodsipper. A pod denizen can be separated from the main plant by dealing 10 points of slashing damage to the vine that connects the pod denizen to the plant. However, this only frees the denizen from its pod; it continues to attack regardless and must be dealt with separately from the main plant.
Stench (Ex): Should an immature pod be destroyed, it releases a disgusting odor, causing surrounding creatures within a 30 ft radius of that particular pod to make a Fortitude Save (DC 29) or become nauseated for 1d4 rounds.
Improved Grab (Ex): To use this ability, a pod denizen must hit an opponent of up to Large size with its bite attack. If it gets a hold, it can drain blood.
Blood Drain (Ex): A pod denizen attached to a foe does 4 points of damage draining blood with a successful grapple check.
Plant: Immune to poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits and is immune to mind influencing attacks.
Blindsight (Ex): A pod denixen’s can perceive opponents by scent and vibration within 60 ft of the bloodsipper plant.
Salt Vulnerability (Ex): Salt presented in large quantities causes a bloodsipper to flex away from the salt instinctually. A handful of salt thrown at a bloodsipper or a pod denizen does 2d4 damage to it.
Dharculus
Huge Outsider (Chaotic)
Hit Dice: 10d8+50 (95 hp)
Initiative: +0
Speed: Fly 20 ft (Average), Swim 20 ft
AC: 20 (-2 size, +10 natural)
Attacks: 6 tentacle rakes +18 melee, bite +13 melee
Damage: Tentacle rakes 1d6+10, Bite 2d8+5
Face/Reach: 10 ft by 20 ft/10 ft (15 feet with tentacles)
Special Attacks: Tentacle Attachment, Improved Grab
Special Qualities: Partial ethereal jaunt, immunities
Saves: Fort +12, Ref +7, Will +8
Abilities: Str 31, Dex 10, Con 21, Int 11, Wis 12, Cha 10
Skills: Escape Artist +13, Hide +2, Intuit Direction +14, Listen +14, Move Silently +10, Search +13, Spot +14
Feats: Alertness, Flyby Attack
Climate/Terrain: Any land, aquatic or underground (With exposure to the Far Realms
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 11-16 HD (Huge), 17-30 HD (Gargantuan)
Dharculi are strange dwellers of the Ethereal Plane that are thought to have originated from the Far Realm. When viewed on the Ethereal Plane, a dharculus as a cylindrical beast with a mass of tentacles, 5 with mouths filled with razor sharp teeth and 5 with leering eyes, on one end and a huge cavernous maw on the other end. A dharculus can extend its tentacles into the Material Plane to catch prey and drag them into the Ethereal Plane, thus a victim is unlikely to see the whole beast until it is too late.
Combat
A dharculus never fully manifests into the Material Plane. It sneaks up on potential victims and manifests its tentacles and tries to grab a tasty morsel and drag it into the Ethereal Plane, where the dharculus can use its bite attack against the opponent.
Tentacle Attachment (Ex): A tentacle that hits a foe automatically attaches to the opponent. Tentacles can be removed with a successful grapple check from the defender or a third party, or a tentacle can be cut off by dealing 8 points of damage to the tentacle with the final blow with a slashing weapon.
Improved Grab: To use this ability, a dharculus must attach three tentacles to an opponent of up to Large size. If it gets a hold, it can use its Partial Ethereal Jaunt ability to drag its opponent into the Ethereal Plane.
Partial Ethereal Jaunt (Su): The main body of the Dharculus is always on the Ethereal Plane. A dharculus can shift any and all of its tentacles into the Material Plane as a free action, and shift them back again as a move equivalent action, bringing along any opponent caught in its Improved Grab attack. If a foe is brought into the Ethereal Plane, he or she has four rounds to “climb” the tentacles back into the Material Plane (with a successful grapple check after breaking out of the dharculus’ pin). This ability is otherwise identical with ethereal jaunt cast by a 15th level sorcerer.
Immunites (Ex): Immunity to all mind-influencing effects (including charms, compulsions, phantasms, and morale effects.).
