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Horrors of the Far Realms


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Kitsunekaboom

First Post
Wait until my pseudonatural multiheaded black dragon-howling dragon half breed great wyrm to pops out. :D

But yes, both of those are very ouch worthy :)
 

Kitsunekaboom

First Post
Yes, I am a sick bastard.

Katrun, the Black Terror (Black Dragon Great Wyrm + Multiheaded (7 Extra) + Half-Breed Blue Dragon + Gelatinous + Pseudonatural + Psionic)
Gargantuan Outsider
Hit Dice: 51d12+1063 (1251)
Initiative: +2 (-2 Dex, +4 Improved Initiative)
Speed: 15 Ft. swim 30 ft.
AC: 45 (-4 Size, -2 Dex, +41 Natural, +4 Deflection)
Attacks: 8 Bite +61 melee, 2 Claw +61 Melee, 2 Wings +61 melee, Tail Slap +61,
Slam +61;
Crush Melee; Tail Sweep Melee
Damage: Bite 4d6+14+2d4 Acid, Claws 2d8+7+2d4 Acid, Wings 2d6+7+2d4 Acid,
Tail Slap 2d8+21+2d4 Acid, Slam 2d8+14+2d4 Acid;
Crush 4d6+21+2d4 Acid (DC: 36); Tail Sweep 2d6+21+2d4 Acid (DC: 36)
Face/Reach: 20ft By 40ft/15ft
Special Attacks: Breath Weapon, Create/Destroy Water, Spell-Like Abilities, Spells, True Strike, Psionic
Special Qualities: Alternate form, Water Breathing, Immunities, Frightful Presence, Sound Imitation, SR: 31, DR: 20/+3, Corrupt Water, Charm Reptiles, Plant Growth, Power Resistance: 25, Telepathy
Saves: Fort: +38, Ref: +18, Will: +24
Abilities: Str:39, Dex:8, Con:41, Int:3, Wis:19, Cha:18
Skills: Bluff +38, Concentration +38, Diplomacy +33, Escape Artist +31,
Knowledge (Arcane) +26, Knowledge (Architecture) +26,
Knowledge (Engineering) +26, Knowledge (Local) +26,
Knowledge (Nature) +26, Knowledge (Religion) +24, Listen +69, Scry +33
Spellcraft +47, Spot +69, Search +69
Feats: Alter Breath Weapon (Fire)#, Continuous Breath Weapon#, Combat Reflexes,
Debilitating Breath Weapon (Con)#, Extra Breath Weapon#, Improved Initiative, Improved Multiattack@, Inertial Armor, Leadership, Multiattack, Snatch, Supernatural Transformation@, Sweeping Breath Weapon#
Climate/Terrain: Any marsh and underground
Organization: Solitary
Challenge Rating: 34
Treasure: Double Standard
Alignment: Always Neutral
Advancement: By Age
@ = Savage Species
# = Legends and Lairs: Monster?s Handbook

Katrun was born by the forced breeding of a Blue and Black dragon, and various alchemical and magical processes, including eventually throwing the newborn dragon into the vast maddening void of the Far Realms.

In it?s ?natural? form, Katrun appears as a sexless dragon made of a black gelatinous substance, with a shimmer of thick blue acid. It has 8 heads, and vestigal wings barely usable for battering an opponent.
In it's alternate form, it is a large circular creature supported by its tail and four thin legs, 8 huge hollow tentacles that constantly drool acid, and two very thin tentacles (These take the place of the wing attack). Its gelatinous flesh sags and drools.

Katrun isn?t nearly as intelligent as other dragons, it is purely a savage beast of immense power.

Combat

Katrun will shift to its inhuman form, and use it?s breath weapons, all three kinds, from various mouths. It uses its spells and psionics by pure instinct rather than any planned strategy.

Alternate Form (Su): At will a pseudonatural creature 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.

