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Belial_the_Leveler
2009-04-15, 12:36 PM
The Far Realm gets no love. Sure, we got a couple epic creatures and an Elder Evil or two but that's not nearly enough. So one day I was watching Blade I after having DMed a Far-realmish campaign for a couple of hours and got a crazy idea; the offspring of a Far Outsider and a humanoid vampire. How would that look like? Below follows the first attempt. Note that the creature doesn't actually have any vampire or half-vampire templates. Many "vampiric" abilities are replicated by its powers (and I totally ripped the Gibbering Orb on them)

http://www.wizards.com/dnd/images/lom_gallery/88172.jpg
Powerful vampires are some of the most fearsome opponents most mortals can meet in the material plane. Far Outsiders are horrors from beyond, abominations that terrify even the bravest planar explorers. Whether through accident of birth or deliberate experimentation on some mad cosmic entity's part, Lilin are both; an amagalm of vampire and a horror from beyond this reality.
Physically, a Lilin usually resembles the vampiric parent, sometimes to the point of appearing perfectly humanoid. This is an elaborate facade; Lilin can be humanoid if they so wish or utterly alien; both forms are natural to them. They can also assume inbetween forms by warping their humanoid form; growing tentacles, detatching their limbs and morphing them into other abominations and surrounding their bodies with auras of utter chaos and entropy.
Mentally, a Lilin is capable of understanding both realities to some extent but their replies and interactions may cause others to believe them insane. That is a sideffect of their nature; neither vampires nor Far Outsiders are mortal creatures and Lilin, while maturing physically in only centuries, usually do not age intellectually; while their learning and understanding can far surpass that of even dragons, their reasoning and grasp of reality is tenuous at best. A Lilin may try anything, for any reason-and sometimes for no reason at all-much like an infant will attempt anything merely to see if it can. While capable of planning to great extent, they usually act without a plan or without any eventual goals in mind.

Lilin
Size/Type: Medium Outsider (Chaos, Extraplanar)
Hit Dice: 44d8+792 (1144 hp)
Initiative: +22 (Dex and imp. initiative)
Speed: 100 ft., glide 40 ft. (through any subtance, even solids), fly 60 ft. (perfect)
Armor Class: 70 (+18 Dex, +23 deflection, +19 insight)
Base Attack/Grapple: +44/+58
Attack: Claw +58 meele touch (2d6+14 +1 wisdom drain), tentacle +58 meele touch (6d6+14 +1 wisdom drain, 150 ft reach)
Full Attack: 2 claws +58 meele touch, 8 tentacles +58 meele touch.
Space/Reach: 5 ft./5 ft.
Special Attacks: Entropic Darkness, Hand of Chaos, Vampirism, Spellcasting, Psionics.
Special Qualities: abomination traits, alternate form, DR 15/epic and law, sonic/lightning/acid immune, undead immunities, fast healing 20, reality screams, regeneration 5, SR 60
Saves: Fort +42, Ref +42, Will +43
Abilities: Str 38, Dex 47, Con 47, Int 41, Wis 48, Cha 56
Skill Ranks: Balance +47, Climb +47, Concentration +47, Craft (alchemy) +47, Diplomacy +47, Escape Artist +47, Gather Information +47, Hide +47, Intimidate +47, Jump +47, Knowledge (arcana, history, psionics, religion, the planes) +47, Listen +47, Move Silently +47, Search +47, Sense Motive +47, Spellcraft +47, Spot +47, Swim +47, Tumble +47
Feats: improved initiative, combat reflexes, deflect arrows, empower spell, maximise spell, still spell, twin spell, quicken spell
Epic Feats: exceptional deflection, infinite deflection, epic spellcasting, spell stowaway: time stop, improved spell resistance 3x
Bonus Feats: improved metamagic 3x, rapid metamagic
Environment: Any
Organization: Solitary
Challenge Rating: 33
Treasure: Triple Standard
Alignment: Chaotic Neutral
Advancement: As character class

Alternate Form (Ex) :
Lilin may assume the form of a seething mass of limbs, eyestalks and tentacles as a standard action. None of their statistics and abilities change but non-outsiders gain a -1 morale penalty on all rolls against them and creatures within 60 ft must make a will save DC 55 every round or become insane as per the insanity spell.
In addition, Lilin may assume the form of any humanoid creature, thus disguising their true nature (+10 to the disguise check). In order to remain thus hidden, they must not use any of their special attacks.

