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From the mind of the Lonely of Providence, fear the Great Old One and Outer God (template)
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<blockquote data-quote="Obly99" data-source="post: 9632191" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Insect of Shaggai (Shan) CR 2</span></strong></p><p></p><p>“<em>At last a shape appeared, flapping above the ground on leathery wings. The thing which flew whirring toward me was followed by a train of others, wings slapping the air at incredible speed... I could ... make out many more details... Those huge lidless eyes which stared in hate at me, the jointed tendrils which seemed to twist from the head in cosmic rhythms, the ten legs, covered with black shining tentacles and folded into the pallid underbody, and the semi-circular ridged wings covered with triangular scales... I saw the three mouths of the thing move moistly, and then it was upon me."</em></p><p></p><p>CE Tiny aberration (incorporeal, mythos)</p><p></p><p><strong>Init </strong>+6; <strong>Senses</strong> darkvision 60 ft.; Perception +8</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 17, touch 17, flat-footed 17 (+3 deflection, +2 Dex, +2 size)</p><p></p><p><strong>hp</strong> 13 (3d8)</p><p></p><p><strong>Fort</strong> +1, <strong>Ref </strong>+3, <strong>Will</strong> +5</p><p></p><p><strong>Immune</strong> mind-affecting effects; <strong>Resist</strong> cold 10; <strong>SR</strong> 13</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 5 ft., fly 30 ft. (perfect)</p><p></p><p><strong>Melee</strong> bite +6 touch (pain)</p><p></p><p><strong>Space</strong> 2-1/2 ft.; <strong>Reach</strong> 0 ft.</p><p></p><p><strong>Special Attacks</strong> meld, pain</p><p></p><p>STATISTICS</p><p></p><p><strong>Str</strong> –, <strong>Dex</strong> 15, <strong>Con</strong> 10, <strong>Int</strong> 17, <strong>Wis</strong> 15, <strong>Cha</strong> 17</p><p></p><p><strong>Base Atk</strong> +2; <strong>CMB</strong> +2; <strong>CMD</strong> 15 (cannot be tripped)</p><p></p><p><strong>Feats</strong> Ability Focus (meld), Improved Initiative</p><p></p><p><strong>Skills</strong> Bluff +6, Diplomacy +6, Fly +20, Intimidate +9, Perception +8, Sense Motive +5, Stealth +16</p><p></p><p><strong>Languages</strong> Aklo; telepathy 60 ft.</p><p></p><p>SPECIAL ABILITIES</p><p></p><p><strong>Meld (Su)</strong></p><p>A shan can fly through tissue into a living target’s brain, wherein it crawls about and reads its host’s memories, affects its target thought process, and injects specific memories of its own. The shan must use a standard action while inside the target brain for try to meld. A DC 16 Will save negate this meld. A creature that succeed his save is immune to that shan meld for 24 hours. Once interfaced, the insect is not active within the brain during the day, leaving the victim do more or less as he please. But at night the shan wakes, and begins to implant memories. It can convey sanity-shattering sights that the insect has witnessed, or riddle memory-fragments to entice the victim into performing certain actions. Each day that passes in this fashion, the victim suffer 1d2+1 Wisdom damage. A DC 16 Will save negate this damage and allow the victim a new Will save (with the same DC) for expel the parasite. When the Wisdom score is reduced to 0, the damage to Wisdom caused by the insect is all cured and the host ends under a permanent effect of <em>dominate monster</em> by the shan (DC 16 for break free when the shan force the victim to take actions against his nature). A <em>protection from evil</em> spell allow a creature a Will save (with the same DC) for expel the parasite (or break free from the <em>dominate monster</em> effect if already controlled) instead of the usual effect (this is an instantaneous effect). The meld or <em>dominate monster</em> effect is automatically terminated if the shan leave the brain of the victim for any reason. This is a madness, mind-affecting effects. If using the sanity rules, instead of Wisdom damage this ability deal 1d4 sanity damage and the <em>dominate monster</em> is activated when the sanity score is reduced to 0 (this does not heal the sanity damage unlike the Wisdom). A Heal (or Profession [Yog-Sothothery Philosopher]) check against DC 20 can determine that the subject’s is being influenced by an outsider source while a DC 25 determines the cause as an infestation of a shan. The save DC is Charisma-based.</p><p></p><p><strong>Pain (Ex)</strong></p><p>A creature bite by a shan has his nervous system inflamed. The creature is sickened from the pain for 1d4 rounds. This is a pain effect.</p><p></p><p></p><p>The Shans, also known as the Insects from Shaggai, are an insectoid alien race.