Monsters of Time and Space

Alright, here's my next major project.

These are monsters having to do with outer space or deep time. Some of them will be pseudo-Lovecraftian; others will be just aliens.


Here's the first one; any ideas on the CR?

Galactic Ghoul
Large Undead
Hit Dice: 20d12 (130 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 21 (-1 size, +1 Dex, +11 natural), touch 10, flat-footed 20
Base Attack/Grapple: +10/+22
Attack: Bite +18* melee (2d6+8*)
Full Attack: Bite +18* melee (2d6+8*), 2 claws +11 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Frightful presence, rend 1d8+7, spell-like abilities
Special Qualities: Undead, cold and fire resistance 10
Saves: Fort +6, Ref +7, Will +12
Abilities: Str 24, Dex 13, Con 16, Int 5, Wis 10, Cha 11
Skills: Listen +13, Spot +14
Feats: Ability Focus (frightful presence), Alertness, Cleave, Improved Initiative, Improved Sunder, Quicken Spell-like Ability (magic missile), Run
Environment: Any
Organization: Solitary or swarm (20-80)
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 14-19 HD (Large), 20-29 HD (Huge), 30-39 HD (Gargantuan)
Level Adjustment: --
*Benefits from magic fang.
This is a huge, savage humanoid, nearly skeletal. On its vicious tusks is a crust of dried blood, and its claws appear black and seared. It has a tentacle-like flexible tail. It emits a hideous wailing.
A galactic ghoul resembles a bestial, very emaciated humanoid twice the height of a man. It has long arms ending in oversized claws. Its pig-like head is armed with rows of large, fierce tusks. A sticky black tongue extends from its mouth. A galactic ghoul is about 11 feet tall and weighs about 900 pounds. Galactic ghouls cannot speak, but communicate among themselves by gestures of their prehensile tails. The only vocalization they can make is a nightmare wail.
Galactic ghouls were originally created on a small, dark planet far from the known world, which was once inhabited by a giant intelligent species. When that planet was invaded by storm fiends, the race’s spellcasters worked frantically to develop magic for defense. With cooperation from across the world, they released a single massive spell. It blasted the storm fiends into dust, but the stray energies animated all the race’s dead. They became the terrible galactic ghouls, eternally roaming space, seeking for worlds to devour.
A swarm of galactic ghouls flies through space in a dormant state. Being undead, they suffer no harm from the lack of air. When they find a world containing life, they land and destroy everything on the surface larger than a housecat.
COMBAT
A galactic ghoul, consumed by destructive fury, attacks and devours any creature and wrecks structures.
Frightful Presence (Ex): When a galactic ghoul attacks, any creature within 60 feet seeing it must make a Will save (DC 22) or be shaken for 2d6 rounds.
Rend (Ex): If a galactic ghoul hits a victim with both claw attacks in a round, it tears the flesh for 1d8+7 points of damage.
Spell-Like Abilities: Always active – magic fang (on bite); at will – fly, magic missile, resistance. Caster level 6th; save DC 12 + spell level.
 
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Shadow of Shadows
Huge Aberration (Incorporeal)
Hit Dice: 40d10+40 (260 hp)
Initiative: +11
Speed: Fly 70 ft. (14 squares) (perfect)
Armor Class: 27 (-2 size, +7 Dex, +7 deflection, +5 profane), touch 27, flat-footed 20
Base Attack/Grapple: +30/-
Attack: Incorporeal touch +35 melee (2d10 cold and energy drain)
Full Attack: 3 incorporeal touches +35 melee (2d10 cold and energy drain)
Space/Reach: 15 ft./10 ft.
Special Attacks: Energy drain, horrific appearance, nightblast, spell-like abilities
Special Qualities: Immunity to cold, incorporeal, SR 32
Saves: Fort +13, Ref +22, Will +28
Abilities: Str -, Dex 24, Con -, Int 8, Wis 18, Cha 25
Skills: Intimidate +51, Listen +49, Spot +49
Feats: Ability Focus (horrific appearance, nightblast), Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-like Ability (darkness, magic missile), Spell Focus (necromancy).
Epic Feats: Epic Toughness (x2)
Environment: Any
Organization: Solitary or eclipse (2-5)
Challenge Rating: 22
Treasure: None
Alignment: Always neutral evil
Advancement: --
Level Adjustment: --
This being resembles darkness itself, a darker shadow on the pitch blackness of space. From that terrible pit of night extend several tentacles, seeking hungrily for your soul.

