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Terrors: Evil Psionic Outsiders

Evil Josef

First Post
Hi, folks! Your friendly neighborhood Homebrew forum spammer here. I know I'm putting up a lot lately, but I seem to have a little creative burst going at the moment and this, coupled with WAY too much time on my hands, is possessing me to churn out the mediorce monster by the legion!

Here's my try at making evil psionic outsiders, which would be at home in a psionics campaign taking the place of or fitting in nicely with demons and devils. The Challenge Ratings are a wild guess, at best, and the template is just a little addition for terms of atmosphere, in lieu of being original. Hope you like!



TERRORS

Springing straight from the nightmares of all things that dream, terrors are alien threats that glory in fear and wallow in the misery of everything that lives. Dwelling whenever frightening things find purchase, whenever it be on the Plane of Shadow, the Dream, or their own sinister demiplane floating somewhere in the multiverse, the terrors know no personal motive and seek no wealth or power. They hunger only for anguish.

No one is entirely sure how terrors are formed. Some think that terrors are spawned from particularly bad nightmares, while others contend that these nightmares are spawned by the terrors themselves. Still others believe that terrors are born from the minds of creatures that commit unspeakable acts and atrocities against their fellows; unspeakable deeds given flesh by the sheer negative force of will. The terrors themselves never tell, nor do they communicate with any other beings, except to whisper terrifying things in the languages of devils, demons, and wyrms.

Terrors rarely speak, but when they deign to do so, they have been known to speak Abyssal, Infernal, and Draconic, except for the chitonines, who apparently have no language except the mysterious tongue they share with other terrors.

COMBAT

Fear is the goal of every terror, and fear is their greatest tool against their foes. They prefer to prey on those weaker than themselves, hounding their opponents with hit-and-run attacks and panicking them with supernatural fear and horror. Once their enemies are seperated, the terrors organize themselves by means of telepathy and pick off their victims one by one.

Summon Terror (Sp): Terrors can summon others of their kind as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no terrors appear. Summoned creatures remain for 1 hour, then return whence they came. A terror that is itself summoned cannot use its own summon ability for 1 hour.

Terror Qualities

Immunities (Ex): Terrors are immune to poison and acid.
Resistances (Ex): Terrors have cold, fire, and electricity resistance 20.
Telepathic Bond (Su): Terrors can communicate telepathically with any other terror within 100 feet.
 
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Evil Josef

First Post
Chitonine

Chitonine
Medium-Size Outsider (Evil)
Hit Dice: 5d8+5 (27 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft.
AC: 18 (+8 natural)
Attacks: Bite +9 melee
Damage: Bite 1d6+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Psionics, spell-like abilities, tainted bite, summon terror
Special Qualities: Damage reduction 10/+1, PR 18, terror qualities, darkvision 120 ft., scent
Saves: Fort +5, Ref +4, Will +6
Abilities: Str 18, Dex 10, Con 13, Int 4, Wis 15, Cha 12
Skills: Hide +8, Listen +7, Move Silently +8, Spot +6
Feats: Improved Initiative, Power Attack

Climate/Terrain: Any land or underground
Organization: Solitary, brood (2-4), or pack (5-14)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral evil
Advancement: 6-10 HD (Medium-size); 11-15 HD (Large)

Born from the evil that lurks in the lands outside civilizations, chitonines (or beetle-wolves, as they are sometimes described) are the lowest and most savage form of terror creatures. They often hunt in packs along the fringes of villages and cities in the Prime Material plane or their wicked counterparts on the Plane of Shadow, howling after anything foolish enough to intrude on their territory. They can also be found in the company of more powerful terrors, serving as guards, scouts, and grunts.

Chitonines are quadroped creatures with dark, black flesh covered in thick plates of obsidian armor. Instead of a head, a snarling maw full of long, silver fangs sprouts directly from their overly large, powerfully muscled shoulders, surrounded by a ring of amber insectile eyes. Their howls sound like a collection of dogs or large cats being violently strangled.

COMBAT

Chitonines are vicious pack predators who use their telepathic connection to coordinate their attacks from a safe distance before surrounding their quarry and seperating their foes. If any of their foes exhibits an obvious weakness, they immediately swoop in to take advantage, cutting them off from the herd - or adventuring party, as is usually the case - and dispatching them quickly before moving on the others.

Psionics (Sp): At will - control light, detect psionics, feel sound, and see sound. These abilities are as the powers manifested by a 9th-level psion.
Attack/Defense Modes (Sp): id insinuation, psychic crush/empty mind, intellect fortress
Spell-Like Abilities (Sp): At will - cause fear, desecrate, and detect good. These abilities are as the spells cast by a 9th-level sorcerer (save DC = 11 + spell level).
Tainted Bite (Su): Any creature hit by a chitonine's bite attack must succeed at a Will save (DC 14) or bear the unmistakable taint of the chitonine's beings for the next 1d4 hours. For this period, the chitonine knows exactly where the tainted creature is as long as they remain within a radius of 5 miles.
Summon Terror (Sp): Once per day, a chitonine can attempt to summon 1d3 more chitonines with a 35% chance of success.
 