Gibberling, Brood
Small Outsider (Chaotic)
Hit Dice: 4d8+4 (22 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 14 (+1 Dex, +1 size, +2 natural)
Attacks: bite +7 melee or spit +5 ranged
Damage: Bite 1d4+2 and gibberslug, spit gibberslug
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Gibberslug, spawn gibberling, gibber
Special Qualities: Control gibberlings, immunities, light vulnerability
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 14, Dex 13, Con 12, Int 11, Wis 12, Cha 8
Skills: Intimidate +3, Intuit Direction +8, Listen +8, Search +7, Spot +8
Feats: Weapon Focus (bite)
Climate/Terrain: Temperate Forest and Underground (with exposure to the Far Realm)
Organization: Solitary or Clan (1-4 Brood Gibberlings and 20-60 gibberlings)
Challenge Rating: 2
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 5-6 HD (Small); 7-8 HD (Medium-size)
Brood Gibberlings, foreign beings from an unknown cosmos, apparently are the causes of gibberling infestations. A brood gibberling appears as a pale gibberling with moving bulges occasionally appearing in its flesh. Swarms of gibberslugs swim underneath the skin of a brood gibberling; the brood gibberling implants these in other creatures to produce normal gibberlings to serve it.
Combat
A brood gibberling attacks all life not of its own kind, with the goal of “converting” other lifeforms into gibberlings by implanting them with gibberslugs . A brood gibberling can deliver the parasitic slug via a bite or by spitting it from up to 20 ft away.
Gibberslug (Ex): If a brood gibberling hits its foe whether by bite or spit, the gibberling implatnts a gibberslug in an opponent, which immediately beigns to burrow its way towards the brain of the creature. The slug takes 1d6+5 rounds to reach the brain, doing 1d4 damage to the parasite’s host per round. Applying fire to the place where the slug burrowed within one round of its entry kills the slug (in addition to burning the host). Applying a remove disease spell or eating certain Far Realms fungi before the slug reaches the brain will kill the slug as well. After reaching the brain, the gibberslug drives its victim into a comatose state as it feeds on its brain. After this occurs, a wish or miracle spell is necessary to recover the victim. Creatures immune to critical hits, or those lacking brains, are immune to this attack.
Spawn Gibberling (Su): After 1d20+4 hours have past, a life form slain by a gibberslug arises as a normal gibberling, losing all of the abilities of the former character
Gibber (Ex): Like normal gibberlings, the mad mumblings of a brood gibberling are disturbing, causing creatures with less than 3 HD to make a Will save (DC 13) or become shaken. Creatures with more than 2 HD within 200 ft face a –2 penalty on all Concentration rolls.
Control Gibberlings (Su): A brood gibberling has telepathy with its own spawned gibberlings, and they follow its orders as if a Dominate Person was cast on all of them by a 15th level sorcerer. Gibberlings never attack the brood gibberling that gave them life.
Immunities (Ex): Immune to all mind-influencing effects
Light Vulnerability (Ex): Being exposed to sunlight or a daylight spell causes a brood gibberling to suffer a –2 penalty to attack rolls and Reflex saves.
Neh-thalggu (Brain Collector)
Large Outsider
Hit Dice: 10d8+30 (75 hp)
Initiative: +0
Speed: 50 ft.
AC: 18 (-1 size, +9 natural)
Attacks: Bite +14 melee
Damage: Bite 1d10+7
Face/Reach: 5 ft by 10 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Consume brain, immunities
Saves: : Fort +12, Ref +7, Will +11
Abilities: Str 21, Dex 11, Con 17, Int 12, Wis 14, Cha 15
Skills: Concentration +16, Knowledge (arcane) +14, Knowledge (Far Realm) +14, Heal +15, Intuit Direction +11, Listen +10, Spellcraft +14, Spot +10
Feats: Combat Casting, Great Fortitude, Iron Will
Climate/Terrain: Any land and underground (Far Realms Gate)
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 11-16 HD (Huge), 17-20 HD (Gargantuan)
Brain collectors (they call themselves nel-thalggu) are beings from the Far Realms seemingly here to harvest the brains of humanoid life. Eating the brains of humanoids gives them arcane power. The mentality of a brain collector is completely alien to our own. A brain collector has a swollen, off-yellow, slimy body with legions of tiny, flailing tendrils emerging from it. Four malformed, yellow eyes and a gaping mouth filled with enormous, sharp teeth round only add to its ugliness. The creature moves about on six strong, chitinous legs. Lastly, a brain collector has a prominent bulge on its body for each brain of a sentient life-form it has gobbled up.
