The Vorpal Tribble
2006-06-14, 01:43 PM
Momeh
In the distance the rumble of pounding feet are coupled with the roars and screams that should not be able to come from the throats of the men and women who rush forward. What causes the breath to catch in the throat however is what dances atop them on a thousand legs, a shape that tugs at the loose ends of one's sanity...
Colossal Aberration (incorporeal, psionic)
Hit Dice: 11d8+28 (77 hp)
Initiative: +7
Speed: Fly 50 ft. (10 squares) (good)
Armor Class: 15 (+6 deflection, +7 dex, -8 size), touch 15, flat-footed 8, 20% miss-chance; or 17 (+7 dex, +8 natural, -8 size), touch 9, flat-footed 10, 20% miss-chance
Base Attack/Grapple: +8/+31
Attack: Swarm (mental blow)
Full Attack: Swarm (mental blow) and 2 incorporeal claws +7 touch (1d8 )
Space/Reach: 25 ft./30 ft.
Special Attacks: Imbibe sanity, improved grab, mental blow, psi-like abilities, swallow whole, wake of madness
Special Qualities: Blindsight 60 ft., born of dream, chaotic mind, fast healing 10, incorporeal traits
Saves: Fort +5, Ref +10, Will +7
Abilities: Str -, Dex 24, Con 14, Int 11, Wis 7, Cha 22
Skills: Concentration +16, Spot +12
Feats: Aligned Weapon (chaos), Iron Will, Psionic Body, Psionic Fist, Weapon Finesse(B)
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always Chaotic Neutral or Evil
Advancement: 12-29 HD (Colossal)
Level Adjustment: -
A cloud of legs, human-like but possessed of far too many joints, and each toe tipped in a blunt hoof. They seem to weave a wild dance upon the heads of scores of drooling, screaming maniacs. Above the legs rises the unclothed body of a muscular though comely female giant of dark, sweat-streaked skin. The long-haired head is utterly unnerving, alike to a beautiful woman's, though from chin to brow is an enormous puckered hole the color and texture of an old wound. Its ragged depths extends into an impossible distance, much farther than her head could account for, disapearing only once light no longer reaches.
Her arms appear normal, except for the vicious talons that sprout from the end of her scarred fingers.
Momeh are creatures given form and substance through the dreams of insane beings and the psychic static generated from the excessive turmoil of their fevered minds. Only a great many like minds are capable of generating such a phenomenon, so Momehs are most commonly called into existence by patients of insane asylums. The momeh then renders their carers similiarly unbalanced and brings them all into a great mob that do the momeh's bidding. These mobs rarely last long as few are capable of providing for themselves, so a momeh is always in search of replacements.
A momeh can understand Common, but is unable to speak.
Combat
A momeh often dances atop the heads of her mob, allowing them to take the brunt of any attack while she uses her powers and long-reaching arms to combat those at a distance.
Born of Dream (Ex):
As a being of dream, a momeh appears hazy and out of focus, such that all melee and ranged attacks are assessed a 20-percent miss chance. This 20-percent miss chance is not the same as concealment.
Chaotic Mind (Ex):
Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against a Momeh.
Improved Grab (Ex): To use this ability, a momeh must hit a creature of any size with two claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. A momeh uses its dexterity modifer for grapple checks.
Incorporeal Traits: A momeh is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.
Mental Blow (Su): Though a momeh's attacks feel like a physical pounding, this sensation is purely psychosomatic, for the mind and its sanity is all that takes a beating. Any thinking, living creature who comes within a Momeh's space automatically take 2d4 Charisma damage as if they had entered a swarm (DC 22 Will save halves). Those who fail the save are also Confused for 1 round. If a victim's charisma is lowered to 0 they become permanently confused as if under the Insanity power. This condition can be removed by standard means of correcting insanity.
Incorporeal creatures however also take physical damage from this pummeling, sustaining 4d6 damage. The save DC is Charisma-based.
Psi-like Abilities:
Continuous - Catapsi; 3/day - *Mental Turmoil, *Mindfire, Psionic Keen Edge, Psionic Suggestion. Manifester level 11. Save DC's are Charisma-based.
* Found in Complete Psionic.