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Evil Josef

First Post
Thingling

Thingling
Medium-Size Outsider (Evil)
Hit Dice: 11d8+33 (82 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 18 (+2 Dex, +6 natural)
Attacks: 2 claws +15
Damage: Claw 1d6+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Psionics, spell-like abilities, soul drain, summon terror
Special Qualities: Damage reduction 20/+2, PR 24, terror qualities, darkvision 120 ft.
Saves: Fort +9, Ref +9, Will +8
Abilities: Str 18, Dex 14, Con 17, Int 13, Wis 13, Cha 16
Skills: Climb +18, Remote View +9, Hide +16, Concentration +11, Listen +15, Move Silently +16, Psicraft +15, Spot +15
Feats: Improved Initiative, Psionic Fist, Unavoidable Strike

Climate/Terrain: Any land or underground
Organization: Solitary, brood (2-5), or nest (5-14)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral evil
Advancement: 11-15 HD (Medium-size); 16-25 HD (Large)

The most numerous agents of the terror outsiders, thinglings are created specifically for pursuing the will of the brood-thing that spawned them - or whatever darker, more sinister, and more powerful evil lurks even farther behind the veil of existence. Whenever they are found on the Prime Material plane, it is certain they are performing some vile goal with a single-minded determination.

Thinglings are humanoid creatures covered in barbed chitinous plates ranging in color between the brown sheen of a cockroach's back, the shimmering black of a raven's plummage, and the sickly green of a mold. Their heads are covered with a random smattering of dull gold oval eyes, and their mouths are only small slits, lined with tiny sharp teeth.

COMBAT

Thinglings use all the powers at their beck and call to first confuse, then terrify, and finally seperate their opponents. Through their remote viewing and teleporting ability, they seem also inescapable. Those who intrude into the areas they guard are most unfortunate and moreso are those they are tasked to hunt down.

Psionics (Sp): At will - brain lock, chameleon, conceal thoughts, detect psionics, expansion, glide, mind probe, nondetection, remote viewing and teleport without error (self plus 50 pounds of objects only). These abilites are as the powers manifested by a 13th-level psion.
Attack/Defense Modes (Sp): At will - all/all.
Spell-Like Abilities (Sp): At will - deeper darkness, desecrate, detect good, dispel good, and magic circle against good. These abilities are as the spells cast by a 13th-level sorcerer (save DC = 13 + spell level).
Soul Drain (Su): A thingling can draw the living essence out of a living victim by making a successful grapple check. If it pins the foe, it lures the life out of its victim with its dark energies, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained. When the victim reaches 0 Constitution, it dies, and rises again as a terrible creature (see the template later in this thread) in 2d4 rounds. A creature that has undergone this transformation can only be restored by means of psychic chirurgery, and only if they are restored within 2d4 weeks. Otherwise, they are lost forever to the terrors.
Summon Terror (Sp): Once per day, a thingling can attempt to summon 2d4 chitonines, or 1d2 other thinglings, with a 35% chance of success.
 

Evil Josef

First Post
Brood-Thing

Brood-Thing
Huge Outsider (Evil)
Hit Dice: 16d8+96 (168 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 5 ft.
AC: 30 (-2 size, +1 Dex, +21 natural)
Attacks: 4 tentacle rakes +26
Damage: Tentacle rake 2d6+10
Face/Reach: 15 ft. by 15 ft./10 ft.
Special Attacks: Psionics, spell-like abilities, improved grab, soul drain, scream, summon terror
Special Qualities: Damage reduction 30/+3, PR 30, terror qualities, darkvision 240 ft.
Saves: Fort +16, Ref +11, Will +17
Abilities: Str 30, Dex 13, Con 22, Int 18, Wis 25, Cha 18
Skills: Climb +29, Remote View +23, Concentration +25, Intimidate +23, Knowledge (any three) +23, Listen +26, Psicraft +23, Sense Motive +26, Spot +26
Feats: Cleave, Power Attack, Psionic Fist, Great Sunder

Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 17
Treasure: Standard
Alignment: Always neutral evil
Advancement: 17-20 HD (Huge); 21-39 HD (Gargantuan)

The nexus of any infestation of terrors, the brood-thing is an awful creature that converts creatures into its horrible spawn and sends them off on dark duties formulated by an ancient, evil wisdom. Wherever atrocities or massacres leave the land barren and abandoned, brood-things make their home. Not even the corpses of the dead are safe from their corrupting touch.

A brood-thing a massive collections of writhing tentacles with a cold grey pallor, ringing a circular maw full of sharp, shifting teeth and lashing, blood-red tongues. At the base of the four larger tentacles, thick as tree trunks, are four glassy, pupil-less eyes with a deep, purple hue. Brood-thing constantly squeal and hiss, like a mob of angry, wounded children.

