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The Vorpal Tribble
2009-10-01, 12:40 PM
Fear Itself

http://ndn.newsweek.com/media/41/071214_SO02fear_vl-vertical.jpg
There is nothing to fear but fear itself... and axe wielding maniacs. - Homer Simpson


The crack of a stick in a silent wood, the flicker of a shadow out of the corner of one's eye, the forboding sense of some unseen terror... is this dread that tightens your chest just your imagination or does death approach? What is it YOU fear?


_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

The contest begins with the posting of this thread and will continue until the 20th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until the stroke of 12 on Halloween night.

The winner will receive a trophy as well as OOTS rendition of their entry!



Rules

1. You will be creating an original D&D creature. A creature with a unique way of producing a fear effect.

2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. Incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV, except for a lore section which is encouraged).

4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link) (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).

5. One entry per participant. No double-teaming.

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 have the basic beast already done.



-=-=-=-=-=-

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OR

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The Vorpal Tribble
2009-10-01, 12:42 PM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)

As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).

-=-=-=-

Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
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

Ability descriptions

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

- Optional -

Lore

Plot Hook/Story if any

dentrag2
2009-10-01, 01:05 PM
Haurla
Small Aberration
8d8+32 (68 HP)
Speed 35 ft. (7 squares) Burrow 30ft (6 squares, no usable tunnel)
Initiative: +4
Armor Class 20; touch 17; flat-footed 15
10+ 4 (Dex) +3 (Natural) +2 (Insight) +1 (Dodge feat)
Base Attack/Grapple +6/+4
Standard attack: Claw +8 Melee (2d6+2/19-20)
Full-Attack: Claw +8 (2d6+2/19-20)/Claw + 3 (2d6) /Bite + 3 (2d6)
Space 5 ft.; Reach 5 ft.
Special Attacks: Latch On, Eviscerate.
Special Qualities: Horror Venom, Invisibility 2/day, Darkvision
Saves: Fort +8 Ref +6 Will +5
Abilities: Str 12, Dex 18, Con 18, Int 2, Wis 12, Cha 10
Skills: Climb 5, Swim 6.
Feats: Improved Critical (Natural), Dodge, Mobility
Environment: Temperate forests, Underground.
Organization: Shriek(5 – 10) Single, Duo
Challenge Rating: 6
Treasure: Half gems ; Standard magical items
Alignment: TN
Advancement: Medium, 12d8.
Level Adjustment N/A

This creature is blackened and spiky, having one solid red eye set in the middle of it’s chest, and it has three legs that double as claws arranged around it in a triangle pattern It doesn’t seem to have a mouth, but it is rather small and dangerous-looking. As it flashes it’s claws at you, you can see the mouths on it’s palms chewing, salivating for your flesh. Typically used as guard dogs by certain fear obsessed evil villains, they hunger only for the blood of the living. Not prone to cannibalism.

A creature of the Underdark, Haurla's prey upon Deep Gnomes and Drow that wander too far away. They have good night-vision, and rarely leave their hunting grounds. Some do, however, and these have been bred for life upon the surface world, strange hounds to tear apart intruders. Their strange, sharp claws are far harder than iron or dragonbone, and have made short work of many adventurers who equate size with danger. They have been known to saw through plate armor to get at the juicy adventurer inside.

Horror Venom: The teeth of this creature are coated in a venom that forces the creature afflicted to make a DC (HD +10) fortitude check or avoid falling to the ground and screaming in fear for three rounds. If the save is made, the creature takes a stacking untyped -2 penalty against the poison that wears off in 24 hours. Other Haurla’s are immune to this poison.
Latch on: If two of the Haurla’s claw attacks hit a round, the creature may latch on, making two bite attacks a round (And applying Horror Venom with each one.) and can only be removed with a DC 20 strength check.
Eviscerate: If the creature hits with a third claw attack while Latched on, the creature it is attached to must make a DC 17 Strength save or fall prone, taking 1d6 damage a round, unable to attack or take any action other than to attempt to prise the creature off.

A bit rushed, but i like it.


Fortitude save to resist fear checks? I think that's new!

EDIT: Bolding and spelling mistakes.

Jergmo
2009-10-01, 01:34 PM
Jack-o'-Ripper
http://www.illodeli.com/wp-content/uploads/wpsc/product_images/PURDY-EvilTree-01.jpg
Size/Type: Large Plant
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +4/+13
Attack: Claw +8 melee (1d6+5)
Full Attack: 4 claws +8 melee (1d6+5) and bite +8 melee (2d4+2 and ripping maw)
Space/Reach: 10 ft./10 ft.
Special Attacks: Leer, ripping maw, improved grab, sneak attack +2d6
Special Qualities: Low-light vision, plant traits, DR 10/slashing, regeneration 5, vulnerability to fire, superior woodland stride
Saves: Fort +8, Ref +2, Will +4
Abilities: Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17
Skills: Disguise +12*, Hide -4*, Intimidate +12, Listen +10, Move Silently +6, Spot +10
Feats: Alertness, Multiattack, Improved Multiattack
Environment: Temperate forests and urban areas
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral evil
Advancement: 7-13 HD (Large); 14-19 HD (Huge)
Level Adjustment: —

The Jack-o'-Ripper appears to be a twisted barren tree with eyes like glowing yellow pits and a gaping maw of sharp teeth, and it uses its branches as limbs which grapple and rake its prey. The Jack-o'-Ripper camouflages itself as a normal tree, keeping its eyes and mouth closed and remaining perfectly still until it can hear a living creature draw near, after which it lashes out with its claws and teeth. It is a sadistic and voracious creature, savoring the flavor of its prey by chewing its flesh slowly rather than killing it outright if possible, and favors children as prey as they can be devoured more quickly, giving them more time to move and resume their disguise.

