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<blockquote data-quote="EzekialLockhart" data-source="post: 1779320" data-attributes="member: 24605"><p><strong>CHILDREN OF ABHOTH</strong> </p><p></p><p>Medium-size Construct (Lesser Servitor Race)</p><p>Hit Dice: 2d10 (14 hp)</p><p>Initiative*: +0</p><p>Speed: 20 (move type as per child)</p><p>AC*: 10</p><p>Attacks*: As per body part created +2</p><p>Damage*: As per body part</p><p>Face/Reach: 5 ft. by 5 ft. / 5 ft</p><p>Special Attacks:-</p><p>Special Qualities: Construct, darkvision 60'</p><p>Saves*: Fort -, Ref +0, Will +0</p><p>Abilities: Str 1-4d10, Con -, Dex 1-3d6, Int -, Wis 1-6d6, Cha 4</p><p>Skills: -</p><p>Feats: Toughness</p><p>CR: 2</p><p>Climate/Terrain: Any underground</p><p>Organization: Solitary, pair, brood(2-5), swarm (5-20)</p><p>Advancement: Medium-size (2-6), Large-size (6-10), Huge-size (10-14)</p><p>Sanity loss: 0/1d2 for mildly grostesque children, 1/1d10 for truly horrible children</p><p>*These are the raw scores without any ability modifiers. The keepers will have to add those in themselves.</p><p></p><p>"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."</p><p></p><p>- Clark Ashton Smith, "The Seven Geases"</p><p></p><p>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.</p><p></p><p>Combat</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p><strong>ADUMBRALI</strong> </p><p></p><p>Large-size Outsider (Lesser Independent Race)</p><p>Hit Dice: 4d8+12 (30 hp)</p><p>Initiative: +1</p><p>Speed: 30</p><p>AC: 11</p><p>Attacks: Filament +9</p><p>Damage: Filament 0 + 1d6 Str +1d6 Con</p><p>Face/Reach: 10 ft. by 10 ft. / 5 ft.</p><p>Special Attacks: Strength drain, constitution drain, spells</p><p>Special Qualities: Incorporeal, darkvision 60'</p><p>Saves: Fort +7, Ref +5, Will +6</p><p>Abilities: Str 21, Dex 13, Con 17, Int 14, Wis 14, Cha 12</p><p>Skills: Concentration +13, Cthulhu Mythos +12, Hide +13, Listen +14, Move Silently +13, Spellcraft +12, Spot +14</p><p>Feats: Alertness, Stealthy</p><p>CR: 4</p><p>Climate/Terrain: Only abyssal dimension</p><p>Organization: Solitary, pair, cluster (2-5), colony (5-20)</p><p>Advancement: Large-size (4-8), Huge-size (8-12)</p><p>Sanity loss: 0/1d6</p><p></p><p>"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."</p><p></p><p>- Robert A.W. Lowndes, "The Abyss"</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Combat</p><p></p><p>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.</p><p></p><p>Spells: All adumbrali know 1d3 spells.</p><p></p><p>Incorporeal: Due to their shadowy composition, only enchanted weapons can harm the adumbrali. Magic, fire, and sunlight do damage normally.</p><p></p><p></p><p></p><p><strong>BLACK SPHINX</strong> </p><p></p><p>Colossal-size Magical Beast (Unique Entity)</p><p>Hit Dice: 32d10+1408 (1584 hp)</p><p>Initiative: +4 (+4 Improv. Init.)</p><p>Speed: 20</p><p>AC: 18 (+16 natural armor, -8 size modifier)</p><p>Attacks: 2 claws +40, smash +35</p><p>Damage: Claw 2d8+16, smash 2d6+8</p><p>Face/Reach: 40 ft. by 40 ft./ 25 ft.</p><p>Special Attacks: Improved grab, swallow whole, spells</p><p>Special Qualities: Natural armor, DR 40/+4, darkvision 60', low-light vision</p><p>Saves: Fort +65, Ref +20, Will +32</p><p>Abilities: Str 43, Dex 11, Con 100, Int 26, Wis 50, Cha 16</p><p>Skills: Listen +34, Balance +29, Intimidate +26, Cthulhu Mythos +29, Balance +13, Jump +26</p><p>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</p><p>CR: 34</p><p>Climate/Terrain: Any</p><p>Organization: Unique</p><p>Alignment: Chaotic evil</p><p>Advancement: None</p><p>Sanity loss: 1d10/1d100</p><p></p><p>"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."