Judou Ashita
First Post
Hi, guys... thought I'd try my hand at creating, converting and adapting monsters, and I'd like to see how players around the world will respond. So, don't be shy, and say whatever you want about my creatures, okay?
First up is not exactly one of my creations... it's more of a convertion/retcon from an Italian 3.5 manual, the awesomely horrific Nephandum campaign setting. I don't think the books have been released anywhere else... and anyway, I guess showing you a little glimpse of the things populating that doomed campaign world wouldn't really hurt.
So, that having been said, enjoy the... *drum roll* Rotting Abomination!
Rotting Abomination
This creature is pretty much the most loathsome thing you have ever seen. The lower parts of its body resembles that of an enormous slug, while the upper part reminds you of a humanoid torso, with four whip-like tentacles instead of arms. The thing's elongated head is filled with eyes, splayed asymmetrically across its surface, and its jaws are filled with sharp, crooked teeth. The creature's body is composed of rotting flesh, and is dotted with festering wounds.
Rotting Abomination CR 12
Always CE Large aberration
Init +0; Senses darkvision 60 ft, low-light vision; Spot +19, Listen +1
Defense
AC 19, touch 9, flat-footed 19 (-1 size, +10 natural)
hp 172 (15d8+105)
Fort +12, Ref +5, Will +10
Defensive Abilities rotting metabolism; Damage Reduction 5/-; Immune charm, diseases and poison (see 'Rotting Metabolism' below), fear effects, illusions;
Offense
Spd 40 ft (8 squares)
Melee Bite +19 melee (1d8+8/19-20 plus poison) and four tentacles +17 melee (1d6+4);
Space 10 ft; Reach 10 ft
Special Attacks Poison, pestilent aura (20 ft.)
Tactics
During Combat A rotting abomination attacks anything it deems edible, which is pretty much anything that moves or might have moved, usually directing itself towards those that seem weaker. Rotting abominations are terrifying, near-mindless and fearless beasts. They are not concerned with their opponents' size or number.
Morale Rotting abominations almost invariably fight to the death. It takes an extraordinary set of circumstances for one of them to leave combat once it has engaged prey.
Statistics
Str 27, Dex 11, Con 24, Int 3, Wis 13, Cha 6
Base Atk +11; Grp +23
Feats Ability Focus (pestilent aura), Improved Critical (bite), Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (tentacle)
Skills Spot +19, Listen +1
Languages None
Ecology
Environment Warm marshes
Organization Solitary or pair
Treasure None
Advancement 16-22 HD (Large), 23-30 (Huge)
Level Adjustment —
Special Abilities
Pestilent Aura (Ex): A rotting abomination is surrounded in a foul aura of disease and pestilence. Any creature within 20 feet of the creature must make a Fortitude save (DC 26) or be infected with a terrible disease known as rotting death. (Onset period 1 day, damage 1d6 Con and 1d6 Wis). The disease presents itself with darkening skin, torpor and a terrible rotting stench coming from the victim's flesh, which is slowly covered with pus-filled boils. A successful saving throw grant immunity from that particular rotting abomination's pestilent aura for 24 hours. The save DC is Constitution-based, and includes a +2 bonus from Ability Focus.
Poison (Ex): Bite, Fortitude DC 24, initial damage 1d4 Str and 1d4 Cha, secondary damage 1d6 Str and 1d6 Cha. The save DC is Constitution-based.
Rotting Metabolism (Ex): Rotting abominations thrive in the foulest, dirtiest places of all, takes nourishment from the very diseases they are infested with. A rotting abomination instantly converts ability damage inflicted by diseases and poison in equivalent ability bonuses. For instance, a rotting abomination infected with demon fever gains 1d6 bonus points of Constitution instead of taking 1d6 Constitution damage, after which the disease gets metabolized and no longer has an effect on the creature. The disease's onset time becomes 1 round, and the creature automatically and willingly fails its saving throw. If a rotting abomination is the target of a poison, only initial damage gets converted in ability bonus, after which the poison is absorbed and no longer has an effect. Should a disease or poison not inflict ability damage, a rotting abomination gains 1d10 temporary bonus hit points instead.
Ability bonus from rotting metabolism lasts for 24 hours, and temporary hit points last for 1 hour. A rotting abomination cannot use its own poison or another rotting abomination's pestilent aura to gain such benefits.
