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D&D 3E/3.5 Knightfall's "Codex of Madness" Templated Aberrations Thread (Updated: May 19/05)

Krishnath

First Post
Now that *that* is out of the way. Here is my second contribution, a Lifeleech beholder. As for the Lifeleech template itself, look here: http://www.enworld.org/showthread.php?t=129017, and then leave some comments on the template dammit, it has been seen 20 times, and not one comment. :\

Anyway, here it is:

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Xaar
Lifeleech Advanced Beholder
Huge Aberration
Hit Dice:
36d8+363 (525 hp)
Initiative: +12
Speed: 25’ (1 square); fly 40’ (good)
Armor Class: 37 (-2 size, +4 Dex, +15 natural, +4 deflection, +6 Bracers of Armor), touch 16, flat-footed 33,
Base Attack/Grapple: +26/+46
Attack: Eye rays +29 ranged touch (19-20/x2) and bite +31 melee (2d6+12)
Full Attack: Eye rays +29 ranged touch (19-20/x2) and bite +31 melee (2d6+12) and 2 tentacles +31 melee (2d6+6)
Space/Reach: 15’/10’ (15’ with tentacle)
Special Attacks: Eye rays,
Special Qualities: All-around vision, antimagic cone, darkvision 60’, fast healing 5, flight, lifeleech aura, resistance to acid 10, spell-strengthened hide,
Saves: Fort +25, Ref +16, Will +27,
Abilities: Str 34, Dex 18, Con 32, Int 19, Wis 21, Cha 23,
Skills: Hide +33, Knowledge: Arcana +41, Listen +44, Move Silently (cc) +22, Search +39, Spellcraft (cc) +9, Spot +48, Survival +6 (+8 following tracks),
Feats: Alertness (b), Combat Reflexes, Flyby Attack, Great Fortitude, Improved Critical: Eye Rays, Improved Initiative, Improved Precise Shot, Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Superior Initiative [Epic], Weapon Focus: Eye Ray,
Environment: Cold Hills
Organization: Solitary (unique)
Challenge Rating: 21
Treasure: Double standard (see below)
Alignment: Lawful evil
Advancement: -
Level Adjustment: -

“No horror I have ever faced can compare to the abomination that calls itself Xaar. I remember it clearly, my first encounter with the beast, I had fought aberrant horrors before, but that was still no preparation for my encounter with the creature. I met it in the ruins of Dunmoor, a gigantic spherical body some 15’ or more across hovering in midair, a large cyclopean eye staring from the center of the sphere, a mouth filled with rows upon rows of dagger-like teeth below it. The sphere was topped with dozens of small tentacles, some of which ended in eyes, and two larger tentacles hanging below the body of the anomaly. Our group didn’t stand a chance against it. It defeated us with ease, no spell we cast against it would work, and what little damage we managed to inflict disappeared quickly. Although the battle it kept talking, referring to itself as Xaar the magnificent, Xaar the perfect, Xaar the destroyer. Had I not been knocked unconscious with falling rubble, I am sure I would have met the same fate as my comrades. Ending up as food for that foul beast. When I awoke I was alone, the beast was nowhere to be seen. It had turned my wife to stone and knocked of her head, and my what was left of my brothers are best left unsaid. I do not know why it did not kill me; perhaps it was so that I could warn others to approach it means doom.”
- Alain Telbrand.


Xaar is an abomination among the aberrant, how he survived his earliest childhood is a mystery, but survive he did. Xaar spends most of his time hanging out in the ruins of Dunmoor, an ancient and ruined city that he claims as his territory. He spends much of his time brooding and plotting, wanting to slay all other beholders and enslave all other sentient creatures.

