So, the B*h*ld*r is no longer OGC...

Mark Chance

Boingy! Boingy!
DREAD WATCHER
Medium-size Aberration
Hit Dice: 10d8+10 (55 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft., climb 20 ft., fly 60 ft. (perfect)
AC: 20 (+2 Dex, +8 natural)
Attacks: 6 claws +9 melee
Damage: Claw 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Claw rays, anti-magic zone, blood drain
Special Qualities: Fly, all-around vision, darkvision 90 ft.
Saves: Fort +4, Ref +5, Will +12
Abilities: Str 10, Dex 15, Con 13, Int 19, Wis 17, Cha 15
Skills: Bluff +9, Climb +8, Knowledge (any two) +11, Listen +12, Search +16*, Sense Motive +10, Spot +17*, Use Magic Device +9
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative, Iron Will, Weapon Finesse (claws)

Climate/Terrain: Any underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: _____
Treasure: Standard
Alignment: Always lawful evil
Advancement: 11-20 HD (Medium-size), 21-30 HD (Large)

A dread watcher is a tyrannical creature possessed of vast intelligence and great magical power. Alone or with partners of its own kind, a dread watcher is often served by a number of subservient creatures, especially evil humanoids and subterranean magical beasts.

It appears much like an over-sized crab, but its darkly mottled, hard-shelled body is radially symmetrical. It sports six lengthy, segmented appendages spaced evenly around its body, each appendage ending in a pincer of surprising dexterity. Two keen eyes protrude on stalks in the space between each appendage. A dread watcher's underside has dozens of short but strong insectile legs. These legs carry the creature across ground, cave wall, or ceiling with equal ease.

A dread watchers's diet consists of various fungi and lichens as well as liquid blood, which is siphoned from helpless prey via a retractable proboscis. A dread watchers speaks Undercommon. It usually speaks four other languages as well.

COMBAT

A dread watcher avoids direct combat. Its claws are weak and ill-suited for rending a foe. Instead, a dread watcher makes judicious use of its magical powers while its servants directly engage opponents. Should a battle go against a dread watcher, it does not hesitate to retreat in order to heal and plan for a rematch.

Claw Rays (Su): Each of a dread watcher's six claws is capable of projecting a different magical ray. It can bring as many as all six claws to bear in a single round as a free action, either against the same or different targets. When flying, the dread watcher need no worry about facing, for its clawed appendages are long enough and flexible enough to fire in any direction. In all cases, a dread watcher's rays take effect as if cast by a 16th-level sorcerer. When a saving throw against a ray is permitted, the DC is 10 + 1/2 the dread watcher's HD + the dread watcher's Charisma modifier (DC 17 for a standard dread watcher).

The typical claw rays are:

* Anti-Magic Zone: As the 6th-level arcane spell, antimagic field, but creates a stationary 10-ft.-radius in which magic is negated. Range is 60 ft. A dread watcher can have no more than one anti-magic zone in effect at once.

* Cone of Cold: As the 5th-level arcane spell. Inflicts 15d6 points of cold damage in a 65-ft.-long cone. A Reflex save halves damage suffered. Spell resistance applies against this attack.

* Disintegrate: As the 6th-level arcane spell. The dread watcher must make a successful ranged touch attack with a maximum range of 260 ft.

* Dominate Person: As the 5th-level arcane spell with a range 260 ft. A dread watcher cannot have more than one creature dominated at a time. If it dominates a second creature, the first is immediately released from the dread watcher's control.

* Insanity: As the 7th-level arcane spell with a range of 260 ft.

* Telekinesis: As the 5th-level arcane spell. A dread watcher cannot maintain more than one telekinetic effect at a time. If it uses telekinesis for a second effect, the first effect ends immediately.

Blood Drain (Ex): Against a helpless foe as a standard action, a dread watcher can drain blood. Blood drain causes 1d4 points of temporary Constitution damage.

Fly (Su): At will, a dread watcher can fly.

All-Around Vision (Ex): Because of its many eyes, a dread watcher can see in all directions at once. Consequently, it is impossible for a visible creature to flank a dread watcher.

Skills: A dread watcher receives a +4 racial bonus to Search and Spot checks.
 

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I dig it. Good stuff. You should probably set the maneuverability of its flight capability though.

Now somebody needs to make a psionic octo-man and a serpentoid race and we're off to the races. :)
 



Interesting...

That's pretty nice...

Not how I would have done it, but nice.

Of course, I didn't know how I was going to do it until I read this, so thanks for the inspiration!:D
 


Peoples are working on a mindflayer replacement (the Voiceless Ones, see that thread).

If I had fully stated my Ophidians, I would post them. IMC, yuan-ti don't exist... yet. They are being created right now by demented human wizards having a serpent fetish.