Entropic Darkness (Su) :
Lilin have powers that mix necromancy with chaos-magic, enabling them to create a vast array of supernatural effects. All effects can be used as free actions and the Lilin may use all of them at the same round but due to the chaotic energies involved, using more than 5 effects on a single creature results in the effects negating eachother and causing the effects of a Rod of Wonder instead. All effects have a saving throw DC of 55.
Entropic Gaze: The Lilin generates bolts of chaos magic through its gaze, much like a vampire would attempt to dominate another creature. Unlike a vampire, the Lilin emits these magics in rays (range touch attack, 300 ft range) and can generate the following effects; dominate monster, feeblemind, hold monster, polymorph any object, giant size, irresistible dance.
Hands of Destruction: The Lilin projects dark magic through its touch much like a vampire can drain the life-force of others. Unlike a vampire, the Lilin can either use its touch attack or project those effects in rays (range touch attack, 300 ft range) and can generate the following effects; energy drain, finger of death, harm, horrid wilting, implosion, slay living
Entropic Tentacles: The Lilin can grow eight tentacles from its body, which it can extend up to 150 ft. These tentacles are intangible-all attacks pass through them with no effect and they can't physically manipulate anything-but can channel chaos magic to alter reality. Each tentacle can deliver a touch attack, generating one of the following effects; cone of cold, disintegrate, disjunction, greater dispel magic, lightning bolt, greater teleport, prismatic spray, temporal stasis.
Alternatively, as an attack action, the Lilin can materialize the tentacles and attack with them normally. The tentacles deal 6d6+str damage regardless of the size the Lilin currently has plus 1 point of wisdom drain each. The Lilin cannot both use the tentacles to discharge magic and attack at the same round.
Mouths of Chaos: The Lilin can open a slit in each of its two humanoid hands that becomes a new mouth. Each one of those mouths can emit a Great Shout or a Wail of the Banshee with the normal area and range for those spells. Alternatively, it can utter power words in the tongues of the Far Realm and shoot out the magic in rays (ranged touch attack, 150 ft range) generating the following effects; power word blind, power word kill, power word stun.

Hand of Chaos (Ex) :
A Lilin can detach both hands at the wrist as a free action. If it does so, it loses the ability to manipulate hand-held items, employ skills needing hands, cast spells with somatic components or use its Hands of Destruction and Mouths of Chaos abilities. However, the two hands instantly grow to gigantic proportions and mutate, becoming a pair of Uvuudaun under the effects of Giant Size. The Uvuudaun are mindless and only act as the Lilin telepathically commands using the Lilin's Spell Resistance, Damage Reduction and Immunities instead of their own. If slain, they dissolve into goo and the Lilin can regenerate that hand normally. Alternatively, the Lilin can cause the hands to dissolve back into its body by touching them.

Reality Screams (Ex) :
As a merging of terrible creatures from two incompatible universes, Lilin are utterly alien and reality screams in their presence: walls and other structures bleed, the earth oozes tar, plants rot and animals of all kinds are struck with insanity up to 100 feet away from their passing. This effect begins ten minutes before a Lilin arrives and its results persist until cleared away, making the prediction of a Lilin's moves easy. A stationary Lilin can spend consequetive standard actions to cumulatively increase the range of the desecration in that area by 100 ft per action spent. A Lilin that wishes to pass undetected must assume a humanoid form, use none of its special attacks and spend a swift action each round to surpress the effect.

Regeneration (Ex) :
Lilin take normal damage from lawful weapons and spells and effects with the [Light] descriptor.

