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<blockquote data-quote="EzekialLockhart" data-source="post: 1782627" data-attributes="member: 24605"><p><strong>Oh No! More Are Coming!</strong></p><p></p><p><strong>THRALL OF CTHULHU</strong> </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>CREATING A THRALL OF CTHULHU</strong> </p><p></p><p>Thrall of Cthulhu is an acquired template that can be added to any human.</p><p></p><p>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.</p><p></p><p>Size and Type: Creature type is changed to Monstrous Humanoid. Size remains the same.</p><p></p><p>Special Attacks: The base creature gains two natural claw attacks that deal 1d6 damage.</p><p></p><p>Special Qualities: Regeneration 1d6 hp/round, thralls killed by physical attacks reform in 1d8+1 rounds.</p><p></p><p>Abilities: Strength +4, Constitution +4, Dexterity -4</p><p></p><p>Environment: Any aquatic or shore-line</p><p></p><p>Challenge Rating: +2</p><p></p><p>Alignment: Always evil (any).</p><p></p><p>Level Adjustment: Same as base creature +2</p><p></p><p></p><p></p><p><strong>DESH</strong> </p><p>Lesser/Greater</p><p></p><p>Small-size Outsider (Lesser Independent Race) / Medium-size Outsider (Lesser Independent Race)</p><p>Hit Dice: 1d8 (4 hp) / 4d8+4 (22 hp)</p><p>Initiative: +1 (+1 Dex) / +6 (+6 Dex)</p><p>Speed: 20 / 120</p><p>AC: 11 (+1 Dex) / 16 (+6 Dex)</p><p>Attacks: 2 Claws +1 / 2 Claws +7, Bite +2</p><p>Damage: Claw 1d3+1 / Claw 1d4+3, Bite 1d6+3</p><p>Face/Reach: 5 ft. by 5 ft. / 5 ft. / 5 ft. by 5 ft. / 5 ft.</p><p>Special Attacks: Improved trip / Improved trip, improved grab</p><p>Special Qualities: Darkvision 60' / Unstable reality, darkvision 60'</p><p>Saves: Fort +2, Ref +5, Will -2 / Fort +5, Ref +12, Will +5</p><p>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</p><p>Skills: Move Silently +5 / Move Silently +12, Hide +12, Listen +9, Spot +9</p><p>Feats: Lightning Reflexes / Lightning Reflexes, Alertness</p><p>CR: 1 / 4</p><p>Climate/Terrain: Another near-dimension / Another near-dimension</p><p>Organization: Solitary / Solitary</p><p>Advancement: None / None</p><p>Sanity loss: 0/1d3 / 1/1d4+1</p><p></p><p>"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."</p><p></p><p>Clark Ashton Smith, "The Door to Saturn"</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Combat</p><p></p><p>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.</p><p></p><p></p><p></p><p><strong>DWELLER IN THE DEPTHS</strong> </p><p></p><p>Large-size Aberration (Greater Servitor Race)</p><p>Hit Dice: 5d8+25 (47 hp)</p><p>Initiative: +5 (+1 Dex, +4 Improv. Init.)</p><p>Speed: 30 / 50 swim</p><p>AC: 12 (+1 Dex, -1 Size, +2 natural armor)</p><p>Attacks: 8 tentacles +10</p><p>Damage: Tentacle 1d8+8</p><p>Face/Reach: 10 ft. by 10 ft. / 5 ft.</p><p>Special Attacks: Spells</p><p>Special Qualities: Weak Spot, natural armor, darkvision 60', watersense, DR 10/+1</p><p>Saves: Fort +8, Ref +2, Will +7</p><p>Abilities: Str 20, Dex 13, Con 20, Int 13, Wis 17, Cha 10</p><p>Skills: Move Silently +7, Spot +9, Hide +2, Cthulhu Mythos +7</p><p>Feats: Improved Natural Attack (Tentacle), Great Fortitude, Improved Initiative</p><p>CR: 6</p><p>Climate/Terrain: Any aquatic</p><p>Organization: Solitary</p><p>Advancement: 5-9 (Large-size), 10-15 (Huge-size)</p><p>Sanity loss: 0/1d8</p><p></p><p>"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."</p><p></p><p>Ramsey Campbell, "The Horror from the Bridge"</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Combat</p><p></p><p>Spells: All dwellers know 2d6 spells.</p><p></p><p>Weak Spot: Damage done to the brain kills the dweller instantly. All attacks have a 10% chance of hitting the brain organ.</p></blockquote><p></p>
[QUOTE="EzekialLockhart, post: 1782627, member: 24605"] [b]Oh No! More Are Coming![/b] [B]THRALL OF CTHULHU[/B] 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. [B]CREATING A THRALL OF CTHULHU[/B] 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 [B]DESH[/B] 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. [B]DWELLER IN THE DEPTHS[/B] 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. [/QUOTE]
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