It is believed that the Jack-o'-Rippers were created by a particularly twisted cult of Blighter druids.

Leer (Su): A Jack-o'-Ripper can make a gaze attack by taking a standard action; those merely looking at the Jack-o'-Ripper are not affected. Anyone the Jack-o'-Ripper targets must succeed on a Will save (DC 17) to avoid becoming frozen with fear, cowering for 5 rounds. The save DC is Charisma-based.

Ripping Maw (Ex): A Jack-o'-Ripper deals 1 point of Constitution damage from blood loss when it bites a creature. A critical hit does not multiply the Constitution damage, and creatures immune to critical hits (such as plants and constructs) are immune to this effect.

Improved Grab (Ex): To use this ability, a Jack-o'-Ripper must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Superior Woodland Stride (Su): A Jack-o'-Ripper may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment, including thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion.

Skills
*A Jack-o'-Ripper has a +10 racial bonus on Disguise checks when pretending to be a tree and a +16 racial bonus on Hide checks made in forested areas.

Dragon Elite
2009-10-01, 07:00 PM
http://images.elfwood.com/art/e/k/eklom/evil_tree_full_colour.jpg
Tree of Undeath

A tree looms over you. Its bark has wailing souls flying through, and several score of undead march behind it. The tree's bark opens up and three red, glowing eyes stare at you.
Size/Type: Huge Plant
Hit Dice: 12d8+24 (78 hp)
Initiative: -5
Speed: 20 feet
Armor Class: 3, touch 3, flat-footed 8 (-2 size, -5 dex)
Base Attack/Grapple: +9/+22
Attack: Branch +12 (2d8+5)
Full Attack: Branch +12 (2d8+5) / Branch +7 (2d8+5) / Branch +2 (2d8+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Eat
Special Qualities: Rise, Roots, I am Scary
Saves: Fort +10, Ref -1, Will +4
Abilities: Str 21, Dex 1, Con 15, Int 18, Wis 10, Cha 10
Skills: Spot +12, Hide +8*
Feats: None.
Environment: Any, usually forest
Organization: Solitary (with 50-100 zombies or skeletons)
Challenge Rating: 11
Treasure: None
Alignment: NE
Advancement: None
Level Adjustment: —
* A tree of undeath's hide modifier increases by 12 in a forest

Roots: A tree of undeath's branch attack gets a free trip or grapple attempt if the target is on the ground. It also can reaech 20 feet. The branch attack can also reach up to 30 feet away.

Eat: A tree of undeath can eat any living subject it has pinned. This gives it 10 temporary hitpoints

Rise: A tree of Undeath may animate any corpse(s) within 10 feet of it as 2 full-round actions. These undead are controlled by the Tree. Maximun 150 hit dice of undead.

I am scary: A Tree of Undeath can force any one sentient creature within 50 feet to stand completely still, as hold person. Every other round, the affected creature may make a will save (DC 24) to be able to move again.

Combat:
Round 1: I am scary on nearest enemy, advance undead.
Round 2: Roots on a caster.
Round 3: Eat caster.
Round 4: Roots on nearest enemy.
Round 5: Eat nearest enemy.
Round 6: Repeat.

waterpenguin43
2009-10-01, 08:29 PM
It might have some formatting errors (I originally typed it as a MM5 entry) but I hope it's Okay, so here I submit, the Autumn Avenger:

Autumnal avenger
Suddenly, a massive burst of deep red leaves swirls in to existence, an immensely beautiful female figure then emerges from it, cloaked in red, orange and brown leaves. There is an eerie silence about her that makes you frightened, very frightened. She smiles malevolently at you and strings her longbow.
Medium fey (extraplanar)
24d6+72 (144 hp)
Initiative: +7
Speed: 60 ft., fly 90 ft. (good)
AC: 29, touch 23, flat-footed 16
(+7 Dex, +5 dodge (very, VERY agile), +6 natural (The power of the red season.)
Base attack: +12 Grp: +16
Attack:
Melee: +4 keen rapier +23 (1d6+8, crit 17/20)
Ranged: +5 wounding composite longbow (+4) +25 (1d8+9 plus wounding, crit x3)
Full attack:
Melee: +4 keen rapier +23/+20/+15 (1d6+8, crit 17/20)
Ranged: +5 wounding composite longbow (+4) +25/+22/+17
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Touch of the dying leaf. Autumn strike, Red leaf blast, Rapid shot, Manyshot, Epic strike.
Special Qualities: Immunity to electricity, cold, fire, poison, and polymorph, Darkvision 60 ft. SR 35. DR 10/good and cold iron.
Saves: Fort: +17 Ref: +23 Will + 21
Abilities: Str 18, Dex 25, Con 17, Int 23, Wis 22, Cha 36.
Skills: Listen +32, Spot +32, Intimidate +40, Bluff +40, Knowledge (nature), Knowledge (the planes), Knowledge (religion), Knowledge (history), Search +32, Spellcraft +32, Concentration +29, Survival +32, Disguise +40, Balance +13.
Feats: Spell focus (enchantment), Greater spell focus (enchantment), Rapid shot, Manyshot, Weapon focus (longbow), Iron will, Lightning reflexes, Great fortitude, Dodge, Mobility,
Environment: Autumn’s end, any land.
Organization: Solitary, Pair, Squad (4-8)
Challenge Rating: 20
Treasure: Gear
Alignment: Usually lawful evil.
Advancement: 25-39 (medium), 40-62 (large)
Level adjustment: +19