A shadow of shadows is a being of ultimate blackness. It is a sphere of utter night fringed with tentacles of icy darkness. A shadow of shadows is 20 feet in diameter and weighs nothing.
A shadow of shadows hunts the surface of a world only in the darkest moonless nights. It spends the vast majority of its time hunting prey in the void between stars. However, sometimes a shadow of shadows will be given a mission by its master, the Shadow Shawl, a powerful fiend. Then, the shadow of shadows will pursue its mission with determination.

COMBAT
A shadow of shadows has a deep hatred of ordinary life. It loves to blast creatures to oblivion with nightblast.
Energy Drain (Su): If a shadow of shadows hits a victim with an incorporeal touch attack, it inflicts two negative levels. The save to remove the negative levels is DC 37 (Charisma-based).
Horrific Appearance (Ex): When any creature first sees a shadow of shadows from a distance of 60 feet or less, it must make a Will save (DC 37) or suffer 1d8 Strength damage.
Nightblast (Su): Ranged touch attack, 300-foot range, 20d6 cold damage. The shadow of shadows can use nightblast three times per day.
Spell-Like Abilities: Always active – detect magic. At will – darkness, doom, magic missile, protection from elements. 5/day – cone of cold. 1/day – horrid wilting. Caster level 30th; save DC 17 + spell level.
Shield of Night (Su): A shadow of shadows gains a +5 profane bonus to AC due to its evil power.
 
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Thelbar

Thelbar
Medium Outsider (Evil, Extraplanar)
Hit Dice: 12d8+36 (90 hp)
Initiative: +5
Speed: 30 ft., fly 60 ft. (average)
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +12/+14
Attack: Claw +15 melee (1d6+2 and 1d6 cold)
Full Attack: 2 claws +15 melee (1d6+2 and 1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, claws of frost, fear aura
Special Qualities: DR 10/magic, cold resistance 15
Saves: Fort +11, Ref +11, Will +9
Abilities: Str 15, Dex 13, Con 16, Int 13, Wis 12, Cha 13
Skills: Bluff +16, Diplomacy +16, Disguise +16, Intimidate +16, Knowledge (arcane) +16, Listen +18*, Search +16, Sense Motive +16, Spot +18*
Feats: Ability Focus (fear aura), Alertness, Improved Initiative, Lightning Reflexes, Weapon Focus (slam).
Environment: Any
Organization: Solitary, patrol (2-5), or warband (6-10)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral evil
Advancement: 13-24 HD (Medium)
Level Adjustment: --

This creature resembles a human with huge, black wings, but it is composed of night.

Thelbar resemble flat-black humanoids with great dragon wings. They have long, bony hands ending in wicked claws. As direct deputies and fragments of the power of the Shadow Shawl, their bodies are imbued with a chilling power. Their very breath can freeze flesh and shatter bone.

COMBAT
A thelbar loves to kill. However, if it is given a mission by the Shadow Shawl, it will pass up opportunities for combat if they would risk or delay its mission.

Breath Weapon (Su): A thelbar can breathe dark coldness three times per day. This breath fills a 10-foot cube and deals 2d6 cold damage (Reflex DC 19 half). The save DC is Constitution-based.

Claws of Frost (Su): A thelbar's claws are treated as frost weapons, dealing 1d6 cold damage on a successful hit.

Fear Aura (Su): Any creature within 30 feet of a thelbar must make a Will save (DC 19) or be shaken for 1d8 rounds. The save DC is Charisma-based. Any creature successfully saving cannot be affected by that thelbar's fear aura for 24 hours.
 
