D&D 3E/3.5 ISO Help Designing A Nightmarish Creature

_Michael_

Explorer
So, I'm looking to build-out the stats for a creature similar to an illithid, called a "Gloomfetch," but not as malevolently evil simply for evil's sake. No idea where to even begin, and I'd love to hear suggestions for its stats in 3.5e rules. If there's any aspects that seem overpowered, I may tone it downwards a bit. However, they can't cast magic that requires verbal components as they themselves do not have the mouth parts required for it to make the proper sounds, and when attached to a thrall body, the thrall's vocal cords are unable to do so; however, if this is too limiting, that could be altered. I do sort of see them as having psionic abilities as well, and very likely extraordinary and possibly supernatural abilities, but again, I'm open to suggestions. This is an apex predator in the deepest reaches of the Evergloom (my own version of the Underdark), and terrify even really strong creatures such as the Ebynai (my own version of the drow) and other monsters. I sort of got the idea from the old pulp novel by Edgar Rice Burroughs called, The Chessmen of Mars.

Some of the various abilities I was thinking of are the ability to (when detached from a host body) change the color of their skin similar to how an octopus can to blend into the background and camouflage themselves from detection. They would likely have darkvision and low-light vision, and probably spell-like abilities to some degree, such as Detect Thoughts or other nasty surprises. They'd have limited telepathy, both between themselves and other creatures for communication, and with their host bodies to better facilitate control. They'd also probably have bonuses to Hide and Move Silently when not attached to a host body, and bonuses to Sense Motive, Spot and Listen checks.

This is not likely a monster players will be able to just play as they're very rare, and do not just hang out and go on adventures. I wanted to make its motives more inscrutable than the illithid's as they're not just strip mining planets and moving on. They're likely dwelling near the Chthonian Meridian (a zone where gravity shifts and magic goes awry, separating the surface from the inner Pelucidar-like hollow world) due to its magical properties, but I've left it vague on purpose so I can later on fill those details in when I have more of the Evergloom and the world itself fleshed out.

The images I've made on AI sites to go with it:

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The description I have come up with:

No creature conjures up visions of terror quite like the enigmatic gloomfetches. An alien presence veiled in shadows, these subterranean cephalopods embody the very essence of stealth and cunning. Their unworldly forms are of a land-crawling octopus straight out of the realm of nightmares who glide through the unseen corners of the underworld, leaving only silence in their wake. None who tread the lightless passages are safe from their chilling touch, for the gloomfetches wield an uncanny ability to blend into their surroundings, vanishing into the obsidian tapestry of the Evergloom and striking terror into the hearts of those who dare to confront the shadows they embody.

A large, octopus-like creature, the gloomfetch is a sentient and extremely intelligent apex predator in the Evergloom that is capable of changing the color and patterns of its skin to blend into the backgrounds, though this ability does not extend to the host creature. It is a symbiote, in that while it can survive without a host body just fine, it prefers the use of bipedal beings for ease of agency. It does prefer to stay near water to keep itself damp as its skin can dry out if it goes too long without moisture, but this is not a major problem in the Evergloom due to the prevalence of underground springs and lakes.

Ebynai scouts often report gloomfetches not attached to a body drift near ceilings and travel above most threats, though they are not entirely defenseless in such a state. They can still draw upon potent magics and can use their chameleon-like camouflage to ambush unsuspecting prey. Typically, they lure their victims to an ambush by mimicking human calls for help, then drop onto their victim from the ceiling, quickly enveloping the target's head and seizing control of the creature to then use as its body, including the use of weapons and magic. Even more disturbing, Ebynai wizards have theorized that gloomfetches seem to share a collective memory that is added to by the absorption of each host's memories and knowledge. Thus, they learn anything they need from their hosts to add to the collective memories they all share, making them extremely intelligent and deadly foes.

Sensitive to light, gloomfetch settlements are typically found in the Undergloom's deepest reaches. Living in a subterranean environment, there's the usual mix of adaptations such as the ability to see in low-light and no-light conditions, as well as their chameleon-like ability to blend in. Once they attach to a host body, they take over the breathing for the thrall, allowing them to go underwater to great depths as well as filter out toxins and gases. They are also capable of administering chemical rewards and punishments to encourage the host body to go along with the gloomfetch's instructions (and even chemicals to speed the body's healing rates), and they can converse with their host body via telepathy.

Communication consists of limited telepathic communication, as well as using color and patterns on their skin to communicate visually. Killing the host body does not kill the gloomfetch, either, and both must usually be destroyed in the course of a battle as the host body will fight to defend, and seek to re-attach to, a bodiless gloomfetch due to their inculcated dependency, with those who are were captured more likely to attempt to escape and break away from the gloomfetches. Typically, their cities have a communal area where their host bodies are kept locked in a secure building with an atrium, though they are given food and water, and kept comfortable. Their city of Nar-Zâlek exemplifies this, with large creche ponds near hot springs for breeding and expansive and comfortable but modest communal homes for their thralls. Often, the composition of their thralls consist of a variety of humanoid species, where they are left to their own devices until needed, though gloomfetches prefer stronger and bigger humanoids, or those with inherent qualities that they can exploit, such as elves.
Omnivorous creatures, gloomfetches prefer protein in the form of meat such as fish and the small yak-like draf, but don't eat it raw. They will cook their foods like any other sapient species, and favored host bodies are often fed lavishly and enjoy privileges not afforded to the other thralls. As gloomfetches live centuries, it is not uncommon for them to enjoy several favorite host bodies throughout their lifetimes. These thrall are bred like cattle for specific traits and qualities.