Brain collectors have their own language, but they also can understand and speak any languages of the victims whose brains they have ingested.
Combat
In combat, a brain collector attacks using its bite or spell-like abilities, careful not to damage the brains of any possible victims. If it has 12 brains, it attempts to flee.
Spell-like Abilities (Sp): A brain collector has up to 12 spell-like abilities, each emulating an arcane spell chosen randomly from spell levels 1-3 in sorcerer/wizard spell-list (Roll 1d12 to find the number of spell-like abilities a certain brain collector has, and roll 1d3 to detirmine the spell level). The brain collector uses these spell-like abilities as the spells cast by a 12th level sorcerer, each useable once per day (Save DC 13+Spell Level).
Consume Brain (Su): After its slays a humanoid or monstrous humanoid foe, the brain collector delicately removes the brain and devours it whole. For each brain it feeds upon, the brain collector gains a random spell-like ability useable once per day. In addition, it learns to speak and understand any languages the creatures whose brains it swallowed knew. The brain collector can hold a maximum of 12 brains at once.
Immunities (Ex): Immune to all mind-influencing effects.
Troll Mutate
Troll mutates are the victims of exposure to the foul magical energies from the Far Realm. Warped by this, a troll becomes much weaker and greatly deformed, sporting extra (usually useless) limbs and other bizarre deformities. In addition to its body, a transformed troll’s regeneration ability has been tainted as well, giving the mutate the ability to spontaneously grow extra limbs in addition to whatever normal limbs it would normally regenerate. The only thing that links the varied-looking troll mutates together is that there always seems to be an extra arm (complete with a claw) present.
Creating A Troll Mutate
“Troll Mutate” is a template that can be added to any troll (referred to hereafter as the “base creature”.) The troll’s type changes to “Aberration”. It uses all of the base creature’s statistics and special abilities except as noted below.
Hit Dice: Half the number of base Hit Dice of the base creature, not including those gotten by class levels (if any). These will now be the number of Hit Dice for the troll mutate.
Speed: Same as the base creature.
AC: Same as the base creature.
Attacks: The troll mutate retains all the attacks of the base creature, plus it gains an extra claw attack at its normal claw attack bonus. The troll mutate may have additional attacks as well.
Damage: Same as base creature.
Special Attacks: A troll mutate retains all of the base creatures special attacks except for the Rend ability.
Special Qualities: A troll mutate has all of the base creature’s special qualities. It also gains the special quality below.
Spontaneous Mutation (Ex): If a spectral troll loses a limb or body part and grows back a new one (not reattaching the original part), it has a 20% chance to grow an extra vestigal body part of random variety (roll on the table below) at the same time. Twenty-four hours later, this new limb or body part has a 50% of becoming a fully functioning body part.
Roll 1d10
1. Arm (with claw attack)
2. Arm (with claw attack).
3. Leg.
4. Tail (which can be whipped at opponents for 1d6 damage)
5. Eye
6. Eye
7. Tentacle (Which can be used to slap for 1d4 damage)
8. Internal organ
9. Head (With an additional bite attack)
10. Wings (Giving a fly speed of 20 ft, clumsy maneuverability)
Saves: Recalculated for the troll mutate’s new number of hit dice
Abilities: Same as the base creature except that the troll mutate’s Strength score
is decreased by -4 and its Charisma score is decreased by -2.
Skills: Recalculated for the troll mutate’s new Hit Dice.
Feats: Same as base creature.
Climate/Terrain: Same as base creature.
Organization: Same as base creature.