</p><p></p><p>They are described as having semi-circular ridged wings covered with triangular scales, huge lidless eyes, jointed tendrils covered with black shining tentacles, ten legs, and three mouth. The most notable aspect of the Shans' biology is that, like the Spawn of Cthulhu and the Flying Polyps, their bodies are not made out of ordinary matter, and they are capable of achieving some level of intangibility which allows them to fly straight into the face of a living victim and enter the victim's head, lodging themselves inside the brain. When this happens, the host starts to experience visions of the Shan's own memories, and finding them normal, as the host is experiencing them through the Shan's own point of view. They are made of alien matter that allows their atoms to exist conterminously with those of their host. Despite having three mouths, the Shans don't actually eat, as they evolved to live by photosynthesis, basking themselves in the rays of the sun.</p><p></p><p>The Shans' brains have six lobes, containing three separate pairs of right and left hemispheres. An individual Shan can therefore entertain three separate trains of thought, three separate actions, or even three separate conversations. With highly developed mental powers, their primary means of communication between members of their own species is telepathy. They can also communicate telepathically with or even feel emotions of species other than their own, but only through direct physical contact with the central nervous system. They also developed an ability to slide their atoms through the electron shell of any organic substance (Kirlian phasing).</p><p></p><p>The Shans are extremely-long lived organisms. An average Shan can be expected to live for as long as fifteen to eighteen centuries. The Shans are hermaphroditic and can fertilize themselves if need be, but usually two Shans will exchange reproductive materials. Both Shans will develop an "egg sac" containing hundreds of Shan embryos. When the egg sac ruptures, the Shan embryos consume their parent as their first meal, and then turn on each other; this ensures that only the strongest and most aggressive larva will survive. Because of the fatal nature of reproduction, Shans breed only when it is in the group's interests to increase its numbers.</p><p></p><p>Without having to work for food, the Shans had sunk to an abysmal state of decadence. While on Shaggai, they would torture slave-races from other worlds for pleasure; and when on other planets, they sought the most terribly haunted localities to view their horrors. They also have an insatiable desire for new experience and its narcotic effect on their mind, not curiosity.</p><p></p><p>They worship Azathoth and practice various horrible rituals.</p><p></p><p>A Shan can be summoned via the Improved Familiar feat by a spellcaster of 7th level or higher that has an alignment within one step of Chaotic Evil and worship the Elder Mythos entity.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9632191, member: 7035194"] [CENTER][B][SIZE=7]Insect of Shaggai (Shan) CR 2[/SIZE][/B][/CENTER] “[I]At last a shape appeared, flapping above the ground on leathery wings. The thing which flew whirring toward me was followed by a train of others, wings slapping the air at incredible speed... I could ... make out many more details... Those huge lidless eyes which stared in hate at me, the jointed tendrils which seemed to twist from the head in cosmic rhythms, the ten legs, covered with black shining tentacles and folded into the pallid underbody, and the semi-circular ridged wings covered with triangular scales... I saw the three mouths of the thing move moistly, and then it was upon me."[/I] CE Tiny aberration (incorporeal, mythos) [B]Init [/B]+6; [B]Senses[/B] darkvision 60 ft.; Perception +8 DEFENSE [B]AC[/B] 17, touch 17, flat-footed 17 (+3 deflection, +2 Dex, +2 size) [B]hp[/B] 13 (3d8) [B]Fort[/B] +1, [B]Ref [/B]+3, [B]Will[/B] +5 [B]Immune[/B] mind-affecting effects; [B]Resist[/B] cold 10; [B]SR[/B] 13 OFFENSE [B]Speed[/B] 5 ft., fly 30 ft. (perfect) [B]Melee[/B] bite +6 touch (pain) [B]Space[/B] 2-1/2 ft.; [B]Reach[/B] 0 ft. [B]Special Attacks[/B] meld, pain STATISTICS [B]Str[/B] –, [B]Dex[/B] 15, [B]Con[/B] 10, [B]Int[/B] 17, [B]Wis[/B] 15, [B]Cha[/B] 17 [B]Base Atk[/B] +2; [B]CMB[/B] +2; [B]CMD[/B] 15 (cannot be tripped) [B]Feats[/B] Ability Focus (meld), Improved Initiative [B]Skills[/B] Bluff +6, Diplomacy +6, Fly +20, Intimidate +9, Perception +8, Sense Motive +5, Stealth +16 [B]Languages[/B] Aklo; telepathy 60 ft. SPECIAL ABILITIES [B]Meld (Su)[/B] A shan can fly through tissue into a living target’s brain, wherein it crawls about and reads its host’s memories, affects its target thought process, and injects specific memories of its own. The shan must use a standard action while inside the target brain for try to meld. A DC 16 Will save negate this meld. A creature that succeed his save is immune to that shan meld for 24 