The Coil
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Psuedohorror Template
Psuedohorrors are zombielike creatures created by cults (particularly evil-oriented ones) of the Far Knower to serve as the deity's grunts. They possess augmented strength and constitution, but diminished intellect and self-awareness.
Psuedohorrors typically lose their eyes in the transformation ritual, but gain blindsight to make up for it. When any limb (or the head) is severed, it is replaced by quickly growing tentacles. When a psuedohorror loses its head, it is no longer considered to have an intelligence score, like a zombie.
Psuedohorrific humanoids often carry brutal weapons such as chainsaws, flails and cleavers.
Psuedonatural creatures still retaining heads understand the languages they previously knew, but can only speak Chaostongue (and gain the ability to do so). Even creatures that could not speak at all before gain the ability to limitedly communicate in Chaostongue.

Size & Type: Size does not change. Type changes to Native Outsider.
HD: All become d12's.
Abilities: +4 STR, +2 CON, -4 INT, -4 CHA. INT cannot drop below 3 (the intelligence of animals often improves in the ritual).
Allegiances: Add The Far Knower and chaos to allegiances. Depending on the nature of the particular cult, evil may also need to be addded.
Reputation: Psuedohorrific creatures lose any reputation bonus they had previously.

Special Attacks
Tentacle Grasp (Ex):
A psuedohorror who has sprouted tentacles receives a +2 competance bonus to grapple checks with them.
Tentacle Slam (Ex): A psuedohorror who has sprouted tentacles can make a slam attack with them. Treat this attack as a weapon that does 1d6 damage with a critical range of 20/x2.

Special Qualities
Blindsight 90 ft. (Ex):
Psuedohorrors "see" within 90 ft. as a creature with normal sight and Darkvision. They have no special ability to detect hiding creatures (beyond their ability to see in the dark) or creatures behind cover.
Resistance & Damage Reduction (Ex): A psuedohorrific creature has resistance to acid and electricity, as well as damage reduction, based on the creature's Hit Dice.

HD Acid, Electricity Resistance Damage Reduction
1-3
5
-
4-7
5
5/law
8-11
10
5/law
12+
15
10/law
Psuedohorrific creatures are immune to chaotic aligned attacks. They are also not subject to massive damage.
Pseudohorrific Nature (Su): When the psuedohorror loses a limb or its head, tentacles sprout in this location. The pseudohorror may also voluntarily lose a limb as a standard action and sprout tentacles. The tentacles prevent a humanoid creature from using a weapon in the former hand (if an arm is lost), but after some initial stumbling do not hamper movement (if a leg). Sight of the tentacles engender sanity checks, and, whether the character fails or not, places a -1 moral penalty on attack rolls to nearby characters who do not follow the Far Knower.
Insanity Inducing (Su): The sight of a psuedonatural creature and the realization that it is the product of something beyond nature can tear apart the seams of a sentient's mind. Seeing a psuedonatural creature from behind or from a distance with no tentacles visible for the first time does not endanger the character to sanity loss, but seeing them up close or with tentacles does. It is not quite the lack of eyes in itself that is so horrible, but it seems that the creature's alien nature flows from their empty eye sockets.
Sanity Loss
First sight (must be able to see eyelessness): 1/1d4
On sight of sprouting tentacles: 1/1d8
On sight of tentacles: 1/1d6 (this check and the former are mutually exclusive)
Being grappled by a tentacle: 1/1d4.

Challenge Rating: If 3 HD or less, +1; if 4 to 11 HD, +2; if 12 or more HD, +3.

Sample Psuedohorrific Creatures
Psuedohorrific Cultist of the Far Knower (Tough Ordinary 1 / Dedicated Ordinary 1): CR 2; Medium-size native outsider; HD 2d12+6; HP 20; Mas -; Init +0; Spd. 30 ft.; Defense 13, touch 13, flat-footed 12; BAB +0; Grap +3 (+5 w/tentacles); Atk +3 melee (1d6+3, 19-20/x2, cleaver), Atk +3 melee (1d8+3/x2, light flail), Atk +3 melee (1d6+3/x2, tentacle slam), Atk +0 ranged (1d10, 19-20/x2, crossbow); FS 5 ft. by 5 ft.; Reach 5 ft.; SA tentacle grasp, tentacle slam; SQ blindsight 90 ft., acid resistance 5, electricity resistance 5, spell resistance 12, psuedohorrific nature, insanity inducing; AL The Far Knower, chaos, [maybe] evil; SV Fort +5, Ref +0, Will +3; AP 0; Rep 0; Str 17, Dex 10, Con 17, Int 4, Wis 14, Cha 8.
Occupation: Laborer (bonus class skills: Climb, Craft (structural), Intimidate)
Skills: Climb +5, Concentration +4, Craft (structural) -1, Intimidate +1, Knowledge (arcane lore) -1, Knowledge (theology and philosophy) -1, Profession (laborer) +3, Read/Write English, Read/Write Latin, Speak English, Speak Latin, Speak Chaostongue.
Feats: Defensive Martial Arts, Archaic Weapons Proficiency, Simple Weapons Proficiency.

Psuedohorrific Wolf: CR 2; Medium-sized native outsider; HD 2d12+5; hp 21; Mas -; Init +2; Spd 50 ft.; Defense 14, touch 12, flat-footed 12; BAB +1; Grap +4 (+6 w/ tentacles); Atk +4 melee (1d6+3, bite), Atk +4 melee (1d6+3, tentacle slam); FS 5 ft. by 5 ft.; Reach 5 ft.; SA tentacle grasp, tentacle slam; SQ scent, trip, blindsight 90 ft., acid resistance 5, electricity resistance 5, spell resistance 12, psuedohorrific nature, insanity inducing; AL The Far Knower, chaos, [maybe] evil; SV Fort +6, Ref +5, Will +1; AP 0; Rep +0; Str 17, Dex 15, Con 17, Int 3, Wis 12, Cha 2.
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Speak Chaostongue, Survival +1 (+5 when tracking by scent).

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