Horrors of the Far Realms

As far as I know, the blackball has not connection to the Far Realms, it does however hold a connection to one of the energy planes...

here is a list of creatures, I know have a connection to the far realms (some, because they are based on the works of Lovecraft), they are orded by in which book they can be found.

MM: (There are only two truely alien horrors in the MM, interrestingly enough, both are aberrations, and mainstrays of almost all D&D worlds)

Aboleth
Mind Flayer (Illithid)

I reckon, they left the far realms a really long time ago. Note, that the mindflayers homeplane has never been revealed! Also their connection to the brain collector hints at their origin.

MM2:

Avolakia
Grell
Kopru
Moonbeast
Mooncalf
Wyste

Note that it is possible that the Morkoth, Neogi, and the Windghost also have some sort of connection to the Far Realms. Also, the Rukarazyll may look like an escape from the far realms, but it does in fact originate on the elemental plane of earth.

MoF:

<None>

Fiend Folio:

Kaorti
Rukanyr
Skybleeder

The ocularon and the sporebat are most likely also escapees from the far realms IMHO.

ELH:

Mu Spore
Neh-Thalggu (Brain Collector)
Uvuudaum

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Additionally, there are the two Psudonatural templates.

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Anyways, on to the creature! (the pseudoshoggoth rocks by the way. :D)

Tiahatath, Worm of Angvercha (Pseudonatural [Greater] Advanced Purple Worm)
Colossal Outsider (Extraplanar)
Hit Dice:
48d8+672 (1056 hp)
Initiative: +13 (+3 Dex, Blooded, Improved Initiative, Superior Initiative)
Speed: 40', burrow 40', swim 40'
AC: 40 (-8 size, +3 Dex, +35 natural)
Base Attack/Grapple: +40/+83
Attack: Bite +83 melee, or Tentacle Rake +83 melee
Full Attack: Bite +83 melee and sting +78 melee; or 14 Tentacle Rakes +83 melee
Damage: Bite 4d6+27, sting 2d8+13 plus poison, tentacle rake 2d8+27
Face/Reach: 40'(coiled)/15'
Special Attacks: Constant insight, Improved grab, Poison, Rotting constriction, Spell-like abilities, Swallow whole,
Special Qualities: Acid and electricity resistance 70, Alternate form, Damage reduction 75/+16, Spell resistance 240, Tremorsense,
Saves: Fort +47 (+7), Ref +36 (+7), Will +37 (+7)
Abilities: Str 65, Dex 16, Con 39, Int 3, Wis 18, Cha 8
Skills: Climb +86 (+8), Listen +57 (+2), Spot +59 (+4), Swim +86 (+8)
Feats: Ability Focus (poison), Alertness, Blooded, Cleave, Combat Reflexes, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Luck of Herores, Power Attack (-48/+48),
Epic Feats: Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Will, Superior Initiative,

Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary (hopefully unique)
Challenge Rating: 26
Treasure: None
Alignment: Chaotic Evil
Advancement: -

Tiahatath, the worm of Angvercha is a creature from the far realms of insanity that is nestled between the stars, beyond the planes.
Tiahatath superficially looks like a purple worm of gigantic porportions when initially encountered, but it's skin is the sickly greenish pink of rotting meat. When it changes shape to it's natural form, it resembles a vaguely wormlike creature composed of hundreds if not thousands of writhing purple-green tentacles, although only fourteen of those tentacles can be used as weapons at any one time.

