My CoC Conversions

EzekialLockhart

First Post
CHILDREN OF ABHOTH

Medium-size Construct (Lesser Servitor Race)
Hit Dice: 2d10 (14 hp)
Initiative*: +0
Speed: 20 (move type as per child)
AC*: 10
Attacks*: As per body part created +2
Damage*: As per body part
Face/Reach: 5 ft. by 5 ft. / 5 ft
Special Attacks:-
Special Qualities: Construct, darkvision 60'
Saves*: Fort -, Ref +0, Will +0
Abilities: Str 1-4d10, Con -, Dex 1-3d6, Int -, Wis 1-6d6, Cha 4
Skills: -
Feats: Toughness
CR: 2
Climate/Terrain: Any underground
Organization: Solitary, pair, brood(2-5), swarm (5-20)
Advancement: Medium-size (2-6), Large-size (6-10), Huge-size (10-14)
Sanity loss: 0/1d2 for mildly grostesque children, 1/1d10 for truly horrible children
*These are the raw scores without any ability modifiers. The keepers will have to add those in themselves.

"There were things like bodiless legs or arms that flailed in the slime, or heads that rolled, or floundering bellies with fishes' fins; and all manner of things malformed and monstrous, that grew in size as they departed from the neighborhood of Abhoth. And those that swam not swiftly ashore when they fell into the pool from Abhoth, were devoured by mouths that gaped in the parent bulk."

- Clark Ashton Smith, "The Seven Geases"

The children of Abhoth are the various creatures which the Outer God sloughs off from its great fertile bulk. Unlike Shub-Niggurath's offspring, no two children of Abhoth are alike, yet unlike the brood of Ubbo-Sathla, the Abhoth-spawn are generally complex life forms. Some appear as unfinished bodies or singular body parts, while others look like prehistoric creatures, monstrous mutant things, queer humanoids, amorphous blobs, etc. Some children of Abhoth fly, some swim, some crawl, and some don't move at all. Abhoth scoops up and reabsorbs some of its children. Those that escape their sire's grasp wander about in dank and lightless subterranean lairs or even venture up into the world of men.

Combat

Because every child of Abhoth is different, each has a different mode of attack. The keeper should determine the specific form of attack for each child he or she creates.

Construct: Constructs are immune to mind-influencing effects, poison, sleep effects, paralysis, stunning, disease, death effects, and necromantic effects. Constructs are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Constructs are not at a risk of death from massive damage. Since it was never alive, a construct cannot be raised or ressurected.



ADUMBRALI

Large-size Outsider (Lesser Independent Race)
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 30
AC: 11
Attacks: Filament +9
Damage: Filament 0 + 1d6 Str +1d6 Con
Face/Reach: 10 ft. by 10 ft. / 5 ft.
Special Attacks: Strength drain, constitution drain, spells
Special Qualities: Incorporeal, darkvision 60'
Saves: Fort +7, Ref +5, Will +6
Abilities: Str 21, Dex 13, Con 17, Int 14, Wis 14, Cha 12
Skills: Concentration +13, Cthulhu Mythos +12, Hide +13, Listen +14, Move Silently +13, Spellcraft +12, Spot +14
Feats: Alertness, Stealthy
CR: 4
Climate/Terrain: Only abyssal dimension
Organization: Solitary, pair, cluster (2-5), colony (5-20)
Advancement: Large-size (4-8), Huge-size (8-12)
Sanity loss: 0/1d6

"There were things in the abyss, he said in hoarse tones, great shapes that were like blobs of utter blackness, yet which he knew to be alive. From the central masses of their being he could see them shoot forth incredibly long, filamentine tentacles. They moved themselves forward and backward-horizontally, but they could not move vertically, it seemed. They were, he thought, nothing but living shadows."

- Robert A.W. Lowndes, "The Abyss"

The adumbrali are a race of two-dimensional, shadow-like entities that dwell in an abyssal dimension. They are only capable of moving in the horizontal plane (forward, backward, right, and left) and cannot move vertically, even in their own dimension. Some of them, however, are capable of teleportation and may use this to reorient themselves to a new plane. A cruel and mischievous race, the adumbrali delight in toying with and hunting down their prey before killing them. The eyes of an abumdrali victim are forever frozen open in a stare which seems to see into another plane.

While the adumbrali are usually confined to their own dimension, they have a means of hunting and acquiring victims from other worlds. Adumbrali can combine individual efforts to create a "seeker" an entity able to enter other dimensions and from there project the minds of chosen victims back to the realms of the abumdrali.

Combat

When they feed, the adumbrali extend tentacles of blackness to engulf their victims, draining them of all body fluids. A person killed by an adumbrali is left totally dehydrated.

Spells: All adumbrali know 1d3 spells.