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A rotting abomination - the only way such an horror could conceivably be called - only exists to spread disease and corruption wherever it lays its foul glare. These terrifying creatures' motives are completely unknown, as are their origins, but rumors persist that they were created by Ashatha, a little-reknown Elder Evil of plague and pestilence. Rotting abominations attack and infect humanoids, animals and plants without distinction, and no living creature seems to be safe from their loathsome hunger. The more they spread their disease, the more they prosper, as they derive their nourishment from disease itself.
Ecology
By some innatural and as of yet unexplained process, a rotting abomination literally feeds off of the many diseases thriving in the corrupt places it dwells in. Somehow, their aberrant organism is capable of metabolizing bacteria, virii, poison and other pathogens, with no harm to the creature other than its unwholesome aspect. However, rotting abominations will also readily eat any manner of organic matter, being partial to decomposing carcasses and creatures killed by some virulent disease such as bubonic plague. These horrors don't have natural enemies - no predator would willingly approach them, and animals go out of their way to avoid them. Only good-aligned dragons have been known to hunt rotting abominations, and even then, only to utterly obliterate them. Not even copper dragons, known for their preference for poisonous prey, will debase themselves to make a meal out of them. The creature's reproductive cycle is unknown - perhaps this is for the better - but they are thought to reproduce by germination.
Habitat and Society
Rotting abominations do not form groups, and do not communicate with each other. Even when two or more of them share territory, they compete for food and seem to otherwise ignore each other. It is, however, extraordinarily rare to see two or more of them in a single place: in such cases, they have been placed there by someone more powerful using them as horrific guardians of ruined temples of corruption, and plague-infested places of importance to Ashatha. Cancer mages (see Book of Vile Darkness for details) and thralls of Juiblex especially seem to enjoy their company.
Physical Characteristics
Rotting abominations have large, snail-like bodies reaching about 9-10 feet in lenght, covered in filth and pus-filled abscesses. The upper part of their bodies rises up to 5 feet off the ground, and their writhing tentacles can reach up to 10 feet in front or behind it. They weigh as much as 4'000 pounds, because of their thick flesh.
Alignment
Existing only to eat and destroy needlessly, without any care for anything else (and lacking the intelligence to really conceive anything else in the first place), rotting abominations are always chaotic evil.
Treasure
These horrible things are not interested in treasures. What little they might have is either coincidental, or has been placed by their 'masters' for them to guard. It is also quite possible that a rotting abomination might have swallowed small valuables it might have found (such as rings or gems), so those who would try to recuperate them face a disgusting and highly dangerous work of dissection.
First up is not exactly one of my creations... it's more of a convertion/retcon from an Italian 3.5 manual, the awesomely horrific Nephandum campaign setting. I don't think the books have been released anywhere else... and anyway, I guess showing you a little glimpse of the things populating that doomed campaign world wouldn't really hurt.
So, that having been said, enjoy the... *drum roll* Rotting Abomination!
Rotting Abomination
This creature is pretty much the most loathsome thing you have ever seen. The lower parts of its body resembles that of an enormous slug, while the upper part reminds you of a humanoid torso, with four whip-like tentacles instead of arms. The thing's elongated head is filled with eyes, splayed asymmetrically across its surface, and its jaws are filled with sharp, crooked teeth. The creature's body is composed of rotting flesh, and is dotted with festering wounds.
Rotting Abomination CR 12
Always CE Large aberration
Init +0; Senses darkvision 60 ft, low-light vision; Spot +19, Listen +1
Defense
AC 19, touch 9, flat-footed 19 (-1 size, +10 natural)
hp 172 (15d8+105)
Fort +12, Ref +5, Will +10
Defensive Abilities rotting metabolism; Damage Reduction 5/-; Immune charm, diseases and poison (see 'Rotting Metabolism' below), fear effects, illusions;
Offense
Spd 40 ft (8 squares)
Melee Bite +19 melee (1d8+8/19-20 plus poison) and four tentacles +17 melee (1d6+4);
Space 10 ft; Reach 10 ft
Special Attacks Poison, pestilent aura (20 ft.)
Tactics
During Combat A rotting abomination attacks anything it deems edible, which is pretty much anything that moves or might have moved, usually directing itself towards those that seem weaker. Rotting abominations are terrifying, near-mindless and fearless beasts. They are not concerned with their opponents' size or number.
Morale Rotting abominations almost invariably fight to the death. It takes an extraordinary set of circumstances for one of them to leave combat once it has engaged prey.