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Shadow Shawl
Large Outsider (Evil, Extraplanar)
Hit Dice: 32d8+200 (344 hp)
Initiative: +12
Speed: 60 ft. (12 squares), fly 80 ft. (perfect)
Armor Class: 37 (-1 size, +8 Dex, +5 profane, +10 natural, +4 mage armor), touch 27, flat-footed 29
Base Attack/Grapple: +32/+43
Attack: Claw +41 melee (2d10+10 and 1d6 cold /19-20)
Full Attack: 2 claws +41 melee (2d10+10 and 1d6 cold/19-20), sting +32 melee (2d6+3 and poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, claws of ice, fear aura, icy doom, poison, spell-like abilities
Special Qualities: DR 15/epic, immunity to cold, shield of night, SR 35
Saves: Fort +23, Ref +22, Will +28
Abilities: Str 23, Dex 24, Con 21, Int 19, Wis 19, Cha 32
Skills: Appraise +39, Balance +42, Bluff +46, Concentration +40, Diplomacy +46, Intimidate +46, Knowledge (arcane, the planes, religion) +39, Search +41, Spot +41, Spellcraft +39
Feats: Ability Focus (fear aura), Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-like Ability (unholy blight).
Epic Feats: Epic Toughness (x2)
Environment: Any
Organization: Solitary or entourage (1 plus 1 shadow of shadows and 2-12 thelbar)
Challenge Rating: 24
Treasure: Double standard
Alignment: Always neutral evil
Advancement: -
Level Adjustment: --
This creature resembles a bipedal leopard twice as tall as a man, with a long tail ending in a scorpion-like sting. In its blood-red eyes you see eternal hatred.
The Shadow Shawl is a powerful fiend queen. She is a feline being 11 feet tall. Her tail is tipped with a wicked sting, and her claws drip ice and blood.
The Shadow Shawl’s palace lies on an ice-cold planet of pure evil, in an unknown plane. It is said to be composed of blocks of frozen blood. She commands the thelbar and the shadows of shadows, as well as a small number of renegade demons.
She has a deep hatred of all living things that do not serve her, and eventually hopes to bring all things under her power. This goal is almost certainly unattainable, but she has great power and could wreak untold harm.
COMBAT
The Shadow Shawl is very cruel and enjoys tearing apart victims with her terrible claws.
She tends to begin combat with spell-like abilities, using cone of cold, horrid wilting, and unholy blight to weaken foes. Then, she wades into combat, using her claws and sting to full effect. If she is actually endangered, she will use her breath weapon and her icy doom power.
Breath Weapon (Su): The Shadow Shawl can breathe dark coldness three times per day. This breath fills a 20-foot cube and deals 25d6 cold damage (Reflex DC 31 half). The save DC is Constitution-based.
Claws of Ice (Su): The Shadow Shawl’s claws are treated as +4 icy burst wounding weapons.
Fear Aura (Su): Any creature within 60 feet of the Shadow Shawl must make a Will save (DC 39) or be frightened for 2d8 rounds. The save DC is Charisma-based. Any creature successfully saving cannot be affected by the Shadow Shawl’s fear aura for 24 hours.
Icy Doom (Su): The Shadow Shawl can use this dreadful power three times per day. This power requires a ranged touch attack and has a 300-foot range. If it hits, the target suffers 20d6 cold damage and one negative level.
Poison (Ex): Sting, Fort DC 31, initial and secondary damage 1d10 Con. The save DC is Constitution-based.
Spell-Like Abilities: Always active – detect magic, mage armor. At will – cone of cold, darkness, doom, greater teleport (self plus 50 pounds of objects only), lightning bolt, magic missile, protection from elements, unholy blight. 5/day – chain lightning, horrid wilting. 1/day – meteor swarm. Caster level 32nd; save DC 21 + spell level.
Shield of Night (Su): The Shadow Shawl gains a +5 profane bonus to AC due to her evil power.
 

Storm Fiend
Huge Outsider
Hit Dice: 20d8+83 (173 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 26 (-1 size, +17 natural), touch 9, flat-footed 26
Base Attack/Grapple: +20/+36
Attack: Claw +26 melee (1d8+8 and 1d6 electricity)
Full Attack: 2 claws +26 melee (1d8+8 and 1d6 electricity), bite +21 melee (3d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, electric burst, frightful presence, shocking claws, spell-like abilities
Special Qualities: Cold and electricity resistance 10, DR 10/good
Saves: Fort +16, Ref +12, Will +14
Abilities: Str 24, Dex 11, Con 18, Int 5, Wis 10, Cha 17
Skills: Concentration +26, Intimidate +26, Listen +25, Search +25, Spot +25
Feats: Ability Focus (breath weapon, frightful presence), Alertness, Cleave, Improved Initiative, Iron Will, Toughness
Environment: Any
Organization: Solitary, squad (2-8), warband (9-16), or invasion (16-160)
Challenge Rating: 14
Treasure: Standard
Alignment: Always evil (any)
Advancement: 21-40 HD (Huge), 41-60 HD (Gargantuan)
Level Adjustment: --
This is a vast, deformed cross between a man and a dragon. On its high crest there are burns, and its huge, gnarled claws crackle with electricity. Its skin is marked by fist-sized lumps.
A storm fiend resembles a nightmarish draconic beast. A storm fiend is about 16 feet tall and weighs about 2,000 pounds. Storm fiends speak Abyssal and Infernal.
An invasion of storm fiends drops upon a hapless world out of the dark of the stars. They have devoured several planets, leaving nothing behind but a barren, lifeless husk.
COMBAT
A storm fiend destroys everything, preferring to use its breath weapon, claws, and teeth. If it is engaged in melee with a large number of opponents, it will use its electric burst.
A storm fiend’s natural weapons are treated as evil-aligned for the purposes of overcoming damage reduction.
Breath Weapon (Su): 30-foot line of lightning, 8d8 electricity damage (Reflex DC 26 half) , 3 times per day.
Electric Burst (Su): Once per day, a storm fiend can release a burst of electrical power. Every creature within 10 feet takes 5d6 electricity damage (no saving throw).
Frightful Presence (Ex): When a storm fiend attacks, any creature within 60 feet seeing it must make a Will save (DC 25) or be shaken for 3d6 rounds.
Shocking Claws (Su): A storm fiend’s claws deal 1d6 additional electricity damage, as if they were shocking weapons.
Spell-Like Abilities: At will – detect good, detect magic, greater magic fang, haste, invisibility purge, lightning bolt, magic missile, protection from elements, resistance, unholy blight. 1/day – blasphemy. Caster level 12th; save DC 13 + spell level.
 