Challenge Rating: Same as base creature –2 (for a basic troll mutate.)
Treasure: Same as base creature.
Alignment: Same as base creature.
Advancement: Same as base creature.
Sample troll mutate
This example uses a standard troll as the base creature
Large Aberration
Hit Dice: 3d8+18 (31 hp)
Initiative: +2 (Dex)
Speed: 30 ft
AC: 18 (-1 size, +2 Dex, +7 natural)
Attacks: 3 claws +6 melee, bite +3 melee
Damage: Claw 1d6+4, bite 1d6+2
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: --
Special Qualities: Regeneration 5, scent, darkvision 90 ft, spontaneous mutation
Saves: Fort +9, Ref +2, Will +1
Abilities: Str 19, Dex 14, Con 23, Int 6, Wis 9, Cha 4
Skills: Listen +4, Spot +4
Feats: Alertness, Iron Will
Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By character class
Wyste
Huge Outsider (Evil)
Size Monster Type
Hit Dice: 5d8+25 (47 hp)
Initiative: +1 (Dex)
Speed: 10 ft, Sw 40 ft.
AC: 18 (+1 Dex, -2 size, +8 natural )
Attacks: 4 cilia claws +12 melee
Damage: Claw 2d4+9
Face/Reach: .5 ft by 20 ft/15 ft
Special Attacks: Improved Grab
Special Qualities: Immunities, blindsight , amphibious
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 29, Dex 13, Con 21, Int -, Wis 8, Cha 2
Skills: Hide –7*
Feats: Power Attack
Climate/Terrain: Any Aquatic and underground (At Far Realms Gate)
Organization: Brood (2-8)
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral Evil
Advancement: 6d8-15d8 (Huge)
Wysts appear as gross, bloated worms with translucent skin, revealing its beating internal organs beneath. Instead of eyes and a mouth, a wyste has a hole surrounded by long cilia ending in claws, somewhat reminiscent of a lamprey’s mouth. The wyste uses the cilia both for attacking and sensing the environment around it. Wystes lair in noxious, vile pools of ooze created by the Far Realm interacting with the Material Plane
Combat
A wyste lies in wait in its pool of slime for victims to pass by, and then it lashes out with its tentacle like cilia, trying to grab an unfortunate bystander and drag him or her to a watery death.
Improved Grab (Ex): To use this ability, the Wyste must hit a creature of up to Medium-size with one of its cilia claw attacks. If it gets a hold, it will pull the victim into the pool where the wyste will try to drown the foe.
Blindsight (Ex): The cilia of a wyste enables it to sense prey up to 80 ft away by scent and vibration.
Immunites (Ex): Immune to all mind-influencing effects.
Amphibious (Ex): A wyste can breathe in both air and water.
Skills: A wyste gets a +14 circumstance bonus to Hide checks while hiding in its pool of slime.
<Edit: Some minor fixes>
Bloodsipper
Colossal Plant
Hit Dice: 20d8+180 (270 hp)
Initiative: --
Speed: 0 ft.
AC: 19 (-8 size, +17 natural)
Attacks: --
Damage: --
Face/Reach: 40 ft by 80 ft/0 ft (20 ft with its pod denizens)
Special Attacks: Pod denizen, stench
Special Qualities: Plant, salt vulnerability
Saves: Fort +21, Ref (fails), Will +6
Abilities: Str -, Dex -, Con 28, Int -, Wis 10, Cha 2
Climate/Terrain: Any non-cold land and underground (Far Realms Gate)
Organization: Plant (1 main plant and 2-12 pod denizens
Challenge Rating: ??
Treasure: None
Alignment: Always chaotic neutral
Advancement: 21+ HD (Colossal)
Pod Denizen
Small Plant
Hit Dice: 4d8+4 (22 hp)
Initiative: +1 (Dex)
Speed: Fly 40 ft (Good)
AC: 19 (+1 Dex, +1 size, +7 natural)
Attacks: Bite +5 melee
Damage: 1d4+1 and blood drain
Face/Reach: 5 ft by 5 ft/5 ft.
