| Creatures from the Far Realms | |||||||
| Gibberonda Diminutive Outsider (Extraplanar) HD:1/4d8(1hp) Initiative:+7(+3dex,+4 improved initiative) Speed:10ft, climb10ft, swim10ft, burrow10ft AC:17(+4 size,+3dex) Attacks: Bite+2 melee Damage: Bite 1d2-2 plus poison Face/Reach:1ft/0ft Special Attacks: Poison Special Qualities: Gruesome appearance, Outsider traits, acid and electricity immunity Saves:Fort+0,Ref+3,Will-1 Abilities:Str6,Dex16,Con10,Int1,Wis8,Cha 3 Skills:Listen+0 Feats:Improved initiative ___________________ Climate/Terrain: Any Organization: Solitary, curdle(2-5), or clot(6-11) CR:1/8 Treasure:None Alignment:Always neutral Advancement:None Gibbondras are hideous little creatures with long slimy  serpentine bodies and ugly humanoid-shaped faces. They are generally about 10 inches long and have a head the size of a lemon. Gibbondras were thought to have once been centepedes released in the far realm that devolved into ancestors from a parallel history. They have short claw-like  legs on their segmented body with fin-like folds and  hooked undulations along their back. The most notable feature is their grotesque heads with writhing bloodworm-like hair, irregular blemish-strewn wrinkly skins, and their sunken throbbing eyes.  While lacking the intillect or malice to be actively evil these things are still increadably horrid and vile, the bane of all creatures that are biologically capable of vomiting with face that  could gag a gibbering mouther and a level of hygene  that can nauseate an otyugh.  Combat: Gibbondras begin combat by flaring their tiny fangs  and hissing in a gagging voice that sounds as if  they were trying to dislodge a mouth from their throats,  then lunging at the opponents and biting them. Poison(ex): Initial damage 1 dex, secondary damage: None Gruesome appearance(natural ability): Gibbondras are  so revolting that creatures don't even want to look at  them enough to throw a rock or wack them with something. All attack rolls against a gibbondra suffer a -1 morale penalty. |
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| G'Pin Yow Small Outsider (Extraplanar) HD:1d8+1(5hp) Initative:-1(dex) Speed: 20ft, climb15ft, burrow15ft, swim20ft AC:14(+2 natural, +2 insight, +1 size, -1 dex) Attacks: Claw+4 melee, tentacle-1 melee, slam-1 melee Damage: Claw 1d4+1, tentacle 1d4, slam 1d4 Face/Reach: 5ft/5ft Special Attacks: Improved grab, secretion, alternate form Special Qualities: DR10/+1, DR5/-, Regeneration 1, darkvision 60ft, blindsight 30ft, light blindness, SR8, gravity defiance, alien mind, acid and fire resistance 12, vulnerabilities, grotesqueness Saves: Fort+3, Ref+1, Will+1 Abilitities:Str12,Dex9,Con13,Int14,Wis8, Cha6 Skills: Knowledge(arcana)+6, Knowledge(the planes)+6, Knowledge(history)+6, jump+5, spot+7 (+2 racial bonus to spot and search checks) Feats: Alertness ___________________ Climate/Terrain: Swamp, tropical forest, or underground Organization: Solitary or cluster (2-5) CR: 1 Alignment: Any Treasure: No coins, no goods, double items Advancement: By character class A G'pin-yow resembles a small sack of strange discolored flesh with throbbing spidery veins, pulsating growths and puss-oozing boils and a throng of seemingly unconnected legs, tentacles, pseudopods and cillia. The creature has three very large stalk eyes and a hood of branching feelers. Most notably at the very front of the entity is a lobster-like claw, a muscular protrusion, a barbed tentacle, and a dripping, mist-spewing, flickering mouth-like oriface. A G'pin-yow is a simple kind of far-realm entity that occasionally makes its way to the material plane through a special loop-hole in the planar boundries. Why they come to the material plane in the first place is widely unknown. Most G'pin-yows are capable of fluently speaking undercommon, aquan, and blink dog but are equally likely to bubble and foam their "mouth", clack their pinscir and whistle, or emit a series of low-pitched almost inaudible gaspings. Combat: G'pin-yow vary as much as humans, with no strong tendancy towards a certain method of tactics. Some prefer to assault foes head-on with their natural weapons taking on as many at a time as possible, some attempt to go for the weakest one with all their attacks and then use their secretion, some try to observe an enemy for a while and then take a shape that seems best equipped to defeat them. Secretion(ex): After a successful grapple, a G'pin-yow can start to envelope a creature with a foaming unnatural secretion of unstable chemicals. This fast-acting toxin deals 1d6 cold, 1d6 fire, 1d4 int and 1 con damage each round the hold is maintained. As soon as the creature is reduced to 0 intelligence the substance stops dealing damage and rapidly spreads across them and starts to harden over 2 rounds. After this time the goop solidifies into a vomit-colored crystalline casing with 10hp, hardness of 3, and a break dc of 18. The person inside stops needing to eat, drink, or breath and ceases aging until the shell is broken. Alternate form(su): A G'pin-yow can assume the form of either a lesser pseudonatural dog with the special ability reality tremors, a lesser pseudonatural rat with the special ability melt ground or a lesser pseudonatural manta ray with the special quality all-around