Autumnal avengers are malific fey that punish the residents of the material plane for not having enough autumn-worshippers in there midst. They live on an enigmatic demiplane called Autumns End. Although an autumnal avenger is merciless, it never willingly attacks a druid, spirit shaman or any other creature worshipping autumn. It thankfully only ever uses it’s gate in late October, so if you can deal with them then, it won’t come back for another year. They speak Common, Sylvan and Infernal.
Combat:
An autumnal avenger starts the battle by flying 20 feet in the air, then using dominate monster on any archers or stealth focused people, such as rangers, rogues, and ninjas, and commanding them to attack spellcasters who don’t worship autumn. She follows up by using freeze to keep divine casters and melee focused individuals in place, then uses her longbow on physically weak spellcasters. After that, she uses orb spells on the caster being attacked by the stealth character until he falls, then uses autumn strike and red leaf blast on the stealth focused character to lower his dexterity and screw with his movement. Then she blasts them with Chain lightning, Vitriolic sphere, Polar ray, Acid fog, and other spells that use touch attacks, reflex saves, or no save. She continues this until her quarry is dead.
Aura of autumn night (Su):
All creatures that come within 30 feet of her must make a DC 35 will save or be blinded for 4d8 rounds and panicked whenever they are knowingly within 90 ft of a plant or fey for 2d12 days. Once you have succeeded on the save, you need not make another one for 24 hours, the save DC is Charisma based.
Autumn strike(Su): Twice per day, as a free action, an arrow designated by the autumnal avenger becomes an autumn arrow, any creature struck by an autumn arrow takes 3d8 dex damage and has it’s speed reduced to 5 ft for 2d8 x10 minutes in addition to the arrows regular properties. A DC 35 Fortitude save negates the speed reduction and halves the dexterity damage. The save DC is charisma based.
Epic stike(Ex): An Autumnal Avengers attacks count as epic for the purpose of overcoming damage reduction.
Red leaf blast(Sp): Once per day, as a standard action, an autumnal avenger can blast a ray of deep red as a ranged touch attack, upon hitting, the target must make a DC 35 will save or be blinded and panicked, as they are wracked by visions of there loved ones screaming faces on dead leaves are swept away in the wind. After 24 hours, the target must make another will save of the same DC, on a successful save, the target returns to normal, on a failed save, the target permanently turns into an oak, and can only be restored by limited wish, wish, or miracle. The save DC is charisma based.
Spell-like abilities (CL 24th):
at will: Briar web*, Vampiric touch (+19 melee touch), Obscuring mist, Goodberry, Protection from chaos/good, Orb of cold** (+19 ranged touch), Defenestrating sphere**(DC 27), Orb of electricity** (+19 ranged touch), Charm monster (DC 29).
3/ day: Chain lightning (DC 29), Freeze*** (DC 29), Enervation, Slay living (DC 28), Vitriolic sphere** (+19 ranged touch), Dominate monster (DC 34), Awaken
1/day: Horrid wilting (DC 31), Polar ray (+19 ranged touch), Gate.
*: This is from Complete Divine, if you do not use this sourcebook, replace with Barkskin.
**: This is from Complete Arcane, if you don't use that sourcebook, replace defenestrating sphere with control winds, and the orbs with Ice storm and Phantasmal killer.
***: This is from Spell Compendium, if you don't use that sourcebook, replace with cloudkill.
Autumnal avenger lore:
A knowledge (nature) or knowledge (the planes) check reveals all the information up to the highest DC it succeeded on:
DC
24: This is an Autumnal Avenger, a malicious fey from a little-known demiplane called Autumn’s End to punish those that don’t grant tribute enough to autumn. Luckily, they only appear in late October.
29: An Autumnal Avenger is a master of several curses, beware being struck by it’s red leaf blast, which wracks you with terrifying visions and can turn you almost irreversibly into a tree.
34: Autumnal Avengers main advantages are it’s versatile array of powerful magical abilities and it’s lethal arrows, try to organize your party to counter these attacks.

Plot hooks:
Autumns wrath:
The PC's city recently destroyed a tribe of evil kobold spirit shamans devoted to autumn lead by a verdant prince, as October ends, a pair of Autumnal avengers has come to enact revenge.

Caught in the conflict:
The PC's are sent to rescue a group of loggers lost in treacherous woods, but only when they save them do they realize that a lich necromancer by the name of Daetus has desecrated a forest in autumn into his vile home, so a group of 8 Autumnal Avengers has come to defeat him. The PC's must avoid being caught in the middle of the liches foul undead armies and the punishers from Autumns End and escape the forest with the woodcutters before they are killed by one of the forces.

Autumns end:
The only known portal to this plane lies in Baator, going between Malbolge and Maladomini at different times of the year. It is an eerie place, with brown and red leaves piling on the ground, an eerie silence except for the sound of wind rustling through the leaves, and dead trees that seem to move ever so slightly to the eye, and nothing lives there except for the small group of about three hundred Autumnal Avengers clustered in tree-cities in the central four miles of this 300 mile demiplane, every round you spent on the plane, you must make a will save (DC 35) or become shaken, then frightened, then panicked, if you reach panicked, you are teleported out of the plane to the portal, where you remain panicked for 2d6 rounds. The Autumnal Avengers are immune to this affect.