Statistics
Str 27, Dex 11, Con 24, Int 3, Wis 13, Cha 6
Base Atk +11; Grp +23
Feats Ability Focus (pestilent aura), Improved Critical (bite), Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (tentacle)
Skills Spot +19, Listen +1
Languages None
Ecology
Environment Warm marshes
Organization Solitary or pair
Treasure None
Advancement 16-22 HD (Large), 23-30 (Huge)
Level Adjustment —
Special Abilities
Pestilent Aura (Ex): A rotting abomination is surrounded in a foul aura of disease and pestilence. Any creature within 20 feet of the creature must make a Fortitude save (DC 26) or be infected with a terrible disease known as rotting death. (Onset period 1 day, damage 1d6 Con and 1d6 Wis). The disease presents itself with darkening skin, torpor and a terrible rotting stench coming from the victim's flesh, which is slowly covered with pus-filled boils. A successful saving throw grant immunity from that particular rotting abomination's pestilent aura for 24 hours. The save DC is Constitution-based, and includes a +2 bonus from Ability Focus.
Poison (Ex): Bite, Fortitude DC 24, initial damage 1d4 Str and 1d4 Cha, secondary damage 1d6 Str and 1d6 Cha. The save DC is Constitution-based.
Rotting Metabolism (Ex): Rotting abominations thrive in the foulest, dirtiest places of all, takes nourishment from the very diseases they are infested with. A rotting abomination instantly converts ability damage inflicted by diseases and poison in equivalent ability bonuses. For instance, a rotting abomination infected with demon fever gains 1d6 bonus points of Constitution instead of taking 1d6 Constitution damage, after which the disease gets metabolized and no longer has an effect on the creature. The disease's onset time becomes 1 round, and the creature automatically and willingly fails its saving throw. If a rotting abomination is the target of a poison, only initial damage gets converted in ability bonus, after which the poison is absorbed and no longer has an effect. Should a disease or poison not inflict ability damage, a rotting abomination gains 1d10 temporary bonus hit points instead.
Ability bonus from rotting metabolism lasts for 24 hours, and temporary hit points last for 1 hour. A rotting abomination cannot use its own poison or another rotting abomination's pestilent aura to gain such benefits.
----------
A rotting abomination - the only way such an horror could conceivably be called - only exists to spread disease and corruption wherever it lays its foul glare. These terrifying creatures' motives are completely unknown, as are their origins, but rumors persist that they were created by Ashatha, a little-reknown Elder Evil of plague and pestilence. Rotting abominations attack and infect humanoids, animals and plants without distinction, and no living creature seems to be safe from their loathsome hunger. The more they spread their disease, the more they prosper, as they derive their nourishment from disease itself.
Ecology
By some innatural and as of yet unexplained process, a rotting abomination literally feeds off of the many diseases thriving in the corrupt places it dwells in. Somehow, their aberrant organism is capable of metabolizing bacteria, virii, poison and other pathogens, with no harm to the creature other than its unwholesome aspect. However, rotting abominations will also readily eat any manner of organic matter, being partial to decomposing carcasses and creatures killed by some virulent disease such as bubonic plague. These horrors don't have natural enemies - no predator would willingly approach them, and animals go out of their way to avoid them. Only good-aligned dragons have been known to hunt rotting abominations, and even then, only to utterly obliterate them. Not even copper dragons, known for their preference for poisonous prey, will debase themselves to make a meal out of them. The creature's reproductive cycle is unknown - perhaps this is for the better - but they are thought to reproduce by germination.
Habitat and Society
Rotting abominations do not form groups, and do not communicate with each other. Even when two or more of them share territory, they compete for food and seem to otherwise ignore each other. It is, however, extraordinarily rare to see two or more of them in a single place: in such cases, they have been placed there by someone more powerful using them as horrific guardians of ruined temples of corruption, and plague-infested places of importance to Ashatha. Cancer mages (see Book of Vile Darkness for details) and thralls of Juiblex especially seem to enjoy their company.
Physical Characteristics
Rotting abominations have large, snail-like bodies reaching about 9-10 feet in lenght, covered in filth and pus-filled abscesses. The upper part of their bodies rises up to 5 feet off the ground, and their writhing tentacles can reach up to 10 feet in front or behind it. They weigh as much as 4'000 pounds, because of their thick flesh.
Alignment
Existing only to eat and destroy needlessly, without any care for anything else (and lacking the intelligence to really conceive anything else in the first place), rotting abominations are always chaotic evil.
Treasure
These horrible things are not interested in treasures. What little they might have is either coincidental, or has been placed by their 'masters' for them to guard. It is also quite possible that a rotting abomination might have swallowed small valuables it might have found (such as rings or gems), so those who would try to recuperate them face a disgusting and highly dangerous work of dissection.