vision. It gains all of the new forms statistics except that it retains alien mind, alternate form, its skills, and it's charisma score. It cannot willingly return to the original form, only when reduced to 0hp or less does it revert. Regeneration(ex): A G'pin-yow takes normal damage from cold, electricity, abberation-bane weapons, force, disintegration, and zinc. Light blindness(ex): Sudden exposure to a substantial level of white, indigo, or purple light (such as a light spell) blinds a G'pin-yow for 1 round. As long as it remains within the light it suffers a -1 penalty to attack rolls and saves. Gravity defiance(ex): Gravity seems almost meaningless to a G'pin-yow, whether this is because it has some natural ability to effortlessly propel itself or whether the normal laws of gravity do not apply to its foreign matter. It has a fly(perfect) speed equal to 1/2 its swim speed. Alien mind(ex): Do to its utterly different thought processes and psyche a G'pin-yow is immune to all charms, phantasms, and language-dependant effects originating from a source not native to or familiar with the far realms, and any creatures not thusly connected to the far realms are immune to effects of that nature originating from the G'pin-yow. It suffers a -5 penalty to all diplomacy, sense motive, perform, and gather information checks towards them, and they likewise suffer the same penalty towards it. All perform(comedy) checks suffer a -10 penalty. Vulnerabilities(ex): A glass of cheap white wine deals 1d8 electric damage to a G'pin-yow. An ounce of ink does 1d4 cold and 1d4 constitution damage to it (fort save dc16 negates) and a pound of cheese stuns it for 1d4 rounds unless it makes a will save dc:19+the int modifier of the creature that threw it. Grotesqueness(ex): Humanoids, beasts, magical beasts, and monsterous humanoids find a G'pin-yow utterly horrifying and revolting. The suffer a -3 penalty to attack rolls against it and a -1 to damage rolls but gain a +1 morale bonus to AC against the creature. Whenever they touch it (if it hits them with a natural attack or they make a natural attack or unarmed strike against it) they must make a will save dc:8 or become nauseated for one round. They only need to make 1 saving throw each round. This counts as a fear effect. |
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| Pseudonatural creatures are like normal material plane creatures, but distorted, bizzare, and alien in behavior. Most believe that these are normal entities that have adapted to existance (if you can call it that) in the far realm, but some believe that they are infact the "normal" versions of such beings and the material plane creatures are far realm entities that adapted to obeying the laws of physics. This template can be applied to any coproreal creature. The creature's type changes to outsider (if it has 3 or more intelligence) or aberration. AC: Pseudonatural creatures recieve a +1 insight bonus to AC. Attacks: The creature gains a +1 insight bonus to all attack rolls. Special Attacks: The psuedonatural creature gains one of the supernatural abilities listed below, usable once per day unless otherwise mentioned: Spacial Distortion: The surrounding area within 30ft warps and twists slightly in the pseudonatural creature's favor, giving it a +1 circumstantial bonus to attack rolls against creatures in the area. All other creatures within the area suffer a -1 circumstantial penalty to attack rolls. This affect lasts for 1 minute. Melt Ground: The surrounding ground within 5ft of the pseudonatural creature, regardless of composition, sinks and melts like mud for 1 round. All other creatures become mired (treat as proned) unless they succeed at a reflex save (dc10+1/2 the pseudonatural creature's hd + the psuedonatural creature's charisma mod). Probability Warp: The fabric of probability and odds are twisted in favor of the creature, giving it a +1 luck bonus to all skill checks, saves, and attack rolls, while all other creatures suffer a -1 luck penalty to all skill checks, saving throws, and attack rolls. This effect has a range of 30ft and a duration of 1d12 rounds. Horrific Appearance: The creature can take on a form more similar to its native reality when it wishes to. All of the creature's attacks turn to tentacle rake attacks (or, if the DM chooses a different form, bite attacks, or slam attacks, or wing attacks, etc.). Although the damage value stays the same the tentacle rakes deal slashing and the slams deal bludgeoning. It gets fire resistance 5, amorphous, all-around vision(with a +4 to spot and search), a swim speed equal to half it's land speed, and dr2/-. It's land speed is reduced by 1/3rd (minimum 5ft, rounded down to nearest 5ft) It gains a +3 bonus to intimidate checks, +1 to spot, but -1 to diplomacy, gather information, and bluff checks. While in this form it cannot speak coherently, simply gurgling, whistling, and babbling incomprehensibly, and suffers a 10% chance of failing a spell with a verbal component. All attack rolls against the creature suffer a -1 morale penalty. The creature can shift between this form and its normal one as a standard action. Reality Tremor (This ability can only be given to a creature with at least 1hd): Globs and trickles of strangeness surge and bubble through space/time at the creature's whim. Once each round it can use this ability as a free action. Unless otherwise stated these abilities have a range of 30ft and those with a duration other than instantaneous last for 1d6 round or until the creature uses this ability again. Roll d% for effect. 