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The Vorpal Tribble
2006-09-30, 12:21 AM
Welcome to Part One of the Giant in the Playground 2006 Halloween Monster Contest!


\ _ \ _ \ _ \ _ \ _ \ _ \ _ \ _ \ _


Considered To Be Unnatural

http://www.legendsmagazine.net/100/cthulhu.jpg

Creatures that should not be, souls of eccentricity, strangers to conformity and the standardly accepted norm. Beings without equal outside the fevered visions of the mad...

Life, if such a term can apply to such beings, is your task to write an account of.



Note: These need not be aberrations, but they must be remarkable in their alien existence.


=-=-=-=-=-=-


The contest begins with the posting of this thread and will continue until midnight, October 15th (EST).

Submitted creatures will be judged on these attributes:

#1. Most Creative/Unique
#2. Most Frightening
#3. Best Articulation of the Theme
#4. Best Plot Hook/Story
#5. Best Overall


The Rules

1. You will be creating a unique D&D monster.

2. The entry must include name, stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or frightening tale in addition is optional.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one).

4. Post all entries on this thread. Comments and discussions will take place on a seperate thread here (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11585088 65).

5. One entry per participant.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to at least have the basic beast already done.


-=-=-=-=-=-=-=-

Our Esteemed Judges

http://i67.photobucket.com/albums/h293/bigmaclarge_huge/Abd-al-Azrad-1.gifhttp://img45.imageshack.us/img45/4291/captaindementiavy6.jpghttp://i74.photobucket.com/albums/i278/wolfshonor/gifs/psion1c.gifhttp://i74.photobucket.com/albums/i278/wolfshonor/addons/jackhat1.gifhttp://my.photosleeve.com/TheVorpalTribble-albums/album01/aaq.gif
Abd al-Azrad * The Demented One * Gralamin Shieldheart * JackMann * The Vorpal Tribble

The Vorpal Tribble
2006-09-30, 12:25 AM
Here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask one of the judges or in the contest chat thread (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11585088 65).


<Name>

- Type -
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class:
Base Attack/Grapple:
Attack:
Full attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

<description/background/characteristics>

Combat:


-=-=-=-=-=-=-

<Plot Hook/Story if any>

fangthane
2006-09-30, 09:33 PM
Well, you did say you were kicking things off a day early, so I may as well be the first to respond with a critter I made up after reading your posts above and listening to Shriekback. That's what I get for listening to songs with big words. I'll be honest and admit I've borrowed a trait or two from Sil and some from other freaky oddballs but it's in no way a copy of anything like her.

At any rate, I have a self-confessed tendency to make things which should really be aberrations regardless of what I actually call 'em, so this part is right up my proverbial alley; it may not be a sanity threat per se, but it does things nothing else does and in a way they don't, so I consider it to qualify. If we're meant to give these critters sanity checks and tentacles and such, I'm out ;)

That said, here is every parent's Hallowe'en nightmare, the
Mother of Shadow

Large Aberration
Hit Dice: 6d8+36 (53 hp)
Initiative: +6
Speed: 40 (8 squares)
Armor Class: 17 (+2 dex, +6 natural, -1 size), touch 11, flatfooted 15
Base Attack/Grapple: +4/+15
Attack: Claw +10 melee (1d8+7), bite +8 melee (1d8+3)
Full attack: 2 claws +10 melee (1d8+7) and bite +8 melee (1d8+3)
Space/Reach: 5 ft/10 ft
Special Attacks: Improved grab, mother's touch, spell-like abilities
Special Qualities: Aberration traits, displacement, exceptional stealth, reactive darkness, spell resistance 18, twisted parthenogenesis, unnatural armor
Saves: Fort +8, Ref +4, Will +5
Abilities: Str 25, Dex 15, Con 23, Int 10, Wis 10, Cha 18
Skills: Hide +18, Listen +4, Move Silently +18, Spot +4
Feats: Improved Initiative, Improved Natural Attack (claw), Multiattack
Environment: Any urban.
Organization: Single Brood (1 mother + 2d4 brood members with less than half her HD), New Birth (2 mothers + 1d4 brood members)
Challenge Rating: 6
Treasure: 1/2 coin, double items
Alignment: Always chaotic evil.
Advancement: 7-18 HD (large)
Level Adjustment: N/A


A Mother of Shadow appears as a tall, beautiful human woman of middle childbearing years; she has the air of long suffering and usually appears to be wearing slightly archaic clothing. When viewed with True Seeing a rather different picture appears, one of a larger, gaunt and vaguely-female figure wreathed in whorls of shadow and with carious yellow eyes glowing from her otherwise-unseen face. The first Mother of Shadow was a minor sorcerer whose child was abducted by the extraplanar entities with whom she'd been dealing, and slain in rites so foul its soul was rendered irretrievable. Her grief and anger sublimated themselves through her sorcerous ability and caused her to grow even more reckless of the dark powers with which she'd dealt. Anger, distrust and bereavement grew, gradually drawing a sick darkness deeper into her being, nurturing it and eventually twisting her into the very first of her dark brood. All Mothers of Shadow retain within them the kernel of her grief and rage, and thus are almost blindly motivated to accumulate a brood of their own, often preying on neighborhood children in poor areas.
A Mother of Shadow's brood retains all knowledge, memory and alignment from their prior existence but is in all ways completely loyal to her, and consider her to be their "real" mother regardless of race. If a Mother of Shadow receives advanced warning of trouble, she generally gathers her brood close about her for mutual protection, and may enlist "extended family" in the form of other nearby Mothers should any exist, in case of more general threats.
Mothers of Shadow speak Common, but advanced Mothers may learn additional languages as locally appropriate.

Combat:
Mothers of Shadow typically attempt to avoid any combat they feel may be unsafe; if uncertain they usually send a single element of their brood in an effort to determine a foe's effectiveness, and in cases where they feel endangered they attempt to avoid contact or conflict where possible. A Mother of Shadow cornered and forced into combat is fearsome indeed and uses her brood to distract while she either flees or attempts to even the odds by converting foes to allies. She uses abilities such as Gust of Wind and Silent Image to misdirect and separate her foes so as to more effectively pursue her goal of expanded motherhood.

Displacement (Sp): A Mother of Shadow is always treated as being under the effect of a Displacement spell, as cast by a sorceror of caster level equal to her hit dice.
Exceptional Stealth (Su): The Mother of Shadow is a being partly of shadow and as such receives a +10 bonus to hide and move silently checks in any condition of illumination other than full daylight.
Improved Grab (Ex): to use this ability, a Mother of Shadow must hit a creature at least one size smaller than herself with a claw attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can attempt to use her mother's touch ability in the following round.
Mother's Touch (Su): A Mother of Shadow who has grappled an opponent at least one size smaller than herself may make a grapple check to clasp that opponent to her bosom, enwrapping it in, and caressing it with, tendrils of her substance. Success on her grapple attempt indicates success, in which case the target is considered pinned and sustains 2 points of wisdom drain per round; on a failed grapple check the Mother of Shadow retains her hold but is unable to inflict her mother's touch on the opponent until her next turn. Any opponent reduced to 0 wisdom in this manner is completely restored the next round and released from the Mother's touch completely under her control (as an unbreakable dominate spell) until either it dies or she does. A Mother of Shadow may only apply her Mother's Touch to one opponent at a time, but may continue to attack and move as normal. Any subject dominated by the Mother's touch receives a saving throw as normal to avoid taking actions contrary to its convictions, but instead of breaking the effect is affected as if dazed for 1d4 rounds. Upon the death of a Mother of Shadow, any remaining members of her brood are affected as if dazed for 2d4 minutes, after which they react according to their normal tendencies (and have complete recall of all which transpired under the Mother's domination)
Reactive Darkness (Su): A Mother of Shadow is able to project a field of reactive turbulence and darkness; any source of flame within 120 feet blows out as soon as it's lit. Flame-based light sources carried by creatures receive a reflex save each round to avoid the effect, and covered sources receive a +4 bonus to the save. Activation or suppression of this ability is a swift action. In addition, the Mother of Shadow may, as an immediate action once each round, select up to two magical light sources to suppress, so long as both effects are within 120 feet of her position and she is aware of both. Light sources which leave the area or which she ceases to suppress function again as normal.
Spell-Like Abilities: at will - Gust of Wind (DC 16), Misdirection (DC 16), Silent Image; 3/day - Detect Thoughts, Ghoul Touch (DC 16), Hypnotic Pattern (DC 16), Reduce Person (DC 15); 1/day - Deep Slumber (DC 17), Dispel Magic, Nondetection (DC 17). All effects are as cast by a sorcerer with caster level equal to the Mother of Shadow's HD.
Spell Resistance (Su): A Mother of Shadow receives spell resistance equal to 15 plus half her hit dice.
Twisted Parthenogenesis (Su): Driven as she is by the conflicting desires of her creation, a Mother of Shadow continually repeats the poor trade which resulted in the creation of her kind; she is able to clasp to herself and absorb her dominated "children" in order to reproduce or grow more powerful, in a process lasting 10 minutes per hit die so absorbed. Should this process be interrupted and not completed, the creature being absorbed treats any HD already absorbed (1 for each 10 minutes or portion thereof) as level drain, and must make a fortitude save DC 19, 24 hours later, to avoid permanent level loss. This save is constitution-based. When she absorbs sufficient hit dice of her dominated brood to equal her own hit dice, she is able to gain one hit die herself, and grow; if instead she absorbs sufficient of her brood to equal double her own hit dice or greater, she is instead able to produce a new Mother of Shadow. Such reproduction requires 6 days' gestation and results in the birth of a 6 HD Mother of Shadow, who acquires her progenitor's twisted outlook and drives, and begins to gather her own brood.
Unnatural Armor(Su): A Mother of Shadow becomes more deeply integrated with the darkness which makes her whole as she gains in power; her natural armor bonus improves by +1 for each 2 hit dice she attains (already factored into above Natural Armor values)

-=-=-=-=-=-=-

Ever since the new lady moved in down the road, wierd things have been happening near her house; neighborhood children have gone missing, and nobody's ever seen anyone come out except her. There must be other people in the house, because she's been buying a lot more food than she could possibly eat. Nobody really paid it that much heed at first; other than the occasional hysterical mother nobody really misses one extra child in the slums. But then, another woman eerily similar to the first moved in just down the street, and now people walking alone at night just disappear. The watch doesn't care; as long as the merchants are happy, so are they. But the kids in the neighborhood are scared, because they know the new residents are witches who eat children who wander alone at night; and their parents are worried because whole families have started to disappear, and others just seem different somehow...

