The What Is It? Contest 5

Mark Chance

Boingy! Boingy!
It's time for a fifth What Is It? Contest. The pic for this month's contest is at this link.

The Rules

1. One submission per entrant.

2. Post a complete stat block and fluff text for the creature depicted at the link above in this thread using the standard format for PF monsters. Also, include at least two plot hooks for the monster.

3. Your work must be your own and cannot use anyone's Product Identity or Closed Content material.

4. The deadline is 30 June 2011. After this, all entries are considered final.

5. A winner will be chosen via a poll set up in another thread. This poll will remain open until approximately 7 July 2011.

6. All entrants retain rights to their submissions.

The Prizes
1. The winner chosen by poll gets to brag about how awesome his or her monster is.

2. The winner will receive a $5 gift certificate to DriveThruRPG. Reception of the gift certificate is contingent on me having a valid email address for the winner.

Previous Contests
#1 | #2 | #3 | #4
 

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Without providing stats or a creature name (yet), I will give a knee-jerk answer to the question "What Is IT:" SEVERELY EPIC, that's what it is.
 
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And any chance of my not getting in on this just shrank to zero. That picture is way too epic to ignore.

Mark, my hat is off to you for finding such a badass pic!
 


Pseutyrrassyl

Okay, serious competition for this- I've contested with Alzrius before elsewhere and know what resources he has available. Better get my entry in ASAP! So here it is:

Pseutyrrassyl (Apocalypse Forest, Doom Cloud)
The mist parts before you to reveal the source of the thunderous noises. An immense plantlike monster, covered with thousands of writhing tendrils and flopping appendages of all description, looms out of the choking miasma and slams one of its enormous primary limbs- larger than a treetrunk- into the ground before you.

PSEUTYRRASSYL CR 25
XP 1,638,400
CN Colossal Plant (Extraplanar)
Init +9; Senses Blindsight 60 ft., Constant Insight, Low-Light Vision; Perception +46
Aura Warping Miasma (300 ft., DC 40), Unnatural Aura (300 ft.)
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DEFENSE
AC
42, Touch 7, Flat-Footed 39 (+5 Dex, +35 natural, -8 size)
hp 594 (41d8+410); Fast Healing 30
Fort +32, Ref +20, Will +20
DR 15/epic; Immune Electricity, Plant Traits; Resist Acid 25, Fire 25; SR 40
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OFFENSE
Speed 80 ft., Swim 80 ft.
Melee Bite +39 (6d6+16/19-20 plus grab), 4 Slams +39 (3d8+16/19-20 plus grab)
Space 30 ft. Reach 20 ft. (30 ft. with Bite)
Special Attacks constrict (3d8+24 plus Rot), grab (Colossal), trample (3d8+24, DC 46)
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STATISTICS
Str
43, Dex 20, Con 31, Int 7, Wis 20, Cha 9
Base Atk +30; CMB +54 (+58 grapple); CMD 71
Feats Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Greater Vital Strike, Improved Bull Rush, Improved Critical (Bite), Improved Critical (Slam), Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Improved Natural Attack (Bite), Improved Natural Attack (Slam), Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Stand Still, Vital Strike, Weapon Focus (Bite), Weapon Focus (Slam)
Skills Perception +46
Languages Aklo
SQ Goetic Blood
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ECOLOGY
Environment
Any forest, swamp, or kelp forest
Organization Solitary
Treasure none
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SPECIAL ABILITIES

Constant Insight (Su):
A Pseutyrrassyl uses its extradimensional nature to its advantage in combat, and ignores any miss chance due to concealment, incorporeality, or extraplanar status (such as Blink). Note that this also means it can attack opponents concealed within its own Warping Miasma (see below) without penalty.

Goetic Blood (Su): When a Pseutyrrassyl takes damage, pieces of its body break off and begin acting independently while they still live. This has the effect of creating a new creature in a space adjacent to the Pseutyrrassyl, as if by a Summon Monster spell, except that the Pseutyrrassyl does not need to spend an action to do this and can control any number of such creatures at a time. This special summoned creature must always be an Entropic creature (for example, an Entropic Lion for Summon Monster IV) or another creature that has the Chaotic subtype.

The actual level of the Summon Monster effect triggered this way varies, according to the amount of damage dealt by the attack which triggered it; the Pseutyrrassyl gets one "level" for each 10 points of damage taken (if the Pseutyrrassyl takes less than 10 points of damage from an attack, then the Goetic Blood does not trigger at all). These "levels" may be spent on metamagic to modify the Summon effect, or on simply using a higher-level Summon spell, at the GM's option; for example, an attack dealing 56 damage (giving 5 levels) could be used for a Summon Monster V, an Extended Summon Monster IV, or even a Maximized Summon Monster II (allowing the summoning of 3 creatures from the level 1 list).

The caster level of these specially summoned creatures equals the Pseutyrrassyl's hit dice, in any case.

Rot (Ex): When a Pseutyrrassyl makes a successful grapple check, it deals 1d4 points of Wis drain and 1d4 points of Con drain in addition to constrict damage.