I hope it's OK, and that the visions and turning into a tree count as new. :smallbiggrin:

Sir Shadow
2009-10-01, 08:49 PM
http://th08.deviantart.net/fs17/300W/f/2007/134/3/a/cut_by_hydrocyanic_acid.jpg
cut (http://th08.deviantart.net/fs17/300W/f/2007/134/3/a/cut_by_hydrocyanic_acid.jpg) by hydrocyanic-acid (http://hydrocyanic-acid.deviantart.com/)

Gothad

Medium Fey
Hit Dice: 6d6+60 (81 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 18 (+3 Dexterity, +5 Natural Armor), touch 13, flat-footed 15
Base Attack/Grapple: +3/+8
Attack: Disturbingly Sharp Knife +10 (1d3+7; 18-20/x3)
Full Attack: Disturbingly Sharp Knife +10 (1d3+7; 18-20/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Whirl, Dream Eater, Drive Deep, Splatter, Stagger
Special Qualities: Sadistic Glee, Unshakable Masochistic
Saves: Fort +11, Ref +8, Will +11
Abilities: Str 21, Dex 16, Con 28, Int 12, Wis 15, Cha 23
Skills: Bluff +15, Concentration +15, Hide +12, Knowledge(Arcane) +5, Move Silently +12, Open Lock +12, Perform(Oratory) +5, Profession(Poet) +5, Sense Motive +9, Sleight of Hand +10
Feats: Force of Personality, Improved Initiative, Improved Toughness
Environment: Castle, Forest, Swamp, Urban
Organization: Solitary, Tragic Lovers (2), Anti-Clique (3 - 6), Cabal (7 with 9-15 human worshipers)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: by Character Class
Level Adjustment: +4

. . .'Black lace and sarcasm. I'm not sure if these words quite perfectly capture the essence of the Gothad, but they sure as hell do a good job. Though these fey oftentimes refer to themselves as merely playful, the casual observer would consider Gothads to be deranged, warped representatives of the darker side of the faerie.
. . .''But truth is stranger than fiction. These creatures are not dark, but merely misunderstood. Sure, their poetry is not wonderful, nor is their foreboding rendition of it endearing. Yet there is some fundamental truth buried beneath their somber appearance.
. . .'Regardless of their moral disposition, the lengths they go to get a scare out of someone are more than many are capable to bear. Many a warrior has been reduced to a driveling mess by their antics.'
. . . . . . . . . . . . . . . . - Professor McSlassur

Gothads appear as young, thin men and women, often with a pale complexion that is a stark relief to their black clothing. They are often confused with Emoyads, but unlike their all-black wearing, sullen cousins, Gothads actually introduce some color to their clothing ensemble to accentuate their artistic disposition.

Gothads speak common, sylvan, and any other language prevalent in the region in which they live.

They can often be found milling about in small groups, though loners may often be seen in corner booths at taverns or amidst the swaying limbs of a lone willow. It is also not uncommon to run into a hidden couple sharing their deepest secrets and their poetry.

Combat
Gothads, while usually rather docile and lethargic, will enter battle with freakish joy once their blood is spilt using all of their abilities at a whim. Their main strategy is to push their foes into a panicked state before chasing them down and finishing them off.

Blood Whirl (Su)
Driving her blade into a choice vein, the Gothad spins wildly, laughing with depraved glee as its red vital fluids fly at their aggressors.
As a full-round action, the Gothad may target any number of non-evil creatures in a 30’ foot radius. Deal one point of damage to the Gothad for each creature targeted. The Gothad then makes a ranged touch attack against each target. If the Gothad succeeds, the target is shaken. If the target is already shaken or frightened increase its level of fear by one step. This is a mind-affecting, fear affect.

Dream Eater (Su)
He appears to me, at night. An angel of death amongst mist-shrouded trees; his cruel smile deprives me of my sleep and pushes further toward the brink of a pit called ‘Fear’.
The Gothad may target a sleeping creature withing 120’ feet and invade their dreamscape. The Gothad may speak to the target or use Autohypnosis checks as normal to affect their dreams.

In addition, the Gothad may choose to fill the creature’s dreams with visions of terror and unabated horror. For the next 24 hours once the target wakes the creature takes a -4 penalty to saves against fear affects.

Drive Deep (Su)
Wow. That’s a disturbingly shiny knife.
When a Gothad wields an ordinary knife or other knife-like weapon, it becomes a Disturbingly Sharp Knife (1d3; 18-20/x3) with an enhancement bonus equal to one-thirds the Gothad’s Hit Dice rounded down.

Sadistic Glee (Ex)
Chop, chop, chop!
When ever a Gothad deals a critical blow with their held weapon, the target must make a will save with a DC equal to 10+1/2 the Gothad’s HD+Cha Modifier. If they fail, the creature becomes shaken. If the creature is already shaken or frightened increase its level of fear by one step. This is a mind-affecting, fear affect.

Splatter (Ex)
Mortals should never bleed like that. Whatever it was, that… thing wasn’t normal. Sometimes, I still see the spray flying toward me.
When the Gothad takes damage from an enemy, blood sprays all adjacent squares. All creatures in these square must make a will save with a DC equal to 10+1/2 the Gothad’s HD+the Gothad’s Cha modifier. Any creature viewing this affect must make a will save with a DC equal to 10+1/2 the Gothad’s HD. If they fail, the target(s) becomes shaken. If the target is already shaken or frightened increase its level of fear by one step. This is a mind-affecting, fear affect.

Stagger (Ex)
We followed it. Down every corridor and twisting hallway it never lessened. By the time we reached the creature that created that sanguine trail, the rest of my men were already too panicked to be of any use. When we confronted her… she just smiled.
As the Gothad moves, they may deal one damage to themselves for each square they pass through to create a trail of blood along the floor, wall, or any reachable surface. Any creature passing within 10’ feet of this trail must make a will save with a DC equal to 10+the Gothad’s HD. If they fail, the creature becomes shaken. If the creature is already shaken or frightened increase its level of fear by one step. This is a mind-affecting, fear affect.