Combat:
Xaar is a nasty combatant, using his eye rays as all beholders do, but augmenting them with tentacle attacks against anything that manages to get close enough. His lifeleech status makes him doubly dangerous, as any healing spell cast within 60’ of him heals him of damage. Should the tide of battle turn against him however, he will use his superior speed to flee.
Eye Rays (Su): Each of Xaars 10 eye rays resembles a spell cast by a 21st level caster. Each eye ray has a range of 150’ and a save DC of 34. The save DC’s are Charisma-based. The 10 eye rays include:
Charm Monster: The target must succeed on a Will save or be affected as by the spell.
Charm Person: The target must succeed on a Will save or be affected as by the spell.
Disintegrate: The target must succeed on a Fortitude save or be affected as by the spell.
Fear: This works as the spell except that it targets one creature. The target must succeed on a Will save or be affected as by the spell.
Finger of Death: The target must succeed on a Fortitude save or be affected as by the spell. The target takes 3d6+25 points of damage if the save succeeds.
Flesh to Stone: The target must succeed on a Fortitude save or be affected as by the spell.
Inflict Moderate Wounds: This works like the spell, dealing 2d8+10 points of damage. A will save halves the damage.
Sleep: This works like the spell, except that it affects one creature with any number of hit dice. A will save negates.
Slow: This works like the spell, except that it affects one creature. A will save negates the effect.
Telekinesis: Xaar can move objects or creatures that weigh up to 375 pounds, as though with the telekinesis spell. Creatures can resist the effects with a successful will save.
All-around Vision (Ex): Xaar is exceptionally alert and circumspect. Its many eyes give it a +4 racial bonus on Spot and Search checks and it cannot be flanked.
Antimagic Cone (Su): Xaar’s central eye continually produces a 150’ cone of antimagic. This functions just like an antimagic field (caster level 21st). All magical and supernatural powers and effects within the cone are suppressed – even Xaar’s own eye rays. Once each round, during it’s turn, Xaar decides whether the antimagic cone is active or not (Xaar deactivates the cone by shutting its central eye).
Flight (Ex): Xaar’s body us naturally buoyant. This buoyancy allows it to fly at a speed of 20’. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.
Lifeleech Aura (Su): Whenever a spell or spell-like ability with the healing descriptor is used on a creature within 60’ of Xaar, it gains the benefit of the healing spell as if it had been one of the spell’s targets. If a healing spell cast within 60’ of the Xaar would grant it enough hit points to exceed its full normal total, it gains the remaining hit points as temporary hit points. Xaar can’t have more temporary hit points from its lifeleech aura than its full normal hit point total. Temporary hit points gained in this manner last for 1 hour.
This ability affects spell completion and spell trigger items (such as scrolls, staffs, and wands), but not other magic items.
Spell-strengthened hide (Su): The skin of Xaar has been infused with magical energy, granting it a +4 deflection bonus to its armor class.

Treasure: (Value: 174.000 gp)
Staff of Transmutation [32 charges left] (41.600 gp)
Heavy Steel Shield +4 (16.170 gp)
Elven Bracers of Armor +6 (36.000 gp) [Worn]
Breastplate of Moderate Fortification +3 (36.350 gp)
Elven chain (4.150 gp)
Aberration Bane Adamantine Battleaxe +1 (11.010 gp)
Frost Cold Iron Light Mace +1 (10.010 gp)
Minor ring of acid resistance (12.000 gp) [worn]
3 moonstone gems (50 gp each)
2 emerald gems (1000 gp each)
9 moss agate gems (10 gp each)
9 lapis lazuli gems (10 gp each)
8 jasper gems (50 gp each)
7 bloodstone gems (50 gp each)
101 pp
2457 gp
9616 sp
10140 cp

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And it comes complete with treasure!

Comments? Critizism? Anything?
 

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Knightfall

World of Kulan DM
Paragon Carrion Crawler
Huge Aberration (Advanced)
Hit Dice: 9d8+207 (279 hp)
Initiative: +13
Speed: 90 ft. (18 square), climb 45 ft.
AC: 55 (-2 size, +9 Dex, +14 natural, +12 insight, +12 luck), touch 41, flat-footed 46
Base Attack/Grapple: +4/+25
Attack: +40 melee (paralysis, tentacle)
Full Attack: +40 melee (paralysis, 8 tentacles) and +35 melee (1d6+26, bite)
Space/Reach: 15 ft. / 10 ft.
Special Attacks: Paralysis
Special Qualities: Damage reduction 10/epic, darkvision 60 ft., fast healing 20, scent, spell resistance 15, cold, fire, and sonic resistance 10
Saves: Fort +23, Ref +21, Will +25
Abilities: Str 37 (+13), Dex 28 (+9), Con 33 (+11), Int 16 (+3), Wis 30 (+10), Cha 21 (+5)
Skills: Climb +34, Listen +27, Spot +27
Feats: Alertness B, Blind-Fight, Blinding Speed B, Combat Reflexes, Energy Resistance (sonic) B, Improved Initative, Track

Environment: Any land and underground
Organization: Solitary, pair, or cluster (3–5)
Challenge Rating: 20
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

Carrion crawlers are known for being simple magical creatures known for their ability to paralyze foes and animal-like intelligence. Larger specimens aren’t unknown, but even these are still relatively harmless versus seasoned adventurers. However, like all creatures, carrion crawlers have paragon members of the species.