1-8 Acid Splash 9-15 Ray of frost 16-25 A pulsating growth appears on the creature, granting it a +2 zmuzzk bonus to strength and constitution, +1 to natural armor, and 1d12 temporary hit points. 26-32 Reduce person on target opponent 33-37 Enlarge person on random opponent 38-45 Flare 46-50 Cure light wounds on all foes (first level caster for purpose of hp cured) 51-55 Cure minor wounds, resistance, and mending on foes. 56-68 Create Pink lemonade (as create water, but makes 5 gallons of pink lemonade, which fill nearby empty liquid containers if available, any excess pink lemonade is created directly above the opponents) 69-75 Command on target lasting for 1 round (except that this effect is non language dependant and does not require a specific word, necromantic, acts by controlling muscular actions and requires a fortitude save) (roll for what command it is) 3.0 Command 1-15 Die 16-25 Sing 26-38 Dance 39-45 Vomit (target becomes nauseated and pukes at end of turn) 46-50 Flee 51-75 Scratch (creature uses one hand (target's choice) to scratch it's reproductive organs, dropping whatever that hand may be holding and suffering a -2 penalty to attack rolls and AC. Creatures with no hand (or similar appendages) simply squirm uncomfortably suffering a -1 morale penalty to AC, attack rolls and damage rolls) 76-87 Deficate (creature soils itself) 88-00 Halt 3.5 Command 1-15 Approach 16-37 Drop 38-50 Fall 51-75 Flee 76-00 Halt 76-86 Ghost sound produces 1 person's each worth of Insane laughter, mocking laughter, jovial laughter, and a child's laughter. 87-97 Summon Instrument produces a randomly determined instrument at the feet of each opponent. Roll 1d8 for result. 1 Drums 2 Bells 3 Chimes 4 Fiddle 5 Flute 6 Pan Pipes 7 Harmonica (even if harmonicas have not been invented yet in your campaign) 8 Trumpet 98-00 Summons a farm animal or a random color, which each round acts according to a roll of a d4 1 wanders about aimlessly, 2 stands there placidly feeding (a cow will graze, a chicken will scratch, etc.), 3 makes as much noise as it can (flapping and clucking, mooing, bleating franticly etc.) or 4 attacks the nearest creature other than the enitity that summoned it. Animal 1-15 Chicken (treat as raven but with fly 5ft (clumsy) instead of fly 40ft (average) 16-30 Goat (use stats for dog but with a gore instead of a bite) 31-50 Pig (use stats for a boar, but only 1hd, Small size, 30ft speed, strength of 8 and instead of a gore a bite dealing 1d4 base damage, and natural amror of +1) 51-60 Cow (use bison stats but only 3hd and strength of 14) 61-75 Donkey 76-85 Pony 86-00 Mule Color 1-15 Purple 16-25 Red 26-50 Green 51-75 Blue 76-00 Yellow Time Wrinkle(su): The creature seems to vanish and reappear appears one round later at initiative 1 higher. In actuality it has hopped forward just a fraction more than 6 seconds. This ability is a quickened action and can be used once per day. Confuse(su): If the creature has 1-3hd, this functions as lesser confusion. If it has 4-7hd, it last for 1d4 rounds, confuses up to 1d4-1 opponents, and has a +1 racial bonus to the dc. If the creature has 8hd or more, it functions as the spell confusion, includes a +2 racial bonus to the dc, and lasts for 1d8+1 rounds. Time shove(su): With a successful melee attack, the creature can push an opponent forward through he time flow. The creature hit is sent to the next round with initiative 1 lower. This ability may be used up to 1/2 the creature's hd+1 times per day. Reality Quake (this is available to a creature with 4hd or more only): Once per day the creature can unleash a stronger shockwave of surrealness into the plane. Effects with duration other than instantaneous last for 1 minute unless otherwise noted. 1-7 Glitterdust 8-10 Stinking cloud containing 1d12+2 winged feet (treat as bats but with a slam attack dealing 1 subdual damage) 11-25 Bubbling puddle (treat as grease) 25-35 Mirror image 36-50 Sommon swarm (bats and flying beetles are winged eyse, speders are 8 legged eyes with one hooked tendril, centepedes are tentacled tubes with a beak, and rats hairballs with tentacles and a rodent skull) 51 A successful ranged touch gives a -1d6 penalty to intelligence, wisdom, and charisma in a single creature for one round. 