Fualkner Asiniti
2006-10-01, 12:06 AM
Ooh, scary monsters.

*Runs off to resserect Dark Forsaken*

Beldak
2006-10-01, 06:13 PM
http://www.halloweendarksite.com/poe/poecatl.jpg
Finger of Loki
A small black cat stands in the middle of the road near-by. It appears to have led a hard life, missing one ear, half its tail lost to some long ago event, and scars visible through its black fur. It rubs up against your leg, but you feel nothing and its movement makes no noise.

A Finger of Loki has many names, and often is referred to by the name of the local god of Luck. It is created and sent by the chaotic gods to both give and take the luck of those who it encounters. Often it can be found near temples to these gods or tailing behind individuals who have made ill use of their gifts of luck in the past, especially if they denied the true nature of their success. The creature typically wanders unless commanded to do otherwise. Sometimes, it is employed as a type of curse, leaving more to chance then simply cursing mortals, it fuctions more true to the nature of its divine creator.

A Finger of Loki appears as a small black house cat who has survived a life of harshness; but upclose its physical movements are strange, un-natural, and characters may notice the creature occasionally not touching the floor. Characters fooled by the illusion find the cat to appear malnurished, weighing about 3 pounds.

A Finger of Loki speaks common, but typically will not blow its cover.

Finger of Loki
Tiny Outsider (Incorporeal, Chaotic)
HD: 4d8+8 (26)
Initiative: +7
Speed: Fly 30 ft (perfect)
Armor Class: 18 (+3 Dexterity, +3 deflection, +2 size)
Base Attack/Grapple: 4/-
Attack: +9 touch (see below, Finger of Luck)
Full Attack: +9 touch (see below, Finger of Luck)
Space/Reach: 2-1/2ft./0 ft.
Special Attacks: Finger of Luck (Gaze Attack or Touch), Spell-like Abilities, Curse of Luck, Divine Illusion
Special Qualities: DR 10/ law or magic, SR 14, Darkvision 60ft, incorporeal traits, resistance fire 5, electricity 5, cold 5, acid 5, and sonic 5.
Saves: Fort +5, Ref +6, Will +4
Abilities: Str -, Dex 16, Con 14, Int 11, Wis 13, Cha 16
Skills: Hide +18, Spot +8, Listen +8, Concentration +9, Diplomacy +12, Bluff +10, Knowledge (any one) +7, Disguise +10 (+12 acting), Intimidate +5.
Feats: Improved Initive, Ability Focus (Finger of Luck)
Environment: Any
Organization: Solitary
Challenge Rating: 4 (varies)
Treasure: -
Alignment: Usually CN
Advancement: -
Level Adjust: -

Finger of Luck (SU) –Victims of this gaze attack are entitled to a Fort save DC 17 to negate. This ability has one of two possible effects designated by the monster. 1) Steal luck: Victim must roll twice on all d20 rolls for the remainder of the day and take the lower. 2) Grant luck: A number of times equal to the charisma bonus, in this case 3, the person gifted can re-roll a failed d20 roll and take the higher result. Victims touched by the Finger of Loki are affected by Finger of Luck with no save.

Curse of Luck(SU) – Death of a Finger of Loki causes the slayer and all those within 30 feet of the slayer to be effected by Finger of Luck (Steal luck). No save is allowed and the effect lasts till the character atones. A sleign Finger of Loki is reconstituted in the realm of its deity 1d10 days later, unless killed on its home plane.

Divine Illusion (SU) – The true nature of a Finger of Loki is hidden by an illusion. To realize the Finger of Loki is actually incorporeal, victims who interact with it are allowed a will save DC 15. The cat always gives off an odd vibe due to its un-natural movements even on a failed save.

Spell-like Abilities: At will- Greater Teleport (self only), Invisibility (self only); 2/Day- Plane Shift (self only), Commune (specific deity only).

Combat- Finger of Loki typically attempts to reward and punish individuals without ever exposing itself to danger. If approaching an individual would put it at risk, it uses its gaze attack. Should players attack the Finger of Loki it will attempt to teleport out of harms way.

Adventure hooks-
A black cat is following the party seemingly where ever it goes and your fighter (Chronic gambler) can never seem to succeed at even the most simple of tasks. A passing cleric hears of the party’s problem and suggests a quest for a local temple to atone for their failure to pay proper respect.

A man clearly down on his luck, accompanied only by his pet cat, begs the adventurers to help him find a book stolen from the local temple, so that he may atone for his passed transgression against the faith.

Carrion_Humanoid
2006-10-01, 06:35 PM
http://i92.photobucket.com/albums/l4/puppet-god/vergan.jpg
Doomborn Warrior
Large Evil outsider
Hit Dice: 5d10 + 30 (58)
Initiative: +5
Speed: 50
Armor Class: 23(-1 size, +9 Natural, +5 Dex)
Base Attack/Grapple: 4/15
Attack: Greatsword(3d6+7)
Full attack: Greatsword(3d6+7)
Space/Reach: 5/10
Special Attacks: Thorned carapace, Merge
Special Qualities: Regeneration
Saves: Fort +8, Ref +7, Will -4
Abilities: Str 25, Dex 21, Con 23, Int 3, Wis 3, Cha 3
Skills:-
Feats: Weapon focus(Greatsword), Weapon Spec.(Greatsword), Power attack, Cleave, Great cleave, Improved Bullrush
Environment: Evil Plane, Material Plane.
Organization: Solitary, Pair(1-2), Squad(5-8), Doom Force(20-38)
Challenge Rating: ((I don’t know. . .))
Treasure: Large Greatsword
Alignment: Chaotic Evil
Advancement:-
Level Adjustment:-

Before you stands a large green mass of muscle. Its body is covered with Thorns and Barbs. Its small beady eyes glare at you with anger as it Draws its massive sword

Merge: As a full action, a Doomborn warrior can merge with a Plant to heal the Doomborn warrior’s health and special abilities.

Thorned carapace: Whenever someone attacks a Doomborn Warrior with a Melee attack, the target gets dealt 1d4 damage and has a 25% chance of getting caught(pinned) on the barbs.

Regeneration: Every round, a Doomborn Heals five damage.


Combat: A Doomborn Warrior Relies mostly on its brute strength to win battles. It starts with a Full power attack followed by a Bull rush and then attacking them again with a greatsword for several rounds.


-=-=-=-=-=-=-

SilveryCord
2006-10-01, 07:18 PM
Sebal, Power Unbound
http://homepage.mac.com/ral8158/Sebal.png
"Law and Justice became Sebal's plaything...
"The 7 waves unbound Sebal.
Sebal's chains faded away, along with the trunames that bound Sebal.
Mishelka was the first, Epitaph or no, and the name she took was Promise, which she quickly broke.
Alda was the second, singing out a poem, and the name she took was Love, which she tore with haste.
Vivada was the third, prose her devilish game, and the name she took was Rose, which departed with a flutter.
Elsa was the fourth, journalism and facts, and the name she took was Justice, which she fastidiously betrayed.
Nara was the fifth, printmaking and copying words not hers, and the name she took was Honest, which she shadily stole.
Judais was the sixth, legalese and arguments his domain, and the name he took was Law, which he quickly cheated.
Labes was the seventh, Sebal's cardinal opposite, and the name he took was Beginning, for he was the end.

Sebal was free.
Sebal was me.
Sebal was you, Sebal's lies became true.
But the epic is yet to end...
Sebal was still meant to die.
We tried to make a Promise, to end the first wave, But his Epitaph broke us, it called us away.
We tried to fall in Love, to end the second wave, but his poem brought us apart, changed the way we behave.
We tried to take back the Rose, to end the third wave, but thorns led us astray.
We tried to bring back Justice, to end the fourth wave, but unfairness took it away.
We tried to bring back Honest, to end the fifth wave, but all we spoke were lies.
We tried to bring back Law, to end the sixth wave, but all we got was anarchy.
We tried to start a new Beginning, to end the final wave, but all we got was a middle.

Sebal thrived, not to die, we had no chance to stop Sebal.
All we could do was call upon Basileus, our father resting in Heaven.
But another war was in progress, Hell was unleashed with Sebal.
He sent three druids to help our cause, maybe we could win.
The first Druid was Igna, she held the power of Fire. She burned away Sebal's servants, dismantling the Rose, and took away one of his powers, the power to write his Prose.
Second was Shallah, she was nature incarnate. She called upon the greatest wolf, the Legendary Orain. He controlled the waters, and even swam through the air.
He brought back Promise, he made one about his Floods, but Mishelka would not have this, steadily armed with a bow.
Her arow pierced the Orain's skin, but it was a pointless venture. The water soothed Orain's wound, and quickly healed it away. His divine howl called a new wave, undoing Mishelka's archery. A wave of water, one not to be led astray.
Alda and Vivada, washed away in karma, poem and prose begone,
Elsa, Nara, Judais, done away with the waters.
The third druid, Sheba, summoned the power of Death. Labes could not fight for long, an end soon coming for him.
The chains were returned, sealing back Sebal.
Order came back, and Sebal was but a dream."
-A copy of Sebal's Ballad, translated to common, in one of Palor's Churches.

