View Full Version : [Creature] And in strange aeons...

The Vorpal Tribble
2006-10-11, 04:44 PM
Succeeder Traits

* Immunity to cold, pressure, and suffocation.
* Blind (Ex): A succeeder is completely blind, using acute hearing and its mindsight and starmind abilities to detect its surroundings.
* Dreamless (Ex): Though a succeeder does appear to sleep, instead of interacting with the region of dreams its minds stretches away into its future realm. Thus it is immune to magic sleep effects and any mind-affecting spells or powers dealing with dreams.
* Mindsight (Ex): A succeeder can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense - the succeeder knows exactly where the thinking being is as if it was truley seeing it.
The succeeder also perceives several observable characteristics about each being detected with mindsight, including the being's type and Intelligence score. The succeeder need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being's race and clothing would be to eyesight.
* Disturbing Telepathy (Su): A succeeder can communicate telepathically with any creature within 1000 feet that has an Intelligence score. The creature can respond to the succeeder if it wishes - no common language is needed, though the creature must succeed on a Will save each minute while in contact to keep from being rendered insane (DC = half creature's HD + Int modifier) for 1d6 rounds after mental contact.
* Starmind (Ex): A Succeeder's mind possesses a crystal clarity that is wholey undisturbable. They have complete immunity to Confusion, Dazing, and Insanity. As well they automatically succeed on Concentration checks.
* Wake of Thought (Su): A succeeder seems to be able to read the thoughts of objects themselves, and can track and view what they've 'seen'. This simultaneously acts as the Read Object and Psychometry psionic powers.



Medium Aberration (succeeder)
Hit Dice: 21d8-42 (52 hp)
Initiative: +7
Speed: Fly 80 ft. (perfect)
Armor Class: 27 (+3 dex, +7 insight, +7 natural), touch 20, flat-footed 24
Base Attack/Grapple: +15/+20
Attack: Slam +20 melee (1d3+5 plus touch of the new)
Full Attack: 2 slams +20 melee (1d3+5 plus touch of the new) or 2 touches +20 melee (touch of the new)
Space/Reach: 5 ft./10 ft.
Special Attacks: Clarity of insanity, stark lands, touch of the new
Special Qualities: Construct traits, dislocate, immunity to cold, pressure, and suffocation, regeneration 5, succeeder traits
Saves: Fort +6, Ref +14, Will +16
Abilities: Str 21, Dex 16, Con 5, Int 25, Wis 18, Cha 11
Skills: Autohypnosis +28, Escape Artist +27, Knowledge (any three) +31, Listen +28, Move Silently +27, Tumble +27
Feats: Diehard, Dodge, Elusive Target (http://realmshelps.dandello.net/cgi-bin/feats.pl?Elusive_Target,CW), Great Fortitude, Improved Initiative, Improved Toughness, Insightful Reflexes (http://realmshelps.dandello.net/cgi-bin/feats.pl?Insightful_Reflexes,CAd), Mobility
Environment: Any land
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: None
Advancement: -
Level Adjustment: -

A woleioo appears as a somewhat elongegated, vaguely humanoid creature of flawless greyish-white skin that gives off the faintest glow. From its shoulders sprout three large, tear-drop shaped heads, two facing forward, the other backward. They have tiny, lipless mouths but the rest of their face is merely gently rounded skin, devoid of eyes and nose. At the end of their lengthy arms the limb merely tapers off into two, long, opposing digits devoid of nails. The legs are similiar, though ending in a brief pad before sprouting two toes. Though the stand straight they appear quite boneless, flexing effortlessly in impossible contortions.

The Woleioo are, to put it roughly, Preparers, beings sent to prepare a place for beings located outside of known reality. Wherever this place is has never been discovered. Many say the Far Realm, others a horrible alternate reality. There are indications however that chill even the hardest hearts... that they come from the future, beyond the end of this universe. As aboleths and others hail from a multiverse before this time, so to will this universe somehow end and be transformed into something even stranger. The few that have dared delve into this theory reason that the illithids themselves come back in time for a purpose many have not considered. The reason they must insure their own existence is because something is trying to halt it, some enemy from beyond the future that the illithids will meet and be forced to flee from. Whatever it is the Woleioo do, they are beginning the preparations.

They tend to appear in a blazing of light that falls rapidly to the ground, blasting the surroundings for a dozen miles into utter lifelessness. Life simply ceases to exist, and the entire area instead of burning is deeply frozen. The woleioo are found in the midst of the destruction, whom quickly seek the highest elevation. They stride about in a bizarre dance-like movement, their touch causing strange formations to form as soil and stone crumble away. Once done, in the center, on one of these revealed formations, stands the woleioo, heads raised to the stars and mouths open in an unheard song.