52-60 Color spray 61-67 Tasha's hideous laughter for 1d4 rounds 68 acid orb 69-75 Obscuring mist filled with floating eyeballs 76-83 Melf's acid arrow 84-87 Acid fog 88-94 Leomund's secure shelter 95-00 Shatter Special Qualities: The creature gains acid and electricity resistance and damage reduction (see table below). It also gains immunity to insanity, confusion, insanity effects, and it gets spell resistance equal to its hit dice. It may also choose one of the following special qualities in addition to a supernatural ability: All-around vision(ex): The creature has eyes and eyestalks all over it, making it impossible to flank and granting it a +4 bonus to spot and search checks. Alien Mind(me): The creature is immune to all charms, language-dependant spells, and phantasms originating from a non-far realms source. Amorphous(ex): The creature is immune to flanking, critical hits, and gains a +4 bonus to escape artist checks and a +2 bonus to tumble checks. Physically Resistant(ex): The creatures gains DR1/- Rubbery(ex): The creature's natural armor improves by 2. Alien insight(me) The creature gains a +2 insight bonus to all knowledge checks [b]HD[/b]: Acid and electricity resistance, DR 1-3: 5, - 4-7: 10, 5/+1 8-11: 15, 5/+2 12+: 20, 10/+3 Saves: Same as base creature Abilities: Ditto Skills: See above Feats: Lemon curry __________________ Climate/Terrain: Any land, underground, or breadbox Organization: Same as base creature Challenge Rating: Up to 3hd, same as base creature. 4 to 7hd, as base creature+1, 8+hd as base creature +2. Treasure: Same as base creature Alignment: Same as base creature or any Advancement: Same as base creature Sample Pseudonatural Creature Psuedonatural lvl 2 Dwarven Fighter Medium Outsider (Extraplanar) Hit Dice: 2d12+2(15hp) Initiative: +0 Speed: 20ft AC:19 (+6 scale mail armor, +2 shield, +1 insight) Attacks: Dwarven Waraxe+3 melee Damage: War axe 1d10 Face/Reach: 5ft by 5ft/5ft Special Attacks: Time shove 3/day Special Qualities: dr1/-, Acid and electricity resistance 5, Insanity and confusion immunity Saves: Fort+4, Ref+0, Will+0 Abilities: Str11, Dex10, Con13, Int10, Wis11, Cha8 Skils: Hide+4, Jump+4, Listen+4, Move silently+6, Feats: Multiattack, Lemon Curry _______________ Climate/Terrain: Any land, underground, or breadbox Organization: Any Challenge Rating: 1 Treasure: Standard Alignment: Any Advancement: By character level (favored class fighter) Alright people, here you go: Greater Psuedonatural This template is the same as the other psuedonatural template except that it is more powerful, for those who want stronger psuedonaturals or for entities that retained more of their surreal might when they took an understandable form. This template can be applied to any creature that is not an outsider or an extraplanar aberration. The creature's type changes to outsider (extraplanar). HD:Change to d8, and if the creature had less than 1 hd (like 1/2hd) it's total hit dice increases to 1. Speed: The creature gains speeds according to table 1A. AC: The creature's natural armor increases by 1, and it gains a +2 insight bonus to AC. Attacks: The creature gains a +2 insight bonus to all attack rolls. It also gains a tentacle rake attack dealing damage based on table 1A. Face/Reach: The creature's tentacle attack has a reach increase of 5ft. Special Attacks: The creature retains all special attacks and gains the following: Spell-like abilities(sp): At will flare, acid orb; Once per day: Lesser confusion, true strike, blur. Special Qualities: The creature gains SR equal to double it's HD+2. It also gains acid and electricity resistance and damage reduction according to table 2B. The creature becomes immune to confusion and insanity effects. Saves: Psuedonatural creatures recieve a +1 luck bonus to all saving throws. Abilities:Con+2,Int+2,Wis-2 Skills: Psuedonatural creatures recieve a +5 racial bonus to knowledge(the planes) checks and a +2 racial bonus to intimidate checks. They suffer a - 2 penalty on all diplomacy, sense motive, and perform checks made towards non-far realm creatures, and non-far realm creatures suffer these same penalties towards them. Non-far realm creatures recieve a +2 bonus to saving throws against language dependant effects originating from psudedonaturals, but psuedonaturals recieve a +2 bonus to saving throws against their language dependant attacks. ______________________________ Climate/Terrain: Any Alignment: As base creature or any Organization: As base creature CR: If the base creature had less than 1hd, increase CR to 1, 1hd increase CR to 2, 2-3hd as base creature +2, 4-7hd as base creature+4, 8-11hd as base creature+5, 12+hd as base creature+7 Treasure: As base creature plus a silver spoon worth 5gp or a glass bead or 2d4 dried squid and octopus tentacles [b][u]In addition to this, the creature gains one of the following special qualities or special attacks per 3hd+1[/u][/b] [b]Alternate Form(su)[/b]: As a standard action, the creature can take a form more fitting with it's origins, a writhing mass of tentacles, eyes, feathery antennea, slime-spewing pores and strange orifaces. All of the creature's attacks change to tentacle rake attacks, and it gains an additional 1d4-1 tentacle rakes. All tentacle rakes gained herein use the damage values for table 1A. In addition the creature gains all-around vision (+4 to spot and search checks, can't be flanked), blindsight 30ft, Improved grab, and the creature deals acid and electricity damage with a successful grapple equal to the tentacle rake damage for table 1A plus it's constitution modifier. Attack rolls against it made by creature's not native to the far realm (or those familiar with it (such as an alienist) or bearing heratige from it (such as a plane-touched with far realm lineage) suffer a -3 morale to attack rolls against it, -2 to damage rolls against it but affected creatures also gain a +1 morale bonus to AC against it, and it gains a +6 bonus to intimidate checks