All that was left of Sebal during the thousand years of peace was a strange ballad regaling his rise and defeat. It was written in almost a hundred languages, changing constantly mid-sentence, and in a few cases, mid-word. The translation suffers due to it's complexity, but the basic image is there: A great power named Sebal was bound by 7 names: Promise, Love, Rose, Justice, Honest, Law and Beginning. Speaking those names weakens Sebal, as well as speaking Sebal's name. You are never to use a pronoun to describe Sebal, for it would give Sebal strength...

Sebal
Size/Type: Colossal Abberation
Hit Dice: 100d8 750 (450+300)
Initiative:
+0
Speed:
30 ft. (6 squares)
Armor Class:
102 (+50 Dex, -8 Size, +50 Deflection)
Base Attack/Grapple:
+67/+91
Attack:
Slam (2d8+75)
Full Attack:
-Depends on how many limbs Sebal has-
Space/Reach:
30 ft./20 ft.
Special Attacks:
Roar of Insanity, Vile, Disgusting, Repulsive, Share In My Agony
Special Qualities: Darkvision 60 ft., DR 50/-, Deflecting Force, Regeneration 450, Fast Healing 450, Un-identity, End of Sebal, Sin Against The Gods, I'm Inside Your Dreams, Words May Never Hurt Me
Saves: Fort +80 (+50 Constitution), Ref +80 (+50 Dexterity), Will +110 (+50 Wisdom)
Abilities:
Str 110, Dex 110, Con 110, Int 110, Wis 110, Cha 110
Skills:
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bullrush, Improved Critical, Improved Sunder, Iron Will, Power Attack, Lightning Reflexes, Combat Reflexes, Dodge, Mobility, Spring Attack, Multiattack, Endurance, Diehard,
Epic Fortitude, Epic Reflexes, Epic Will, Perfect Health, Polyglot, Improved Multiattack, Epic Toughness (taken 10 times), Epic Endurance.
Environment: Any
Organization: Solitary (There is only one Sebal)
Challenge Rating:
Treasure: None.
Alignment: Sebal is Neutral Evil.
Advancement: -
Level Adjustment: -

Combat:
Sebal has a nearly infinite number of limbs. As a swift action, he may grow a new limb (leg or arm) or retract a limb into his body. Sebal may have up to any combination of 10 legs and arms, but afterwords, he takes 1 Constitution damage for each new limb he grows. (When a limb is retracted, he regains the lost Constitution point). Sebal's shape is uncertain, so spells that change his shape can be nullified by Sebal taking a full-round action.

Roar of Insanity (Ex)
As a Swift Action, Sebal may let out an unworldy cry, causing everyone within 10,000 feet to become Panicked unless they succeed a will save against DC 80.

Un-identity (Ex)
Sebal automatically succeeds on Truespeak checks made to counter another creature's truespeak check. Also, divination spells cannot gather any information about Sebal at all, and Scrying (or similar effects) simply fails when used on Sebal.

Vile, Disgusting, Repulsive (Ex)
As a Standard Action, Sebal may cause one target to be infected with a disease as if under the effect of Contagion. However, the target gets no saving throw. All ability damage done by a disease contracted this way is tripled and then squared. (4 strength damage would become 12, and then 144.)
If the target survives, he must make a fortitude save against DC 30. If he fails, he takes 10d6 damage.

Share in my Agony (Ex)
As a full-round action, Sebal may choose one target creature. This target creature is automatically under the influence of Share Pain, Forced and makes no save against the effect. Sebal may only use this on one creature at a time. Dismissing this effect is a free action.
In addition, Sebal may fake his own pain, causing 10d4 subdual damage to himself and 10d10 damage to the target of this ability.

End of Sebal (Ex)
If Sebal is successfully killed by a wish or miracle, 50d10 Hecatoncheires erupt from the area he once was in. The Hecatoncheires try and destroy everything they can, (and if possible, will do everything they can to take control of the material plane). Good gods will quickly intervene and stop them, but it is possible that evil gods could come to their aid, trying to gain control of the material plane for themselves. All magic items within 2 miles, including artifacts, are disjuncted, as if by a successful Mage's Disjunction.
Finally, the effects of Sebal's death are more serious than anyone could imagine. The material plane seems devoid of happiness. Wars will erupt, and many weaker souls will commit suicide, overwhelmed by a rush of hatred and sadness. Almost everyone on the material plane undergoes a radical alignment change, causing many people to stray towards the True Neutral position. (A Lawful Good person may become Neutral Good or Lawful Neutral, for example.)
Every day after Sebal's death, there is a 25% chance that a large gate to the Negative Energy plane will be opened in a random position, anywhere in the material plane, and suck everything within 300 feet into the Negative Energy plane. The 300 foot area is lost to the negative energy plane, and does not exist on the material plane anymore. This continues to happen until one of two things occur:
1) The material plane is entirely lost to the negative energy plane.
2) Sebal is revived, in which case all of the effects of End of Sebal are reversed.
Only divine intervention can revive Sebal.

Regeneration (Ex)
No form of attack deals lethal damage to Sebal. Sebal regenerates even if Sebal fails a saving throw against a disintegrate spell or a death effect. If Sebal fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10 (or 760 hit points). Sebal is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or the clay golem's cursed wound ability. Sebal can be slain only by raising its nonlethal damage total to its full normal hit points +10 (760 hp) and then using the spell Miracle or Wish to keep him dead (When Miracle and Wish are used in this fashion, if they succeed against the 50% chance of failing due to Words May Never Hurt Me, they have a 50% chance of backfiring and killing the caster). If Sebal loses a limb or body part, the lost portion regrows in one round (the detached piece dies and decays normally). This limb still counts towards Sebal's 10 limb 'limit'.

Sin Against The Gods (Ex)
Sebal is immune to Salient Divine abilities.

I'm Inside Your Dreams... (Ex)
Anyone who has seen Sebal cannot sleep for 2d10 days.

Words May Never Hurt Me (Ex)
Spells that have vocal components never effect Sebal. All spells have a 50% chance of failing against Sebal. All utterances related to Sebal (such as targeting him, or even targeting the area around him) have a +50 increase in Truespeak DC.

Afraid of My Name? (Ex)
Any time anyone on the material plane uses a pronoun instead of Sebal's nam e, Sebal gets +2 temporary HP for 2 months. Using a simile or metaphor, such as "The creature like a thousand deaths" or "The thing that should not have existed" do not count for this, only using the words "He" "She" "It" "They", or a derivation of those words, counts for this effect.

Deflecting Force (Su)
Sebal is protected by a sheild of force that provides a deflection bonus to Sebal's AC. The deflection bonus is equal to Sebal's Charisma bonus.

-=-=-=-=-=-=-
Sebal is the worst fear you could ever imagine. He exists as pain and suffering incarnate.

Sebal is considered a god of evil to many, but he is no god. All gods are in constant fear of him, as their powers seem to be useless against Sebal. A few gods have challenged him, most falling or dieing. Stronger gods, who could possibly defeat Sebal, see no need to run the risk of unleashing something more evil. In fact, something few people know is that Sebal is actually a seal on a more powerful evil, something that would undo all of creation if not held in check. The only gods who stand a chance against Sebal see him as a necessary evil, but they're afraid to admit it (or even tell people the truth about it), for fear that their followers might defect.

Sebal's Lore
Knowledge (The Planes) check:
DC 5-You should never use a pronoun to speak of Sebal.
DC 10-Sebal is an evil creature constantly destroying entire cities.
DC 20-Sebal has many arms and legs, changing constantly.
DC 30-Sebal can infect anyone he looks at with a powerful disease, and anyone who looks at Sebal cannot sleep for several days.
DC 50-Sebal can be weakened by speaking the words "Promise, Love, Rose, Justice, Honesty, Law and Beginning".
DC 170-Sebal is a seal on the negative energy plane, and killing him would result in the material plane slowly becoming overtaken by negative energy.

Knowledge (Religion) check:
DC 10-The gods are angry with Sebal, but cannot defeat him despite their best attempts.
DC 40-The gods do not want to risk battling Sebal, so they do nothing about him.
DC 170-The gods do not want Sebal to be killed, because he is a seal on the negative energy plane.

Krimm_Blackleaf
2006-10-01, 08:05 PM
THIS MONSTER IS TO BE REPLACED AS SOON AS I FINISH A MORE SUITING MONSTER.
Sin Subtype:
Immunity to disease, fire and poison.
Resistance to acid 10, cold 10 and electricity 10
+2 racial bonus to initiative rolls.
Spell resistance: noted in each sins stats
Sinful: Each sin must comply to thier sinful urges or they lose all supernatual and spell-like abilities; sinful urges are noted in the creature entries.