But there was an ancient, nigh-forgotten race of enigmatic snake-folk (looking somewhat like nagas with two arms, or like the Abomination illo of the Yuan-ti in the MM) who once enslaved humans and dwarves. They are divided into four castes, devout, guards, masters and savants; and each caste has physical and psionical differences. When an ophidian change caste, it shed its current skin and grow one "proper" to its new role.
Devouts are typically clerics or druids;
Guards are typically fighter, rogue or monks;
Masters are typically aristocrats and sorcerers;
Savants are typically wizards, usually diviners.

Workers are outcast -- infant ophidians who havn't class levels yet, or slaves from other races.

The hierarchy between caste is puzzling for foreigners. It seems "guards" are the lowest caste, and "masters" the highest one, but actually a sort of rock/paper/scissor figure seems at work since savants may command masters and may be commanded by devouts, in special circumstances.
 


NAKASH
Medium-size Monstrous Humanoid
Hit Dice: 6d8 (27 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft
AC: 17 (+1 Dex, +1 natural, +4 +2 leather, +1 mw small shield)
Attacks: +1 melee
Damage: Scimitar 1d6, Longbow 1d8, Tail strike (grapple)
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Spell-like abilities, Gaze, Improved grab, Constrict
Special Qualities: SR 16, Shapechange, Chameleon
Saves: Fort +2, Ref +6, Will +9
Abilities: Str 11, Dex 13, Con 11, Int 18, Wis 18, Cha 16
Skills: Concentration +9, Craft (any two) 12, Knowledge (any two) +9, Disguise +3*,
Feats: Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative

Climate/Terrain: Warm forest, jungle
Challenge Rating: 5
Alignment: Lawful Evil

Nakash in their true form appear as serpents with humanoid torso and arms but snake-like head and tail. They are an ancient and arrogant race who with their rich and vibrant colours beleive themselves to be the most beautiful of all races in the World. Nakash have the ability to transform from their natural forms into either that of a giant constrictor or a humanoid. They prefer human or elf form as they view all other races as being too ugly to consider.
Originating in the deep jungles the Nakash Nation was a deeply stratified Theocracy ruled by Nakasha, an immortal who is said to be the mother of all Nakash. She was attended by seven Handmaidens who together form the ruling authority of the Nakash nation.

Nakash claim to have built the first civilisation and to have created the original pyramids long before even the elves crawled forth into the World..At one stage the Nation threatened to overrun the entire world, but for some unknown reason they simply stopped and much of their civilisation disappeared. Some say it was a curse brought on by their enemies, some say it was brought upon themselves by use of unnatural magics and yet others say that it is still there, but nolonger within the Prime Material realm, waiting for its chance to rise back into the known World. Whatever the truth only a few Nakash cells remain in the World although many other Nakash could yet dwell amongst the other races disguised in humanoid form..

All females within Nakash society are considered to be clerics of Nakasha and her divine consort ‘The Dark Devourer’. (Domains:Animal, Destruction, Trickery)
Males have an inferior status and serve either as Warriors or as Overseers
Warriors have either Ranger or Psychic Warrior as favoured class and act as bodyguards to Nakasha and her handmaidens
Overseers have either Bard or Psion as favoured class (and are generally Telepaths). Overseers have a role in directing the work of slaves in Nakash society (any non-reptilian race is considered either food or a slave to the Nakash) and also act as ambassadors to other reptilian races (eg Dragons, Lizardmen, Naga). Nakash beleive that the Reptilian races are lesser ‘siblings’ species to the Nakash and to be treated appropriately. As such many Lizardfolk may be found amongst the Nakash acting as mercenaries, it is not unknown for a black or green dragon to be found in a Nakash. City either

Combat
Nakash are quick and skilled combatatnts. They will make early use of their spell-like and gaze abilities before moving in to attack. Nakash like to play with their victims and may draw combat out longer than necessary in order to inflict further suffering

Spell-Like Abilities: 1/day-charm person, cause fear, haste, Inflict pain, suggestion. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).

Gaze (Su): By making a successful touch attack, a Nakash can dominate a victims mind as per the Dominate monster spell.

Shapechange (Su) A Nakash can transform from their natural form (humanoid serpent) into either that of a giant snake (constrictor) or a humanoid (preferring human or elf form). This ability is similar to a shapechange spell as cast by a level 19 Scorcerer

Chameleon (Ex) Nakash have the ability to change the colour of their scales at will. Nakash can either use this ability for decorative purposes (eg turning the scales bright red) or as camouflage gaining a +8 bonus to Hide.

Improved Grab (Ex): To use this ability, a Nakash must hit with its tail attack. If it gets a hold, it can constrict. Note that tail strike has a 10 ft reach.

Constrict (Ex): A Nakash deals 1d6+6 points of damage with a successful grapple check (using its tail strike attack) against Medium or smaller creatures.

PS for Psionics just aid the Psionics template (see SRD)
 
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