against them. [b]Mindscrambling Visage(Su):[/b] Any creature looking into the dominant eye (or eyestalk) of the psuedonatural creature must make a will save (dc:10+1/2hd+cha mod) or become confused for one round. This is a gaze attack. [b]Insanity(sp):[/b] Once per day, as cast by a 9th level sorcerer. Save dc:18+Creature's charisma modifier. (only available to creatures with 10 or more hit dice) [b]Evard's Black Tentacles(sp):[/b] Twice per day, as cast by a 7th level wizard. [b]Polymorph other (into animals with 1hd or less) or Baleful Polymorph(sp): [/b] As cast by a level 8 sorcerer once per day, except that the new form gains the weaker psuedonatural template. [b]Spell-like abilities:[/b] Once per day as cast by a level 10 wizard: Confusion, Arcane eye, Rainbow Pattern [b]Disease cloud(su):[/b] Once per day the creature can emit a cloud of strange foamy gas 10 feet long, wide, and high, originating anywhere within 80ft of it. Creature's caught within the cloud must make a fortitude save (save dc:17) or contract supernatural strain of cackle fever. Within 1d12 hours after the infected person's wisdom has been reduced to zero, his/her/its head cracks open and a psuedonatural (the weaker one) monsterous spider (tiny) crawls out. [b]Natural attack Energy Infusion(su):[/b] One of the creature's natural attacks becomes shocking burst, one becomes acid burst, and one becomes flaming. These three weapon abilities may be distributed amongst the natural attacks as seen fit, but at least one of them must be given to the tentacle rake granted by this template. [b]Breath Weapon(su):[/b] As a standard action the creature can release a 20ft line dealing 1d12 electric damage, 2d6 acid damage, 1d8 fire damage, and 1d4 evaporation damage (the same kind as that caused by horrid wilting). It must wait 1d6+1 rounds before using it's breath weapon again. [b]Discombobulating aura(ex):[/b] The creature's bizzare and non-euclidian appearance, mannerism, and functions disorient and overwhelm sentient creatures. Upon entering combat, screaming, or taking similar offensive action, creatures in the area with fewer HD than the creature must make a will save (dc:10+1/2hd+cha mod) or become confused. Creatures that succeed there will save still become numbed to their surroundings (-2 morale penalty to listen, spot, and search checks) while in the area. On a failed saving throw creature remains confused as long as it is in the area plus 1d2 rounds afterwards. At the beginning of each round it gets a new saving thow with a cumulative +4 bonus. [b]Shifting body(ex):[/b] The creature has the all around vision (+4 spot and search, cannot be flanked) and amorphous special qualities. [b]Distorting Resistance(su):[/b] The creature's SR is increased by 2, and whenever a spell fails to overcome its spell resistance roll an effect on the wild magic table. [b]Bizzare Surge(su):[/b] Once every 1d4 rounds the creature can mimmick the effect of a rod of wonder. [/b]Death throws(ex):[/b] When killed the creature's body melts and mutates into [URL=http://boards1.wizards.com/showthread.php?s=&threadid=81906]1d4 Plfargs 1d2 winged eyes and 1 ichalpod per HD[/URL]. [b]True Confusion(su):[/b] Once per day the creature may release a burst of maddening, disorienting, disruptive energy as a standard action. This functions identically to a confusion spell except that the creatures are confused for 1d12 rounds, and all creatures within the area are affected. A mere blanket immunity to mind-influencing effects does not stop it, only specific immunity to confusion or a successful saving throw can prevent this affect. [u][b]The creature also gains a number of the following special attacks or qualities equal to 1/2 it's HD (at least 1):[/u][/b] [b]Alien Mind(ex): [/b]The creature is immune to all phantasms, language dependant effects, and charms from non far realm creatures. [b]All-around vision(natural ability):[/b] The creature is covered in eyestalks and eyeballs, granting it a +6 bonus to search and spot checks as well as making it impossible to flank. [b]Feats:[/b] The creature has blind-fight, alertness, improved initiative, and ability focus(One of the abilities granted by this tempate). [b]Tentacle Energy infusion(su): [/b]The creature's tentacle is a shock acid weapon dealing an extra 1d6 acid and 1d6 electricity with a successful hit (this does not stack with the special weapon properties granted by natural attack energy infusion). [b]Extra Tentacle(natural ability):[/b] The creature has 1 additional tentacle attack. [b]Alien Knowledge(ex):[/b] The creature receives a +4 bonus to all knowledge checks. [b]Strange Surge(su):[/b] Once per day the creature can create a wild magic effect (roll wild magic table). [b]Alien Fortitude: [/b]The creature has +2 con, +1 natural armor, the great fortitude feat and the toughness feat. [b]Telepathy(su): [/b]The creature can communicate telepathically with any creature within 100ft that has a language. [b]Alien Neurology(ex): [/b]Any creature that mentally contacts the creature using scrying or detect thoughts sees the insane workings of its thoughts, taking 1 wisdom damage and becoming confused for 1 round. [b]Horrific appearance(ex): [/b]The first time a creature comes within 30ft of the psuedonatural