Blindsight (Ex): A dragon can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing the vibrations and other environmental clues) with a range of 360 feet.

Breath Weapon (Ex): A Black Dragon can breath a Line of acid, fire, or lightning 5 ft. high, 5 ft. wide, and 120 ft. long dealing 24d8 damage plus 12 points of Constitution, A reflex save DC: 36 halves damage. This is usable once every 1d4 rounds. Once per day this may be used All heads may use this at the same time.

Charm Reptiles (Sp): The dragon can use this ability three times per day. It operates as a mass charm spell that works only on reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell.

Corrupt Water (Sp): Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature?s possession must succeed at a Will save (DC 33) or become fouled.

Create/Destroy water (Sp): The dragon can use this ability 3/day. It works like the create waterspell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magical Items (such as potions) and items in a creature?s possession must make a will save (DC: 33) or be ruined.

Frightful Presence (Ex): A dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 360 Feet are subject if they have fewer hit dice than the dragon. A will save DC: 33 remains immune for one day. On a failure, creatures with 4 or fewer hit dice become panicked for 4d6 rounds and those with 5 or more are shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Immunities: Dragons are immune to Sleep and Paralysis effects. Black Dragons are immune to acid. Half-Breed Blue Dragons are immune to Electricity. A gelatinous creature is immune to polymorphing and stunning.

Keen Senses (Ex): A dragon sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1200 feet.

Plant Growth (Su): 1/day as per spell.

Psionics (Sp): At will ? (13) adapt body, foresight, insanity, improved flight, iron body, matamorphosis, null psionic field, plane shift, probability travel, teleport without error, time regression, true metabolism and wall of ectoplasm. These abilities are as the powers manifested by an 51st-level psion.
Attack/Defense Modes (Sp): At will ? ego whip, id insinuation, mind blast, mind thrust, psychic crush/empty mind, intellect fortress, mental barrier, thought shield,
tower of iron will

Resilient (Ex): Gelatinous creatures have a less defined shape than the normal creatures they resemble. As a result, it is more difficult to score crippling or killing blows against them. A gelatinous creature cannot be flanked, takes 1d6 less damage from a successful sneak attack, and take one-half the additional damage dealt by a critical hit.

Saving Throw Bonuses (Ex): A gelatinous creature gains a +4 racial bonus on saves against mind-affecting effects, poison, sleep, and paralysis.

Sound Imitation (Ex): The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed at a Will save (DC: 33) to detect the ruse.

Spell-Like Abilities: 3/day ? Darkness (radius 120 Ft.), Insect Plague, ventriloquism; 1/day ? mirage arcana, hallucinatory terrain, veil;

Spells: As a 17th level sorcerer;
Cast: (7/9/7/7/7/7/7/6/4)
Know: (9/5/5/4/4/4/3/3/2)
0: Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Pet Cemetery$
1: Grease, Obscuring Mist, Sleep, Spider Climb, Weeping Wounds$
2: Cat?s Grace, Glitterdust, Rain of Needles^, One with Dead$, Web
3: Fire Wings^, Gaseous Form, Haste, Slow
4: Dimensional Anchor, Elemental Ward^, Improved Invisibility, Poison Needles^
5: Dismissal, Final Glimpse$, Nightmare, Wood Rot^
6: Antimagic Field, Exoskeletal Animation$, Permanent Image
7: Plague$, Reverse Gravity, Shadow Walk
8: Clone, Risen Army$
^ = Oriental Adventures
$ = Necromancer?s Legacy 1

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

True Strike (Su): A pseudonatural creature 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.

Water Breathing (Ex): The dragon can breathe underwater indefinately and can freely use its breath weapon, spells, and other abilities while submerged.

Skills: Multiheaded creatures gain a +14 racial bonus to Listen, Search, and Spot checks.
 