</p><p></p><p>H.P. Lovecraft and Harry Houdini, "Imprisoned with the Pharaohs"</p><p></p><p>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. </p><p></p><p>Combat</p><p></p><p>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.</p><p></p><p>Spells: Contact Nyarlathotep, as well as any others as desired by the keeper.</p><p></p><p></p><p></p><p><strong>GREATER BROTHER OF CHAUGNAR FAUGN</strong> </p><p></p><p>Large-size Monstrous Humanoid (Greater Servitor Race)</p><p>Hit Dice: 9d8+261 (301 hp)</p><p>Initiative: +2 (+2 Dex)</p><p>Speed: 30/50 fly(poor)</p><p>AC: 12 (+2 Dex)</p><p>Attacks: Grapple +20</p><p>Damage: Constitution damage</p><p>Face/Reach: 5 ft. by 5 ft./ 10 ft.</p><p>Special Attacks: Constitution damage, psychic abilities, spells, improved grab</p><p>Special Qualities: DR 12/+1</p><p>Saves: Fort +38, Ref +8, Will +7</p><p>Abilities: Str 33, Dex 15, Con 70, Int 13, Wis 18, Cha 14</p><p>Skills: Spot +16, Listen +16, Cthulhu Mythos +11, Balance +8, Concentration +35</p><p>Feats: Flyby Attack, Hover, Great Fortitude, Alertness</p><p>CR: 17</p><p>Climate/Terrain: Any mountain</p><p>Organization: Solitary, pair, family (2-5)</p><p>Alignment: Chaotic evil</p><p>Advancement: Large (9-11), Huge (12-14)</p><p>Sanity loss: 0/1d4 while immobile, 1d3/1d8 while animate</p><p></p><p>"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."</p><p></p><p>Frank Belknap Long, "The Horror from the Hills"</p><p></p><p>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.</p><p></p><p>Combat</p><p></p><p>Like their sire, these brothers of Chaugnar Faugn at first appear to be statues, totally motionless until attacked or driven to gorge upon blood.</p><p></p><p>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.</p><p></p><p>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)</p><p></p><p>Spells: All greater brothers know 1d10 spells.</p><p></p><p></p><p></p><p><strong>LESSER BROTHERS OF CHAUGNAR FAUGN</strong> </p><p></p><p>Medium-size Aberration (Lesser Servitor Race)</p><p>Hit Dice: 4d8+12 (30 hp)</p><p>Initiative: +2 (+2 Dex)</p><p>Speed: 40</p><p>AC: 14 (+2 Dex, +2 natural armor)</p><p>Attacks: Bite +6, Grapple +1, Crush +1</p><p>Damage: Bite 2d4+3 and hit point drain, Crush 1d4+3</p><p>Face/Reach: 5 ft. by 5 ft./ 5 ft.</p><p>Special Attacks: Hit point drain, improved grab</p><p>Special Qualities: Natural armor, darkvision 60'</p><p>Saves: Fort +4, Ref +3, Will +4</p><p>Abilities: Str 17, Dex 15, Con 17, Int 7, Wis 11, Cha 9</p><p>Skills: Hide +11, Listen +8, Spot +8, Move Silently +11</p><p>Feats: Alertness, Stealthy</p><p>CR: 4</p><p>Climate/Terrain: Any mountain</p><p>Organization: Solitary, pair, family (2-5), swarm (5-20)</p><p>Alignment: Chaotic evil</p><p>Advancement: 4-6 (Medium-size), 7-9 (Large-size)</p><p>Sanity loss: 1/1d4</p><p></p><p>"Its ropy arms descend to suck / Dark nurture from the deeps / Of lava-pools within a cone / That shines whilst Chaugnar sleeps."</p><p></p><p>Frank Belknap Long, "When Chaugnar Wakes"</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Combat</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>More to come. Yay.</p></blockquote><p></p>
[QUOTE="EzekialLockhart, post: 1779320, member: 24605"] [B]CHILDREN OF ABHOTH[/B] 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. [B]ADUMBRALI[/B] 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. [B]BLACK SPHINX[/B] 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. [B]GREATER BROTHER OF CHAUGNAR FAUGN[/B] 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. [B]LESSER BROTHERS OF CHAUGNAR FAUGN[/B] 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. [/QUOTE]
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