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Horrors of the Far Realms
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<blockquote data-quote="demiurge1138" data-source="post: 939126" data-attributes="member: 7451"><p>Wanna see something <em>really</em> scary?</p><p></p><p>Psuedoshoggoth</p><p>Greater Pseudonatural + Shoggoth</p><p>Gargantuan Outsider (Chaos, Greater Servitor)</p><p>Hit Dice: 30d8+ 450 +30 (720hp)</p><p>Initiative: +5 Speed: 80ft, climb 40ft, swim 40ft</p><p>Armor Class: 42 (-4 size, +1 Dex, +35 natural)</p><p>BAB/Grapple: +30/+74</p><p>Attacks: 9 tentacles +70 melee</p><p>Damage: Tentacle rake 2d8+28 (19-20, x2)</p><p>Face/Reach: 30ft/15ft</p><p>Special Attacks: Crush, improved grab, rotting constriction, spell-like abilities </p><p>Special Qualities: Darkvision, blindsight 60ft, SR 150, shoggoth qualities, fast healing 5, DR 45/+10 (13/-)</p><p>Saves: Fort +32, Ref +18, Will +21</p><p>Abilities: Str 67, Dex 13, Con 40, Int 8, Wis 18, Cha 20</p><p>Skills: Climb +52, Listen +16, Spot +16, Swim +52</p><p>Feats: Alertness, Cleave, Combat Reflexes, Dodge, Improved Critical (tentacle) Improved Grapple, Improved Initiative, Power Attack, Weapon Focus (tentacle)</p><p>Epic Feats: Damage Reduction, Fast Healing</p><p>CR: 31</p><p>Climate/Terrain: Any</p><p>Organization: Solitary</p><p>Alignment: Always chaotic neutral</p><p>Treasure: None</p><p>Advancement: Infinite</p><p>Sanity Loss: 1d10/1d20</p><p></p><p>The Far Realms contain many peculiar and horrible things, but few are as horrible as the psuedoshoggoth. </p><p></p><p>The Elder Things created psuedoshoggoths millennia ago, when they migrated from the Prime Material plane to the Far Realms. They made their beasts of burden adapt to the tumultuous, maddening world they found, a task that the shoggoths were more than capable of achieving. Although the Elder Things were driven out of the Far Realms shortly after their arrival, the psudoshoggoths stayed. Psuedoshoggoths are never found of the Prime unless summoned by mad wizards or evil cultists. Psudoshoggoths, like their ancestors, speak the language of the Elder Things (tekeli-li!) and can be taught other languages with time.</p><p></p><p>Combat</p><p>If anything, psuedoshoggoths are even deadlier than their mundane (relatively speaking) ancestors. They attack ferociously and gleefully, rarely bothering to be subtle.</p><p></p><p>Crush (Ex): A psuedoshoggoth’s favorite attack is to simply flow over a target and use their bulk to kill them. It can use this attack on any creature two or more size categories smaller than it. It simply rolls over its victims. A character can either take an attack of opportunity, or get a Reflex save (DC 53) to halve the damage (4d6+42). Unlike a standard trample, the characters are trapped under the psuedoshoggoth and take damage every round unless they win an opposed Strength check. Creatures trapped cannot move or attack until they escape.</p><p></p><p>Improved Grab (Ex):If a psuedoshoggoth hits a creature of Huge or smaller size with a tentacle, it deals normal damage and attempts to start a grapple. If it succeeds, it can use its rotting constriction ability.</p><p></p><p>Rotting Constriction: (Ex): Each successful grapple check made after a psuedoshoggoth has grapples a foe drains 2d4 points of Constitution permanently.</p><p></p><p>Hideous form (Su): Because psuedoshoggoths are practically identical to the alternate forms of most psuedocreatures, they cannot alternate forms more than their amorphous physiology usually allows. However, psuedoshoggoths are so hideous, other creatures receive a –1 morale penalty to their attack rolls against it, whether or not they made their San check.