A paragon carrion crawler looks like a normal carrion crawler, except that it is Huge in size and has a spark of intelligence in its monstrous eyes. These aberrations can kill even the most powerful adventurers, yet they are impassive about those they kill, as they hunt mainly for food.

However, they become enraged when they discover the remains of dead carrion crawlers that have obviously been killed by adventurers. They track down such defilers and teach them to hurt such beautiful creatures (at least, in the creature’s own mind). A paragon carrion crawler cares nothing for excuses from such defilers.

Paragon carrion crawlers cannot speak but they do understand Common, Terran, and Undercommon.

Combat
A paragon carrion crawler relies its powerful paralyzing tentacle attacks to subdue foes and follows up with its powerful bite attack. The creature isn’t stupid and will retreat if seriously threatened, using its great speed to outdistance foes.

Paralysis (Ex): Those hit by a carrion crawler’s tentacle attack must succeed on a DC 32 Fortitude save or be paralyzed for 2d4 rounds. The save DC is Constitution-based.

Skills: Carrion crawlers have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Base Creature: Carrion Crawler, advanced to 9 HD
Template: Paragon Creature (D&D Epic Level Handbook), updated to v.3.5
 
Last edited:

Knightfall

World of Kulan DM
Choke Fiend
Small Aberration (Extraplanar)
Hit Dice: 3d8+3 (16 hp)
Initiative: +6
Speed: 20 ft. (4 squares), climb 10 ft.
AC: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: +6 melee (1d3+3, tentacle)
Full Attack: +6 melee (1d3+3, 2 tentacles)
Space/Reach: 5 ft. / 10 ft.
Special Attacks: Improved grab, constrict 1d3+3, smite good
Special Qualities: Darkvision 60 ft., quickness, resistance to cold 5 and fire 5, spell resistance 8
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 16 (+3), Dex 14 (+2), Con 13 (+1), Int 4 (-3), Wis 13 (+1), Cha 7 (-2)
Skills: Climb +13, Hide +10, Move Silently +6
Feats: Improved Initiative B, Lightning Reflexes, Stealthy

Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always chaotic evil
Advancement: 4–6 HD (Small); 7–12 HD (Medium)
Level Adjustment:

These vicious little predators lurk through the Abyss, grabbing whatever prey happens by. Its hands and feet have spiny pads that help the choker grip almost any surface. The creature weighs about 35 pounds, its skin is blood red, and its eyes are a sickly yellow green color.

Choke fiends are related to chokers found on the Material Plane, although they are more vicious, and are often hunted by demons for experiments or even food. They are considered a delicacy by yugoloths. (Most find the meat of a choke fiend unpalatable.)

Choke fiends speak Abyssal.

Combat
A choke fiend likes to perch near outcroppings, often at the mouth of caves, hidden ledges, or fissures, and reach down to attack its prey. A choke fiend attacks creatures of almost any size, but prefers lone prey of its size or larger. If one is very hungry, it may attack a group, but it waits to grab the last creature in line.

Constrict (Ex): A choke fiend deals 1d3+3 points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the choke fiend's grasp cannot speak or cast spells with verbal components.

Improved Grab (Ex): To use this ability, a choke fiend must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Choke fiends receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

Smite Good (Su): Once per day a choke fiend can make a normal melee attack to deal 3 extra points of damage against a good foe.

Quickness (Su): Although not particularly dexterous, a choke fiend is supernaturally quick. It can take an extra standard action or move action during its turn each round.

Skills: A choke fiend has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Base Creature: Choker
Template(s): Fiendish Creature (D&D Monster Manual v.3.5)
 




Dog Moon

Adventurer
I don't know why, but the idea of a Mimic pretending to be a Haunted House came to mind and this is what I came up with. Why woodling? Because the "Haunted House" has been in the forest for a long time and has become one with nature, though it is a perverted form of nature. Was thinking of putting some sort of incorporeal spirit or two inside the Mimic, but I'm not sure what I'd use for that [Helps further the image of a Haunted House with spirits moaning and groaning from inside]. Maybe I'll make an Undead Version later which has been hollowed out with typical Haunted House stuff inside.

