Request for some Ideas (my players please avoid)


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WizarDru said:
Right now, I need to focus on monstrosities for the Far Realms.

Oooh! Oooh! I got one!! No reason it has to be unique... if your party needs an EL 30 challenge, just use a dozen of 'em! :D

XUKRISCHIS, Horror from the Far Realms
Gelatinous Fiendish Pseudonatural Advanced Purple Worm of Legend
Gargantuan Outsider (Extraplanar)
Hit Dice: 32d10+512 (688 hp)
Initiative: +3
Speed: 10’, burrow 10’, swim 20’
Armor Class: 26 (-4 size, -2 dex, +21 natural), touch 5, flat-footed 26
Base Attack/Grapple: +32/+56
Attack: Bite +46 melee (6d6+17 plus 2d4 acid)
Full Attack: Bite +46 melee (6d6+17 plus 2d4 acid) and sting +44 melee (2d8+8 plus 2d4 acid plus poison) and slam +43 melee (4d6+8 plus 2d4 acid)
Space/Reach: 20’/15’
Special Attacks: Acid, improved grab, poison, raging blood, smite good, swallow whole, true strike
Special Qualities: Alternate form, blindsight 60’, darkvision 60’, DR 10/magic, fast healing 5, greater damage, immunity to polymorphing and stunning, resilient, resistance to acid 10, cold 10, electricity 10 and fire 10, SR 25, tremorsense 60’
Saves: Fort +28 (+32 vs. poison and paralysis), Ref +12, Will +11 (+15 vs. mind-affecting and sleep effects)
Abilities: Str 45, Dex 8, Con 41, Int 5, Wis 6, Cha 8
Skills: Hide -13, Listen +25, Swim +35
Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Initiative, Improved Natural Armor (x3), Improved Natural Attack (bite), Improved Toughness, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (sting)
Environment: Far Realms
Organization: Solitary or with a nest of 2-7 greater pseudonatural huge centipedes
Challenge Rating: 23
Treasure: None
Alignment: Neutral evil

What must surely be the most frightful looking creature in the multiverse moves slowly before you. Gigantic in proportion, it pulses and rumbles, emitting weird odors and strange noises. Stretching easily 70’ or more long, the hideous entity looks like nothing so much as a 10’ diameter strand of seemingly aware mucus. A gross, slimy perspiration seems to leak out of the thing all over, and while one end contains a bizarre set of hard-looking crusty ridges that disturbingly resembles a mouth, the other end has a long, tapered, spear-like protrusion of crusted mucus-like material dripping some foul-smelling yellow excretion.

Combat

Xurkrischis is sentient, albeit not highly intelligent. It knows that it is vulnerable to attacks from afar, so if it suffers more than half its hit points in damage without having a target it can engage in melee it will usually seek to burrow away to safety. When not seriously threatened, Xurkrischis constantly eats, preferring to dine on sentient creatures but being totally omnivorous in principle.

Frightful Presence (Ex): Xurkrischis can make a horrible burbling, farting sound accompanied by a hideous stench, inspiring terror in all creatures within 40’ that have fewer than 32 HD. Each potentially affected creature must make a Will save (DC 25) or become shaken- a condition that lasts until the opponent is out of range. A successful save leaves the creature immune to Xurkrischis’ frightful presence for 24 hours.

Improved Grab (Ex): Xurkrischis can make a free grapple check without provoking attacks of opportunity when it hits an opponent of Huge or smaller size with his bite.

Poison (Ex): Poisons run from the stinger of the hideous fiend called Xurkrischis (Fort DC 41; initial damage 1d6 str, secondary damage 2d6 str).

Raging Blood (Su): Whenever Xurkrischis is damaged, a spray of acid is emited in a 5’ cone. Any creature within the cone suffers 1d4 hp of acid damage (no save). Xurkrischis is unaffected by its own fluids.

Smite Good (Su): Once per day the horror that is Xurkrischis can smite good on a normal melee attack, inflicting an extra +20 hp of damage against a good foe.

Swallow Whole (Ex): Xurkrischis can swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. A swallowed victim suffers 2d8+17 plus 2d4+8 acid damage each round; it can try to cut its way out with a light piercing or slashing weapon (requires 25 points of damage vs. AC 24).

True Strike (Su): 1/day this horrible thing can make a normal attack roll with a +20 insight bonus. Xurkrischis is unaffected by the normal miss chance from concealment on this attack.