</p><p></p><p>Spell-like abilities: At will- blur, dimension door, shield Caster level 20th</p><p></p><p>Shoggoth qualities: Like a normal shoggoth, a psuedoshoggoth is immune to bludgeoning damage, and ignores the first 10 points of damage done to it, regardless of weapon enchantments. They gain bonus hit points as if they were oozes. They take half damage from cold, fire and acid, are immune to poisons, diseases, electricity, death by massive damage, critical hits and coup de grace. It cannot be flanked, and therefore, not sneak attacked, due to its lack of an anatomy. </p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 939126, member: 7451"] Wanna see something [I]really[/I] scary? Psuedoshoggoth Greater Pseudonatural + Shoggoth Gargantuan Outsider (Chaos, Greater Servitor) Hit Dice: 30d8+ 450 +30 (720hp) Initiative: +5 Speed: 80ft, climb 40ft, swim 40ft Armor Class: 42 (-4 size, +1 Dex, +35 natural) BAB/Grapple: +30/+74 Attacks: 9 tentacles +70 melee Damage: Tentacle rake 2d8+28 (19-20, x2) Face/Reach: 30ft/15ft Special Attacks: Crush, improved grab, rotting constriction, spell-like abilities Special Qualities: Darkvision, blindsight 60ft, SR 150, shoggoth qualities, fast healing 5, DR 45/+10 (13/-) Saves: Fort +32, Ref +18, Will +21 Abilities: Str 67, Dex 13, Con 40, Int 8, Wis 18, Cha 20 Skills: Climb +52, Listen +16, Spot +16, Swim +52 Feats: Alertness, Cleave, Combat Reflexes, Dodge, Improved Critical (tentacle) Improved Grapple, Improved Initiative, Power Attack, Weapon Focus (tentacle) Epic Feats: Damage Reduction, Fast Healing CR: 31 Climate/Terrain: Any Organization: Solitary Alignment: Always chaotic neutral Treasure: None Advancement: Infinite Sanity Loss: 1d10/1d20 The Far Realms contain many peculiar and horrible things, but few are as horrible as the psuedoshoggoth. The Elder Things created psuedoshoggoths millennia ago, when they migrated from the Prime Material plane to the Far Realms. They made their beasts of burden adapt to the tumultuous, maddening world they found, a task that the shoggoths were more than capable of achieving. Although the Elder Things were driven out of the Far Realms shortly after their arrival, the psudoshoggoths stayed. Psuedoshoggoths are never found of the Prime unless summoned by mad wizards or evil cultists. Psudoshoggoths, like their ancestors, speak the language of the Elder Things (tekeli-li!) and can be taught other languages with time. Combat If anything, psuedoshoggoths are even deadlier than their mundane (relatively speaking) ancestors. They attack ferociously and gleefully, rarely bothering to be subtle. Crush (Ex): A psuedoshoggoth’s favorite attack is to simply flow over a target and use their bulk to kill them. It can use this attack on any creature two or more size categories smaller than it. It simply rolls over its victims. A character can either take an attack of opportunity, or get a Reflex save (DC 53) to halve the damage (4d6+42). Unlike a standard trample, the characters are trapped under the psuedoshoggoth and take damage every round unless they win an opposed Strength check. Creatures trapped cannot move or attack until they escape. Improved Grab (Ex):If a psuedoshoggoth hits a creature of Huge or smaller size with a tentacle, it deals normal damage and attempts to start a grapple. If it succeeds, it can use its rotting constriction ability. Rotting Constriction: (Ex): Each successful grapple check made after a psuedoshoggoth has grapples a foe drains 2d4 points of Constitution permanently. Hideous form (Su): Because psuedoshoggoths are practically identical to the alternate forms of most psuedocreatures, they cannot alternate forms more than their amorphous physiology usually allows. However, psuedoshoggoths are so hideous, other creatures receive a –1 morale penalty to their attack rolls against it, whether or not they made their San check. Spell-like abilities: At will- blur, dimension door, shield Caster level 20th Shoggoth qualities: Like a normal shoggoth, a psuedoshoggoth is immune to bludgeoning damage, and ignores the first 10 points of damage done to it, regardless of weapon enchantments. They gain bonus hit points as if they were oozes. They take half damage from cold, fire and acid, are immune to poisons, diseases, electricity, death by massive damage, critical hits and coup de grace. It cannot be flanked, and therefore, not sneak attacked, due to its lack of an anatomy. Demiurge out. [/QUOTE]
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