Corrupted Woodling Mimic
Huge Aberration (Shapechanger)
Hit Dice:
12d8 + 96 (170 hp)
Initiative: -1
Speed: 10 ft. (2 squares)
AC: 30 (-2 size, -1 Dex, +23 natural), touch -7, flat-footed 30
Base Attack/Grapple: +9/+28
Attack: Slam +19 melee (4d6+11/19-20 plus Disruptive Attack)
Full Attack: 2 Slams +19/+19 melee (4d6+11/19-20 plus Disruptive Attack)
Space/Reach: 15 ft. / 10 ft.
Special Attacks: Adhesive, Crush, Spell-like Abilities
Special Qualities: Damage Reduction 5/slashing and 10/magic, Darkvision 60 ft, Fast Healing 6 Immunity to Acid, Mimic Shape, Plant Traits, Vulnerability to Fire
Saves: Fort +12, Ref +3, Will +8
Abilities: Str 32 (+11), Dex 8 (-1), Con 26 (+8), Int 10 (+0), Wis 11 (+0), Cha 8 (-1)
Skills: Climb +18, Disguise +20, Listen +7, Spot +7
Feats: Improved Critical, Improved Natural Attack (Slam), Power Attack, Skill Focus (Disguise), Weapon Focus (Slam)
Environment: Foresty Setting
Organization: Solitary
Challenge Rating: 11
Treasure: 1/10th Coins; 50% goods; 50% items
Alignment: Neutral Evil (Usually neutral, always evil)
Advancement: 13–21 HD (Huge)
Level Adjustment:

Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.
A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off.
Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Crush (Ex): A mimic deals 4d6+11/19-20 points of damage plus Disruptive Attack with a successful grapple check.

Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

Skills: A mimic has a +8 racial bonus on Disguise checks.

SLA: Entangle 1/day, Summon nature's ally II 1/day, Speak with plants 3/day, Summon nature's ally IV 1/day, Command plants 1/day. Caster level 12th, save DC 9 + spell level.

Disruptive Attack(Su): The corrupt creature deals addition vile damage when it touches uncorrupted, living, corporeal nonoutsiders. The amount of vile damage dealt is 6 (1/2 HD).

Creature: Mimic (Advanced to 12 HD)
Templates: Wooded from MMIII and Corrupted from BoVD
 

demiurge1138

Inventor of Super-Toast
Aruskarth, Lifeleech Ulitharid
Large Aberration

Hit Dice: 15d8+120 (187 hp)
Initiative: +9
Speed: 50ft (10 squares)
Armor Class: 20 (-1 size, +5 Dex, +2 natural, +4 deflection), touch 18, flat-footed 15
Base Attack/Grapple: +11/+26
Attack: Long tentacle +21 melee (1d8+11)
Full Attack: 4 long tentacles +21 melee (1d8+11) and 4 short tentacles +21 melee (1d8+11)
Space/Reach: 10ft/5ft (10ft with long tentacles)
Special Attacks: Extract, improved grab, mind blast, psionics
Special Qualities: Fast healing 5, lifeleech aura, spell strengthened hide, SR (and PR) 27, telepathy 200ft
Saves: Fort +13, Ref +10, Will +17
Abilities: Str 32, Dex 20, Con 26, Int 23, Wis 23, Cha 23
Skills: Autohypnosis +18, Bluff +18, Concentration +20 (+24 manifesting defensively), Diplomacy +22, Disguise +6 (+8 acting), Hide +13, Intimidate +20, Knowledge (dungeoneering, psionics) +18, Listen +18, Sense Motive +18, Spot +18
Feats: Combat Manifestation, Improved Initiative, Improved Natural Attack (tentacle), Iron Will, Power Penetration, Quicken Power
Environment: Underground
Organization: Solitary or court (Aruskarth plus 3-5 illithids and 6-10 grimlocks)
Challenge Rating: 15
Treasure: Double standard
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +15

This towering humanoid-shaped being is both sinister and regal, standing over 9 feet tall. Its greenish skin drips with slime, and it wears long flowing robes. Its head is octopoid in form, with four long tentacles and four short ones surrounding where a mouth should be. Its eyes are a blank silver, and its hide seems to move of its own accord.

The illithid colony of Illivel was one of the strongest in the Underdark. Its elder brain was ancient and wise, its thralls powerful, and its illithids geniuses all. They were even blessed enough to discover in the spawning pool an ulitharid tadpole, ready to be implanted into a human host. The illithids selected a sturdy drow male, captured in one of the most recent raids, to play host to the creature, and the implantation ceremony commenced.