Wrath
(THIS SPACE RESERVED FOR PICTURE)
Medium Outsider (Evil, Extraplanar, Sin)
HD: 13d8+104 (221 hp)
Initiative: +10
Speed: 40 ft.
Armor Class: 26 (+8 Dex, +8 natural)
Base Attack/Grapple: +13/+21
Attack: +3 flaming burst bastard sword +25 melee (1d10+17+1d6 fire and +1d10 fire on critical, 19-20/x2)
Full Attack: +3 flaming burst bastard sword +25/+21/+17 melee (1d10+17+1d6 fire and +1d10 fire on critical, 19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mighty swordsman, Sadist, Merciless, Demoralizing gaze, Wrathful, Last Resort
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to fire, poison and disease, resistance to acid, cold and electricity 10, spell resistance 17
Saves: Fort +16, Ref +16, Will +9
Abilities: Str 37, Dex 26, Con 26, Int 18, Wis 13, Cha 20
Skills: Balance +18, Climb +29, Concentration +15, Escape Artist +21, Intimidate +29, Jump +29, Knowledge (arcana) +9, Knowledge (the planes) +9, Listen +17, Sense Motive +11, Spot +17, Swim +23, Tumble +24
Feats: Cleave, Exotic Weapon proficiency (bastard sword), Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Environment: Any evil-aligned plane or the Material plane.
Organization: Alone or with 1d2 other sins
Challenge Rating: ???
Treasure: +3 flaming burst bastardsword plus standard treasure
Alignment: Nuetral Evil
Advancement:--
Level Adjustment:--

Standing here, wreathed in hateful flames is a muscular humanoid man in light metallic armor with a massive sword resting on his shoulder. He has a pair of curved goatlike horns sprouting from his forhead and long fiery hair swept back. His eyes are a malicious amber and he wears a wicked grin showing his pointed teeth. He suddenly swings his sword down into the ground, making a five-foot diameter fiery crater and then lunges at you full force.

Wrath is a physical being composed entirely of hate with the indominable lust to cause as much physical and psychological pain as possible. He is never without his deadly sword and always wrathes himself in harmless but intimidating flames.
Wrath roams the planes endlessly, attracted to battles and any time where death, pain and torment are constant. When he cannot cause pain and end life he weakens mentally, unsure of himself and only capable of thinking of violence and death.

COMBAT
Wrath lusts to cause pain and suffering through physical force and with every drop of blood spilt only makes him lust for blood even more. He usually attacks using his trusty bastardsword, in one or two hands during any given round. And even when he knows he's about to die he can let loose with his last resort special ability.
Mighty Swordsman (Ex): Wrath is very adept to using melee weapons. When he wields his bastard sword in one hand he adds one and a half his strength modifier to damage instead of just his strength modifier. When wielding his sword in two hands he adds double his strength modifier. Any given round of attack with a melee weapon he has a 50% chance of wielding his sword in either one or two hands.
Sadist (Su): Wrath is under a constant sadism effect, as the spell. It cannot be dispelled.
Merciless (Ex): Wrath has an eternal Blood lust, this has made him much better at making full attack actions. When he makes a full attack against the same opponant, he takes only a -4 penalty to each attack after the first, instead of the normal -5.
Demorolizing gaze (Su): Once every 1d4 rounds, Wrath can make a demorilizing gaze as a free action. Opponants must make a will save equal to his ranks in intimidate+10. Someone who fails thier save agains Wrath's gaze takes a -4 penalty to attack rolls, saves, skill checks and ability checks. This is a mind-affecting fear effect.
Wrathful: Wrath is indescriminatorily wrathful and violent. Whenever he see's a non-sin living creature (but not excluding undead and constructs) he must attack it. The first round of combat wrath must make a full power attack while wielding his sword in both hands (no 50/50 chance for one or two handed as usual) against the strongest looking foe in a group, which could very well be the only one. If Wrath does not end a life at least once a day he takes a -4 penalty to all saves, skill checks and ability checks until he ends a life. This is Wrath's sinful urge.
Last Resort (Su): When wrath feels as though his life is about to be ended in combat (DM's discretion), he enters a state with several effects. Firstly, he enters a rage as a barbarian, but unlike a barbarian his strength is heightened to 50, his dex raised to 30 and his AC reduced by the normal 2. Secondly, he always uses his sword in both hands, ignoring the 50/50 chance roll. Thirdly, any attack he makes that hits an opponant is treated as a critical hit. While in last resort he loses 5 hit points per round until dead.
Skills: Wrath has a +8 racial bonus on Intimidate checks.

Fax Celestis
2006-10-01, 08:25 PM
Mindmite
Fine Vermin (Extraplanar)
HD 3d8 (13 HP)
Speed 5 ft. (1 square); climb 5 ft.
Init: +6
AC 24; touch 24; flat-footed 18
(+8 size, +6 Dex)
BAB +2; Grp -14
Attack Sting +24 (ability damage; see text)
Full-Attack Sting +24 (ability damage; see text)
Space 1/2 ft.; Reach 0 ft.
Special Attacks Subsume
Special Qualities SR 30, Darkvision 60', Sonic Immunity, Spell-Like Abilities, Vermin Traits
Saves Fort +3 Ref +1 Will +1
Abilities Str 4, Dex 22, Con 10, Int 10, Wis 6, Cha 18
Skills Hide +30, Move Silently +30*
Feats Weapon FinesseB, Stealthy1, Ability Focus (Subsume)3
Environment Prime Material (Origin unknown)
Organization Solitary
Challenge Rating 10
Treasure As possessed
Alignment Neutral Evil
Advancement As vermin; 4-16 (Fine)

*Mindmites receive a +16 racial bonus to Move Silently checks.

A mindmite appears as a twelve-legged scorpion with a vicious stinger. It is extraordinarily small, being approximately the size of a flea.

A mindmite does not enter combat for any reason other than food. It is fully aware of its inability to survive in any sort of combat and prefers to attack its foes when they are sleeping or helpless. Occasionally, a mindmite will use its animal trance and awaken spell-like abilities on an unintelligent animal before attacking.

A mindmite attacks by crawling into its prey's ear and burrowing into their brain. It will not prey on foes that do not have brains or discernable anatomies for this regard, but it will prey on creatures that are extraplanar in origin. Once inside the brain, it will sting the brain. This deals no damage to the host creature, but releases a mild nerve toxin that deadens the area and causes insanity.

The insanity developed by the toxin varies on a case by case basis, but it is never a minor insanity.

The mindmite then begins to feed on the host by eating its brain. This deals 1d4-1 points of Intelligence damage, 1d4-1 points of Wisdom damage, and 1d4-1 points of Charisma damage once every twenty-four hours (roll separately for each kind of damage). The mindmite drains this damage into itself, gaining equal amounts of Intelligence, Wisdom, or Charisma, according to the damage dealt. This damage cannot be healed or restored while the mindmite is still present in the host, and the mindmite retains the drained ability scores for as long as the host lives. If a mindmite subsumes a host (see below) and absorbs the host's Intelligence, Wisdom, and Charisma all down to 0, the bonuses the mindmite receives for the drained scores become permanent.

If any of the host's mental scores are reduced to 0 by this damage, the host must immediately make a Fortitude save (DC = 10 + 1/2 the mindmite's hit dice + the mindmite's Charisma modifier; default 16) or perish. If the host fails this save, the mindmite impregnates the brain with 4d4+4 fertile eggs and seeks a new host. If the body is not burnt or otherwise discorporated, the eggs hatch in 3d4+2 days and devour the slain host before moving out into the world on their own.

If the host succeeds on the save, however, the mindmite immediately makes a Subsume check as detailed below.

Subsume (Su)
Once per minute, a mindmite can attempt to subsume the body of a host with a mental ability score that has been reduced to zero or less.

The mindmite initiates this action by stinging its host's brain. It automatically succeeds on this strike, and this causes the host to attempt a will save (DC = 10 + 1/2 the mindmite's hit dice + the mindmite's Charisma modifier + 2 for the mindmite's ability focus; default 18, but it does not count any drained Charisma). If successful, the mindmite has failed to subsume the host and can attempt it again in one minute.

If successful, the creature is now the mindmite's puppet. The mindmite controls all movement and function of the subsumed creature, gains all knowledge and memories of the host creature, and gains all extraordinary and supernatural abilities of the host creature (this includes spellcasting but does not include spell-like abilities). In addition, the mindmite replaces the host's mental statistics with its own, and substitutes its Intelligence score for the host creature's Strength, its Wisdom for Dexterity, and its Charisma for Constitution (unless the host creature's physical statistics are higher). The mindmite's special qualities (spell resistance, darkvision, et al) apply to the host creature as well. The host's type remains as normal, but it gains the (Augmented vermin) subtype. Finally, the insanity caused by the nerve toxin is "removed"--at least in appearance. Since the mindmite has effectively supplanted the host and acquired its knowledge and memories, it appears that the host has recovered fully and has returned to normal.

During this time, the mindmite continues to eat the brain of its host until all of the host's original mental ability scores are reduced to zero. At this point, the host cannot be recovered through any means short of true resurrection coupled with a miracle spell, and cannot be performed until after the mindmite itself is destroyed. The bonuses the mindmite receives for the host's drained ability scores become permanent modifications to the mindmite's ability scores at this time.

If the host body is slain, it remains alive, animate, and "healthy" until it is reduced to -30 hit points. Once reaching -30, the host body dies as normal and the mindmite is slain due to trauma. However, the mindmite reflexively releases 4d4+4 eggs into the brain. If the body is not burnt or otherwise discorporated, the eggs hatch in 3d4+2 days and devour the slain host before moving out into the world on their own.

Effects that discorporate the host (such as disintegrate) function as normal, destroying the host and the mindmite at 0 hit points. Effects that target the mindmite's host that do not deal damage are considered as targeting the mindmite and the host. Effects that deal damage affect only the host, and are beholden to the terms detailed above.