To creatures watching from without, the woleioo appears to remain from several minutes to a number of weeks before abruptly vanishing. The fact is that they are specially preparing not only a place, but a specific time as well. Thus though they appear to disapear they still remain vigilant, just in the past as most being know it.

Woleioo stand around 7 feet tall and weigh around 110 lbs. They speak via telepathy only.


Clarity of Insanity (Su): A woleioo on earth almost continuously sings, though only two heads are required to produce the song, leaving a third to direct the body. Thus it may sing without conflicting with its movements. Living creatures with an intelligence score of 1 or higher that come within 100 feet of a singing woleioo with 10 HD or less have their sanity snapped instantly, with no save. Creatures with more than 10 HD must succeed on a DC 27 will save. This madness is not normal madness. It produces a mental clarity that minds of the Past simply were not meant to handle. They gain a cold logic devoid of emotion or scruples. Those affected become immune to emotional spells and effects such as Crushing Despair and Fear, and they lose any alignment they possess. Creatures with an aligned subtype still retain the subtype, but they no longer act in accordance. These individuals thus seek out any goals they have without a care for the means, being as willing to kill as not, depending on the situation and supposed neccessity. Every 1d4 days however the victim's mind cracks under this unnatural condition, rendering them normally insane for that day, though by the next they have often regenerated their clarity. Spells and powers that would restore insanity may cure the condition as normal. This is a sonic, mind-affecting effect. The save DC is Intelligence-based.

Dislocate (Ex): A woleioo's limbs and heads seem to be only for convenience, and if any are lost, such as from a Vorpal weapon, the bits merely seperate cleanly and float until the woleioo's next round when they recombine. While floating these limbs and head operate normally despite their being unconnected to the body. They may be caught and grasped as if they were a wielded weapon held by the woleioo, quickly disolving into a chalky powder if snatched from the body's control. A woleioo regrows these organs within 1d4 rounds. Even if all heads are removed the body still functions normally, though loses its Starmind ability until they regrow.

Stark Lands (Ex): While a woleioo remains singing, and for 1d4 minutes, afterwards it creates a bubble of nulled time and alien conditions that spreads out several thousand feet in all directions. This locale has the traits mentioned below. If the woleioo is killed it seems to no longer have existed. The destruction caused by its arrival has never occurred, with only those in the rapidly shrinking bubble remembering its coming.

Touch of the New (Ex): The mere touch of a woleioo causes material of the 'Old Realm' to appear to grow old and quickly crumble away. Non-succeeders must succeed on a DC 20 fortitude save or take 10d6 points of damage. Elementals, which are intimately entwined with nature, take double damage.

When used against an object, the touch simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the touch disintegrates only part of any very large object or structure targeted. The touch does not afffect objects constructed entirely of force, such as forceful hand or a wall of force.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it crumbles away into a strange white powder that immediately fades away. The save DC is Charisma-based.


Stark Traits

* Timeless: Age, hunger, thirst, poison, and natural healing don't function in the place, though they resume function when those within leave. As well, spells and powers dealing with time automatically fail.
* Alterable Morphic Trait.
* Vacuum: The area within the Stark locale is as the depths of space, possessing no air. When in this vacuum, a character must make a DC 20 Consitution check or suffer from aeroembolism ("the bends"). The character is thus stunned until brought to normal atmospheric pressure. Failing the check by 5 or more renders the character unconcious (and therefore unable to hold his breath).
To hold his breath, a character must make a DC 15 Consitution check each round; the DC increases by 1 each round (this is due to the lack of any pressure outside the body). Failure indicates the character can't hold his breath any longer and begins to suffocate; follow the rules for drowning.
Sonic-based spells automatically fail.
* Unearthly Cold: While in the Stark unprotected characters take 1d6 points of cold damage and 1d4 points of nonlethal damage per minute (no save). Partially protected characters take damage once per 10 minutes instead of once per minute. (See Frostburn, p. 9)
* No Elemental or Energy Traits.
* No Alignment Trait.

2006-10-15, 11:36 AM
With MindSight - you say they know exactly where, but then go on to say that it works much like blindsense - but blindsense just gives you the approximate; they still have total concealment. Is that the way it's supposed to work, or did you mean blindsight?

The Vorpal Tribble
2006-10-16, 12:36 PM
With MindSight - you say they know exactly where, but then go on to say that it works much like blindsense - but blindsense just gives you the approximate; they still have total concealment. Is that the way it's supposed to work, or did you mean blindsight?
Grrr, meant blindsight.