Unshakable Masochist (Ex)
He kept coming; he wouldn’t stop. No matter what I did, the creature wouldn’t relent… Those wounds, those terrible wounds. He acted as though they were nothing.
When a Gothad willingly receives damage from another creature, the Gothad only takes one damage. The Gothad must know the attack is coming and willing choose to take the hit (must declare this ability before the enemy rolls). When the Gothad is being flanked, the Gothad may only choose to use this ability for one creature’s attacks per round.

In addition, Gothads are immune to fear-inducing affects and intimidation.

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

Lore

Plot Hook/Story if any[/QUOTE]

strawberryman
2009-10-01, 11:58 PM
Precious Little Thing
http://img29.imageshack.us/img29/6379/preciouslittlething.jpg
Precious Little Things take many forms.

Size/Type: Medium Outsider (Extraplanar, Evil)
Hit Dice: 6d8-6 (21 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +6/+5
Attack: Claw +5 melee (1d4-1)
Full Attack: Two Claws +5 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shriek, spell-like abilities
Special Qualities: Change shape, consume fear, endearment, tongues
Saves: Fort +4, Ref +6, Will +7
Abilities: Str 8, Dex 12, Con 8, Int 14, Wis 14, Cha 20
Skills: Bluff +16, Concentration +8, Diplomacy +16, Disguise +14 (+16 acting), Escape Artist +6, Hide +10, Listen +11, Move Silently +10, Sense Motive +11, Spot +11, Use Rope +5
Feats: Ability Focus(endearment), Ability Focus(shriek), Persuasive
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: Special (see below)
Level Adjustment: -

A little girl follows behind you, letting off a vague, almost unnatural air of vulnerability.

Precious Little Things are faceless fiends which take the form of things endearing to common folk, using a form of enchantment to bond itself to a unwitting person. From there, it follows them around, acting as innocent and needy as possible to further endear the person to them. Only when they are in dangerous environs does their true nature become clear; the "host" becomes unusually fearful for their safety. The fiend feeds off of this fear, becoming stronger all the while, as the host becomes weaker, and eventually dies.

In its natural form, these nameless horrors are small, thin, black, genderless creatures that almost look human.

Combat

When discovered, the first thing a Precious Little Thing will attempt to flee. They only fight when cornered, which is a difficult thing to do on account of their spell-like abilities. They aren't strong combatants by far; they are far more used to manipulating others.

Shriek (Su)
Every 1d6 rounds, a Precious Little Thing may let out a unnatural shriek that forces every creature within 60 feet to make a Will save (DC 20). Creatures that succeed the save are Shaken for 1 round per HD of the Precious Little Thing. Creatures that fail are panicked for an equal amount of time, and are subject to a Dispel Magic effect (as Area Dispel), with a check equal to the Precious Little Thing's HD (no limit). The save DC is Charisma-based.
Precious Little Things will only use this special in circumstances where running is impossible.

Spell-like abilities
At will- cause fear (http://www.d20srd.org/srd/spells/causeFear.htm) (DC16), detect thoughts (http://www.d20srd.org/srd/spells/detectThoughts.htm) (DC 17), suggestion (http://www.d20srd.org/srd/spells/suggestion.htm) (DC17), greater teleport (http://www.d20srd.org/srd/spells/teleportGreater.htm) (self plus 50 pounds of objects only). Caster level 6th*. The save DCs are Charisma-based.
*Caster level equal to HD.

Change Shape (Su)
A Precious Little Thing can assume the shape of any Small or Medium humanoid. In humanoid form, the Precious Little Thing loses its natural attacks. A Precious Little Thing can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a Precious Little Thing reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Consume Fear (Su)
Precious Little Things feed on fear. For every 10 minutes they spend within 5 feet of a Shaken creature, 1 minute within 5 feet of a Frightened creature, or 1 round within 5 feet of a Panicked creature, the affected creature gains a negative level. They can only affect one creature at a time. For every negative level, the Precious Little thing gains:
10 temporary hit points.
A +2 Profane bonus to any ability score.
A +1 Profane bonus to attack rolls, damage rolls, skill checks, ability checks, and saves.
These effects last for 1 hour per hit die the Precious Little Thing has. If a creature dies on account of level loss, the Precious Little Thing gains 1 HD for every 10 HD the creature had (minimum 0).
The DC is 18 for the Fortitude save to remove a negative level. The save DC is Charisma-based.

Endearment (Su)
When a creature first encounters a Precious Little Thing, they must make a Will save (DC 20) or be unknowingly linked to the Precious Little Thing mentally. The Precious Little Thing instantly knows when a creature has "submitted" to their aura. If a creature succeeds on their save, they won't recognize the creature for what it is, but they won't be unnaturally attached to it.
From there on, whenever the Precious Little Thing is in line of sight for that creature in a dangerous situation, the creature is treated as shaken in risky areas (No save), frightened whenever a foe comes within 30 feet of the Precious Little Thing, or 60 feet if the foe is of a CR equal to or greater than the creature's HD (Will save 20 to resist, shaken on successful save), or panicked whenever a foe comes within 10 feet of the Precious Little Thing, or 20 feet if the foe is of a CR equal to or greater than the creature's HD (Will save 20 to resist, frightened on successful save). Protecting the Precious Little Thing is the creature's first priority, and these effects last as long as the Precious Little Thing is in danger, plus 10 minutes per HD of the Precious Little Thing if shaken, 1 minute per HD of the Precious Little Thing if frightened, and 1 round per HD of the Precious Little Thing if panicked.
This is a enchantment and fear effect. The save DC is Charisma-based.

Tongues (Su)
A precious little thing has a permanent tongues ability (as the spell, caster level 6th).