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Space Louse
Tiny Aberration
Hit Dice: 1d10 (5 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 13 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Bite +0 melee (1d3-2)
Full Attack: Bite +0 melee (1d3-2)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: --
Special Qualities: Breathless, cold and fire resistance 5
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 6, Dex 15, Con 10, Int -, Wis 10, Cha 3
Skills: --
Feats: --
Environment: Any
Organization: Solitary, nest (2-4), infestation (5-19), or plague (20-80)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: --
This is an ugly, twelve-legged crustacean as big as a cat, with tentacles surrounding each joint.
A space louse is an armored pest. It is 18 inches long and weighs about 5 pounds. They live on barren, airless worlds, feeding on rock.
In our own universe, space lice can be found on the Moon, Mars, and the moons of the gas giant planets.
COMBAT
A space louse will eat anything nearby. It has no capacity for fear, since there is no creature native to its worlds willing to prey on it. Even the desert renders will not eat a space louse.
Breathless (Ex): A space louse never needs to breathe.
 

Desert Render
Large Aberration
Hit Dice: 4d10+4 (26 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 30 ft. (poor)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +3/+11
Attack: Tentacle rake +6 melee (1d6+4 and 1d6 fire)
Full Attack: Tentacle rake +6 melee (1d6+4 and 1d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Heat, sandblast, storm
Special Qualities: Breathless, fire resistance 10
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 18, Dex 13, Con 12, Int 2, Wis 10, Cha 7
Skills: Listen +2, Spot +9
Feats: --
Environment: Any land and underground
Organization: Solitary or aridity (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: --
This creature resembles a pale squid which is constantly altering its shape slightly.
A desert render is a tenuous cephalopodlike being. It is 7 feet long and weighs about 280 pounds. They live on barren, waterless worlds. Sometimes, an invasion of desert renders will land on a fertile, inhabited world. Slowly, they will devour all life and water on the world. This process may take tens of millions of years.
They prey on a wide variety of creatures. Victims are found burned and desiccated, with skin torn by windblown sand.
In our own universe, desert renders can be found on Mars and in a few of Earth’s largest deserts.
COMBAT
A desert render will consume prey, but will avoid any creature which seems to be too powerful.
Heat (Ex): A desert render’s tentacle rake deals 1d6 additional fire damage.
Sandblast (Su): A desert render can fire heated sand as a ray (ranged touch +3, 2d6 fire damage) to a range of 30 feet (no range increment).
Storm (Su): Three or more desert renders within 30 feet of each other can produce a storm of heated wind and sand. The storm fills a 30-foot radius around any one of the renders and deals 1d10 points of fire damage to every creature within it per round. The storm lasts 3 rounds.
Breathless (Ex): A desert render never needs to breathe.
 