Warping Miasma (Ex): A Pseutyrrassyl is constantly sloughing off tiny bits of its extradimensional body, which burrow into any living things they encounter and begin to convert them into forms of life more closely resembling the Pseutyrrassyl's home. This has three effects.

First, the area covered by the Pseutyrrassyl's Warping Miasma is constantly enshrouded in a weird, greenish-colored mist, which acts as an Obscuring Mist spell (i.e., obscuring sight beyond 5 feet). Should the Miasma be dispersed by a wind or similar effect, the Pseutyrrassyl can reestablish it as a move action on its own turn.

Second, the Miasma covers the area in a horrific otherworldly Stench, which affects all living creatures inside it. Such creatures must make Fortitude saves (DC 40) or be Sickened for 10 rounds. Creatures which are immune to Poison are immune to this effect of the Miasma, and creatures which are Resistant to Poison receive that bonus against this effect. A creature which saves against this effect of the Miasma is immune to the Stench effect (but not the others) for 24 hours.

Third, the Warping Miasma causes a unique and horrific Disease, called Outer Corruption, which gradually turns its victims into denizens of the Pseutyrrassyl's home realm. This Disease has the following statistics: (Type disease, contact; Save Fortitude DC 40; Onset 1 day; Frequency 1/day; Effect 1d4 Wis damage and 1d4 Con damage; Cure 2 consecutive saves). A creature which is reduced to 0 Wis or 0 Con by Outer Corruption immediately loses all damage caused by the disease, loses the affliction, gains the Entropic Creature template, and permanently changes to Chaotic Evil alignment.

The save DCs of the Warping Miasma are Con-based.
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In their zeal at attacking their enemies, particularly the mortals who produce the sins (and thus demons) they so hate, the Qlippoth have made one terrible mistake. A few centuries ago, a certain Qlippoth Lord- named in no records of its own or any other race, as a result of what happened- made contact with that terrible "outside shell" of the Outer Sphere, that very same unimaginably far realm which some believe the Qlippoth themselves came from many ages ago. This Qlippoth Lord wanted a weapon, a powerful creature of that region of ultimate madness and horror with which to attack its opponents, but what answered the call was the first Pseutyrrassyl known in the cosmos. A particularly large and vicious example of the breed, that first Pseutyrrassyl demonstrated exactly how powerful its kind was by attacking and converting the entire layer of the Abyss that the Qlippoth Lord had once ruled into a place indistinguishable from its home. After its victory over the shortsighted Qlippoth, the Pseutyrrassyl took notice of all the untouched, fecund, fertile expansion territory that was available just beyond the planar horizon, and called more of its ilk into the layer to begin growing new forests just like those they had known in their own far realm.

Since that time, the Pseutyrrassyls have slowly expanded their reach, typically setting down in a remote and wild location on a chosen world or plane and slowly moving across the landscape (or swimming through appropriate zones of the seas) and patiently waiting for their Warping Miasma to convert all local life to forms more pleasing to them before moving on. More than once, whole worlds have fallen to this creeping onslaught of even a single invading Pseutyrrassyl, giving them their most common nicknames among mortals who whisper fearfully of their coming: Apocalypse Forests and Doom Clouds.
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HOOKS

Apocalypse Now?
A greenish mist appeared on your kingdom's doorstep last week, and though there have been wind storms during that time, the cloud hasn't moved. Strange sounds are reported within the murk by travelers who have passed close to it, and plants near the cloud are slowly becoming stunted and twisted by some malign influence. Is this a true Apocalypse Forest, come to your world at last, or is something else merely trying to make you think it is?

Faerie Diplomacy: Hearing of your great deeds, a mighty lord of the Fae comes to you with a proposal: Eliminate the threat of a Pseutyrrassyl that has recently set down in his kingdom, and he will grant you lands and a title in the world of the Fae. Is this offer genuine, and if it isn't, why is he concocting this story to lure you in?
 
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A note on using the Pseutyrrassyl

Of course, a reading of the flavor text I gave my beastie should make it clear that I intended this from the start to be a Far Realm monster- and properly speaking, that means that the template granted to its summoned critters, not to mention those lost to the Outer Corruption, should be the Pseudonatural Creature template rather than the Entropic Creature template. Unfortunately, the non-Epic Pseudonatural Creature template is not open content as far as I can tell, nor for that matter is the Far Realm for Pathfinder. So, I altered the flavor text just a little bit, and changed the template to Entropic.

GMs who want the intended flavor of this thing should use a Pathfinderized conversion of the sub-epic Pseudonatural Creature template instead; I would recommend the following stats:
Rebuild Rules: Senses gains Darkvision 60 ft.; Defensive Abilities gains DR and energy resistance as noted on the table (just use the same table as with Entropic Creature, except that it gains Resist Electricity rather than Resist Fire, and the DR is DR /magic instead of /lawful); SR gains SR equal to new CR +5; Special Attacks True Strike 1/day as a swift action.

For obvious reasons, this should not be considered part of my entry as such; however, it is an important thing to note with regard to using the critter so I wanted to include it here in the same thread at least.
 

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