Incorporeal: Due to their shadowy composition, only enchanted weapons can harm the adumbrali. Magic, fire, and sunlight do damage normally.



BLACK SPHINX

Colossal-size Magical Beast (Unique Entity)
Hit Dice: 32d10+1408 (1584 hp)
Initiative: +4 (+4 Improv. Init.)
Speed: 20
AC: 18 (+16 natural armor, -8 size modifier)
Attacks: 2 claws +40, smash +35
Damage: Claw 2d8+16, smash 2d6+8
Face/Reach: 40 ft. by 40 ft./ 25 ft.
Special Attacks: Improved grab, swallow whole, spells
Special Qualities: Natural armor, DR 40/+4, darkvision 60', low-light vision
Saves: Fort +65, Ref +20, Will +32
Abilities: Str 43, Dex 11, Con 100, Int 26, Wis 50, Cha 16
Skills: Listen +34, Balance +29, Intimidate +26, Cthulhu Mythos +29, Balance +13, Jump +26
Feats: Power Attack, Improved Bull Rush, Awesome Blow, Snatch, Great Fortitude, Improved Initiative, Improved Critical(Claw), Weapon Focus(Claw), Iron Will, Cleave, Lightning Reflexes, Skill Emphasis(Listen), Blind Fighting, Great Cleave, Alertness
CR: 34
Climate/Terrain: Any
Organization: Unique
Alignment: Chaotic evil
Advancement: None
Sanity loss: 1d10/1d100

"It was something quite ponderous . . . something yellowish and hairy, and endowed with a sort of nervous motion. It was as large, perhaps, as a good-sized hippopotamus, but very curiously shaped. It seemed to have no neck, but five separate shaggy heads springing in a row from a roughly cylindrical trunk; the first very small, the second good-sized, the third and fourth equal and largest of them all, and the fifth rather small, though not so small as the first. Out of these heads darted curiously rigid tentacles which seized ravenously on the excessively great quantities of unmentionable food placed before the aperture."

H.P. Lovecraft and Harry Houdini, "Imprisoned with the Pharaohs"

The Black Sphinx is a creature out of nightmare. A huge lumbering beast, its eyeless faces are dotted with a number of snapping maws which constantly drool the blood and bones of its previous victims. This creature is one of the million favoured ones, powerful creatures connected with Nyarlathotep.

Combat

In combat the Black Sphinx tries to scoop up combatants into one of its drooling maws, failing that it can easily beat even the most stalwart investigator into a bloody pulp with its smash attack.

Spells: Contact Nyarlathotep, as well as any others as desired by the keeper.



GREATER BROTHER OF CHAUGNAR FAUGN

Large-size Monstrous Humanoid (Greater Servitor Race)
Hit Dice: 9d8+261 (301 hp)
Initiative: +2 (+2 Dex)
Speed: 30/50 fly(poor)
AC: 12 (+2 Dex)
Attacks: Grapple +20
Damage: Constitution damage
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special Attacks: Constitution damage, psychic abilities, spells, improved grab
Special Qualities: DR 12/+1
Saves: Fort +38, Ref +8, Will +7
Abilities: Str 33, Dex 15, Con 70, Int 13, Wis 18, Cha 14
Skills: Spot +16, Listen +16, Cthulhu Mythos +11, Balance +8, Concentration +35
Feats: Flyby Attack, Hover, Great Fortitude, Alertness
CR: 17
Climate/Terrain: Any mountain
Organization: Solitary, pair, family (2-5)
Alignment: Chaotic evil
Advancement: Large (9-11), Huge (12-14)
Sanity loss: 0/1d4 while immobile, 1d3/1d8 while animate

"Its Brothers who will come down from the mountains ravening for ecstacy when it calls to them. Chaugnar and its Brothers converse by means of thought-transference."

Frank Belknap Long, "The Horror from the Hills"

The greater brothers of Chaugnar Faugn appear as lesser forms of the Great Old One: bloated elephantine horrors with skeletal heads endowed with webbed ears and trunks that ended in great, flaring disks. Long intertwined crystalline tusks sprout from the mouths of these creatures. The bodies of the brothers of Chaugnar Faugn are humanoid, although mottled and stained.

Combat

Like their sire, these brothers of Chaugnar Faugn at first appear to be statues, totally motionless until attacked or driven to gorge upon blood.

Constitution Damage: The following round after a great brother grapples a victim, he will continually drain 1d6 Con per round until the grapple is broken or the greater brother is slain. The Constitution damage is permanent.

Psychic Abilities: The greater brothers of Chaugnar Faugn possess two psychic talents. The first is to cause a victim to have horrible nightmares about the brothers and their sires (Will save DC 18), which incurs a -2 morale penalty to all rolls for the next 2 hours upon waking. The second is to draw their victims to them in a trance-like state so the greater brother may feed upon them with ease. (Will save DC 18)

Spells: All greater brothers know 1d10 spells.