Careful selective breeding over the course of generations has lead to an inbred docility and compatibility in thralls, giving the gloomfetch greater control over a thrall bred specifically to be a host, than one they have ambushed and taken over by force. They often have active breeding programs in place with extensive records to track traits and abilities they seek to isolate and exploit. Like any intelligent species, they have favorites among the thralls, particularly intelligent ones who show willingness to submit to their control—such thralls are singled out for specialized training. These adaptations have resulted in incredibly stronger and fast host bodies, but at a cost of intelligence and will—the hosts, when freed, tend to have the minds of children at best, and at worst, are oafish brutes no better than beasts.

Those rare ambush victims who have escaped report that the gloomfetch is capable of telepathic communication and can read their minds, but uses chemical rewards and punishments of varying intensities until the will is utterly broken. They also indicate nothing the gloomfetches do is geared specifically towards pain or punishment, and the process of attachment isn't painful, just frightening for the unprepared. They don't use torture or terror as a tool of control, preferring a symbiotic relationship—so long as a thrall submits to their will.

Despite their xenophobia, gloomfetches engage in limited trade with other species, primarily seeking rare magical texts or items infused with eldritch energy or are found in the countless slave markets of the Evergloom, seeking the best thrall-bodies money can buy. Why they seek such merchandise, like the motives and aspirations of the gloomfetch empire itself, remain shrouded in mystery; not even escaped thralls are able to decipher their grand designs.

Reports indicate that the empire's vastness surpasses common knowledge and boasts an ancient lineage. Gloomfetches exhibit a relentless pursuit of scientific and magical knowledge, evident in their clandestine activities within the Evergloom. The peculiar magical saturation resulting from the Chthonian Meridian's proximity renders traditional scrying or magical translocation to the Evergloom's depths impossible. This magical barrier contributes to the painstakingly slow and arduous task of acquiring comprehensive information about these elusive creatures. Fortunately, this is likely what keeps them from invading the surface, for which the High Council is thankful as our resources are better used on restoring lost knowledge than battling yet another existential threat once again.


Any help would be greatly appreciated. Thank you ahead of time!
 

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My first thought was this: an octopid creature capable of dropping down upon unsuspecting victims from above? Sounds like there very possibly might be some genetic ties to the darkmantle, which does this very thing. Are the two races related? Might the gloomfetch be a particularly intelligent mutation/magically warped version of the common darkmantle?

Johnathan
 

My first thought was this: an octopid creature capable of dropping down upon unsuspecting victims from above? Sounds like there very possibly might be some genetic ties to the darkmantle, which does this very thing. Are the two races related? Might the gloomfetch be a particularly intelligent mutation/magically warped version of the common darkmantle?

Johnathan
Omg, I don't know why I didn't think about that! That would be a great base to build it from. Their proximity to the Chthonian Meridian's magical turbulence might explain the mutation making them super-intelligent. Awesome suggestion! Any thoughts on how to tweak the darkmantle? I'm looking at the stats in the MM1 and I'm thinking the Improved Grab (Ex) and the Constrict (Ex) abilities would be kept, but evolving eyes would eliminate the Blindsense ability, and replace that with darkvision and low-light vision. Probably still remain a magical creature, with a slam attack and psionics. I'm also guessing it would have some form of Frightful Presence as enemies watching it envelop an ally's head and start using that ally as a puppet would probably be pretty terrifying. The chameleon-like ability, though, I'm not sure of.
 

Swapping out blindsense for low-light vision and darkvision makes perfect sense. I can definitely see the Frightful Presence being a logical addition. And a darkmantle already has a limited form of chameleonlike, color-changing skin - "a darkmantle can change its color to match almost any type of stony background" - so expanding it more along the lines of the terrestrial octopus isn't too much of a stretch.

Johnathan
 

Here's a question: would I have to list the typical thrall body separately? I imagine the thrall's intelligence, wisdom and charisma modifiers would be replaced by the gloomfetch's, and the constitution would be improved due to the gloomfetch's physiology and use of injected chemicals to speed healing, etc.

Edit: Also, how would I list the chameleon-like ability? The darkmantle entry in the MM1 doesn't really specify any mechanics for it.
 

You might want to make "Gloomfetch Thrall" a template that you apply to the host creature. That's how you could rejigger the ability scores around.