Special Attacks: Improved grab, blood drain
Special Qualities: Plant, blindsight, salt vulnerability
Saves: Fort +5, Ref +2, Will -1
Abilities: Str 12, Dex 13, Con 12, Int -, Wis 6, Cha 2
Climate/Terrain: Any non-cold land and underground (Far Realms Gate)
Organization: Plant (one bloodsipper plant and 2-12 pod denizens
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic neutral
Advancement: --
A bloodsipper is a gigantic growth of skinny yellow vines beating with a yellow fluid resembling blood. All over the vines of a blood-sipper are strange red pods. These pods hold inside them the means that a bloodsipper gets its meals. Inside the largest pods are pod denizens, ugly eyeless tadpole-like creatures with sharp-toothed maws and four clawed arms. The smaller pods hold pod denizesns that are not fully grown, resembling weird organs connected to the main plant.
Combat
If a bloodsipper is stepped on or otherwise manhandled, the plant releases its mature pod denizens with a nauseating pop sound to attack the intruders. The pod denizens remained connected to the main plant via small vines at all times and can drift way up to a 20 ft away from it. The pod denizens attempt to bite opponents in order to drain their blood and pump it back into the bloodsipper. A pod denizen can be separated from the main plant by dealing 10 points of slashing damage to the vine that connects the pod denizen to the plant. However, this only frees the denizen from its pod; it continues to attack regardless and must be dealt with separately from the main plant.
Stench (Ex): Should an immature pod be destroyed, it releases a disgusting odor, causing surrounding creatures within a 30 ft radius of that particular pod to make a Fortitude Save (DC 29) or become nauseated for 1d4 rounds.
Improved Grab (Ex): To use this ability, a pod denizen must hit an opponent of up to Large size with its bite attack. If it gets a hold, it can drain blood.
Blood Drain (Ex): A pod denizen attached to a foe does 4 points of damage draining blood with a successful grapple check.
Plant: Immune to poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits and is immune to mind influencing attacks.
Blindsight (Ex): A pod denixen’s can perceive opponents by scent and vibration within 60 ft of the bloodsipper plant.
Salt Vulnerability (Ex): Salt presented in large quantities causes a bloodsipper to flex away from the salt instinctually. A handful of salt thrown at a bloodsipper or a pod denizen does 2d4 damage to it.
Dharculus
Huge Outsider (Chaotic)
Hit Dice: 10d8+50 (95 hp)
Initiative: +0
Speed: Fly 20 ft (Average), Swim 20 ft
AC: 20 (-2 size, +10 natural)
Attacks: 6 tentacle rakes +18 melee, bite +13 melee
Damage: Tentacle rakes 1d6+10, Bite 2d8+5
Face/Reach: 10 ft by 20 ft/10 ft (15 feet with tentacles)
Special Attacks: Tentacle Attachment, Improved Grab
Special Qualities: Partial ethereal jaunt, immunities
Saves: Fort +12, Ref +7, Will +8
Abilities: Str 31, Dex 10, Con 21, Int 11, Wis 12, Cha 10
Skills: Escape Artist +13, Hide +2, Intuit Direction +14, Listen +14, Move Silently +10, Search +13, Spot +14
Feats: Alertness, Flyby Attack
Climate/Terrain: Any land, aquatic or underground (With exposure to the Far Realms
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 11-16 HD (Huge), 17-30 HD (Gargantuan)
Dharculi are strange dwellers of the Ethereal Plane that are thought to have originated from the Far Realm. When viewed on the Ethereal Plane, a dharculus as a cylindrical beast with a mass of tentacles, 5 with mouths filled with razor sharp teeth and 5 with leering eyes, on one end and a huge cavernous maw on the other end. A dharculus can extend its tentacles into the Material Plane to catch prey and drag them into the Ethereal Plane, thus a victim is unlikely to see the whole beast until it is too late.
Combat
A dharculus never fully manifests into the Material Plane. It sneaks up on potential victims and manifests its tentacles and tries to grab a tasty morsel and drag it into the Ethereal Plane, where the dharculus can use its bite attack against the opponent.