Combat:
Taihatath knows only one emotion, hunger. And it will attack and try to devour anything it percives as food.
Constant Insight (Su): Tiahatath makes all it's attacks with a +15 insight bonus, regardless of it's form. It is not affected by the miss chance that applies to attacks against a concealed target.
Improved Grab (Ex): If Tiahatath hits an opponent smaller than itself with a tentacle rake or bite attack it attempts to start a grapple as a free action that does not provoke an attack of oppertunity.
Poison (Ex): Sting, Fortitude save (DC: 50) negates, Initial damage 1d6 points of strenght, secondary damage 2d6 points of strength.
Rotting Constriction (Su): Once Tiahatath has ahold of an opponent with it's tentacle attacks, each successfull grapplecheck it makes during subsequent rounds, permanently drains 2d4 points of constitution from the grappled creature (No save). At the same time, Tiahatath heals 10 points of damage.
Spell-like Abilities: At will - Blur, Dimension Door, Shield, and Unhallow; These are as the spells cast by a 20th level sorcerer.
Swallow Whole (Ex): Tiahatath can swallow a grappled creature of huge size or smaller by making a successfull grapple check. Once inside the creature is dealt 4d6+str points of crushing damage and 2d6 points of acid damage each round from Tiahatath's gizzard. A swallowed creature can climb out of the gizzard with a successfull grapple check. This returns it to Tiahatath's mouth, where an additional successfull grapple check is needed to get free. A swallowed creature can also can also cut it's way out by using claws or a small or tiny slashing weapon to deal 25 points of damage to the gizzard (AC: 20). Once a creature exits, muscular action closes the hole and another creature must cut it's own way out.
Tiahatath's gizzard can hold two huge, four large, eight medium-sized, sixteen small, or thirty-two tiny or smaller opponents.
Swallowed creatures are also affected by the rotting constriction ability of Tiahatath.
Alternate Form (Su): Tiahatath can assume it's natural pseudonatural form. This form resembles a mass of writhing tentacles covered with barbs, eyes, and mouthes. But all it's abilities (save it's natural attacks) remain unchanged despite it's alien appearance. Changing shapes is a standard action. This alien form is highly unsettling to other creatures , who recieve a -1 morale penalty on attacks against Tiahatath.
Tremorsense (Ex): Tiahatath can automatically sense any creature within 60' that is in contact with the ground.

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Comments and critizism is appreciated. :D
 

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So that's what the greater pseudonatural template does, scary O_O

A thought, anyone have any idea where the Yrthak originally came from? it's strange enough I think to have maybe ebeen a descendant of the Far Realms.

Also, in Legens and Lairs: Monsters handbook, they have a template called Alien Entity for Aberrations, while it doesn't change a creature into an outsider I think it somewhat fits the far realms from the description. :)
 

cool stuff... wish i knew more about the far realms to understand just what it's all about though. :D
 

Boz: Read lovecraft (I recommend The Call of Cthulhu, Dagon, The Color Out of Space, and At the Moutains of Madness, for starters. :D) but don't complain when you cant sleep.
You could also read Dean R. Koontz, as his style is similar to Lovecrafts, and most if not all his novels could easily be fitted into the cthulhu mythos.

Kitsune: Thank you, I do not know where the Yrthak comes from, but I think it is the result of magical experimentation by Yuan-Ti. But I am not sure.
 

first, i must finish LotR. :D i just started book 1 last week, and i am planning on starting book 3 after the next movie comes out. ;)
 

I'd also nominate the BOVD's vilewight into the pantheon of Far-Realmsian creatures. They have animated intestines and are created from mages who dove too deep into knowledge man was not meant to know. Two signs. Also, from Monsters of Faerun, I'd nominate deepspawn, hakeashar and (especially) phaerimm.

In my previous campaign, a Lovecraft-in-the-Realms setting, mind flayers were Cthulhu's failed attempts to create a race in his own image. Just so you know.

Demiurge out.

BTW Boz, the best place to start the journey through Lovecraft is through Penguin Book's The Call of Cthulhu and Other Wierd Stories. It's an excellent collection of Lovecraft's most iconic pieces.
 

Well the vilewight is more of an undead infused with the essence of the far realms than a creature originating from the plane.

The phearimm definetly have a cthuloid horror feel to them, the Deepspawn also.

Not to question your sources, but what is a 'hakeashar'?

Other good sources of Lovecraftian horror, are the following movies: Phantoms (1998 version), Dagon, and To cast a deadly spell. The last of the three is based on lovecrafts work, but it's a horror/comedy hybrid, despite this it is still one of my favourite movies. :D

Later,
 


Well, although they look the part, they are infact just that, creatures from the plane of shadow. They are not Far Realms monsters. They are cool though. :D
 

The hakeshar is a variant nishruu, listed under that entry. It's what is actually illustrated in the entry (groping jaws and hands emerging from a pink mist).

Demiurge out.
 

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