As for the chameleon-like ability, isn't "Chameleon" a psionic power? Maybe gloomfetches get a racial bonus on duration for using that psionic power or something, so it lasts longer than 10 minutes per level. Failing that, you could pattern it after the ring of chameleon power - same effects, but it's an innate ability of the gloomfetch.

Johnathan
 

What about size? I'm struggling between making it large to take advantage of the Improved Grab feat for monsters or medium. I don't want it to take up a 2x2 space, but that seems to be what all large creatures fit.
 

I don't think you want it to be Large - that doesn't fit with your pictures above, for one thing. And the darkmantle gets Improved Grab against creatures Large and smaller, even though it's only size Small. I'd probably go that route, myself.

Johnathan
 
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I don’t recall 3e rules all that well but can (some? All?) psionics be cast without verbal components? So that might solve that problem. From the monster’s point of view, at least.

The AI image on the right where it looks like a woman is wearing an octopus as a hat makes me wonder if the Gloomfetch plays up some weird fashion / social manipulation / social contagion scheme. Once people believe that wearing cephalopod haberdashery is the latest trend, they will willingly invite Gloomfetches into polite society.

Goofy? maybe. But that’s what the Gloomfetches want you to think… until they take over.
 

I appreciate the responses. Any ideas on the actual enthrallment special attack? Illithids have Extract or Mind Blast, and psionics and telepathy. The gloomfetches I'm sort of imagining like face-huggers where they take over feeding the host body, breathing for it, and using neurotoxins to control the thrall in addition to psionic domination through telepathy. The thrall basically sees through the eyes of the gloomfetch and becomes sort of a passenger. I'm not sure how to write that up, though. Obviously, there'd be a will save, and possibly a fortitude save, but likely at increasing penalties as the gloomfetch exerts more and more control, and the thrall loses more and more will to resist.


I don’t recall 3e rules all that well but can (some? All?) psionics be cast without verbal components? So that might solve that problem. From the monster’s point of view, at least.

The AI image on the right where it looks like a woman is wearing an octopus as a hat makes me wonder if the Gloomfetch plays up some weird fashion / social manipulation / social contagion scheme. Once people believe that wearing cephalopod haberdashery is the latest trend, they will willingly invite Gloomfetches into polite society.

Goofy? maybe. But that’s what the Gloomfetches want you to think… until they take over.
The gentler version of the illithids? Goodness, that would be disastrous for the surface world! lol

So far, I have it as:

Gloomfetch
Small Magical Beast
Hit Dice: 6d10+6 (51 hp)
Initiative: +5
Speed: 30 feet (6 squares), swim 60 feet
Armor Class:16 (+1 size, +2 natural armor), touch 13, flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Tentacle +6 (1d6+3)
Full Attack: 8 Tentacles +6 (1d6+3)
Space/Reach: 5 feet/5 feet
Special Attacks: Improved Grab, Constrict (1d6+3), Psionics, Symbiosis
Special Qualities: Darkvision 120 feet, Low-light vision, Frightful Presence, Telepathy 60 feet
Saves: Ref +2, Fort +3, Will +5
Abilities: Str 16, Dex 15, Con 12, Int 17, Wis 16, Cha 16 (was trying to lean more towards the illithid-tier with these)
Skills: Bluff +4, Concentration +6, Diplomacy +4, Hide +7, Intimidate +6, Knowledge (Arcana) +9, Listen +8, Move Silently +6, Sense Motive +8, Spellcraft +6, Spot +8, Swim +5
Feats: Combat Casting, Improved Grab, Improved Initiative
Environment: Underground
Organization: TBD
CR 8
Alignment: Lawful Evil
Psionics (Sp): At will--Charm Monster (DC 17), Detect Thoughts (DC 15), Hold Person (DC 16), Suggestion (DC 16)
Symbiosis (Ex): (Tentative) Upon successful grapple with 4 or more tentacles, the gloomfetch will attempt to envelop the creatures head, inserting a proboscis in the throat of the target to provide food and oxygen to the host body, as well as neurochemicals to condition it to symbiosis. The target makes a Fortitude save (DC 20 + gloomfetch's class levels) or the gloomfetch attaches and begins exerting control of the host body. The gloomfetch can then use the host's abilities and stats (modified where appropriate by the gloomfetch's own) to defend itself and can stay attached for a number of hours equal to its HD, which is usually long enough to get the new thrall into a secure location so that it may be taken prisoner and kept for future use. Once per day, the host may make a Fortitude save (DC 20 + gloomfetch's level + number of days the gloomfetch has been in symbiosis with the host) to resist and attempt to decouple from the gloomfetch. Thrall host bodies do not have this resistance as they are bred for use as hosts and double the number of hours a gloomfetch may be attached. Additionally, if a host manages to decouple but a number of weeks has passed equal to more than the Will save modifier, the host suffers from stockholm syndrome conditioning and will attempt to re-attach to a gloomfetch unless a successful Will save is made (DC 20 + creature's level + 5 x number of weeks possessed).

This is it so far. Might add a bit more and/or tweak it yet, pending feedback.

Again, appreciate the help. Any suggestions you can offer would be very useful.
 
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