Alternate Form (Su): As a standard action, Xurkrischis can change from the terrible form he tends towards while on the Material Plane to a horrible, many-tentacled form resembling nothing so much as a fluid-filled anemone-shaped bag with leaking cloudy pustules all over its disgusting form. While it is within this form, other creatures receive a -1 morale penalty on attack rolls against it.

Resilient (Ex): Xurkrischis has a form that is only partially defined. As such, it cannot be flanked, it takes -1d6 hp from a sneak attack and it takes only half the extra damage inflicted by a critical hit.
 


Side trek in the far Realms

This is an idea I had for far realms creepiness. This could end up being a place of refuge for the PC's, or a nasty fight.

Backstory

In 4411 SD The decay of the Suloise Empire into crime and corruption cannot be denied as Emperor Zinkman ad-Zol declares himself a God. He uses the power of the Binders to enforce his claim. The "god" Zinkman is not accepted by the Oeridian tribes to the north and west of the empire. Zinkman attacks the surprised Oeridian tribes destroying three of the thirteen that exist. The Oeridians are forced to bow to Zinkman. The Aerdy (the chief of the tribe of that name) refuses, and challenges Zinkman in a duel to the death. Zinkman accepts, but finds that he is battling none other than St. Cuthbert, himself. Cuthbert reduces Zinkman to a babbling, drooling idiot. Cuthbert does not take the Binders from the houses of Suel, but divides them among the ruling houses.

Emperor Zinkman ad-Zol passes out of history at this point. But his story continues on...

Emperor Zinkman ad-Zol was found by his fanatic followers years later in the mountainous area near the Lost caverns of Tsojcanth. Zinkman was a powerful psioniscist and Cuthberts wrath destroyed any kind of normal thought patterns or rationality. He constantly saw things interposed on this realm of possibility, and strange and terrible creatues invaded his every moment - both waking and sleeping.

One fateful evening he embraced this strange and terrible alternate reality and him and his followers were transposed into the Far Realms.

Current Situation

Zinkman and his followers have been surviving in the Far Realms for a Millenia. This has taken its toll on them all both mentally and physically.

Thier muscles have grown internal tentacles that have stretched thier skin in disgusting pulsing ropey tendrils. This has made them stronger and faster. These tendrails also wrap around internal bones and organs, preventing most criticle hits and absorbs some physical damage.

Thier armor and weapons have also absorbed the nature of the Far realms and have warped and twisted, gorwing magically enchanced tentacles which have burrowed into the flesh of thier wearers. Thier weapons are disgusted masses of black bleeding pulsating flesh - having grown from the original weapon. Those that has a wounding quality now have barbed blood sucking tentacles, those that were shocking now have small eel looking things swimming through the altered metal of the blades etc.

Zinkman himself has been changed even more than the others. His teeth are small tentacles and an onscene black tendril wraps around his brain and has horrible deformed his skull. It pulses when he speaks and augments his already Epic psionic power.

Zinkman is one of the few beings who can impose his will on the Far Realm plane and bend some of it to his will. He has done this by creating a fleshy tantacled church - complete with gothic spires (of tentacle and bone) and worshippers harvested from those travellers who have mistakenly entered his realm. The temple itself gorws tendrils from its pews and these worshippers are nothing more than meat puppets totally dominated by Zinkman.

Zinkam wears a templated greater cloaker as a robe and can be a source of excellent information about this plane. Too bad he is totally insane.

By eating the black tendril inside his head the consumer will gain some control over the Far Realms and will have the knowledge to navigate through it and avoid a lot of the dangers.
 

A few ideas

These far realms inhabitants may not be ancient Suel but instead may be some Noble Githyanki who wish to have Fraz as thier new god, and were aware enough of whats going on that they plane shifted here.

Thier temple is built for Fraz and may also be a prison for the Silvering?

Whoever this group is, ancient suel, Githyanki etc will be essentially lawful which of course wil make things wierd. They are unwilling to admit that they are freaks living in freaksville. One of them may have spent 50 years growing a single rosebush, destroying it every time it developed far realms taint. he will be very proud of his garden. Which consists of a tentacled single rosebush.

Dinner Macarbe

If the PC's make peaceful contact they will be welcomed warmly. These are nobles and honor guestright social laws. They will be hungry for news of the outside world, and they will not know of the twin cataclysms.

They will wear thier finest clothes and use makeup to try and cover thier underskin tendrils and pulsating oversized veins. They will be charming and polite, and ignore such incidents as when the table develops a ridge and topples over a bottle of wine before sinking back to normality, or when a wall starts bleeding yellow and green ichor.