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

Lore

The following can be learned with a Knowledge(the planes) check, but only if one has seen their natural form.

{table=head] DC | Lore
5|This fiend has no classification... It is obviously able to take the form of other beings. (Reveals Change Shape special quality)
10|These "precious little things" quickly endear to people with subtle enchantments. (Reveals Endearment special quality)
15|One thing is certain: It feeds off of the fear of nearby creatures, becoming stronger as they drain the very life force out of their victims. (Reveals Consume Fear special quality)
20|Occasionally, when found out, "precious little things" will let out a horrible screech that dispels magical effects of those that succumb to its horror. (Reveals Shriek special ability)[/table]

Plot Hooks
A vulnerable-looking girl has taken to following the party around, which has put them on edge even as she is exposed to danger, and a few of the members start to look sickly after too long...
A villager hires the party to rescue his adopted daughter from the clutches of an orc band. Little does he know his precious "daughter" is not what she seems...
The party comes across a mostly abandoned village, the last remnants of it caring for an adorable little girl.

Crafty Cultist
2009-10-02, 03:31 AM
Panic Shade-Small Undead(Incorporeal)
Hit Dice: 7d12(45hp)
Initiative: +7
Speed: Fly 40ft(good)
Armour Class: 17(+3 deflection,+3 Dex,+1size) touch 14, flat-footed 14
Base Attack/Grapple: +3/-
Attack: Incorporeal touch+7 melee(1d4 plus meld)
Full Attack: Incorporeal touch+7 melee(1d4 plus meld)
Space/Reach: 5ft/5ft
Special Attacks: Create spawn, Dark Whisper, Frantic rage, Meld
Special Qualities: Darkvision 60ft, Incorporeal traits, Sunlight powerlessness, Turn resistance +2, Undead traits, Unnatural aura
Saves: Fort:+1 Ref:+4 Will:+5
Abilities:Str:- Dex:17 Con:- Int:6 Wis:12 Cha:16
Skills: Hide+13, Listen+9, Spot+9
Feats: Ability focus(meld, frantic rage), Improved initiative(B), Weapon focus(Inporporeal touch)
Environment: Any
Organization: Solitary, Den(2-8) or blight(9-20)
Challenge Rating: 6
Treasure: None
Alighnment: Chaotic Evil
Advancement: 6-15HD(small)
Level Adjustment: -

An unknown voice whispers in your mind as a translucent spirit shrouded in dark smoke with an evil grin flies towards you. As it touches you, you feel fear and uncontrollable paranioa

Panic shades are sadistic spirits Who use fear to drive the living into a panicked frenzy.

Panic shades are the spirits of creatures whose madness caused them to lash outwards violently. In death they seek to bring this fate upon others, entering their bodies and causing a panic induced rampage

Panic shades understand common but make no noise other than their unintelligible whispers

Combat
Panic shades lie in wait, striking at the first creature to come near them. In groups, they will swarm a targets in seccession. if there are no elligible targets for their meld they will ussually flee

Create spawn(su): any creature that dies while affected by frantic rage becomes a panic shade 1d4 rounds later

Dark whisper(su): Panic wraiths create unintelligible whispers in the minds of those nearby. Any living creature within 100ft of a group of panic wraith must make a Will save(DC16+1 per shade beyond the first) or be shaken for as long as they are within range of the whisper and for 1d4 minutes thereafter. This is a mind-affecting fear effect. The save dc is charisma based

Frantic rage(su): A creature with panic shades melded to it must make a will save(DC18+1 per shade melded to them beyond the first) or think any living creature is an enemy about to kill them and seeks to destroy them to the best of their abilities, regardless of former loyalties. The creature will fight to the death and veiws dying as preferable to capture at the hands of his would-be enemies. The creature makes a saving throw each round, and may slip between sanity and rage. This is a mind-affecting fear effect. The save dc is charisma based

Meld(su): A living creature hit by a panic shades touch attack must suceed a will save(DC18) or have the panic shade enter their body. The creature may attempt another saving throw each round they resist frenzied rage. The panic shade is instantly forced out if turned, or if the creature drinks holy water. A panic shade who fails to meld or is forced out cannot attempt to meld with the same creature for one minute. A protection from evil spell blocks this ability. A melded creature is recognizable by the dark smoke billowing from it. A healing spell cast on the melded creature damages the panic shade normally and forces it out. The save dc is charisma based

Lore: the following information can be gained with a successful knowledge(religion) check
DC17: Panic shades are spirits of madness and fear
DC22: Panic shades enter a creatures body and make them fearful and violent
DC27: A panic shades can be forced from the body through willpower, positive energy, or drinking holys water

Admiral Squish
2009-10-02, 06:25 PM
The Harvest King

He stands alone in his moonlit field,
Crucified rags from a dead man's body,
Stuffed with sawdust from a murdering saw:
The king of the Harvest-Moon watches and grins.
Crowned with burlap, with a lopsided sneer,
He screeches and rattles in the cornstalk wind.