Effects that banish the mindmite do so to a random plane, leaving the host with permanent ability damage equal to the amount the mindmite has taken. A miracle spell is the only known way to countermand this effect. Effects that send the mindmite as well as its host to another plane have their normal effects.

Effects that are based off of a creatures type (or subtype) use the host's type and subtypes (including the added (Augmented Vermin) subtype). Spells such as detect evil and protection from evil function exactly as they did prior to the mindmite's subsummation.

Immunities (Su)
A mindmite is immune to mind-affecting effects, language-dependent effects, and spells from the (Compulsion) subschool. It is also immune to sonic damage. When in control of a host, these immunities affect the host body as well.

Spell-Like Abilities (Sp)
A mindmite has the following spell-like abilities, all cast at Caster Level 12 and usable once per day: animal trance, awaken, dominate monster, dominate person, hypnotic pattern

Hyrael
2006-10-01, 09:14 PM
Quencher
Medium Aberration (extraplanar)
Hit Dice: 6d8+6
Initiative: +9
Speed: 50 ft (10 squares), climb 30 ft, swim 50 ft
Armor Class: 26 (+10 dex, +6 natural) dodge
Base Attack/Grapple: +4/+10
Attack: Bite +14 melee (1d6, 18-20/x3, plus wounding)
Full attack: Bite +14 melee and 3 claws +9 melee (1d4)
Space/Reach: 5 ft/5 ft
Special Attacks: Wounding Bite
Special Qualities: Darkness Aura, Immunities, Telepathy 20 ft, Blindsight 100 ft, serpentine form, augmented critical
Saves: Fort +3, Ref +11, Will +7
Abilities: Str 10, Dex 30, Con 12 , Int 14, Wis 14, Cha 14
Skills: Hide +19, spot +15, listen +15, move silently +23
Feats: Dodge, Mobility, Spring Attack, Weapon Finesse (B)
Environment: Any urban or underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral Evil
Advancement: 7-9 HD (Medium); 10-18 HD (Large)
Level Adjustment: -

At first, nothing is visible. Then, barely able to been seen in it’s shadowy aura, a lithe, serpentine shape forms. It’s hide is matte black, and brights to mind smooth, thick leather, beetle carapace, or dense rubber. One end of it is a writhing mass of tentacles, pressed together to form one long tendril, while the other has a ovoid bulb, as though the bilb is it’s actual body and all the rest is tail. From the bulb jut at random points three single-jointed pick-like limbs. The head is blunt and devoid of features, except for a the thin bisecting line of the mouth. As you watch, the creature rears up like a cobra and draws back it’s lips, revealing rows of silvery white teeth like piano keys. There is a blur of movement, and-

the predatory creatures known a Quenchers are interlopers from some other reality. The quencher’s home plane is reported to consist of a lightless void filled with huge, cavern-ridden lumps of rock, floating weightlessly.
Combat: The quencher is a quintessential stealth predator. When it becomes aware of living things in it’s territory, it moves to a point where it can intercept them, preferably where a small side passage abuts a main path. It then makes use of it’s Spring Attack feat to strike out at a target, then retreat and let the lingering wounds produced by it;s bite do their work. If attacking a group, it bites one member at a time, forcing the others to leave their wounded behind or be slowed down. It relies on it’s aura of darkness and high initiative modifier to allow it to strike without reprisal. It enjoy's toying with it's victims, stalking them as they weaken and filling their minds with images of it's lost home and alien whispers.
Darkness Aura: the quencher’s strange hide absorbs light around it, creating a permanent Darkness effect, as the spell, at all times. The effect only ends when the quencher is killed.
Immunities: a quencher’s utterly alien physiology operates temperature-independent, and is not based on carbon or H2O reactions, making it immune to cold. it's alien psychology makes it immune to mind-affecting spells and abilities
Blindsight: It is not known how quenchers perceive their enviroment; they lack any of the traditional sensory equipment. They simply know where everything is. A quencher has blindsight out to 100 ft.
Augmented Critical: a Quencher’s teeth are unnaturally sharp, lacerating flesh like a knife through jell-O.
Wounding: a creature struck by a Quencher’s bite attack continues to loose one hit point per round indefinitely until they receive at least 10 points of healing or a DC 20 heal check. Even then, the subject looses one point of constitution every 10 minutes from the Quencher’s foreign salival fluids unless he makes a DC 14 every 10 minutes. This constitution loss is treated as though it were a poison for determining immunity and curing. The constitution loss persists for 1d3 hours, and is then regained at a rate of one point per hour.
Serpentine Form: a quencher's sinuous body allows it to move through constricted spaces as if it was one size smaller, and grants it a +6 bonus on grapple checks
A quencher has a +4 racial bonus on spot, listen, and move silently checks.
Voice from Beyond: when a quencher speaks telepathicaly to anyone, they must make a DC 15 will save or take 1 point of wisdom damage each minute the quencher continues to communicate. someone who sucessfuly saves is immune to the Quencher's voice for 24 hours.

Quenchers are intelligent, but do not speak. they can communicate telepathicaly with any creature that has a language, though they must be within twenty feet. when they wish to communicate, most quenchers grapple their target, and threaten to kill them if they struggle.

This was a bottom-up design. I wanted something stealthy that could strike, and then retreat into the darkness, and was very hard to hit. Im not yet satisfied with the name, and the CR is a bit up in the air. additional abilites were added to heighten the otherworldlyness and terror of the beast, though I doubt thats what I acheived.

The quencher hails from a reality completely removed from the standard cosmos. It is unknown how they find there way into this universe; some think they slip by accident through natural one-way rifts that occur on their world. The few quenchers who have been persuaded or coerced into communication speak of their home as a cold void filled with floating hunks of stone ridden with caverns. This dark world contains numerous one-way portals to other locations in the multiverse, making it a crossroads for super-powerful planar travelers. Actually getting to this world requires artifact-level magic, but once there, travel is easy, save for the lighlessness, the airlessness, the minimal gravity, and the residents, among which the quencher is merely an average example.
Quenchers who find themselves on the material plane regret their mistake instantly, and spend the rest of their existance futilely trying to get home. They may seek out powerful spellcasters and planar sages and pump them for information. some quenchers of exceptional ability even take up spellcasting or psionics in their quest. Most, however, end up sitting in the dark (gollum style), mulling over their lost home, their dark, alien minds becoming even more malignant and twisted as they try to adapt to the "real" world.

Maerok
2006-10-02, 08:26 PM
Marauder of the Flesh

Story:
It's been a long day trying to clean the barricades the kobolds built around the city gates. You weren't sure why, but you were sure they weren't up to any good. The last kobold falls as your blade arcs back up high overhead. You sheath your sword, surrounded by a pile of the little nuisances. Their barricade across the city gates is easy enough to take down with a combination of fire and brute force. With the obstruction cleared, you push the massive wooden doors open to behold the remains of the city. Every structure looks as if it had been ravenged by a pack of ogres. Storefronts smashed open, their contents bleeding out like entrails from a wound. Homes were partially collapsed under a weight no longer there. No trace of blood or human life is anywhere to be seen as you walk up and down the strangely empty road to the center of town. As you look around, you notice a little girl sitting on the edge of a well. She has her hands over her eyes, crying inconsolably. You approach her, putting your sword down to one side as you take a knee by her. You ask her name, what happened, and where is everyone. Her only response is more crying. You wipe your face in exhaustion, and amazement as you survey the wreckage from beside the little girl. She suddenly stops, and gently grabs you by the shoulders holding you towards her. Her eyes bore into your as she looks up at you from her place on the well. "They're gone. All of them..." The little girl begins to smile, a grin too big for that face. "Except me." The child vaults upwards, held aloft by a monstrous tentacle that had been hidden in the well. Her form changes into a mural of human faces and limbs, with four creeping tentacles. You reach to your side for your sword, but it is on the ground. As you bend to pick it up, three of the tentacles ensnare your arms and legs. The last thing you see, before it drags you into a deep, suffocating embrace, is the setting sun.

Medium Aberration (Evil, Shapechanger)
Hit Dice: 8d8+8 (44)
Initiative: +7
Speed: 40 ft (8 squares)
Armor Class: 17 (+3 Dex, +4 Natural), touch 13, flat-footed 14
Base Attack/Grapple: +6/+18
Attack: 2 +10 Tendrils (1d6+4)
Full attack: 4 +10 Tendrils (1d6+4)
Space/Reach: 5 ft/5 ft
Special Attacks: Improved Grab
Special Qualities: Take Form, Wield Form, Hide in Plain, Immunity to Fear and Sleep effects, Sight, Blindsight 60'
Saves: Fort +3, Ref +5, Will +10
Abilities: Str 18, Dex 16, Con 12, Int 21, Wis 18, Cha 16
Skills: Hide +14, Move Silently +14, Bluff +14, Listen +15, Spot +15
Feats: Improved Initiative, Improved Natural, Multiattack, Ability Focus (Take Form)
Environment: Any, migratory across the Material Plane
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Neutral Evil
Advancement: 9-12 (Medium), 13-16 (Large), 17-20 (Huge), 21-24 (Gargantuan), 25-28 (Colossal)

It is widely unknown where the Marauders of the Flesh originated from. The most probable guess is in some far off cesspool of the Nine Hells, but no one is certain. The smallest Marauder stands about five feet tall, as an upright-worm-like mass atop four spindly legs. Along what could be called a torso are four whip-like tentacles that flail about in its search for hosts. Any living creature is subject to merge with the sickening abomination, giving it their most essential traits to be wielded by the creature in search for more victims. They infiltrate the ranks of a small society and will eventually consume that entire society, one by one. They are tactical and devious, especially when using the form of those it has assimilated. There is no line between host and Marauder, an advantage the creature plays to its eternal hunt. A seasoned Marauder, laden with hosts, appears to be a hellish amalgram of creature and abomination; a puzzle of faces, limbs, hides, and wings. They pride themselves on the most grotesque appearance achievable.

