Horrors of the Far Realms

Ur’thak’rel (Cat + Pseudonatural + Psionic)
Tiny Outsider
Hit Dice: ½d8 (3)
Initiative: +2 (Dex)
Speed: 30 Ft
AC: 14 (+2 Size, +2 Dex)
Attacks: 2 Claws +4 melee, Bite -1
Damage: Claw 1d2-4, Bite 1d3-4
Face/Reach: 2 ½Ft. By 2 ½/0ft
Special Attacks: Psionics, True Strike
Special Qualities: Alternate Form, Energy Resistance, SR: 2, Telepathy
Saves: Fort: +2, Ref: +4, Will: +1
Abilities: Str:3, Dex:15, Con:10, Int:2, Wis:12, Cha:7
Skills: Balance +10, Climb +5, Hide +17*, Listen +4, Move Silently +9, Spot +4
Feats: Weapon Finesse (Claw, Bite)
Climate/Terrain: Any land
Organization: Solitary or Swarm (2-100)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: Nil

The Ur’thak’rel are the Far Realms equivilent of vermin. In their “natural” form they look like a large red eye with fangs, and four clawed tentacles. These creatures are only vaguely intelligent, and tend to latch onto ships and travelers passing through the Far Realms.

As long as there are no travelers they just float around the far realms, catching other vermin, and generally live a lazy existance.

When these things arrive on the Prime, or any other plane they can survive, they multiply rapidly, and within days there can be hundreds. They reproduce by budding, so even one on any part of the Prime is a danger.

Combat

Alternate Form (Su): At will an Ur’thak’rel can take the form of a grotesque, tentacled mass, but all its abilities remain unchanged despite its alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty against pseudonatural creatures in this alternate form.

Energy Resistance (Ex): An Ur’thak’rel ignores the first 5 points of acid and electrical damage dealt to it each round.

Psionics (Sp): At will - Fly. This ability is as the powers manifested by an 1st-level psion.
Attack/Defense Modes (Sp): At will – ego whip /empty mind

Telepathy (Su): An Ur’thak’rel can communicate telepathically with any creature witin 100 feet that has a language.

True Strike (Su): An Ur’thak’rel may once per day make a normal attack with a +20 insight modifier on a single attack roll. The creature is not affected by the miss chance that applies to attacks against concealed targets.

Skills: An Ur’thak’rel recieves a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
 

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Demiurge: Well it's appearance would suggest an origin in the far realms...

Kitsune: That rocks, seriously. :D
 
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I came up with something much scarier than the chokers.

Ekrelidae (Mind Flayer + Alien Entity + Half-Troll + Lesser Pseudonatural)
Large Outsider
Hit Dice: 8d10+32 (76)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 Ft, Fly 70 Ft. (Average)
AC: 25 (-1 Size, +1 Dex, +11 Natural, +4 deflection)
Attacks: 4 tentacles +10 melee, claw +4 melee
Damage: Tentacle 1d6+4, claw 1d8+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Mind blast, psionics, improved grab, extract, rend 2d8+6, true strike
Special Qualities: Damage Reduction 25/+1, Spell Immunity, SR: 25, Telepathy, regeneration: 3, alternate form, energy resistance
Saves: Fort: +9, Ref: +4, Will: +10
Abilities: Str:20, Dex:12, Con:18, Int:23, Wis:19, Cha:15
Skills: Bluff +9, Concentration +15, Hide +6, Intimidate +9,
Knowledge (any five) +11, Listen +11, Move Silently +10, Spot +11
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Inertial Armor%,
Speed of Thought%, Weapon Focus (tentacle)
Climate/Terrain: Any
Organization: Solitary, Pair, inquisition (3-5), or cult (3-5 plus 6-10 grimlocks)
Challenge Rating: 14
Treasure: Double Standard
Alignment: Usually lawful evil
Advancement: By character class

The Ekrelidae (singular Ekrelid) are a result of Mindflayer tampering with both genetics and planar energy, creating an abomination that is nearly unstoppable. It has a troll’s strength and regenerative capabilities, a mind flayers psionic power and strength, and powers beyond the scope of both of them.

There aren’t many of these creatures thankfully, and they breed slowly. Unfortunately they are also recreating the experiments that brought them into being in the first place.

Conservative Illithidae look at these creatures as horrific abominations, that are forever barred from merging with the Elder Brain toward the end of their life cycle. However, some theorize that the Ekrelidae are researching a way to create their own Elder Brains. If this was possible the entire world could very well feel the repercussions.

In their normal form, that they use only around other Illithidae, Ekrelidae look like Mind Flayers that stand at 8 to 10 feet tall, with long clawed arms. Their skin is slightly greenish with their tentacles ending purplish and drips with slime. They are not given to dry out as easily as regular illithidae and therefore can journey on the surface for longer bouts of time.

In their alternate form they are a mass of tentacles and teeth, with greenish slime oozing flesh and clawed tentacles.

Combat

Far from stupid, the Ekrelidae usually use minions to attack, trolls and grimlocks are favored slaves. An Ekrelid will rarely step into combat itself, but when it does it is a horrifying engine of destruction. It usually starts combat with a Mind Blast, then goes on to try to suck the brains out of an enemy while rending others.

Alternate Form (Su): At will an Ekrelid can take the form of a grotesque, tentacled mass, but all its abilities remain unchanged despite its alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty against Ekrelidae in this alternate form.