Tentacle Attachment (Ex): A tentacle that hits a foe automatically attaches to the opponent. Tentacles can be removed with a successful grapple check from the defender or a third party, or a tentacle can be cut off by dealing 8 points of damage to the tentacle with the final blow with a slashing weapon.
Improved Grab: To use this ability, a dharculus must attach three tentacles to an opponent of up to Large size. If it gets a hold, it can use its Partial Ethereal Jaunt ability to drag its opponent into the Ethereal Plane.
Partial Ethereal Jaunt (Su): The main body of the Dharculus is always on the Ethereal Plane. A dharculus can shift any and all of its tentacles into the Material Plane as a free action, and shift them back again as a move equivalent action, bringing along any opponent caught in its Improved Grab attack. If a foe is brought into the Ethereal Plane, he or she has four rounds to “climb” the tentacles back into the Material Plane (with a successful grapple check after breaking out of the dharculus’ pin). This ability is otherwise identical with ethereal jaunt cast by a 15th level sorcerer.
Immunites (Ex): Immunity to all mind-influencing effects (including charms, compulsions, phantasms, and morale effects.).
Gibberling, Brood
Small Outsider (Chaotic)
Hit Dice: 4d8+4 (22 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 14 (+1 Dex, +1 size, +2 natural)
Attacks: bite +7 melee or spit +5 ranged
Damage: Bite 1d4+2 and gibberslug, spit gibberslug
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Gibberslug, spawn gibberling, gibber
Special Qualities: Control gibberlings, immunities, light vulnerability
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 14, Dex 13, Con 12, Int 11, Wis 12, Cha 8
Skills: Intimidate +3, Intuit Direction +8, Listen +8, Search +7, Spot +8
Feats: Weapon Focus (bite)
Climate/Terrain: Temperate Forest and Underground (with exposure to the Far Realm)
Organization: Solitary or Clan (1-4 Brood Gibberlings and 20-60 gibberlings)
Challenge Rating: 2
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 5-6 HD (Small); 7-8 HD (Medium-size)
Brood Gibberlings, foreign beings from an unknown cosmos, apparently are the causes of gibberling infestations. A brood gibberling appears as a pale gibberling with moving bulges occasionally appearing in its flesh. Swarms of gibberslugs swim underneath the skin of a brood gibberling; the brood gibberling implants these in other creatures to produce normal gibberlings to serve it.
Combat
A brood gibberling attacks all life not of its own kind, with the goal of “converting” other lifeforms into gibberlings by implanting them with gibberslugs . A brood gibberling can deliver the parasitic slug via a bite or by spitting it from up to 20 ft away.
Gibberslug (Ex): If a brood gibberling hits its foe whether by bite or spit, the gibberling implatnts a gibberslug in an opponent, which immediately beigns to burrow its way towards the brain of the creature. The slug takes 1d6+5 rounds to reach the brain, doing 1d4 damage to the parasite’s host per round. Applying fire to the place where the slug burrowed within one round of its entry kills the slug (in addition to burning the host). Applying a remove disease spell or eating certain Far Realms fungi before the slug reaches the brain will kill the slug as well. After reaching the brain, the gibberslug drives its victim into a comatose state as it feeds on its brain. After this occurs, a wish or miracle spell is necessary to recover the victim. Creatures immune to critical hits, or those lacking brains, are immune to this attack.
Spawn Gibberling (Su): After 1d20+4 hours have past, a life form slain by a gibberslug arises as a normal gibberling, losing all of the abilities of the former character
Gibber (Ex): Like normal gibberlings, the mad mumblings of a brood gibberling are disturbing, causing creatures with less than 3 HD to make a Will save (DC 13) or become shaken. Creatures with more than 2 HD within 200 ft face a –2 penalty on all Concentration rolls.
Control Gibberlings (Su): A brood gibberling has telepathy with its own spawned gibberlings, and they follow its orders as if a Dominate Person was cast on all of them by a 15th level sorcerer. Gibberlings never attack the brood gibberling that gave them life.