creature it must make a will save dc:15 or become shaken for one round. Regardless of the save result, non-far realm creatures suffer a -1 morale penalty to attack and damage rolls against it. Table 1A Size/Swim climb and burrow speed/Tentacle Rake Damage Fine/5ft/0 Diminutive/5ft/1 Tiny/10ft/1d2 Small/20ft/1d3 Medum/30ft/1d4 Large/40ft/1d8 Huge/50ft/1d12 Gargantuan/60ft/2d6 Colossal/70ft/2d8 Table 2B HD: Electricity and acid resistance;Damage Reduction, Regeneration* or fast healing 1-3: 5; -, Fast healing 1 4-7: 10; 5/+1, Regeneration 2 8-11: 15; 5/+2, Regeneration 3 12+: 20 10/+3, Regeneration 4 *Psuedonaturals with regeneration take normal damage from fire, force, disintegration, evaporation (the kind of damage dealt by a horrid wilting spell or topaz dragon's breath weapon), brilliant energy weaons and aberration bane weapons. Sample Greater Pseudonatural This uses an ethereal filcher as the base creature, adding the special psuedonatural attacks Breath weapon and mindscrambling visage, and the special qualities alien fortitude and telepathy Greater Pseudonatural Ethereal Filcher (Xenofilcher) Medium Outsider (extraplanar) HD:5d8+13(35hp) Initiative:+8 Speed:40ft, Swim30ft, Climb30ft, Burrow30ft AC:21(+4dex,+5natural,+2insight) Attacks: Bite+6 melee, Tentacle Rake+2 melee Damage: Bite 1d4, Tentacle rake 1d4 Special Attacks: Spell-like abilities, Confusing Gaze, breath weapon Special Qualities: Outsider traits, Darkvision 60ft, detect magic, ethereal jaunt, Acid and electric resistance 10, DR5/+1, Regeneration 2, SR12, telepathy Saves:Fort+11,Ref+11,Will+6 Abilities:Str10,Dex18,Con15,Int9,Wis10,Cha10 Skills: Spot+12, Listen+12, Pick Pocket+20, knowledge(arcana)+7, knowledge(the planes)+12, search+7, use magic device+8 Feats:Improved initiative, dodge, toughness, great fortitude ______________________________ climate/terrain: Any Organization: Solitary Challenge Rating: 7 Alignment: Any Treasure: No coins, Standard Goods, Double items, and 2d4 dried squid tentacles Advancement:None Xenoflicher can hardly be recognized as distant kind of the better known ethereal aberration. This strange beast has a round pulsating body with a 6th dimensional spiral, long protruding tentacles with tiny velcro-like hooks on their tips, a long groping barbed tentacle with a feathery antenna and nostrils at the base of it. It has a vertical slit across the front of its "face" lined with jagged irregular teeth, a spiral of tentacles and strange twig-like limbs trailing down from its bottom side. Finally somewhere above the "mouth" slit there are three tiny eye-like spots and a wide glowing swirling eye, blood-shoot with ultraviolet- glowing fluids and reflecting a variety of terryfing swirls and geometric impossibilities. A xenofilcher is a more alien cousin of the magic-loving cleptomaniac we know and love. Evidence Suggests that ethereal filchers and temporal filchers were actually xenofilchers that left the far realms and entered the timeline of the material and ethereal planes. Unlike their ethereal kin xenofilchers seem to actually know how to use magic items they aquire, and and frequently do. [b]Combat[/b] Spell-like abilities(sp): At will: Flare, Acid orb; Once per day: Lesser confusion, true strike, blur Mindscrambling Visage(Su): Any creature looking into the impossible and incomprehensible images displayed in the xenofilcher's main eye must make a will save (dc:10+1/2hd+cha mod) or become confused for one round. This is a gaze attack. Breath Weapon(su): As a standard action a xenofilcher can release a 20ft line dealing 1d12 electric damage, 2d6 acid damage, 1d8 fire damage, and 1d4 evaporation damage (the same kind as that caused by horrid wilting). It must wait 1d6+1 rounds before using it's breath weapon again. Telepathy(su): A xenofilcher can communicate telepathically with any creature within 100ft that has a language. K'gryne $@ (pronounced Kuh-grine cash-at) Medium Outsider (extraplanar) HD:8d8+8(44hp) Initiative:-1(dex) Speed: 40ft, climb30ft, swim 30ft, burrow30ft, Fly10ft(perfect, supernatural) AC:17(+2 insight,-1dex,+3 natural,+3 deflection) Attacks: Slam+11 melee or 3 tentacles+11 melee Damage: Slam 1d12+1 plus chemical destabilization or tentacle 1d6+1 Face/Reach: 5ft/10ft Special Attacks: Chemical Destabilization, alternate form, incomprehensible visage, spell-like abilities, psionics, transitive shift Special Qualities: Regeneration 7, Acid, electricity, fire, and sonic immunity, DR20/- alien mind, telepathy, outsider traits, blindsight 75ft, amorphous, material vulnerability, darkvision 65ft Saves: Fort+7,Ref+5,Will+5 Abilities:Str12,Dex8,Con13,Int21,Wis9,Cha17 Skills: Knowledge(the planes)+18, Knowledge(arcana)+18, knowledge(psionics) +18, Spot+12, Listen+12, Spellcraft+18, Use magic device+16, Move silently+15, Escape artist+19 (+10 racial bonus to move silently checks and +13 racial bonus to escape artist checks) Feats: Cleave, Ability focus(chemical destabiliazation), Spell Focus (conjuration) _____________________________ Climate/Terrain: Aquatic, Underground, or swamps (far realms) Organization: Any CR:13 Treasure: Ghost touch Bag of holding and either a scroll of summon monster V with the pseudonatural template (a la alienist summon monster) that does 1 wisdom damage to a non far