Spells (Sp) :
Lilin cast as level 33 sorcerors. Caster Level 30+1d6. Spells/day: 6/12/12/12/11/11/11/11/10/10/5/5/4/4/4
A Lilin can cast 4 epic spells and 4 epic psionic powers/day. Its base spellcraft modifier is +68, enabling it to cast spells up to DC 78 with no aid whatsoever.

Psionics (Sp) :
Manifester Level = HD, the DCs are charisma-based.
at will- true strike, haste, invisibility, nondetection
3/day-temporal acceleration, defencive precognition, empty mind, mind trust, intellect fortress, psionic teleport.
1/day-time duplicate, force screen, body adjustment, brain lock, aversion, psionic blast, psychic crush, psionic dominate, energy current, tower of iron will, fission, ultrablast

Vampirism (Ex) :
Lilin are the offspring of humanoid vampires and Far Outsiders or extradimensional entities of similar power. As such, they have some of the basic traits of vampires;
Bite: As per vampire. A Lilin needs to drink human or Far Outsider blood once per week or become exhausted.
Create Spawn: Any humanoid bitten by a Lilin must make a fortitude save DC 52 or be warped into a vampire in 1d6 rounds. Wether the first save was successful or not, it must then make a will save DC 52 or gain the Half-Farspawn template. Bitten creatures may thus gain both templates at once, despite that being normally impossible. Anyone thus warped falls under the control of the Lilin that bit them. If the Lilin master is slain, spawn will wander aimlessly as per the insanity spell (despite any immunity to mind-affecting effects) until somebody manages to cure them of the horrible metamorphosis. A Lilin's bite can be cured through Miracle, Wish or Reality Revision with a successful DC 43 caster level check. Even then, the cured creature will lose some of its memories and life-force, losing 1 experience level. The direct intervention of a deity could conceivably circumvent that penalty.
Sunlight Weakness: Due to their vampiric natures, Lilin are slowly weakened by direct exposure to the light of the sun. They gain 1 negative level per 3 rounds of exposure, despite any immunity to energy drain they might have. Retreating into lightless places, a Lilin will eventually recover those negative levels at the rate of 1 negative level removed per 3 rounds of non-exposure.
Lilin also take double damage from spells with the [Light] descriptor.

Draken
2009-04-15, 05:20 PM
That is a pretty cool monster.

It lists undead immunities among the special qualities. You should list these in the stat block, I believe.

Also, I think it should probably be healed by negative energy and harmed by positive energy. I state that here because neither of these characteristics belongs to either outsiders or to "undead immunities", so it owuld have to be added separately.

Belial_the_Leveler
2009-04-15, 06:21 PM
I'll probably change "undead immunities" to "undead traits" which are fully explained in the SRD. Thanks for pointing that out.

As for being cool, I mainly changed the flavor. Most of the mechanics themselves are part Giberring Orb, part Uvuudaun and part Elder Titan.

DracoDei
2009-04-17, 05:28 PM
Mechanically... how does a CR 33 creature with the ability to infiltrate a society differ from an elder evil?
I guess their network of controlled creatures is going to be smaller, but other than that what is the difference?

Draken
2009-04-17, 08:53 PM
Elder Evils own the Sign, have malefic properties and don't infiltrate society, they destroy it.

Belial_the_Leveler
2009-04-18, 05:02 AM
That Lilin have the ability to infiltrate a society doesn't mean they actually use it.

The main difference from an Elder Evil is this; an Elder Evil wants, for whatever reason, to destroy the world. It is evil and its entire existence revolves around that fact. Lilin aren't evil. They are chaotic neutral. They may try to destroy the world just to see if they can. They may also save the world just to see if they can. They may transform an entire town into cats and another entire town into dogs and teleport the two in the same place just to see what happens. They may assume their most horrible form, stroll down a marketplace while mass hold monstering the shopkeepers from fleeing, buy an icecream (and pay for it) then leave.

DracoDei
2009-04-18, 11:41 AM
Thank you. I believe I understand now.