LESSER BROTHERS OF CHAUGNAR FAUGN

Medium-size Aberration (Lesser Servitor Race)
Hit Dice: 4d8+12 (30 hp)
Initiative: +2 (+2 Dex)
Speed: 40
AC: 14 (+2 Dex, +2 natural armor)
Attacks: Bite +6, Grapple +1, Crush +1
Damage: Bite 2d4+3 and hit point drain, Crush 1d4+3
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Hit point drain, improved grab
Special Qualities: Natural armor, darkvision 60'
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 17, Dex 15, Con 17, Int 7, Wis 11, Cha 9
Skills: Hide +11, Listen +8, Spot +8, Move Silently +11
Feats: Alertness, Stealthy
CR: 4
Climate/Terrain: Any mountain
Organization: Solitary, pair, family (2-5), swarm (5-20)
Alignment: Chaotic evil
Advancement: 4-6 (Medium-size), 7-9 (Large-size)
Sanity loss: 1/1d4

"Its ropy arms descend to suck / Dark nurture from the deeps / Of lava-pools within a cone / That shines whilst Chaugnar sleeps."

Frank Belknap Long, "When Chaugnar Wakes"

These, like the greater brothers of Chaugnar Faugn, resemble their namesake. Of the two forms of brothers, the lesser form is the smaller and weaker, though still more powerful than any human.

Like the Great Old One who wrought them, the lesser form is squat, elephantine, and plump when well fed, proportioned like Ganesha the Hindu elephant-god of wisdom. The skin is lighter in color, a wrinkled gray.

Combat

Lesser brothers are larger and stronger than most men, but their claws only abrade and their small tusks are too short to stab. They may hug and crush their victims, or use their long segmented snouts to suck blood from them and there-by feed.

Hit Point Drain: After grappling a victim, the next round and every round after they will drain 1 hit point from the victim. These lost points return at 1 per hour.







I've posted these on a couple of other forums(Actually they are split up between Monte Cook's D20 CoC board and Yogsothoth.com). I figured I'd be so kind as to share them with you as well. ;)

More to come. Yay.
 
Last edited:

log in or register to remove this ad

Oh No! More Are Coming!

THRALL OF CTHULHU

The thralls of Cthulhu were once human worshipers of great Cthulhu who were transformed into servant creatures by a succession of special rituals. This monstrous transformation may take from a few to many years to complete. The dark rituals beg the intervention of Cthulhu, who must accept the petitioner. The mind, will, and identity of the former human are kept, but the body transforms into an immortal and monstrous shell.

The thralls of Cthulhu are bloated gray corpulent humanoid masses. The flesh exudes tiny jelly-like droplets smelling of methane; the puffy flesh easily tears away when the creature is attacked, although this does not harm the thrall. They are hairless, with round, unblinking yellow eyes. Small vestigial tentacles surround the mouth filled with sharp teeth. Thralls lack earshells, and thus hear poorly in air, though very well in water. These creatures may speak, and their voices have a dribbling quality disgusting to human listeners. Each finger and toe concludes in a sharp claw, although the creatures' awkwardness precludes foot attacks. Thralls retain previous sexual characteristics, but the distorted organs are sterile.

CREATING A THRALL OF CTHULHU

Thrall of Cthulhu is an acquired template that can be added to any human.

A Thrall of Cthulhu uses all of the base creature's statistics and abilities except where noted here. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type: Creature type is changed to Monstrous Humanoid. Size remains the same.

Special Attacks: The base creature gains two natural claw attacks that deal 1d6 damage.

Special Qualities: Regeneration 1d6 hp/round, thralls killed by physical attacks reform in 1d8+1 rounds.

Abilities: Strength +4, Constitution +4, Dexterity -4

Environment: Any aquatic or shore-line

Challenge Rating: +2

Alignment: Always evil (any).

Level Adjustment: Same as base creature +2



DESH
Lesser/Greater

Small-size Outsider (Lesser Independent Race) / Medium-size Outsider (Lesser Independent Race)
Hit Dice: 1d8 (4 hp) / 4d8+4 (22 hp)
Initiative: +1 (+1 Dex) / +6 (+6 Dex)
Speed: 20 / 120
AC: 11 (+1 Dex) / 16 (+6 Dex)
Attacks: 2 Claws +1 / 2 Claws +7, Bite +2
Damage: Claw 1d3+1 / Claw 1d4+3, Bite 1d6+3
Face/Reach: 5 ft. by 5 ft. / 5 ft. / 5 ft. by 5 ft. / 5 ft.
Special Attacks: Improved trip / Improved trip, improved grab
Special Qualities: Darkvision 60' / Unstable reality, darkvision 60'
Saves: Fort +2, Ref +5, Will -2 / Fort +5, Ref +12, Will +5
Abilities: Str 11, Dex 13, Con 11, Int 3, Wis 2, Cha 8 / Str 17, Dex 22, Con 13, Int 7, Wis 13, Cha 10
Skills: Move Silently +5 / Move Silently +12, Hide +12, Listen +9, Spot +9
Feats: Lightning Reflexes / Lightning Reflexes, Alertness
CR: 1 / 4
Climate/Terrain: Another near-dimension / Another near-dimension
Organization: Solitary / Solitary
Advancement: None / None
Sanity loss: 0/1d3 / 1/1d4+1