Large Fey
Hit Dice: 20d6+100 (160 HP)
Initiative: +10
Speed: 40 (8 squares)
Armor Class: 28 (+4 natural, +10 Dex, +4 deflection), 24 touch, 18 flat-footed
Base Attack/Grapple: +10/+20
Attack: Large +3 adamantine icy burst scythe +19 melee (2d6+12 plus 1d6 cold/x4)
Full Attack: Large +5 adamantine icy burst scythe +19/+14/+9 melee (2d6+14 plus 1d6 cold/x4)
Space/Reach:10 ft/15 ft
Special Attacks: Glimpsed Demise, Reap
Special Qualities: Low-light vision, Scything Entourage, Deathly Acclimation, Telepathy
Saves: Fort +11, Ref +22, Will +18
Abilities: Str 22, Dex 30, Con 20, Int 16, Wis 22, Cha 18
Skills: +28 Handle Animal, +28 Intimidate, +30 Jump, +30 Knowledge (nature), +30 Listen, +34 Move Silently, +28 Perform (Dance), +27 Search, +30 Spot,
Feats:Combat Reflexes (B), Whirlwind Attack (B), Power attack, Cleave, Great Cleave, Improved Sunder, Combat Expertise, Improved Trip, Death Blow (CA)
Environment: Ripe fields of wheat, on the night of the harvest moon.
Organization: Solitary
Challenge Rating: 20
Treasure: Standard
Alignment: True Neutral
Advancement: -
Level Adjustment: -

A tall, lanky figure towers over row upon row of corn. The light of the moon casts it in a unsettling light, it‘s flesh of straw and burlap unnaturally alive, yet dead at the same time, topped with a carved pumpkin that glows with an internal light, it‘s features locked into a mocking grin. It‘s long arms hold a massive scythe, which constantly swings back and forth, reaping the wheat as a silent cackle echoes constantly in your mind.

This Harvest King is an ancient and powerful fey. For as long as there have been seasons, the harvest king has lived, arising every year in the light of the harvest moon to revel in the cool air and perform it’s grisly task, the Harvest of All.

While the Harvest King is not evil, he is certainly mysterious, and rather unsettling to witness. He is a juxtaposition. He celebrates life, and he cuts it short. He is the reaping. The essence of the fading life of the world. All who witness the swing of his scythe see glimpses of their own demise, the day their own life fades. He is telepathic, but never speaks, only projecting a soundless cackle into the minds of all who watch his work.

The harvest king with his entourage of blades reaps a single field of wheat every year, on the night of the harvest moon. This is not merely some quirk, but an important ritual. When the Harvest King arrives, every lost soul, wandering spirit, and misplaced ghost in the realm becomes bound, each into a single grain of wheat in the field. The harvest king’s scythes allows these spirits to pass on, severing their earthly bonds. Were the reaping to be interrupted, the souls would be trapped in the material plane, warping themselves into malevolent undead that would wreak havoc on the balance of life and death.

Combat

Deathly acclimation (Su): The Harvest King is immune to all Necromancy spells, negative energy damage, poison, critical hits, sneak attacks, and mind-affecting spells or abilities.

Glimpsed demise (Su): All creatures within sixty feet of the harvest king who can see him must make a will save DC 24 every round the Harvest king swings his scythe at least once. Seeing the swinging blade conjures images of the viewer’s own demise, and reminds of the eternal closeness of death. Those who succeed the will save can resist being affected by these images. A creature failing this save becomes Shaken the first time. Failing two saves in a row causes the creature to be Frightened, and failing three in a row causes the creature to become Panicked. If a creature passes the save, in addition to resisting further fear effects, they also lower their current level of fear by one category. This DC is charisma-based.

Lanky (Ex): The Harvest King’s long, gangly limbs give him reach as a creature one size category larger.

Reap (Ex): If a creature is struck by the Harvest King’s scythe, they must make a reflex save DC 25. If the creature fails, the Harvest king makes another attack roll against the creature’s normal AC. If this attack hits, the creature’s head is severed, as though by a vorpal weapon. This DC is dexterity-based.

Scything Entourage (Su): The Harvest king can animate up to four unattended scythes within 300 feet as his Scything Entourage. These scythes become +2 adamantine scythes (2d4+11 crit x4), and return to their normal form when the harvest king dies or disappears. These weapons follow the Harvest king as though they were dancing weapons, though they dance indefinitely. This dancing can be suppressed or resumed as a free by the Harvest King.

Telepathy (Su): The Harvest King can communicate telepathically with all creatures within 120 feet that have a language. The harvest king does not actually speak with this bond, merely projects a silent, haunting cackle to all within range.

BisectedBrioche
2009-10-03, 01:42 PM
As you push open the door the screeching finally stops, although the sound continues to ring in your ears. You do your best to calm down but everything reminds you of it; the creak of the door the taste of salt on your skin and even your own heavy breathing. You shouldn't be scared yet, the building's empty; just another ruin in a ghost town. There's nothing here, nothing but spiders, silence and...well...the screech. It's nothing but the rusting bits of metal collapsing after years of holding up the roof. Or the wind. Or...

Finally, after what seems like an age, the rotting wooden door falls off its hinges and snaps you back to reality. The sight before you is grisly, but somehow reassuring. Heads line the room. Human heads, elven heads, the heads of dwarves, orcs, trolls, halflings...all of them wrapped in wire and bent bars of rusted iron. They are all decayed, some to the skull, they must have been left here a long time ago. Something happened here, but now it's over. There's nothing here. The screeching was nothing but the wind.

Relieved, you get to work. Suddenly, as you crouch in front of an ancient toolbox, you hear a familiar sound. The same screech you've heard since you entered the building. "Not this again", you think, a constant series of groans, with the occasional snap or breaking metal with a rhythmic scrape...wait. That scrape wasn't part of it. You look up, some of the heads' enclosures have collapsed in front of the door. Not wanting to feel boxed in, you gingerly start dragging the mess out of the way. All of a sudden the metal begins writhing in your hands. You drop it in shock as the rotting heads around rise on their frames, peering at you with dead eyes. As they dive towards you, you can barely move as the air is filled with screeching. Soon there is nothing.