Marauders do not eat or breath, though it is thought that they eat through melding with their hosts. They do not speak in their native forms, but may create a mouth of one who speaks a language or take the form of a host to communicate.

Hide in Plain Sight(Su):
A Marauder can use the Hide skill even while being observed. As long as its is within 10 feet of some sort of shadow, a Marauder can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.

Improved Grab (Ex):
To use this ability, a Marauder must hit a creature of its size category or smaller with its tendril attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to take the form of its opponent in the each of the following rounds (with Take Form). If the Marauder is unsuccessful, it may try again in 1d3 rounds. A Marauder adds its HD to its base grapple.

Take Form (Su):
With a living opponent ensnared in its tendrils, a Marauder can meld with that creature to improve its own abilities. The opponent must succeed on a DC 20 Fortitude save. The DC of the save is Intelligence-based. If failed, the living opponent is rendered helpless and is drawn into the hideous bulk of the Marauder. Various parts of the victim may be exposed, but in effect, the victim is now part of the Marauder. The Marauder then gains 1 HD and a stacking AC bonus of 1. It heals a number of hitpoints equal to twice the victim's HD. As an immediate once per each round, except where stated, a Marauder can use one of the following from those stored in it:

A natural attack in place of one of its own. (in an attack action)
A non-base land movement, such as flight, climb, burrow, etc. in place of its own. (in a move action)
A prior memory or known fact. Such as language, familiar friends, etc. (The Marauder automatically keeps the highest of Knowledge skills among its victims.)
An attribute in place of its own, for making a single check (including attacks[use for each attack] and saves).
Use the ranks in a skill of one of its victims for a single check that takes a round to resolve.
Use the natural AC of a victim.
Use a spell-like ability of the victim, only if it is inherent to that victim's race (still abides by use limitations).
A feat (is only active for that one turn).
A supernatural or extraordinary ability.

While contained in a Marauder, the victim is rendered senseless and inert. It is kept alive until the Marauder is killed, in which case the victim is killed as well and their soul is released. Victims cannot be targeted by magic, any attempt to do so only affects the Marauder. Familiars and animal companions lose their bounds as if they had been killed, yet are sustained by the Marauder and provide the Marauder unstacking benefits (between familiars and animal companions, choose the best for each benefit) as if it belonged to the abomination.

Oozes, as well as unliving creatures, are not affected by Take Form.

Wield Form(Su):
As a full round action, a Marauder may assume the form of one of its victims for up to 8 hours. This is merely a physical transformation, packing that vast bulk and hideous form into the shape of a single victim. The Marauder has instantaneous access to all the form's memories and knowledge, and skills. It emulates all the habits and personal traits of the form. While in this form, the Marauder may still use parts of other victims from its Take Form ability. Its size changes to that of the victim's, to a minimum of two categories below its own. Friends of the victim, even if aware of its true nature now, still hesistate to attack it and take a -1 morale penalty to attacks and saves against the Marauder for every 4 HD it has.

Combat:
A Marauder will never attack openly until is has assumed enough forms to give it an open advantage. They usually prey on those incapable of defending themselves, especially ones that would serve as the most unexpected vessels. This usually encompasses children and familiars, putting it in the position to ambush much more suitable targets. Leadership positions are the most desired among Marauders. They are aware of other Marauders, and despite their rarity, have been found competing with one another for the best of hosts. When attacking a party, the Marauder will seek out a stray member and take their form. Once they meet back up with the group, it will usually ambush during the night while they sleep or during early morning preparations, taking them one by one.

If in danger of death, a Marauder will escape and seek to heal itself before resuming the hunt or simply cutting its loses.

Lucid_Archon
2006-10-03, 07:42 PM
Yersinia

Small Outsider
Hit Dice: 4d8 (18 HP)
Initiative: +5
Speed: fly 60 ft. (perfect) (12 squares)
Armor Class: 16 (+5 dex, +1 size) 11 Flat-footed, 16 touch
Base Attack/Grapple: + 4/ --
Attack: +9 slam (1d3 plus Touch of Taint and Disease)
Full attack: +9 slam (1d3 plus Touch of Taint and Disease)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Touch of Taint, Burst of Bile, Disease
Special Qualities: Outsider Traits, Immunity to Disease, Immunity to Energy Drain, Fast Healing 5, Rot Walk
Saves: Fort +4 , Ref +9 , Will +0
Abilities: Str 10 , Dex 20 , Con 10 , Int 3 , Wis 3 , Cha 3
Skills: ---
Feats: Weapon Finesse, Ability Focus(Burst of Bile)
Environment: Any
Organization: Solitary, Pair, Outbreak (10-100)
Challenge Rating: 4
Treasure: None
Alignment: Neutral Evil
Advancement: 5-8 HD small, 9-12 large
Level Adjustment: --

A Yersinia is a hideous creature that appears in the form of a floating orb of yellow fluids. It consists of a large quantity of a thick pus like substance enveloped by a membranous skin.

Yersinia are ancient souls from a forgotten demiplane of rot and decay. As such, they are physical embodiments of spiritual and physical decay. Although nearly all of its sentience has decayed into nothingness, it still possesses an immense envy of all that is whole and living. When ever it encounters living creatures, it will lash out at them with its foul abilities.

Combat:

Touch of Taint (Su): Creatures hit by a Yersinia’s slam attack or caught in its burst of bile ability gain one negative level. Negative levels gained in this fashion automatically disappear after 24 hours.

Burst of Bile (Su): As a standard action, a Yersinia may rupture its membrane and expel its bodily fluid. All creatures within 30 feet of the Yersinia must make a DC 19 reflex save, or be subject to its Touch of Taint and Disease abilities. A Yersinia may only use this ability once every 1d4 rounds, as it takes time for it to repair its membrane and replace its fluids.

Disease (Ex): Slimy Doom – slam and Burst of Bile, Fortitude DC 14, incubation period 1 day, Damage 1d4 Con. When damaged, character must succeed on another saving throw or 1 point of damage is permanent drain instead. The save DC is constitution based.

Rot Walk (Su): A Yersinia may move through rotting materials as if it they were open space. If it enters an area of rotting material larger than itself, it gains total cover. For the purposes of this ability, any material left to decay for at least 24 hours is considered rotting. If a Gentle Repose spell or similar effect is cast on the material while the Yersinia is in it, the Yersinia is shunted to the nearest open space, and takes 2d6 damage.

-=-=-=-=-=-=-

Adventure Hooks

A portal has been opened to an ancient realm, and Yersinia have begun to seep into the material plane through it. Was this a natural occurrence or is someone trying to let these things loose? And more importantly, what else lies on the other side of the rift?

The adventures enter town to find that many citizens are suffering from a debilitating and deadly disease. Many are already dead, and the cause is still unknown. Unbeknownst to everyone, a Yersinia is living in the community’s well and tainting it. Can the heroes find it in time to save the town?

A farmer is found dead, killed by a Yersinia living in his granary. The monster is quickly dispatched, but several shipments of the tainted crops are already headed to the city. Can the adventures prevent an outbreak?

belboz
2006-10-11, 02:24 PM
Well, this is sort of two monsters for the price of one--although the second is, obviously, auxilliary, primarily provided as an example of Starperson magic/technology/whatever. If this is not acceptable, please consider the Starperson, not the Starperson Sentinel, as the entry.

Starperson
Medium Aberration
Hit Dice: 14d8 + 84 (147 HP)
Initiative: +3
Speed: 30' (6 squares)
Armor Class: 20 (+3 Dex, +5 natural, +2 deflection), touch 15, flat-footed 17
Base Attack/Grapple: +10/+13
Attack: Incorporeal touch +13 (2d4 + 2)
Full attack: 2 incorporeal touches +13/+8 (2d4 + 2) or 3 incorporeal touches +9/+5/+4 (2d4 + 2)
Space/Reach: 5'/5'
Special Attacks: Soul snatch, spells
Special Qualities: Aberration traits, DR 5/adamantine, SR 20, alien mind, low-light vision
Saves: Fort +12, Ref +10, Will +12
Abilities: Str 15, Dex 17, Con 22, Int 19, Wis 17, Cha 15
Skills: Concentration +23, Craft (mechanical devices) +21, Listen +22, Move Silently +20, Spot +22
Feats: Alertness, Great Fortitude, Combat Expertise, Combat Reflexes, Lightning Reflexes, Craft Construct (B)
Environment: Temperate plains and deserts
Organization: Solitary, team (2-4), or circle (9-12)
Challenge Rating: 14
Treasure: No coins, no items, goods x2
Alignment: Always neutral (but see below)
Advancement: By character class
Level Adjustment: -

Starpeople are beings of obscure origins, strange appearence, and a deeply alien mindset. Wherever they once came from, they now inhabit open plains and deserts, sometimes far from humanoid habitation, sometimes within a few miles of frontier towns. They are always busy with the construction of mysterious constructs and machines; none know what goal they are working towards. Few have even had a close look at starperson projects, as they kill on sight anyone who comes close to their encampments.

At a glance, a starperson appears to be a lithe but strong humanoid with purplish-gray skin and an entirely hairless body. But a closer look shows just how alien these creatures are. Each hand and foot has three long and dextrous digits, and the hands seem to be surrounded by a very faint aura of light. Their heads are earless and noseless, and their mouths are a harsh slit with no visible lips. But the strangest thing about a starperson is its eyes: almond-shaped, fist-sized voids in which sparkle a thousand tiny stars.