The PC's will have no idea what they are eating or drinking. If fraz knows they are there he may send his unholy things (Jesters worms) to attack. The Suel will fight fiercly with the group to fend them off. if they are fraz loyal Gith then they will pretend to help the PC's, but turn on them half way through the battle.
 

H....hold on. Are we talking Far Realm outsiders? Then I have the absolutely perfect thing for you! I created a fairly elaborate system, including a number of monsters and a new template, based on a race of sanity-draining creatures that initially came from the video game Eternal Darkness. And the monsters from said game were inspired, a lot, by the Cthulu mythos, which I always thought was just perfect Far Realm inspiration. Now, the highest-level monster that I made is only in teens, CR-wise, but then, that's what the template and advancement rules are for, right? The only question is do you want it now, or after this weekend, after I finished doing a 3.5 and difficulty adjust? I should have the other outsiders I mentioned (including two that would make nice Far Realm villains) by tonight, but it will probably take a bit longer than that to fix up the Eternal Darkness monsters. As a peace offering for making you wait, though, here's a nice near-epic monster for you to take a look at. It's more the "big, strong, and stupid" type than the "creepy outsider" type, but again, that's what template and advancment rules are for. :) This guy was, incidentally, the monster that swallowed the monk and trampled the prismatic sphere in the story I mentioned in your regular story hour.

Murdean, Instant
Colossal Magical Beast
Hit Dice: 40d10+406 (626 hp)
Initiative: +10 (+6 Dex, +4 Improved Init)
Speed: 90 ft.
AC: 35 (-8 size, +6 Dex, +27 Natural)
Base Attack/Grapple: +40/56
Attack: Bite +46 melee (4d8 +14)
Full Attack: Bite +46 melee (4d8 + 14,) 2 Gore +41 melee (1d8 + 7,) 2 Claws +41 melee (1d8+ 7,) hooves +41 melee (2d8 +7)
Space/Reach: 30 feet/20 feet
SA: Frightful Presence, Trample, Buck, Improved Grab, Swallow Whole, Energy Transfer
SQ: DR 15/magic, immunity to fire, poison, energy drain, and ability damage, resistance to electricity, acid, and sonic 20, Stubborn Will, fast healing 15, SR 30
Saves: Fort +34, Ref +30, Will +17
Abilities: Str 38, Dex 22, Con 30
Int 3, Wis 14, Cha 14
Skills: Listen +15, Spot +15, Wilderness Lore +13, Search +7
Feats: Alertness, Blind-Fight, Cleave, Great Cleave, Combat Reflexes, Power Attack, Dodge, Improved Grapple, Improved Initiative, Iron Will, Great Fortitude, Lightning Reflexes, Toughness (2)
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 19
Treasure: None.
Alignment: Always chaotic neutral
Advancement: 41+ (Colossal)

It could be heard before it was seen, but not by much. An impossibly tall creature, it bore down up you faster than any creature so large had any right to move. It vaguely resembled a centaur, if centaurs were fifty feet long and sounded like thunderclaps every time their hooves pummeled the ground. But instead of the an upper half that was even vaguely human, it resembled some sort of ancient lizard, with claws like swords and a head like a crocodile. A crown of horns greater than any deer or elk ever could dream of having sits atop its head, further showing what an anachronism of nature the beast is.

In an alternate dimension, Murdeans are the answer to the Tarrasque, though they are not unique beings and are slightly weaker. Still, with their nearly infinite power, they are more than capable of destroying entire armies without difficulty. The Instant is only one of five varieties. Known for its speed, it is weaker than some of the other types, but is still an extremely vicious adversary.

Combat:
Instant Murdeans prefer to trample, buck, or swallow some adversaries, before attacking the survivors. Once into combat directly, it prefers to strike one enemy with its bite and horns, and then use its hooves to cause further damage to lesser enemies.

Frightful Presence (Su): A murdean can inspire terror by charging or attacking. Affected creatures must succeed on a DC 32 check or become shaken, remaining in that condition as long as they remain withn 60 feet of the murdean. The save DC is Charisma-based.

Trample (Ex): As a full-round action, an Instant can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. A trample attack does bludgeoning damage equal to 2d8+21. Trampled opponents can make attacks of opportunity, but at a –4 penalty. If they do not make attacks of opportunity, they can attempt a Reflex save for half damage. The DC is 44.