Imbibe Sanity (Ex): A creature successfully grappled by a Momeh is brought to the gaping hole within the face of the beast which converts the victim to being of pure mental energy unless they succeed on a DC 22 will save. If they are converted they are sucked down the horrible orifice to suffer until the Momeh has completely consumed the last of their essence. This conversion does not technically kill its victim, but becomes yet another facet of the momeh's madness. As the victim is not dead, Ressurection and Revivify does not effect it, though Psychic Chirurgery, Miracle, Wish, and other high-level powers can seperate the psyches and reform the body. If the momeh is killed the spirit is released and may be ressurected normally as if the body had died at the moment the Momeh did. The save DC is Charisma-based.
Wake of Madness (Su): A momeh is continuously surrounded by a horde of utterly insane beings. This mob is often the inmates of asylums, though it is also composed of quite a few formerly sane beings whoes minds have been broken as well. Their movements and actions are directed by the Momeh who has domination over the minds of her wake.
If the momeh is killed, the Wake slumps into a coma from the results of their nonexistent charisma score.
Wake of Madness (Mob of Insane Humans): CR 9; Gargantuan Humanoid (mob of Medium insane humans); HD 30d8; 135 hp; Init +4, Spd 20 ft. (4 squares); AC 6, touch 6, flat-footed 6; Base Atk +22; Grp +34; Melee mob (5d6+1 bludgeoning); Space/Reach 20 ft./0 ft.; SA expert grappler, trample 2d6; SQ mob anatomy; AL CN; SV Fort +11, Ref +9, Will +16; Str 12, Dex 11, Con 11, Int 10, Wis 8, Cha -;
Skills and Feats: Listen +4, Spot +4; Chaotic Mind(B), Great Fortitude, Improved Bull Rush(B), Improved Initiative, Improved Overrun(B)
Expert Grappler: A wake of madness can maintain a grapple without penalty and still make attacks against other targets. A wake of madness is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a creature and doesn't end its movement with that creature in one of its occupied squares can trample trample the creature. A trampled creature takes damage equal to 2d6 points. The victim can either make an attack of opportunity against the Wake or make a Reflex save (DC 26) to take half damage.
Mob Anatomy (Ex): See DMG II, p. 60.
In the distance the rumble of pounding feet are coupled with the roars and screams that should not be able to come from the throats of the men and women who rush forward. What causes the breath to catch in the throat however is what dances atop them on a thousand legs, a shape that tugs at the loose ends of one's sanity...
Colossal Aberration (incorporeal, psionic)
Hit Dice: 11d8+28 (77 hp)
Initiative: +7
Speed: Fly 50 ft. (10 squares) (good)
Armor Class: 15 (+6 deflection, +7 dex, -8 size), touch 15, flat-footed 8, 20% miss-chance; or 17 (+7 dex, +8 natural, -8 size), touch 9, flat-footed 10, 20% miss-chance
Base Attack/Grapple: +8/+31
Attack: Swarm (mental blow)
Full Attack: Swarm (mental blow) and 2 incorporeal claws +7 touch (1d8 )
Space/Reach: 25 ft./30 ft.
Special Attacks: Imbibe sanity, improved grab, mental blow, psi-like abilities, swallow whole, wake of madness
Special Qualities: Blindsight 60 ft., born of dream, chaotic mind, fast healing 10, incorporeal traits
Saves: Fort +5, Ref +10, Will +7
Abilities: Str -, Dex 24, Con 14, Int 11, Wis 7, Cha 22
Skills: Concentration +16, Spot +12
Feats: Aligned Weapon (chaos), Iron Will, Psionic Body, Psionic Fist, Weapon Finesse(B)
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always Chaotic Neutral or Evil
Advancement: 12-29 HD (Colossal)
Level Adjustment: -
A cloud of legs, human-like but possessed of far too many joints, and each toe tipped in a blunt hoof. They seem to weave a wild dance upon the heads of scores of drooling, screaming maniacs. Above the legs rises the unclothed body of a muscular though comely female giant of dark, sweat-streaked skin. The long-haired head is utterly unnerving, alike to a beautiful woman's, though from chin to brow is an enormous puckered hole the color and texture of an old wound. Its ragged depths extends into an impossible distance, much farther than her head could account for, disapearing only once light no longer reaches.