"This panel, being partly wrought from a kind of matter which belonged to another universe than man's, possessed uncommon radiative properties that served to ally it with some higher dimension of space."

Clark Ashton Smith, "The Door to Saturn"

Desh is the name given by Hyperboreans to those creatures living in a near but alternate dimension. Existing in many different forms, these creatures float through the invisible spaces around us, as unaware of our presence as we are of theirs. Lesser desh appear as large silvery tadpoles with limp, toothless mouths and with a row of dark, bead-like eyes across their narrow heads. Greater desh have slim, fish-like bodies with four long limbs knotted with cords or stringy muscle. Wide mouths bristle with curved, six-inch teeth. The top of the sleek head is crowned with a bundle of 8 lidless, plate-shaped eyes arranged in a crescent.

Although of solid matter, desh are semi-transparent, continually fading in and out of view. Lingering images-chemical memories from the nerve fibers of the brain used as a gateway-flash intermittently through the creatures' pale skins.

Combat

Unstable Reality: Whatever damage is done to the greater desh is multiplied by 5. Treat that damage as a percentage chance that the creature is destroyed outright. Roll 1d100, if the result is less than the percentage, the desh disappears in a bright star-shaped wink of light. If not, the attack has no effect.



DWELLER IN THE DEPTHS

Large-size Aberration (Greater Servitor Race)
Hit Dice: 5d8+25 (47 hp)
Initiative: +5 (+1 Dex, +4 Improv. Init.)
Speed: 30 / 50 swim
AC: 12 (+1 Dex, -1 Size, +2 natural armor)
Attacks: 8 tentacles +10
Damage: Tentacle 1d8+8
Face/Reach: 10 ft. by 10 ft. / 5 ft.
Special Attacks: Spells
Special Qualities: Weak Spot, natural armor, darkvision 60', watersense, DR 10/+1
Saves: Fort +8, Ref +2, Will +7
Abilities: Str 20, Dex 13, Con 20, Int 13, Wis 17, Cha 10
Skills: Move Silently +7, Spot +9, Hide +2, Cthulhu Mythos +7
Feats: Improved Natural Attack (Tentacle), Great Fortitude, Improved Initiative
CR: 6
Climate/Terrain: Any aquatic
Organization: Solitary
Advancement: 5-9 (Large-size), 10-15 (Huge-size)
Sanity loss: 0/1d8

"The thing had eight major arm-like appendages protruding from an elliptical body, six of which were tipped with flipper-like protrusions, the other two being tentacular. Four of the web-tipped legs were located at the lower end of the body, and used for walking upright. The other two were near the head, and could be used for walking near the ground. The head joined directly to the body; it was oval and eyeless. In place of eyes, there was an abominable sponge-like circular organ about the center of the head; over it grew something hideously like a spider's web. Below this was a mouth-like slit which extended at least halfway round the head, bordered at each side by a tentacle-like appendage with a cupped tip, obviously used for carrying food to the mouth. . . . The sketch and the Necronomicon illustration had not reproduced everything; they had not shown the transparency of the half-gelatinous flesh, revealing the mobile organs beneath the skin. Nor had they shown the globular organ above the brain. . . . And as the mouth fell open when they stirred the body, he saw that the being possessed no teeth, but six rows of powerful tentacles interlaced across the opening of the throat."

Ramsey Campbell, "The Horror from the Bridge"

Dwellers in the depths are a race of amphibious creatures who serve the Great Old Ones, particularly those associated with water: Cthulhu, Dagon, Hydra, Ythogtha, and Zoth-Ommog. This race may be a larger, more powerful strain of deep ones.

These creatures live in cities beneath the waves of oceans and rivers. They are sometimes freed to rise to the surface world where they wreak havoc upon those they encounter. The rubbery, half-gelatinous flesh of such a being is immune to most physical harm although damage taken to the brain-organ instantly kills the creature. The body of a slain dweller quickly decomposes, leaving behind nothing more than a foul, fishy stain.

Combat

Spells: All dwellers know 2d6 spells.

Weak Spot: Damage done to the brain kills the dweller instantly. All attacks have a 10% chance of hitting the brain organ.
 
Last edited:

Remove ads

Top