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Moon men


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You are probably all set, but Mi Go (taken from d20 Call of Cthulhu, say) make excellent bug men from the moon with electrical weapons.
 

Plane Sailing said:
You are probably all set, but Mi Go (taken from d20 Call of Cthulhu, say) make excellent bug men from the moon with electrical weapons.
Migo use a device that shoots cold and looks like silver driftwood. The Great race of Yith use a lightning gun that looks like a hybrid of an accordion and a old collapsing camera
 

For some reason, those silly floating-head Lumi from one of the Monster Manuals always struck me as "men from the moon" in a cheesy sci-fi kind of way...
 

EricNoah said:
Love the look. I recall that the farranth weren't all that special, stats-wise, though ... but they could be snazzied up I'll bet.
Well, they had several odd issues or missing parts to their stat blocks. Also, they were kinda meaty along with being dangerously smart for a CR2.

I've just done an update to 3.5 for them, filling in the missing parts and denoting what is bonus, along with trying to make their "grab" attack unique rather than just assume their tentacle attack was missing it's damage amount and was a normal improved grab attack.
[sblock=Faranth]
Size/Type: Large (long) aberration
Hit Dice: 4d8+8 (25 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20ft. Swim 10 ft.
Armor Class: 14 (+5 natural, -1 size), touch 12, flat-footed 14
Base Attack/Grapple: +3/+10
Attack: Tentacle +6 melee touch (Damage: grab) or Claw +4 melee (1d6+3) or Long spear +6 melee (2d6+4 x3)
Full Attack: Tentacle +6 melee touch (Damage: grab) and 2 Claws +4 melee (1d6+3) or Long spear +6 melee (2d6+4 x3) and Tentacle +4 melee touch (Damage: grab).
Space/Reach: 10 ft./5 ft.
Special Attacks: Faranth Grab
Special Qualities: Darkvision 60’ Unfathomable Perception
Saves: Fort +3, Ref +1, Will +8
Abilities: Str 16, Dex 10 Con 15, Int 20, Wis 15, Cha 10
Skills: Climb +11*, Craft(any) +8, Hide +5, Know (Engineering)+12, Know (Any) +9, Listen +11, move silently +7, Search +8, Sense motive +6, Spot +11, swim +11*.
Feats: Multiattack (1HD) Power attack (4HD), Alertness(b), Improved initiative(b), Iron will(B).
Environment: Black seas of infinity
Organization: Solitary, Pair, Company[5-8] or galley crew [7-12] and 10-20 Tieflings {men of Leng]
Challenge Rating: 3
Treasure: Standard (typically Rubies, Gold and slaves)
Alignment: Usually Lawful evil
Advancement: 5-10 HD Large, 11-18 huge

Great purplish black slippery things with writhing vitals just beneath their skin. Though ever undulating, its principal shape is that of a sort of decapitated frog with a mass of long red tentacles vomited out from the neck hole as if bloody innards.

Combat
These aberrations, while not traditionally humanoid, are proficient with simple weapons and can wield them normally.


Faranth Grab (Ex):
If a faranth hits with its tentacles, it rolls an opposed grapple check as if it had successfully initiated a grapple attempt. If the Faranth wins the opposed grapple check, it can conduct the grapple normally, or it can dash the victim against the ground or other hard surface, dealing 2d6+3 damage as an immediate action. This ends the grapple prematurely and places the victim in a space adjacent to the faranth of the faranth's choosing. No AoOs are incurred by this victim's change of placement.

Unfathomable Perception (Ex): These eyeless creatures perceive their surround in some manner mortals do not fully grasp. They cannot be blinded but otherwise are vulnerable to effects that work on sight, such as figments, glamors and patterns. This perception also grants them Alertness and Improved initiative as bonus feats

Skills * faranth have a +2 racial bonus on Hide checks.

A Faranth has a +8 racial bonus on any Swim or climb check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim or climb check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [/sblock]
 
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EricNoah said:
Ok, here's a different angle you could help me with ... there is a "humanoid" template out there I could apply to just about any kind of critter. Spiders, carrion crawlers, oozes, whathaveyou. Is there a good critter that's not already a humanoid that might make a super-cool moon man?

Phantom fungus. It is easy enough to increase its intelligence and give it class levels or other templates to increase the power of individuals. The natural invisiblity is a good way to freak out players.

Or go with phasms- the moon men have engineered themselves to work in any situation needed. The mechanicals (I would use maug) are their servants.
 

Eric, you were mentioning some kind of potential ally. What if a water wierd had gotten trapped in one of the mechanical bodies when the moon men left the last time? So you'd have this group of moon men attacking the party, and this one very confused water weird-in-a-moon man suit (or a brand new Edgar suit!). She'd very much like to get free, but perhaps she's fighting with the moon man that's supposed to go in the suit. It might give the players a hint as to what's really in the suits before they fight them (or after, if that's your bag).
 

Humaniform or Tauric Grell...either as another breed of moon man, or as a nemesis from the moon that is willing to work against the "standard" moon men.

Would also explain why the moon men like construct bodies - insulates them from the grell paralysis...
 

Here's what I see on the Moon:

Grippli.

Little, blue, psionic grippli. With Chaositech-type weapons. With Crysmals as pets.

I see them hopping around and shooting at the apex of their jumps... jumping over each other's heads in a weird mob-like fashion.

Yeah, it's not so "weird" or "out there"... but it does give Eric the option to use the Ballisteer prestige class. If he wants... :)
 

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