COMBAT

Brood-things rarely seek combat themselves, instead delegating that task to their thinglings and chitonines. Those creatures that do find one of these beasts are fell upon, full force, as a brood-thing is always hungry for more fodder to create new minions.

Psionics (Sp): At will - body equilibrium, detect psionics, detect thoughts, mass domination, mind probe, negate psionics, remote viewing, teleport without error (self plus 50 pounds of objects only), telekinesis, and true seeing. 3/day - insanity and plane shift. These abilities are as the powers manifested by a 17th-level psion.
Attack/Defense Modes (Sp): At will - all/all
Spell-Like Abilities (Sp): At will - blasphemy, animate dead, deeper darkness, desecrate, detect good, dispel good, magic circle against good, unholy aura, unhallow, and wall of force. These abilites are as the spells cast by a 17th-level sorcerer.
Improved Grab (Ex): To use this ability, the brood-thing must hit a creature with its tentacle rake attack. If it gets a hold, it deals automatic tentacle rake damage and can attempt its soul drain attack.
Soul Drain (Su): By grasping a living creature in its tentacle, a brood-thing can literally squeeze the life out of it, draining its essence out with its dark powers. To use this ability, the brood-thing must succeed at a grapple check. If the victim fails a Will save (DC 18), the brood-thing inflicts 2d4 points of permanent Constitution drain. A creature brought to 0 Constitution by this dies, and rises again as a terrible creature (see the template later in this thread). A creature that has undergone this transformation can only be restored by means of psychic chirurgery, and only if they are restored within 2d4 weeks. Otherwise, they are lost forever to the terrors.
Scream (Su): A brood-thing can emit a scream so shrill and dire that it strikes fear into the hearts of all creatures within a 30 ft. area radius. It is otherwise identical with fear cast by a 15th level sorcerer (save DC 19). If the save is successful, that creature cannot be affected again by that brood-thing's scream. Other terrors are immune to the scream.
Summon Terror (Sp): Twice per day a brood-thing can automatically summon four chitonines or 1d2 thinglings.
 
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Evil Josef

First Post
Terrible Creature Template

Terrible Creatures

Terrors have a horrific way of reproducing. While they have been known to mine the material from their home planes for making new terrors, their much preferred method is to infect an already living creature with their essence, subverting it to their dark race. These horrible 'children' abandon their previous lifes, quickly turning on former friends and lusting only for fear and desecration.

Terrible creatures that are not immediately given a task by their 'creator' are set lose on the Prime Material Plane, where they make their homes in dark, isolated places, far from prying eyes. There they sit and wait, planning and plotting on how to subvert the mood of the surrounding territory over to despair and horror. Those of less intelligence simply wander their turf, subjecting every creature they encounter to their animal hunger for fear. Whatever their mental faculties, they are bonded to the terror that spawned them, and forever serve their whims.

Often, the hair of terrible creatures falls out or turns grey, and their skin takes on a deathly pallor. Their veins rise up against their skin, lacing their flesh with tendrils of inkly black blood. Their eyes glaze over and turn a shocking blue or dull grey.

CREATING A TERRIBLE CREATURE

"Terrible" is a template that can be added to any corporeal creature (referred to hereafter as the "base creature"). The creature's type changes to "outsider". It uses all the base creature's statistics and special abilities except as noted here.
AC: Natural armor improves by +1.
Attacks: A terrible creature gains bite and claw attacks in addition to the base creature's attacks, if they did not have them already. This is determined in the same manner as a half-fiend's attacks (pg. 215, MM).
Special Attacks: A terrible creature retains all the special attacks of the base creature. Terrible creatures with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities and psionics, using their level as the caster or manifestor level, as specificed by the list below. Unless otherwise indicated, the ability is usable once per day.

  • Level - Abilities
  • 1-2 - Darkness 3/day
  • 3-4 - Chameleon*
  • 5-6 - Fear
  • 7-8 - Nondetection
  • 9-10 - Unholy Blight
  • 11-12 - Blasphemy
  • 13-14 - Unholy aura 3/day, unhallow
  • 15-16 - Shadow body*
  • 17-18 - Astral construct IX*
  • 19+ - Recall death*

* indicates a psionic power.

Special Qualities: A terrible creature has all the special qualities of the base creature, pluse darkvision with a range of 60 ft.. Terrible creatures are immune to poison and acid, and have cold, electricity, and fire resistance 20.
Saves: Same as the base creature.
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +2, Int +4, Wis +4, Cha +2.
Skills: A terrible creature has 8 skill points, pluse its Intelligence modifier, per Hit Die. Treat skills from the base creature's list as class skills and other skills as cross class. If the creature has a class, it gains skills for class levels normally.
Feats: Terrible creatures have one feat for every four levels or the base creature's total of feats, whichever is greatest.

Climate/Terrain: Same as either the base creature or the terror.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature + 2.
Treasure: Same as the base creature.
Alignment: Always evil (any)
Advancement: Same as the base creature.
 




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