Her arms appear normal, except for the vicious talons that sprout from the end of her scarred fingers.
Momeh are creatures given form and substance through the dreams of insane beings and the psychic static generated from the excessive turmoil of their fevered minds. Only a great many like minds are capable of generating such a phenomenon, so Momehs are most commonly called into existence by patients of insane asylums. The momeh then renders their carers similiarly unbalanced and brings them all into a great mob that do the momeh's bidding. These mobs rarely last long as few are capable of providing for themselves, so a momeh is always in search of replacements.
A momeh can understand Common, but is unable to speak.
Combat
A momeh often dances atop the heads of her mob, allowing them to take the brunt of any attack while she uses her powers and long-reaching arms to combat those at a distance.
Born of Dream (Ex):
As a being of dream, a momeh appears hazy and out of focus, such that all melee and ranged attacks are assessed a 20-percent miss chance. This 20-percent miss chance is not the same as concealment.
Chaotic Mind (Ex):
Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against a Momeh.
Improved Grab (Ex): To use this ability, a momeh must hit a creature of any size with two claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. A momeh uses its dexterity modifer for grapple checks.
Incorporeal Traits: A momeh is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.
Mental Blow (Su): Though a momeh's attacks feel like a physical pounding, this sensation is purely psychosomatic, for the mind and its sanity is all that takes a beating. Any thinking, living creature who comes within a Momeh's space automatically take 2d4 Charisma damage as if they had entered a swarm (DC 22 Will save halves). Those who fail the save are also Confused for 1 round. If a victim's charisma is lowered to 0 they become permanently confused as if under the Insanity power. This condition can be removed by standard means of correcting insanity.
Incorporeal creatures however also take physical damage from this pummeling, sustaining 4d6 damage. The save DC is Charisma-based.
Psi-like Abilities:
Continuous - Catapsi; 3/day - *Mental Turmoil, *Mindfire, Psionic Keen Edge, Psionic Suggestion. Manifester level 11. Save DC's are Charisma-based.
* Found in Complete Psionic.
Imbibe Sanity (Ex): A creature successfully grappled by a Momeh is brought to the gaping hole within the face of the beast which converts the victim to being of pure mental energy unless they succeed on a DC 22 will save. If they are converted they are sucked down the horrible orifice to suffer until the Momeh has completely consumed the last of their essence. This conversion does not technically kill its victim, but becomes yet another facet of the momeh's madness. As the victim is not dead, Ressurection and Revivify does not effect it, though Psychic Chirurgery, Miracle, Wish, and other high-level powers can seperate the psyches and reform the body. If the momeh is killed the spirit is released and may be ressurected normally as if the body had died at the moment the Momeh did. The save DC is Charisma-based.
Wake of Madness (Su): A momeh is continuously surrounded by a horde of utterly insane beings. This mob is often the inmates of asylums, though it is also composed of quite a few formerly sane beings whoes minds have been broken as well. Their movements and actions are directed by the Momeh who has domination over the minds of her wake.
If the momeh is killed, the Wake slumps into a coma from the results of their nonexistent charisma score.
Wake of Madness (Mob of Insane Humans): CR 9; Gargantuan Humanoid (mob of Medium insane humans); HD 30d8; 135 hp; Init +4, Spd 20 ft. (4 squares); AC 6, touch 6, flat-footed 6; Base Atk +22; Grp +34; Melee mob (5d6+1 bludgeoning); Space/Reach 20 ft./0 ft.; SA expert grappler, trample 2d6; SQ mob anatomy; AL CN; SV Fort +11, Ref +9, Will +16; Str 12, Dex 11, Con 11, Int 10, Wis 8, Cha -;
Skills and Feats: Listen +4, Spot +4; Chaotic Mind(B), Great Fortitude, Improved Bull Rush(B), Improved Initiative, Improved Overrun(B)
Expert Grappler: A wake of madness can maintain a grapple without penalty and still make attacks against other targets. A wake of madness is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a creature and doesn't end its movement with that creature in one of its occupied squares can trample trample the creature. A trampled creature takes damage equal to 2d6 points. The victim can either make an attack of opportunity against the Wake or make a Reflex save (DC 26) to take half damage.
Mob Anatomy (Ex): See DMG II, p. 60.