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D&D Older Editions, OSR, & D&D Variants
ISO Help Designing A Nightmarish Creature
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<blockquote data-quote="_Michael_" data-source="post: 9531350" data-attributes="member: 7045276"><p>Excellent comment!</p><p></p><p>So many questions to follow up with as I pick your brain! I was sort of cribbing off the Mind Flayer, while making it slightly less powerful, but the other points about using abilities from the various monsters is well-taken.</p><p></p><p>Is Dominate the best route to go? I'm assuming it's still supernatural because even though the control is exerted through a combination of neurochemical inducement and telepathy. Also, is the time the gloomfetch may remain attached at one hour per HD too little? Is one day per HD too much? I ask because they have an entire culture built around using bipedal humanoids basically as tools to build their city and maintain their civilization, going so far as to selectively breed humanoids for docility and other traits (with a resultant decrease in intelligence and volition since they became dependent upon the gloomfetches), similar to how the Martian Overlords used Rykors (headless human bodies) to ride around on in <em>Chessmen of Mars</em>. Are the abilities okay? Too little? Too much? Should I adjust the HD? Change it to an aberration instead of magical beast? I think for the most part it's okay, but if there's any suggestions along these lines, I'd be happy to hear them.</p><p></p><p>I think the ability for the humanoid to see through the eyes of the gloomfetch would be more like, what the gloomfetch sees it relays to the humanoid through the telepathic bond, not that the humanoid is directly observing, so what it sees is likely colored by the biases of the gloomfetch. I also had some ideas about how they could breathe underwater and impart that ability to the humanoid while attached, protecting them from drowning, allowing them to extend their city into and under the waters around it.</p><p></p><p>One of my friends pointed out that this was nearly epic-level in terms of power, but my response was, "Yeah, and so is the Mind Flayer." They don't just show up unless it's planned (or your GM really, <em>really</em> wants your character dead), and it's meant to be the stuff of nightmares. I specifically don't want them to be as expansionist and malevolent as mind flayers--they don't use torture, and don't specifically seek to use pain as an inducement. They engage in trade with other evil creatures simply because those are the only ones willing to overlook their rather horrifying nature, but they otherwise protect their thralls and don't just waste them as mind flayers would by sending them out to die by the score. That's why I was leaning more towards a lawful neutral alignment, or at worst, lawful evil. </p><p></p><p>All good stuff I'm going to incorporate in and update the thread later with the adjusted stat block.</p></blockquote><p></p>
[QUOTE="_Michael_, post: 9531350, member: 7045276"] Excellent comment! So many questions to follow up with as I pick your brain! I was sort of cribbing off the Mind Flayer, while making it slightly less powerful, but the other points about using abilities from the various monsters is well-taken. Is Dominate the best route to go? I'm assuming it's still supernatural because even though the control is exerted through a combination of neurochemical inducement and telepathy. Also, is the time the gloomfetch may remain attached at one hour per HD too little? Is one day per HD too much? I ask because they have an entire culture built around using bipedal humanoids basically as tools to build their city and maintain their civilization, going so far as to selectively breed humanoids for docility and other traits (with a resultant decrease in intelligence and volition since they became dependent upon the gloomfetches), similar to how the Martian Overlords used Rykors (headless human bodies) to ride around on in [I]Chessmen of Mars[/I]. Are the abilities okay? Too little? Too much? Should I adjust the HD? Change it to an aberration instead of magical beast? I think for the most part it's okay, but if there's any suggestions along these lines, I'd be happy to hear them. I think the ability for the humanoid to see through the eyes of the gloomfetch would be more like, what the gloomfetch sees it relays to the humanoid through the telepathic bond, not that the humanoid is directly observing, so what it sees is likely colored by the biases of the gloomfetch. I also had some ideas about how they could breathe underwater and impart that ability to the humanoid while attached, protecting them from drowning, allowing them to extend their city into and under the waters around it. One of my friends pointed out that this was nearly epic-level in terms of power, but my response was, "Yeah, and so is the Mind Flayer." They don't just show up unless it's planned (or your GM really, [I]really[/I] wants your character dead), and it's meant to be the stuff of nightmares. I specifically don't want them to be as expansionist and malevolent as mind flayers--they don't use torture, and don't specifically seek to use pain as an inducement. They engage in trade with other evil creatures simply because those are the only ones willing to overlook their rather horrifying nature, but they otherwise protect their thralls and don't just waste them as mind flayers would by sending them out to die by the score. That's why I was leaning more towards a lawful neutral alignment, or at worst, lawful evil. All good stuff I'm going to incorporate in and update the thread later with the adjusted stat block. [/QUOTE]
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