Immunities (Ex): Immune to all mind-influencing effects
Light Vulnerability (Ex): Being exposed to sunlight or a daylight spell causes a brood gibberling to suffer a –2 penalty to attack rolls and Reflex saves.
Neh-thalggu (Brain Collector)
Large Outsider
Hit Dice: 10d8+30 (75 hp)
Initiative: +0
Speed: 50 ft.
AC: 18 (-1 size, +9 natural)
Attacks: Bite +14 melee
Damage: Bite 1d10+7
Face/Reach: 5 ft by 10 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Consume brain, immunities
Saves: : Fort +12, Ref +7, Will +11
Abilities: Str 21, Dex 11, Con 17, Int 12, Wis 14, Cha 15
Skills: Concentration +16, Knowledge (arcane) +14, Knowledge (Far Realm) +14, Heal +15, Intuit Direction +11, Listen +10, Spellcraft +14, Spot +10
Feats: Combat Casting, Great Fortitude, Iron Will
Climate/Terrain: Any land and underground (Far Realms Gate)
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 11-16 HD (Huge), 17-20 HD (Gargantuan)
Brain collectors (they call themselves nel-thalggu) are beings from the Far Realms seemingly here to harvest the brains of humanoid life. Eating the brains of humanoids gives them arcane power. The mentality of a brain collector is completely alien to our own. A brain collector has a swollen, off-yellow, slimy body with legions of tiny, flailing tendrils emerging from it. Four malformed, yellow eyes and a gaping mouth filled with enormous, sharp teeth round only add to its ugliness. The creature moves about on six strong, chitinous legs. Lastly, a brain collector has a prominent bulge on its body for each brain of a sentient life-form it has gobbled up.
Brain collectors have their own language, but they also can understand and speak any languages of the victims whose brains they have ingested.
Combat
In combat, a brain collector attacks using its bite or spell-like abilities, careful not to damage the brains of any possible victims. If it has 12 brains, it attempts to flee.
Spell-like Abilities (Sp): A brain collector has up to 12 spell-like abilities, each emulating an arcane spell chosen randomly from spell levels 1-3 in sorcerer/wizard spell-list (Roll 1d12 to find the number of spell-like abilities a certain brain collector has, and roll 1d3 to detirmine the spell level). The brain collector uses these spell-like abilities as the spells cast by a 12th level sorcerer, each useable once per day (Save DC 13+Spell Level).
Consume Brain (Su): After its slays a humanoid or monstrous humanoid foe, the brain collector delicately removes the brain and devours it whole. For each brain it feeds upon, the brain collector gains a random spell-like ability useable once per day. In addition, it learns to speak and understand any languages the creatures whose brains it swallowed knew. The brain collector can hold a maximum of 12 brains at once.
Immunities (Ex): Immune to all mind-influencing effects.
Troll Mutate
Troll mutates are the victims of exposure to the foul magical energies from the Far Realm. Warped by this, a troll becomes much weaker and greatly deformed, sporting extra (usually useless) limbs and other bizarre deformities. In addition to its body, a transformed troll’s regeneration ability has been tainted as well, giving the mutate the ability to spontaneously grow extra limbs in addition to whatever normal limbs it would normally regenerate. The only thing that links the varied-looking troll mutates together is that there always seems to be an extra arm (complete with a claw) present.
Creating A Troll Mutate
“Troll Mutate” is a template that can be added to any troll (referred to hereafter as the “base creature”.) The troll’s type changes to “Aberration”. It uses all of the base creature’s statistics and special abilities except as noted below.
Hit Dice: Half the number of base Hit Dice of the base creature, not including those gotten by class levels (if any). These will now be the number of Hit Dice for the troll mutate.
Speed: Same as the base creature.
AC: Same as the base creature.
Attacks: The troll mutate retains all the attacks of the base creature, plus it gains an extra claw attack at its normal claw attack bonus. The troll mutate may have additional attacks as well.
Damage: Same as base creature.
Special Attacks: A troll mutate retains all of the base creatures special attacks except for the Rend ability.