Starpeople live in small communities of 9-12 individuals, generally called "circles." Smaller groups of starpeople are generally teams sent to gather materials or investigate disturbances.

Areas near starperson circles are full of legends about these aberrations; one of the most common is that they descended long ago from the sky, although there's no real evidence to back this up. It's unclear whether their name comes from stories of their origin or the appearence of their eyes.

Starpeople are listed above as neutral, but their actual alignment is a mystery, if the term is even applicable to them. They kill those who come too close, but have no apparent interest in aggression otherwise. They are certainly working hard towards some goal, but whether it is benign, malevolent, or simply bizzarre is not known. They are, at least, neutral for the purposes of all effects that determine or depend on alignment.

Starpeople speak their own language.

Combat:

Starpeople are generally not interested in anyone more than two miles outside of their encampment, but they will ruthlessly slay anyone found within that radius, pursuing them if necessary.

Starpeople may have strange minds, but they are canny combatants, generally attempting to buff themselves with spells before entering combat. During combat, they will generally attempt to engage opponents one-on-one in melee, with extra starpeople using magic to further move the combat in their favor.

The glow that surrounds a starperson's hands is actually a semi-corporeal blade. It does slashing damage, but passes straight through natural and manufactured armor, and affects incorporeal opponents, allowing the starperson to attack
as if they were using an incorporeal touch. The blades are treated as adamantine for the purposes of overcoming damage reduction.

Soul snatch (su): A starperson's most devastating melee attack is not with its blades. As a full-round action, a starperson can make a touch attack against any creature with a head. If the attack succeeds, the starperson appears to stroke the underside of the victim's chin with a single finger, which takes away with it a brightly shining, white diaphonous mass. Superstition has it that this is a piece of the victim's soul; whatever is actually going on, the victim must make a will save (DC 19, charisma-based) or take 2d4 ability damage to all three mental abilities.

Spells: No-one knows what strange deity starpeople serve, but it allows them to cast spells as a 12th-level cleric with no domain. They can spontanteously convert spells to inflict spells. A typical list of prepared spells is:

Orisons:
Detect Magic, Mending x4, Light

1st Level:
Divine Favor, Entropic shield, Shield of faith x2, Obscuring mist

2nd Level:
Eagle's splendor, Make whole, Sound burst x2

3rd Level:
Dispel Magic, Invisibility Purge, Searing Light

4th Level:
Divine Power, Dimensional anchor, Death ward

5th Level:
Righteous Might, Flame Strike x2

6th Level:
Blade Barrier, Inflict Moderate Wounds (Mass) [usually one member of a starperson circle will prepare Wind Walk instead of Inflict Moderate Wounds (Mass)]

Aberration Traits (ex): As an aberration, a starperson has darkvision out to 60 feet.

Alien Mind (ex): Starpeople have a mindset that is completely alien to other creatures. As such,
they are completely immune to mind-affecting effects and effects that attempt to read their minds
(including spells, supernatural abilities, and psionics). In addition, anyone who targets a starperson
with one of these effects (including effects with multiple targets, but not area effects) must make a
Will save (DC 21, Int-based) or become insane, as if afflicted by the Insanity spell.

Effects that attempt to decipher starpeople's speech or read their script are also doomed to failure;
not only the language but the conceptual structure behind it are utterly alien. Those who make
an attempt (such as with a Tongues spell) must also save or become insane, although they gain
a +4 bonus to their saving throw.

-=-=-=-=-=-=-

Starperson Sentinel
Large Construct
Hit Dice: 14d10 + 30 (107 HP)
Initiative: -1
Speed: 0' (0 squares)
Armor Class: 30 (-1 size, -1 Dex, +22 natural), touch 8, flat-footed 30
Base Attack/Grapple: +10/+24
Attack: Tentacle +19 (2d10 + 10)
Full attack: 3 Tentacles +19 (2d10 + 10)
Space/Reach: 10'/15'
Special Attacks: Keening
Special Qualities: Construct traits, DR 10/adamantine, immunity to magic, darkvision 240', true seeing
Saves: Fort +4, Ref +3, Will +10
Abilities: Str 30, Dex 9, Con -, Int 1, Wis 22, Cha 5
Skills: Spot +23
Feats: Multiattack, Improved Multiattack, Awesome Blow (B), Ability Focus (Keening)
Environment: Temperate plains and deserts
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

Starperson sentinels are dimly sentient constructs created by starpeople, presumably to guard the perimiter of their encampments and projects. Most starperson encampments are surrounded by 5-10 sentinels, about 1/2 mile from the encampment's perimiter; special starperson projects will also frequently be guarded by a sentinel. Occasionally, sentinels
will be seen near abandoned starperson sites, including even those that have been abandoned for hundreds of years.

Usually, starperson sentinels appear to be inanimate objects--12' high, three-sided obelisks made of a glossy black stonelike substance, with edges decorated with white flowing alien script. The only thing lifelike about them are the three huge,
unblinking eyes, one on each side of the pyramid at the top. When engaged in melee action, however, sentinels sprout three tentacles made of what appears to be articulated stonework, one from each side of the obelisk, midway up.

Combat:

Starperson sentinels generally start keening whenever they see a non-starperson. They will sprout their tentacles (a swift action) and attack as soon as any non-starperson comes within fifteen feet. Then they will slam with their tentacles,
generally attempting awesome blows until and unless they repeatedly fail to connect. The tentacles are surprisingly flexible, and can be jointly or independently directed against anyone in attack range.

A starperson sentinel's tentacles are treated as adamantine for the purposes of overcoming damage reduction.

Keening (ex): A starperson sentinel can emit an extremely high, loud whine, clearly audible up to a mile away. This whine deals damage and has negative effects on any non-starperson within 200 feet. A successful fortitude save (DC 19) negates the effects and halves the damage; this save can be attempted each round.
At 200 feet, does 1d3 points of sonic damage per round.
At 100 feet, does 1d6 points of sonic damage per round; characters who fail their save are sickened
At 30 feet, does 2d6 points of sonic damage per round; characters who fail their save are sickened and deafened
At 10 feet, does 3d6 points of sonic damage per round; characters who fail their save are sickened, deafened, and confused

If any starpeople hear a keening sentinel (Listen DC of 0 at one mile away), the sound will generally attract a team (2-4) of them, who will wind walk to the area if possible.

Construct Traits (ex): As a construct, a starperson sentinel has the following traits:
Low-light vision
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Cannot heal damage on its own
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
Cannot be raised or resurrected.
Does not eat, sleep, or breathe.

Immunity to Magic (su): A starperson sentinel is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A Mending spell heals it of 1d8 damage.

A Make Whole spell heals it of 3d8 +1/level (max +15) damage.

True seeing (su): A starperson sentinel can see as if permanently under the effects of a True Seeing spell.

-=-=-=-=-=-=-

Adventure Hooks:

The people of a small but vital frontier town, near an important iron mine, are becoming sick with a heretofore unknown plague. Victims' skin begins to slough off, their hair falls out, and within a few days bleeding from orifices and convulsions set in. The disease only affects some, but is invariably fatal. The mines have been operating at far below efficiency, and the kingdom is suffering; several teams of adventurers have gone out to the town to investigate, but none have returned. On arriving at the town, the party learns that people started getting sick shortly after green and purple flashes began to appear in the night sky over a nearby starperson encampment. The previous groups had never returned from the encampment, and the townspeople believe they were slaughtered.

A great wizard, mistress of constructs, has heard of the starpeople's technology and believes she has much to learn from them. She sends the adventurers to a starperson encampment, with instructions to make peaceful contact if possible, and steal any plans or materials they can find if not. The last party she sent had only one survivor, a cleric who returned completely insane; she found his ravings useless. Upon arriving at the encampment, the adventurers find it deserted and completely cleared out--but a vault door set flush against the ground leads to a remarkable alien underworld.

SmileyX
2006-10-15, 11:53 PM
Rthuote(Type #07)

Huge Abberation
Hit Dice: 16d8+128 (200)
Initiative: +5(+1 dex, +4 other)
Speed: 60 ft(12 squares), fly 120 ft (poor)(24 squares), climb 30ft(6 squares)
Armor Class: 29 (10,+16 natural, +1 dex, +4 force, -2 size), touch 13, flat-footed 28
Base Attack/Grapple: +12/+33(+8 size, +9 natural, +16 str)
Attack: Bite+26 melee (2d6+16)
Full attack: Bite+26 melee (2d6+16), 2 claws+22, melee (3d6+8), 4 tentacles +24, melee (1d6+8), OR 8 quills+24 ranged (1d6+8)
Space/Reach: 15ft(3x3 squares)/10ft(2 squares), 15ft (tentacles, 3 squares)
Special Attacks: Breath Weapon, Improved Grab, Extract, Stunning Gaze, Oversized Claws, Poison,
Special Qualities: Anti Magic Cone, Regeneration 10, Stitched Body, Metal Bones, Dark Vision 60ft, All-Around Vision, DR 15/Adamantine, Elemental Resistance(all) 5, Spell Resistance 27, Core, Frightening Presence, Scent, low-light vision,
Saves: Fort +13, Ref +6, Will +13
Abilities: Str 43(+16), Dex 12(+1), Con 27(+8), Int 6(-2), Wis 13(+1), Cha 7(-2)
Skills: Climb +18, Swim +18, Spot +7, Search +7, Listen +3, Intimidate +4, Survival +6, Jump +21
Feats: Power Attack, Cleave, Improved Initiative, Iron Will, Multi Atack, Improved Natural Attack(claws)(bonus), Ability Focus(Breath Weapon)(bonus), Track, Endrance(bonus), Die Hard(bonus)
Environment: Any
Organization: Solo, Pack(2-4), or Squad(5-12)
Challenge Rating: 16(im not quite certain, good chance its higher, maybe 17-18)
Treasure: none
Alignment: CE
Advancement: 17-24 HD(Huge), 25-30(Gargantuan)
Level Adjustment: -----

The Rthuote are a horrid combination of metal and flesh, a vision only a mad man could conjure up. With the average subject stretching from head to tail 30ft, half of which is tail, and weighing about 16 tons. Their pale white flesh has been stained red almost across their entire body, and blood constantely oozes from holes and cuts across its frame. Its two frontal claws are massive for its size, and although it can run easily with them, their akward in combat. They have two mouths, one filled with teeth, and the other appears to be empty, only one of these mouths can be open at a time, nad a large central eye sorrounded by a random assortment of smaller eyes, which spread accross its entire body. It has two large ears, and a multitude of small nostrils, and a large mane of blood coated hair spread accross their neck. Through the hair spikes pierce through, and they run down the neck to the shoulders, where massive wings, each 30ft long, sprout from the back, the tips of these batliek wings are covered in feathers and long spines, each about 1 foot in length. They have powerful hind legs, and their incredible tail ends in four tentacles, and a small mouth.