realm entity when read, 1d4 damage when copied into a spellbook or learned, a rod of wonder, or a tan bag of tricks that summons creatures with the pseudonatural template Alignment: Any Advancement: By character class K'Gryne are a race of nebulous entities from the far realm that defy the normal laws of geometric formation and material qualities. They generally prefer to assume a form that material-native minds can more easily comprehend and that does not get eroded away at by the local space-time flow. It is impossible to truly explain what a K'Gryne looks like to a human- like observer. The best way to put it is that it appears as a swirl of utraviolet quivering, shifting, humming, vibrating goo that shifts in and out of phase with its surroundings, but this is not enought. The glob is of a shape and twists in a manner that defies imagination, and to merely gaze upon it is an invitation to madness. Combat: K'Grynes employ all manner of bizzare tactics and strange powers when in combat. It usually takes an alternate form adopts some semblance of that entity's tactics, and only reveals its true shape when absolutely necessary. Chemical Destabilization(ex): Any corporeal creature (including undead and constructs) hit by a K'Gryne's slam attack must make a fortitude save dc:17 or take 3 fire damage, 5 acid damage, and 4 electric damage each round for 1d4 rounds as their chemical make-up ionizes and polarizes to discharge disruptive energies. Alternate Form(su): As a full-round action a K'Gryne can assume a form of a pseudonatural material-plane creature or resume its true form (neither provokes and AoO). When it assumes a form it loses all of its statistics except for alternate form, alien mind, total hd, total hp, its alignment, and its charisma score. It can assume any of the following forms: A lesser pseudonatural octopus with the pseudonatural special ability melt ground, a greater pseudonatural squid with the pseudonatural special abilities evard's black tentacles and breath weapon and the pseudonatural granted feats blind-fight, alertness, improved initiative, and ability focus (breath weapon), a lesser pseudonatural grick with the pseudonatural special qualities amorphous and all-around vision, or a greater pseudonatural mind flayer with the pseudonatural special attacks insanity, Spell-like abilities, and disease cloud and the greater pseudonatural special qualities extra tentacle, tentacle infusion, all-around vision, and alien fortitude Incomprehensible Visage(ex): This functions as a gaze attack except that the K'Gryne $@ cannot suppress it and it has a range of 60ft. Any non-far realm creature of less than 30 intelligence seeing its geometrically- impossible, non-euclidian shifting form unlike anything of this world must make a will save (dc:15) or take become confused for 1 minute, go blind for 70 rounds, and take 1d4 wisdom drain. After the first sight they only become confused for 1 round, blind for 10 rounds, and take 1 wisdom damage. Spell-like abilities(sp): At will-Plane shift, levitate, summon monster V (monsters summoned have lesser pseudonatural template instead of fiendish or celestial) Twice per day: Fireball, Acid fog, Insanity As cast by a 9th level wizard Psionics(pi): At will: plane shift, levitate, Once per day: Dominate person As manifested by a 9th level psion Transitive Shift(ex): As a move-equivalent action a K'gryne $@ can transport itself to the same corresponding location on the ethereal plane or the plane of shadow, allowing it to effectively use etherealness and shadow walk at will. Alien Mind(ex): A K'gryne $@ has a bizzare psyche which is almost impossible to understand, and to it the minds of material plane creatures and those who share a cosmology with them are equally bizzare. A K'gryne $@ is immune to all charms, phantasms, patterns, confusion, and language dependant effects originating form a non-far realms source, but all creatures are immune to its charms, patterns, phantasms, and language dependant effects. A creature recieves mental information from a K'gryne (for example, the creature uses detect thoughts on it or recieves a one- way telepathic message from it) must make a will save (dc:22) or take 1 point of wisdom damage, likewise a K'gryne that is on the recieving end of a material-cosmology creature's thoughts must make a will save (dc:10+1/2 creature's hd+creature's cha mod) or take one point of wisdom damage. Two- way mental contact damages both creatures. Telepathy(ex): A K'gryne $@ has an innate ability to contact the mind of another being through processes not fully understood. However they are loathe to use this ability to talk with anything not native to the far realms as it results in inflicting wisdom damage on both the K'gryne and the creature it contacts. Regeneration(ex): A K'gryne $@ takes normal damage from cold, force, disintegration, and aberration-bane weapons. Blindsight(ex): This does not function in the area of a stench ability (such as that of a ghast or a troglodyte) nor does it work in a place with very dry air. Material Vulnerability(ex): When in its true form a K'gryne takes 2d8 subdual damage each round it spends in the material plane and surrounding cosmology. As soon as it takes subdual damage it becomes fatigued