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Summon Aberration I - III Creature List

Holy Breakdown, Batman!

Thanks for the CR break down.
That will save me quite a bit of time. =)

When I make some decisions I will post it.
 

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Arkhandus said:
Let's see, CRs appropriate for each spell level..... I'm going off the 3.0 versions here, as I don't have a 3.5 MM and PH to reference.

As a matter of fact, you do. :)




Arkhandus said:
SM 8 has critters of CR 4 to CR 10. Most are CR 9 or 10. The janni is here at CR 4 for some reason; it has the same ability to plane shift itself and other creatures that a djinni has (which is on the SM 7 list). I guess the barghest is here for the same reason; somehow the designers thought its special abilities weren't appropriate for a lower list.

Yep yep yep. You should never have access to a monster with a spell-like ability that creates a spell you couldn't yet cast.


Arkhandus said:
SM 9 has critters from CR 5 to 14. Dunno why the greater barghest and the nightmare are here at CR 5, and the xill at CR 6. The rest are CR 8 to 14, mostly CR 9 to 11.

Nightmare = astral projection and plane shift. If you restricted the Nightmare from using that ability, it would be lower level.


Basically, the things to watch out for are 1/day abilities, and spell-like abilities that emulate high-level spells. Regeneration -- not a problem. The critter's going to exist for two minutes at most -- it's not going to matter much if it heals.

Cheers, -- N
 

Elanari (Template)

Thank you for those tips.

What do you guys think about this template based off of the Elan?


Elanari (Template)
Elanari is a template that can be applied to any humanoid.

Description
Elanari are created from existing humanoids by an eldritch process only known to farspawn, turning humanoids into aberrations and their unyielding servants. A special parasite is inserted into the humanoid body that grows inside the host consuming it from the inside out in an excruciating process that takes 2d3 months to complete. When the parasite enters the brain it consumes it and siphons off any necessary psychological and physiological information needed. At the end there is nothing left of the original host except for the living husk of their mortal form that is now controlled by the aberrant parasite. The insides of the humanoid are now an amorphous creature the controls the body.

The Elanari are in all ways servants to the farspawn and are usually assigned to or created by specific farspawn. PC Elanari may maintain this subservience or they may be rogue. The Elanari are used by farspawn for societal infiltration and manipulation.

Stastics
Size and Type: The creature's size does not change, but its type changes to Aberration (Psionic).
Do not recalculate BAB, Base Saves, Skill Points or Feats.
Stat Adjustment: As base creature plus: -2 Charisma

Naturally Psionic: Elanari gain 1 PP at first level

Special Qualities: Repletion, Aberrant Telepathy, Crimson Blood
If the base creature does not have dark vision it gains it out to 60'

Repletion: Elanari may spend 1PP to not need to eat or drink for 24 hours.

Aberrant Telepathy: An Elanari may spend one PP to gain telepathy to other Aberrations within 60' for 1 min/PP

Crimson Blood: The 'blood' of an Elanari is normally black and they may spend 1 PP as an immediate action to have all blood exuded become the same as it should be for its host race until it is fully healed or 1 day has elapsed.

Host Racial Affinity
The Elanari are considered in all ways the host race for purposes of feats, spells and so on to its advantage.

Aberrant Subservience: Elanari are servants of Farspawn and will always follow the orders given to it by farspawn. Orders are followed based on CR. The highest CR farspawn's orders are followed as best as it can.

Challenge Rating: +0 or +1??
Level Adjustment: +0 or +1??
 
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I Picked up Lords of Madness and it is cool. I have not looked it too in depth yet.

Making the Summon Aberration spells the same as Summon monster but you can choose the selected creatures with either the Half-Farspawn or Psuedonatural Creature templates from the Lords of Madness. The changes in CR seem to be about the same, at least at lower levels.

Summon Aberration (SA) as Summon Monster using the above mentioned Templates instead.
SA II: add Dolgrim
SA III: add Dolgaunt, Choker, and Beholderkin, Spectator (is this too much)

I have not looked at the stats for the Spectator, but from what I remember they do not have a bunch of magical abilities.

Comments on this or suggestions for this or higher levels.
 

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