Buck (Ex): At the end of a charge action, instead of making a normal attack, the Instant can instead make a Buck attack against a target. This works like a Bull Rush that doesn’t provoke an attack of opportunity (Instant’s bonus is +30.) Unlike a normal Bull Rush, the Instant does not have to continue moving with the rush to move the target more than five feet. In addition, this attack does 1d6 points of damage for every ten feet the target flew backwards, and the target has risen to a height equal to a half his distance over the course of the buck. This may cause additional falling damage as well.

Improved Grab (Ex): To use this ability, the Instant must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it can establish a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): The Instant can try to swallow a grabbed opponent by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage and 2d8+6 points of acid damage per round from the Instant’s digestive juices. A swallowed creature can cut its way out by doing 50 points of damage to the Instant’s digestive tract (AC 23.) Once the creature exits, muscular action closes the hole; another swallowed creature must cuts its own way out. The Instant’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Energy Transfer (Su): Whether or not it actually damages the creature, all energy-based attacks that successfully hit the Instant is partially absorbed and temporarily made part of the creature’s powers. After such an attack, all the creature’s natural weapons do 1d6 points of damage of the appropriate energy type in the next round. If attacked by multiple energy weapons, these effects stack. For example, an Instant hit by two fireballs and one lightning bolt would do 2d6 fire and 1d6 electricity damage with all natural attacks in the next round.

Stubborn Will (Ex): Murdeans are notoriously hard to control. As a result, they have a +4 to all mind-affecting will saves, and Wild Empathy/Handle Animal checks are made at a –4 penalty.
 
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Oh yeah...now we're talking.

And to think...I was worried I wouldn't have enough wicked baddies in time for the game. :)

That story about the binders is one the PCs have run across, but a while ago. Moving him to the Far Realms? Oh, that's just....just perfect. Combining these monstrosities? Rescuing the Silvering just got a whole lot more complicated.

GLEE!
 

Can you perhaps tell us what you have planned? We can give you more ideas or elaborate on things?

Who has the Silvering captured? I forget - is it a male or female?

If Fraz has set up his base here, then wouldnt his part of this plane start taking on the qualities from his old Abyssal plane? (before his 1st defeat bt Grazz't etc)

What happens when they find a far realms templated Silvering? mmmm tentacles.

I assume Silvering is part of Fraz's apotheosis? if not and (shes a shes) could we rip off jesters story hour and have the PC's interupt a wedding of some kind?
 
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WizarDru said:
Oh yeah...now we're talking.

And to think...I was worried I wouldn't have enough wicked baddies in time for the game. :)

That story about the binders is one the PCs have run across, but a while ago. Moving him to the Far Realms? Oh, that's just....just perfect. Combining these monstrosities? Rescuing the Silvering just got a whole lot more complicated.

GLEE!

Is the game this weekend or next? If it's this weekend, maybe I should get the Eternal Darkness info to you tonight, so you'll have time to adjust only the parts you need into your game.
 

Binders

I recall you arn't using the official rules or history of the binders? Here is an Idea though.

In 1 SD Obendar, a mighty Suloise mage, rediscovers lost grey elven magics and created the Great Binders and imprisoned the genie king Ali Ben Yala. He then forced each of the genie princes of the North to swear obedience "as long as your king remains imprisoned." He then crafted nine magical items to bind the king and his eight princes.

What happens when you do something like that to an intelligenct, scheming, grudge holding race who can naturally cast wishes? The unimprisoned Genii princes may not have been able to free thier peers but maybe they got thier claws on Obendar?

The Genii princes used thier wealth and influence to hire powerful adventurers to help them capture Obendar. They level drained him to 0 level and used wishes to make him effectively immortal. He is immune to magic and has regeneration of 50 - even from death.

They then transported him to a place when nothing would help him or could communicate with him, that would provide agony forever more - but with the small shred of hope that he may one day escape. This place is the Far Realms.

Obendar has been eaten and digested thousands of times, and is currently trapped in a cocoon of icky spider things who are using him as a host for thier babies. Every few weeks a few hundred hatch inside him and eat thier way out.

So far he has remained sane as he was an Epic mage with an Int of 50-60 and a concentration score of the same. He has lots of information and will do absolutely anything to be freed. If his levels are somehow returned to him he will go on a destructive rage using spells that make Scorch's best look like cantrips. This may destabilize the far realms to buy the PC's time or he may planne shift to the plane of air and commit genocide.
 

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