and cannot recover until the damage is healed. This damage cannot be healed by a K'gryne's regeneration ability. Plinka Small Animal (Extraplanar) HD:2d8+2(11hp) Initiative:+5 Speed:30ft, Climb20ft, Swim20ft, fly 10ft (good) AC:15(+1dex,+1size,+1natural,+1 insight) Attacks: Bite+3 melee Damage: Bite 1d4+1 Special Attacks: Poison, odors Special Qualities: Acid resistance 5, Electricity resistance 10, cold resistance 5, cuddlyness, ickyness, strange anatomy, strange mind, alien insight, fungal affinity, boyancy Saves: Fort+3, Ref+3, Will+0 Abilities:Str12,Dex12,Con13,Int2,Wis10,Cha8 Skills: Spot+8, Listen+4, Hide+8 (+2 racial bonus to spot and search checks, +3 racial bonus to knowledge (the planes) checks and +1 racial bonus to knowledge(arcana) checks) Feats: Improved Initiative ____________________________ Climate/Terrain: Temperate forests, warm swamps, or cold hills (far realms) Organization: Solitary, trio, or herd (4-8) CR:1 Alignment: Often true Neutral (usually neutral(any) ) Treasure:Half goods (gems only), no coins, 1/4 items Advancement:3-6hd(small),8-11hd(medium) Plinka have small, plump, dog-like bodies with short soft fur, six strong smooth flippers, and two wide and beautifully colored wings. The sport three inquisitive slug-like stalk eyes, and a longish retractable snout ending in some jagged irregular teeth. The creature has a single flat, muscular, mucus-secreting foot at the bottom of it and a short grasping three-clawed arm on either side near the front with a waving tail adorned with a feathered antenna and ending in a wide fin. The color of the strange beast varies from a light blue to a dark ultraviolet. A Plinka is one of the few entities of the far realms with a morphology and mentality similar enough to beings of the material plane to be validly considered an "animal". The plinka tend to be fairly empathetic and by some strange token apply to both the cuteness stimuli and the gag reflex of most humanoids, sometimes simultaniously. Plinkas are generally good- natured fungivores, feasting on lichens, mushrooms, and molds. Some have a hateful or agressive streak and will attack creatures without provocation, not for nutrients or territory but simply to cause unhappiness. Others will actively aid and protect weaker (or what they percieve as weaker) organisms. Some simply fly and sing for the joy of it and roam about while others will stay in one area that they meticulously and compulsively maintain. Combat: Plinkas usually release their odor of anger or odor of fear, then attack with bites (if the former) or flee (if the ladder). Poison(ex): Initial damage 1 wis, secondary 2 str, fort save dc:12 Odors(ex): Plinkas tend to release clouds of pheremones depending on their mood. Doing so is a free action.The cloud is almost invisible, a mild ripple and tint of the air and a faint smell. The cloud formed eminates is a 15ft wide cube centered on the plinka and remains for 1d4 rounds before being dispersed by winds. These substances have an emotional effect on the plinka itself and creatures around them. Creatures can attempt a fortitude save dc:12 to resist. The effect has a duration of 1 minute. Anger: The plinka gets a +1 morale bonus to damage rolls and will saves, creatures inhaling (plinka included) get a -1morale penalty to AC. The anger smells faintly of cinnamon and curry and creates violet tinge. Fear: The plinka gets a +1 morale bonus to AC and a +5 morale bonus to movement speed. Those within (plinka included) get a -1 morale bonus to attack rolls. Misery: All creatures within (plinka included) recieve a -1 morale penalty to skill checks and saving throws. Joy: All creatures get a +1 morale bonus to skill checks and saving throws, and the plinka gets a +1 bonus to attack rolls. Cuddliness(ex): Something about a plinka's appearance makes creatures just want to reach out and hug it. Initial NPC attitudes of humanoids and monstrous humanoids other than hostile are 1 level friendlier (to a maximum of helpful). Ickyness(ex): Other traits the creature possesses also gross people out. Humanoids and monstrous humanoids suffer a -1 penalty to attack rolls against it and must make a fortitude save dc:10 when struck by it or be nauseated for 1 round, those that make their save are immune to the effect for that day. The plinka can supress this ability as a move equivalent action. Strange anatomy: Heal checks and knowledge(anatomy) checks made towards a plinka suffer a -4 penalty. Rolls to confirm for critical hits towards a plinka also suffer a -4 penalty. Alien Mind: Plinkas have a +4 racial bonus to saving throws against all charms and phantasm from non-far realms sources. Alien Insight: Plinkas recieve a +1 insight bonus to attack rolls, armor class, and skill checks (already factored into the above statistics. Fungal Affinity: Plinkas are immune to all ingested poisons from fungi. They gain a +1 racial bonus to attack rolls and AC against fungal monsters and get a +2 racial bonus to saves against all poisons and diseases of fungal origin. Boyancy(ex): Plinkas are filled with numerous small pockets of light gases allowing them to fly at 1/2 their swim speed with good manuverability. They take 2 less damage from falling. |
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