World Devourer
Gargantuan Dragon (Electricity)
Hit Dice: 60d12+1340 (2330 hp)
Initiative: +5
Speed: 250 ft. (50 squares), fly 400 ft. (clumsy)
Armor Class: 67 (-4 size, +1 Dex, +60 natural), touch 7, flat-footed 66
Base Attack/Grapple: +60/+116
Attack: Claw +87 melee (7d10+30 /19-20)
Full Attack: 2 claws +87 melee (7d10+30/19-20), bite +82 melee (5d8+15 and 8d6 electricity), tail slap +79 melee (4d10+15)
Space/Reach: 20 ft./15 ft.
Special Attacks: Aura of lightning, breath weapon, charged bite, frightful presence, improved grab, spell-like abilities, summon dragons, swallow whole
Special Qualities: Alter size, DR 35/epic, DR 9/-, fast healing 15, immunity to electricity, paralysis, and sleep, SR 62
Saves: Fort +53, Ref +33, Will +36
Abilities: Str 71, Dex 12, Con 53, Int 18, Wis 19, Cha 52
Skills: Appraise +39, Balance +42, Bluff +46, Concentration +40, Diplomacy +46, Intimidate +46, Knowledge (arcane, the planes, religion) +39, Search +41, Spot +41, Spellcraft +39
Feats: Ability Focus (breath weapon, frightful presence), Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Improved Critical (claw), Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-like Ability (chain lightning), Weapon Focus (bite, claw)
Epic Feats: Damage Reduction (x3), Epic Toughness (x2), Epic Weapon Focus (bite, claw), Epic Will
Environment: Any
Organization: Solitary or entourage (1 plus 1 shadow of shadows and 2-12 thelbar)
Challenge Rating: 50
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: -
Level Adjustment: --
This enormous dragon floats in blackness, gazing down upon a hapless world. As it leers hungrily, it grows to inconceivable size.
A world devourer is an enormous dragon with deep-yellow scales and immense claws. Thankfully, they are very rare; only three are known to exist in the entire multiverse, and all three are currently imprisoned on far-away planes or within the cores of dead planets, bound there by the councils of the gods. If one is released, it will destroy everything in its path, for nothing short of the more powerful gods can equal a world devourer in power.
Normally, a world devourer is long and serpentine, around 50 feet long (excluding its 30-foot barbed tail), but their immense magical power allows them to change size.
COMBAT
World devourers, though very intelligent, exist for destruction and the joy of carnage. They first improve their defenses and combat prowess with their spell-like abilities. They begin combat with their awesomely destructive breath weapon, then close to destroy their victims in melee.
Alter Size (Su): A world devourer can increase or decrease its size by one category, with a maximum length of 1,600 feet. However, its ability scores do not change. As a Huge creature, it has AC 69 (-2 size, +1 Dex, +60 natural); Atk claw +89 melee (6d10+30/19-20)
Aura of Lightning (Su): Any creature within 200 feet of a world devourer takes 6d6 electricity damage each round.
Breath Weapon (Su): A world devourer can breathe a blast of inconceivably powerful energy every 1d4 rounds. This breath fills a 250-foot cone and deals 30d10 electricity damage and 30d10 force damage (Reflex DC 63 half). The save DC is Constitution-based.
Charged Bite (Su): A world devourer’s bite deals 8d6 additional electricity damage.
Frightful Presence (Su): Any creature within 500 feet of a world devourer which sees the world devourer attack must make a Will save (DC 63) or be frightened for 6d8 rounds. The save DC is Charisma-based. Any creature successfully saving cannot be affected by that world devourer’s frightful presence for 24 hours.
Improved Grab (Ex): A world devourer which hits an opponent one or more size categories smaller than itself with a bite attack can start a grapple as a free action without provoking an attack of opportunity or making a touch attack. If it gets a hold, it can attempt to swallow the opponent.
Spell-Like Abilities: At will – chain lightning, cone of cold, darkness, doom, greater teleport (self plus 50 pounds of objects only), haste, horrid wilting, lightning bolt, magic missile, protection from elements, slow. 5/day – limited wish, mage’s disjunction, meteor swarm. 3/day – dire winter (epic spell), greater ruin (epic spell). Caster level 40th; save DC 31 + spell level.

Summon Dragons (Sp): A world devourer can summon a very old blue dragon once per day. This ability is the equivalent of an 9th-level spell.
Swallow Whole (Ex): If a world devourer makes a successful grapple check against a grappled opponent one or more size categories smaller than itself, it can swallow the opponent. A swallowed creature takes 3d8+30 bludgeoning damage, 3d8 acid damage, and 8d6 electricity damage each round. If it deals 100 points of damage to the creature’s interior (AC 36) with natural weapons or a light slashing or piercing weapon , it can escape through the hole made.
 

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