In ages long past the Rthuote were created by a powerful force to be living machines of war, their breath, borrowed from the awesome might of dragons, was designed to destory cities. Their central eye, taken from the beholder to destroy enemy casters, and their claws to tear anythign in their way to pieaces. The muscles of the grey renders were used to grant them their great strength, while their metal bones and armor were animated to further strengthen them, and to grant them great defenses aginst spells and swords. They were crafted to be as frightning as possible, and their great multitude of eyes were given the abilitie to stun all who looked into them, to debilitate any weaker foes. Their tail was lengthened so far so that the mind flayers terrible technique of brain extraction could be utilized to great effect. The final touches were to pump them full of concentrated trolls blood, that granted them amazing regenerative abilities as well as a potent poison to any other creature, and the last touch being creating only one weakpoint in the entire structure, a small gem containing a damned soul, whos pain power and sustains the creature.

Rthuote were made for war and combat, and as such they seek it out constantely, battling until either their opponent is dead, or they are completely destroyed. They also have a tendancey to attack settlements of humanoids, no matter what their size, although packs are oftened found attacking larger cities, than dispersing afterwards. Their constant bloodlust, and their inabilitie to breed been their numbers are almost constantely going down, as such it is rare to ever see one, and when found they tend to be roaming remote locations. Rthuote never stay in one place for long, but their easy to track, because of their inabilitie to digest food and their disgusting habits, rotting carrion, poisonous even to the touch because their covered in the Rthuote's blood can be found along their trail.

Combat: In combat Rthuote if on the ground try to close in on any foes as soon as possible, bringing their terrible claws to bear as quick as possible. They use their breath weapon early on in combat, and as much as possible afterwards, they try to use their tentacles on stunned opponents, and direct their central eye on any casters, and use their bite attack against them. The claws are directed against anything else in range. Rthuote try to weed out weaker opponents(casters, rogues) before handling larger tougher opponents(fighters, barbarians, paladins). In the air they use similar tactics against other flying opponents as their ground tactics, however if their is nothign to fight in the sky they'll use their breath weapons bombing attack, than launch spikes for about four rounds, before diving at a vulnerable looking foe.

Breath Weapon: A Rthuote has two types of breath weapons, a 50ft cone, that deals 6d6 acid damage, and 6d6 fire damage. and a more powerful bomb attack, which can only be used from the air and deals 10d6 acid and 10d6 fire damage in a 20 ft radius spread this bomb may be launched 120 ft, either breath weapon can only be used six rounds after use, and both have a DC 28 reflex save. Save is Constitution based.

Improved Grab: If a Rthuote hits a huge or smaller opponent with a tentacle attack, they can attempt a grapple check as a free action without provoking an attack of opportunity. If one or more tentacles are attacthed the Rthuote may use a single grapple check to attack all remaining tentacles, the Rthuote receives a +2 bonus for every previously attatched tentacle.

Extract: A Rthuote beginning a turn with all 4 tentacles attatched to a single opponent, that makes a succesful grapple check automatically extracts the opponents brain, killiing them instantly. Constructs, elementals, oozes, plants, and undead are immune to this effect, creatures with multiple heads are not instantly killed.

Stunning gaze: Anycreature looking directely at a Rthuote must make a DC 16 will save, or automatically be stunned for 1d4 rounds, any creature immune to mind effects are immune to this effect. Save is Charisma based.

Spikes: By violently swishing the tips of their wings forwoard, a Rthuote may launch 3 spikes from each wing, and each wing may target a different opponent, each wing initially has 9 spikes, and 1 spikes regenerates each round, this attack may be used either from the ground or the sky, and has a range of 90ft

Over Sized Claws: A Rthuote's two frontal claws are a size category bigger than they are, as such they deal more damage but the Rthuote suffers a -2 to attacks with them.

Poison: Injury, Fortitude save DC 26, Initial 1d4 STR damage, secondary 1d4 CON damage. The poison is their blood, which coats almost their entire body, so each natural attack and the breath weapon deliver the poison.

Antimagic Cone: The Rthuote's 'central' eye constantely produces a 90ft cone of antimagic, all magical and supernatural effects whithin the cone are suppressed, once at the start of each turn the Rthuote decides whether this effect is active or not by opening or closing its eye.

Regeneration: No damage deals normal damage to a Rthuote, the only way to kill it is to destroy its core. If a Rthuote loses a limb or body part it regrows in 1d6 minutes

Stitched Body: A Rthuote's limbs were sewn togethor at its creation with the same material as its bones, and such they became a part of their body. Unfortunately this means that continuos action over a prolonged period of tiem causes the wires to slowely slice its body apart, for each minute of constant motion(fullround attacks, double movements, marching) they take 1 point of constitution damage. When a Rthuote reaches 10 CON through this maner(or any other) they collapse and begin to regenerate at a amazing speed, regaining 1 CON every round, and 18 HP, until they are at maximum CON again.

Metal Bones: All of a Rthuote's bones and their armor are created from a strange metal that has become slightly organic from the creature's creation. As such the bones, if broken or damaged, will regenerate along with the rest of the body.

All Around Vision: A Rthuote has eyes all ove rits body, as such it cant be flanked and it receives a +2 racial bonus to search and spot.

Core: In the center of each Rthuote's body is a soul gem, this is their one weakpoint, and the gems destruction is the only way to kill a Rthuote. The gem is sorrounded by a metal shell(hardness 5, HP30), 30 damage must be dealt to a Rthuote when it reaches -9 HP to reach the core, than they must break the shell and destroy the gem(hardness 10, HP 10) to defeat the creature. The gem provides nurishment for the Rthuote, and as such they do not need to eat or drink, they are also immune to sneak attacks and critical attacks, as this is the only weak point in it. On the destruction of the soul gem, the Rthuote's body decays at a excellerated rate, everything becoming a pile of black slime in 3d4 rounds.

Frightening Presence: Whenever a Rthuote attacks, charges, over flys overhead, all creatures whithen 120ft must make a will save(DC 16) or become shaken for 2d6 rounds, the will save is charisma based, other creatures with frightful presences are immune to this effect.

-=-=-=-=-=-=-

Plothook: A mysterious creature recently destroyed a nearby village, it looks like giant craters were burned into the ground, and the townsfolk were brutally murdered, many were cut into little pieces, but others were found with their heads turn to pieces, and further away their brains were found. Most forifying of all were the bodys that seemed to ahve been eaten and reguritated, it was later seen heading to a nearby city, and a horde of goblins were spotted about 5 miles behind it. The Lord of the sorrounding area offers a massive bounty on whatever caused this chaos, and additional rewards for help stopping the enemie army.

(really anythign involving it causing destruction and death could be used(as with most things), it could even dive bomb into the PC's favorite bar and thats how the fight could begin.)

The Vorpal Tribble
2006-10-16, 12:01 AM
Aaaand... time is up. Hopefully all votes will be in within the week. I'll be messaging the judges in the morning.

The Vorpal Tribble
2006-11-07, 10:10 AM
And our most unnatural winners are...


Most Creative/Unique
Yersinia by Lucid Archon

Most Frightening
Marauder of the Flesh by Maerok

Best Articulation of the Theme

Mindmite by Fax Celestis and the Quencher by Hyrael tied

Best Plot Hook/Story
Mother of Shadow by Fangthane and Sebal by SilveryCord tied

Best Overall
Mother of Shadow by Fangthane

Fax Celestis
2006-11-07, 01:20 PM
Woo! I are teh wins!

fangthane
2006-11-08, 02:48 PM
Neato! I guess it was close enough to Lovecraftian oddness (without actually achieving it, and grats for that to Fax and Hyrael) that its other merits shone through; I'd like to thank the Academy, and my mom, and... ;)

Well, actually, I'd like to thank everyone else who submitted and our judges; I think it's fair to say that we've got quite a number of good critters to throw at our respective player groups, so in that sense we all win. :) I'm still contemplating what to put together for this harvest moon thing though... So many possibilities, but the Neil Young song isn't giving me much to work with ;) Maybe Harvester of Sorrows... We'll see...

SilveryCord
2006-11-08, 03:45 PM
Wow, I'm really happy I tied with fangthane! (Who did a wonderful job on Mother of Shadow, by the way)

Maerok
2006-11-08, 09:04 PM
Huzzah! Great work everyone.