Unfortunately for Illivel, the elder brain did not forsee the activities of the cloaker hives many miles distant, who, for reasons known only to themselves, attacked Illivel in the thousands, teleporting in and summoning armies of fiends to fight for them. Once the elder brain died, the surviving illithids panicked (a very rare occurence indeed) and fled into the Underdark, taking the still-transforming ulitharid with them.

When the ceremorphosis completed, the ulitharid shocked the survivors by taking control of the remainder of the colony immediately; usually, ulitharids take years to mature once in a host. This mind flayer noble, who named itself Aruskarth, was forever changed by the Abyssal magic tainting his city at the time of his ceremorphosis, granting it great power. Fueled by a desire for revenge and a level of rage uncommon among the usually cool illithids, Aruskarth devoted his life to annihilating the cloakers, a goal which will require many, many surface slaves...

Combat
Aruskarth is a terror in combat, combining powerful psionic assaults with great strength. It prefers to allow its thralls and minions to do most of the direct fighting, but it loves the taste of humanoid brains, and will often devote a few rounds to feeding if in a position to do so in battle. Before battle, Aruskarth usually uses the powers vigor and inertial armor to increase its armor class and hit points.

Extract (Ex): If Aruskarth begins its turn with at least four tentacles attached and makes a successful grapple check, it automatically extracts the grappled opponent's brain, instantly killing it. This power is useless against constructs, elementals, oozes, plants and undead. It is not instantly fatal against foes with multiple heads.

Improved Grab (Ex): To use this ability, Aruskarth must hit a Small, Medium or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action that does not provoke attacks of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to its opponent's head. Aruskarth can grab a Huge or larger creature only if it can reach the head.
If Aruskarth begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can try to escape with a single successful grapple check or Escape Artist check, but Aruskarth gets a +2 circumstance bonus on the check for every tentacle that was attached on the beginning of the opponent's turn.

Mind Blast (Ps): Aruskarth can discharge a devestating psionic attack in the form of a cone 60ft long. Anyone caught in this cone must succeed a DC 23 Will save or be stunned for 3d4 rounds. This is the equivalent of a 4th level power.

Psionics: Aruskarth manifests powers as a 13th level telepath. The save DCs are Intelligence based.
Psionic Powers Known (power points 192): 1st - detect psionics, inertial armor (A), mind thrust (DC 17, A), psionic charm (DC 17, A), vigor (A); 2nd - biofeedback (A), id insinuation (DC 18, A), psionic levitate, psionic suggestion (DC 18, A), recall agony (DC 18, A), read thoughts (DC 18); 3rd - body adjustment (A), crisis of breath (DC 19, A), dispel psionics (A), hostile empathic transfer (DC 19, A); 4th - death urge (DC 20, A), intellect fortress (A), personality parasite (DC 20), psionic dimension door, psionic dominate (DC 20, A), schism; 5th- mind probe (DC 22) psionic plane shift (DC 21); 6th - psionic disintegrate (DC 22, A); 7th- crisis of life (DC 23, A).

Lifeleech Aura (Su): Whenever a spell or spell-like ability with the healing descriptor is used on a creature within 60 feet of Aruskarth, it gains the benefit of the healing spell as if it had been one of the spell’s targets. If a healing spell cast within 60 feet of Aruskarth would grant it enough hit points to exceed its full normal total, it gains the remaining hit points as temporary hit points. Aruskarth can’t have more temporary hit points from its lifeleech aura than its full normal hit point total. Temporary hit points gained in this manner last for 1 hour.
This ability affects spell completion and spell trigger items (such as scrolls, staffs, and wands), but not other magic items.

Spell-strengthened Hide (Su): Aruskarth has a +4 deflection bonus to Armor Class.

Base Creature: Ulitharid (Lords of Madness) psionic variant. And yes, the tentacles' attack bonus may look off. But they're the same attack, just some have reach.
Template: Lifeleech (Krishnath's template on these boards).

Demiurge out.
 

Krishnath

First Post
Lifeleech Ulitharid, now that is pure evil! Nice work Demiurge. :D

Dog_moon: Love the haunted house mimic. Add the Wight (or mummified creature) template and stick a couple of wraiths or a ghost in it, and you have a real haunted house ;)
 

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