Energy Resistance (Ex): An Ekrelid ignores the first 15 points of acid and electrical damage dealt to it each round.

Extract (Ex): An Ekrelid that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent’s brain, instantly killing that creature.

Improved Grab (Ex): To use this ability, the Ekrelid must hit an opponent of small or smaller size with its tentacle attack. If it gets a hold it attaches the tentacle to the opponent’s head. An Ekrelid can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.

Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 17) or be stunned for 3d4 rounds. Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon.

Psionics (Sp): At will – astral projection, charm monster, detect thoughts, levitate, planeshift, and suggestion; as an 8th-level sorcerer.

Regeneration (Ex): Fire and acid deal normal damage to an Ekrelid.
If an Ekrelid loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Rend (Ex): If an Ekrelid hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+6 points of damage.

Telepathy (Su): An Ekrelid can communicate telepathically with any creature witin 100 feet that has a language.

True Strike (Su): An Ekrelid may once per day make a normal attack with a +20 insight modifier on a single attack roll. The creature is not affected by the miss chance that applies to attacks against concealed targets.
 
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Yea, I had a verrrrrrrry similar reaction once it was done. :) I could see several of the templated races I've done for my campaign going balistic and trying to kill the Illithids for this one :D
 

On the topic of illithid subraces, try adding the winged template to a mindflayer. :D

Or do as me and add the Pseudonatural [Greater] template to a Neothelid.... :D
 

Using nearly the original Stellar template.

Cth’etril (Gnome + Lesser Pseudonatural + Psionic + Stellar)
Small Outsider
Hit Dice: 1d8+2 (6)
Initiative: +0
Speed: 20 Ft, Fly 20 Ft. (Average)
AC: 18 (+1 Size, +2 Natural, +4 Chain Shirt, +1 Small shield)
Attacks: Short Sword +2 melee; or light crossbow +2 ranged
Damage: Shord sword 1d6-1; or light crossbow 1d8
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Gnome traits, spells, True Strike, Psionics
Special Qualities: gnome traits, speak with animals, Alternate Form, Energy Resistance, SR: 2, Telepathy, breathless, hardy, immunities, stellar
Saves: Fort: +6, Ref: +1, Will: +1
Abilities: Str:8, Dex:12, Con:14, Int:11, Wis:13, Cha:11
Skills: Knowledge (Planes) +1, Knowledge (Space) +1, Listen +5, Spot +5
Feats: Alertness, Endurance, Great Fortitude, Weapon Focus (Short Sword)
Climate/Terrain: Any forest, hill, and underground
Organization: Soiltary, Pair, Company (2-4), or squad (11-20 plus 1 leader 3-6th level, and 2 3rd level lieutenants)
Challenge Rating: 2
Treasure: Average
Alignment: Usually Neutral
Advancement: By character class (Illusionist)

The Cth’etril were once gnomes, who were explorers of the vast unknown reaches of both space and the planes. Due to exploration of the outer most reaches of both space and the planes, these beings became something more...or less...than humanoid.

In their normal form they look like albino gnomes, who are slightly grey. In their alternate form they are very similar, with hollow pits for eyes, that occasionally bristle outward in spikes, and a tongue that is truly just a mass of writhing tentacles. Their body in this form is pale and translucent, with odd red sores that are reminscent of decaying flesh all over.

They still explore, but now are much stranger, and have figured ways of poking holes from the far realms to other planes using various strange devices.

Combat

The Cth’etril tend to run rather than fight, when they do they normally go ectoplasmic right away and still try to get away.

Alternate Form (Su): At will the Cth’etril can take the form of a grotesque, tentacled mass, but all its abilities remain unchanged despite its alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty against pseudonatural creatures in this alternate form.

Breathless (Ex): A Cth’etril does not breathe and is immune to gas-based attacks. It can also be buried under the earth, underwater, or survive the depths of space with no ill effect.

Energy Resistance (Ex): A Cth’etril ignores the first 5 points of acid and electrical damage dealt to it each round.

Hardy (Ex): Cth’etrils only need to eat and drink half as much as normal creatures.

Immunities (Ex): A Cth’etril is immune to the effects of vacuum and to damage from Cold. In addition the Cth’etril can survive on any plane without ill effect.

Psionics (Sp): At will - Ectoplasmic Form; This ability is as the powers manifested by an 1st-level psion.
Attack/Defense Modes (Sp): At will – ego whip /empty mind

Spell-Like abilities: dancing lights, ghost sound, and prestidigitation 1/day as a 1st level wizard; Speak with Animals 1/day as 1st level druid to communicate with burrowing mammals

Stellar (Ex): A Cth’etril suffers no penalty when fighting underwater, or in low gravity.

Telepathy (Su): A Cth’etril can communicate telepathically with any creature witin 100 feet that has a language.

True Strike (Su): A Cth’etril may once per day make a normal attack with a +20 insight modifier on a single attack roll. The creature is not affected by the miss chance that applies to attacks against concealed targets.

Gnome traits
Small
Low-light vision
+2 racial bonus to saving throws against illusion
+1 racial bonus to attack rolls against kobolds and goblinoids
+4 dodge bonus against giants

Skills
Cth’etril receive a +2 racial bonus to Listen and Alchemy checks.
 


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