Special Qualities: A troll mutate has all of the base creature’s special qualities. It also gains the special quality below.
Spontaneous Mutation (Ex): If a spectral troll loses a limb or body part and grows back a new one (not reattaching the original part), it has a 20% chance to grow an extra vestigal body part of random variety (roll on the table below) at the same time. Twenty-four hours later, this new limb or body part has a 50% of becoming a fully functioning body part.
Roll 1d10
1. Arm (with claw attack)
2. Arm (with claw attack).
3. Leg.
4. Tail (which can be whipped at opponents for 1d6 damage)
5. Eye
6. Eye
7. Tentacle (Which can be used to slap for 1d4 damage)
8. Internal organ
9. Head (With an additional bite attack)
10. Wings (Giving a fly speed of 20 ft, clumsy maneuverability)
Saves: Recalculated for the troll mutate’s new number of hit dice
Abilities: Same as the base creature except that the troll mutate’s Strength score
is decreased by -4 and its Charisma score is decreased by -2.
Skills: Recalculated for the troll mutate’s new Hit Dice.
Feats: Same as base creature.
Climate/Terrain: Same as base creature.
Organization: Same as base creature.
Challenge Rating: Same as base creature –2 (for a basic troll mutate.)
Treasure: Same as base creature.
Alignment: Same as base creature.
Advancement: Same as base creature.
Sample troll mutate
This example uses a standard troll as the base creature
Large Aberration
Hit Dice: 3d8+18 (31 hp)
Initiative: +2 (Dex)
Speed: 30 ft
AC: 18 (-1 size, +2 Dex, +7 natural)
Attacks: 3 claws +6 melee, bite +3 melee
Damage: Claw 1d6+4, bite 1d6+2
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: --
Special Qualities: Regeneration 5, scent, darkvision 90 ft, spontaneous mutation
Saves: Fort +9, Ref +2, Will +1
Abilities: Str 19, Dex 14, Con 23, Int 6, Wis 9, Cha 4
Skills: Listen +4, Spot +4
Feats: Alertness, Iron Will
Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By character class
Wyste
Huge Outsider (Evil)
Size Monster Type
Hit Dice: 5d8+25 (47 hp)
Initiative: +1 (Dex)
Speed: 10 ft, Sw 40 ft.
AC: 18 (+1 Dex, -2 size, +8 natural )
Attacks: 4 cilia claws +12 melee
Damage: Claw 2d4+9
Face/Reach: .5 ft by 20 ft/15 ft
Special Attacks: Improved Grab
Special Qualities: Immunities, blindsight , amphibious
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 29, Dex 13, Con 21, Int -, Wis 8, Cha 2
Skills: Hide –7*
Feats: Power Attack
Climate/Terrain: Any Aquatic and underground (At Far Realms Gate)
Organization: Brood (2-8)
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral Evil
Advancement: 6d8-15d8 (Huge)
Wysts appear as gross, bloated worms with translucent skin, revealing its beating internal organs beneath. Instead of eyes and a mouth, a wyste has a hole surrounded by long cilia ending in claws, somewhat reminiscent of a lamprey’s mouth. The wyste uses the cilia both for attacking and sensing the environment around it. Wystes lair in noxious, vile pools of ooze created by the Far Realm interacting with the Material Plane
Combat
A wyste lies in wait in its pool of slime for victims to pass by, and then it lashes out with its tentacle like cilia, trying to grab an unfortunate bystander and drag him or her to a watery death.
Improved Grab (Ex): To use this ability, the Wyste must hit a creature of up to Medium-size with one of its cilia claw attacks. If it gets a hold, it will pull the victim into the pool where the wyste will try to drown the foe.
Blindsight (Ex): The cilia of a wyste enables it to sense prey up to 80 ft away by scent and vibration.
Immunites (Ex): Immune to all mind-influencing effects.
Amphibious (Ex): A wyste can breathe in both air and water.
Skills: A wyste gets a +14 circumstance bonus to Hide checks while hiding in its pool of slime.
<Edit: Some minor fixes>
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