hours. Once interfaced, the insect is not active within the brain during the day, leaving the victim do more or less as he please. But at night the shan wakes, and begins to implant memories. It can convey sanity-shattering sights that the insect has witnessed, or riddle memory-fragments to entice the victim into performing certain actions. Each day that passes in this fashion, the victim suffer 1d2+1 Wisdom damage. A DC 16 Will save negate this damage and allow the victim a new Will save (with the same DC) for expel the parasite. When the Wisdom score is reduced to 0, the damage to Wisdom caused by the insect is all cured and the host ends under a permanent effect of [I]dominate monster[/I] by the shan (DC 16 for break free when the shan force the victim to take actions against his nature). A [I]protection from evil[/I] spell allow a creature a Will save (with the same DC) for expel the parasite (or break free from the [I]dominate monster[/I] effect if already controlled) instead of the usual effect (this is an instantaneous effect). The meld or [I]dominate monster[/I] effect is automatically terminated if the shan leave the brain of the victim for any reason. This is a madness, mind-affecting effects. If using the sanity rules, instead of Wisdom damage this ability deal 1d4 sanity damage and the [I]dominate monster[/I] is activated when the sanity score is reduced to 0 (this does not heal the sanity damage unlike the Wisdom). A Heal (or Profession [Yog-Sothothery Philosopher]) check against DC 20 can determine that the subject’s is being influenced by an outsider source while a DC 25 determines the cause as an infestation of a shan. The save DC is Charisma-based. [B]Pain (Ex)[/B] A creature bite by a shan has his nervous system inflamed. The creature is sickened from the pain for 1d4 rounds. This is a pain effect. The Shans, also known as the Insects from Shaggai, are an insectoid alien race. They are described as having semi-circular ridged wings covered with triangular scales, huge lidless eyes, jointed tendrils covered with black shining tentacles, ten legs, and three mouth. The most notable aspect of the Shans' biology is that, like the Spawn of Cthulhu and the Flying Polyps, their bodies are not made out of ordinary matter, and they are capable of achieving some level of intangibility which allows them to fly straight into the face of a living victim and enter the victim's head, lodging themselves inside the brain. When this happens, the host starts to experience visions of the Shan's own memories, and finding them normal, as the host is experiencing them through the Shan's own point of view. They are made of alien matter that allows their atoms to exist conterminously with those of their host. Despite having three mouths, the Shans don't actually eat, as they evolved to live by photosynthesis, basking themselves in the rays of the sun. The Shans' brains have six lobes, containing three separate pairs of right and left hemispheres. An individual Shan can therefore entertain three separate trains of thought, three separate actions, or even three separate conversations. With highly developed mental powers, their primary means of communication between members of their own species is telepathy. They can also communicate telepathically with or even feel emotions of species other than their own, but only through direct physical contact with the central nervous system. They also developed an ability to slide their atoms through the electron shell of any organic substance (Kirlian phasing). The Shans are extremely-long lived organisms. An average Shan can be expected to live for as long as fifteen to eighteen centuries. The Shans are hermaphroditic and can fertilize themselves if need be, but usually two Shans will exchange reproductive materials. Both Shans will develop an "egg sac" containing hundreds of Shan embryos. When the egg sac ruptures, the Shan embryos consume their parent as their first meal, and then turn on each other; this ensures that only the strongest and most aggressive larva will survive. Because of the fatal nature of reproduction, Shans breed only when it is in the group's interests to increase its numbers. Without having to work for food, the Shans had sunk to an abysmal state of decadence. While on Shaggai, they would torture slave-races from other worlds for pleasure; and when on other planets, they sought the most terribly haunted localities to view their horrors. They also have an insatiable desire for new experience and its narcotic effect on their mind, not curiosity. They worship Azathoth and practice various horrible rituals. A Shan can be summoned via the Improved Familiar feat by a spellcaster of 7th level or higher that has an alignment within one step of Chaotic Evil and worship the Elder Mythos entity. [/QUOTE]
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