Krishnath

First Post
Attack of the Japanese Tentacle Dragon! :p

Sorry, couldn't help myself. That thing is truely insane, twisted, sick, perverted, and evil. It rocks! :D
 

Kitsunekaboom

First Post
Yea, I just wish I had one of the fiendish dragons worked up to 12th level (doing one dragon of one of every kind I have up to full, that way I have them when I need them ;) for half-breeding, and that I had the greater pseudonatural template for it. But other than that, I like this guy. :)
 

Krishnath

First Post
On the topic of evil and twisted extraplanar monsters, will someone please check out the new sliver I posted last wednesday. I'm beginning to feel ignored. :D
 



Sonikal

First Post
DEVIUDAUM
Deviudaum are humans who have Uvuudaum heritage. These rebellious beings are despised by law everywhere, no matter their agendas.
Personality: Deviudaum are creatures that are aware of their alien heritage and how it often affects others around them. They see very little point in laws, and they know that their flighty personalitys and undedicated nature wouldn't allow them to concentrate for long on keeping standards. They often have bizarre fashion senses, adorning their fingers with gothic rings, morbidly decorated clothing, occult referenced jewllery, and so on.
Physical Description: Deviudaum appear in most respects like tall hairless humans, though they normally have some hair on their heads that is put into dreadlocks, mohawked or otherwise stylishly tampered with. They are about 7 to 8 ft. tall and weigh around 110 to 185 pounds. Infact they might of been able to pass as humans, if it wasn't their blade-like face. Instead of facial features, an iron-hard black spike protrudes from the front of head. Deviudaum reach adulthood at around 30 and live for about 160 years.
Relations: Deviudaum rarely respect the strict natures of their fore-fathers strict society, for their anarchist Uvuudaum blood is strong, even down through hundreds of generations. Despite this they respect races that allow them to live their own lives without trying to dictate their choices. They are on good terms with Elves, Half-Orcs and Half-Elves. They dislike Dwarves because of their lawful and traditional personalitys.
Alignment: Deviudaum are rarely lawful, for they hate restraint, tradition and conformity. Like their Human parents however, they favor neither good or evil.
Deviudaum Lands: Deviudaum are rare, thus have no lands of their own. Sometimes a small group them start a community in lawless lands. A few Deviudaum pine to live in their fore-fathers world, the Far Realm.
Religion: Deviudaum see religion as another form of conformity, hence very few take to worshipping the deities. Those few who do become clerics do so purely out of the fascination and kin-ship of gods, not because they see themselves below their divine powers.
Language: Because Uvuudaum have no known language, many Deviudaum speak common. Because they wander a lot, Deviudaum often learn many languages, including really obscure ones.
Deviudaum: Because Deviudaum tend to abandon civilization from a very young age, they often name themselves. They often choose a name that makes an impression of their personalitys. Good Deviudaum may take vindicator-like names such Warpsword or Screaming Angel. Evil Deviudaum take more sadist like names likeFang Wicth or Skullkicker.
Adventurers: Almost all Deviudaum are bound to become adventurers, because of their entrophic, flighty natures. They may have short term goals, but most travel simply out of wanderlust.

DEVIUDAUM RACIAL TRAITS
  • Medium-sized
  • Deviudaum speed is 40 ft.
  • +2 Dex, +2 Cha; Deviudaum are alacritic and blatant beings.
  • Low-light vision
  • +2 racial bonus on all Intimidate and Sense Motive checks; Deviudaum concentrate more on the personas of people than their appearance.
  • +1 to all Will saves
  • Once per day, a Deviudaum can target one opponent within 10 ft. of it. That opponent must take a -4 penalty on all attack checks against the Deviudaum.
  • Automatic Languages: Common
  • Favored Class: Sorceror

Does this thing need an ECL or is it balanced?...
 

Krishnath

First Post
IMHO, I would give them acid and electricity resistance 5, and a +4 racial bonus on saves against spells that would alter their form. This would make them more like a true Far Realms being and justify a +1 LA. :D
 

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