Somesclaustrum (AKA "Whining Head")
Size/Type: Tiny Undead (Shapechanger)
Hit Dice: 4d12 (26 hp)
Initiative: +3
Speed: 30ft. (6 squares); Climb 20ft.
Armor Class: 15, touch 15, flat-footed 12 (+2 size, +3 dex)
Base Attack/Grapple: +2/-4
Attack: Slam +6 melee (1d6+2)
Full Attack: 2 Slams +6 melee (1d6+2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Screech, Rake, Pounce
Special Qualities: Undead Traits, Metal Fatigue, DR 5/Bludgeoning, Creeping Whine, Reshapable Frame
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 14, Dex 16, Con —, Int 10, Wis 12, Cha 6
Skills: Jump (dex) 7, Listen (Wis) 7, Spot (Wis) 7, Hide (Dex) 7
Feats: Run, Blind-Fight
Environment: Any
Organization: Solitary, Crypt (2-5)
Challenge Rating: 5
Treasure: Standard
Alignment: Neutral Evil

Whining Heads are zombies that have had most of their body replaced with a metal frame prior to animation. The frame itself can fold into virtually any shape, in addition the fact that most of the organic bodyparts are gone allows the magic that controls them to make the creature more intelligent than the average zombie (although nothing of the mind of the living creature it was created from remains). The frame consists of steel bars held together with wire. It constantly bends and breaks as the creature moves, which has the effect of both creating an unnerving "cry" (which gives them there name) and meaning that they are constantly damaging and repairing themselves.

Screech (Su) When the Whining Head makes a charge attack, the target of the attack must make a DC 13 Will save (the DC is dexterity based, since the screech is generated by the way in which the Whining Head moves its body) or immediatly be paralysed with fear for that round and fall prone. This is a mind affecting sonic fear effect. Creatures which are shaken take a -1 penalty to the save (or -2 if they're frightened or -3 if they're panicked). Anyone who makes their saves becomes immune to that Whining Head's Screech for 24 hours.

Rake (Ex) A Whining Head gains extra natural attacks when it grapples its foe. A Whining Head gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple. A Whining Head must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.

Pounce (Ex) When a Whining Head makes a charge, it can follow with a full attack—including rake attacks.

Undead Traits
An undead creature has the following features.

12-sided Hit Dice.
Base attack bonus equal to ½ total Hit Dice (as wizard).
Good Will saves.
Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score. However, many undead are mindless and gain no skill points or feats.

Traits
An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).

No Constitution score.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Uses its Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.
Metal Fatigue (Ex) The metal frame that surrounds the Whining Head is constantly shifting and being repaired. Every time it moves more than 30ft. per round (excluding distances it has jumps) or makes a jump of which requires a check of DC 15 or higher (successful or not) it takes a point of damage. If it moves in the next round it takes a point of damage for every 20 feet it moves. To compensate for this, the frame constantly repairs itself, giving the creature Fast Healing/2 as long as it remains stationary or in contact with metal.

DR 5/Bludgeoning (Ex) The Whining Head has no flesh to slice and its metal body protects the delicate head. However blunt weapons can easily break the wire joints apart.

Creeping Whine (Su) As long as the Whining Head moves the bending and breaking of it's body makes a high pitched creaking noise. This noise is hard to pinpoint but can be heard by anything within 100ft. of it. Any creature which hears this noise must make a DC 13 Will save (the DC is dexterity based, since the whine is generated by the way in which the Whining Head moves its body) or become Shaken for 2 rounds. If it still hears the noise after 2 rounds they must make another save or become frightened for four rounds. If they hear it for more than two rounds while frightened they become panicked. If they're panicked they remain so for 1d6 rounds. Anyone who makes their saves becomes immune to that Whining Head's Creeping Whine for 24 hours.

Reshapable Frame (Ex) The Whining Head may reshape it's metal frame to become any size from tiny to medium as a free action. For each size category it increases itself by beyond tiny increase it's strength by 1 and reduced it's dexterity by -1 and adjust it's grapple and AC accordingly.

Combat
Whining Heads will attack any living creature which enters their lair, however they're more intelligent than zombies and will take the time to plan and wear down their victims.

Before Combat The Whining Heads will, before attacking in the open, move nearby but out of sight of their prey in order to get some of them panicked. They will then wait ahead to recover any HP they may have lost from moving around.

Surprise Round Given the opportunity Whining Heads will always attack from ambush. Typically they will remain still and in plain sight (pretending to be some sort of macabre furnishing) until their prey draws close enough for them to use their Screech ability.

Strategy per round

The Whining Head will attempt to grapple an enemy. If more than one Whining Head is engaging multiple opponents they will try to grapple as many of them as possible.
The Whining Head will use their rend ability on their grappled enemy until they're either dead or they break out of the grapple.
If the enemy breaks out or their allies interfere with the grapple, the Whining Head will increase itself to medium size to maximise it's strength and make charge attacks (but not grapples), prioritising any enemies carrying bludgeoning weapons. It will try to stay near metal to take advantage of its fast healing.

Lore

{TABLE=head]DC|Lore

12|This appears to be a Whining Head. An undead creature consisting of a rotting head grafted onto a metal cage-like body (reveals undead traits and Reshapable Frame ability).
17|The noises it makes as it moves fill anyone who hears them with fear (reveals special attacks and Creeping Whine ability).
22|Its body is damaged by strenuous movement, but it is also capable of repairing itself, as well as being resistant to weapons (reveals Metal Fatigue ability and damage reduction).[/TABLE]

Plot Hooks


The PCs have been hearing strange noises while they sleep, as well as noticing movement in the shadows. What could be stalking them?
The PCs, having nothing better to do, are asked to help clean some very macabre decorations a friend has obtained.
People who visit an old mine never return. Stories claim that a curse placed on it long ago is intended to scare off anyone who wants to obtain a great treasure buried deep inside it...

Flarp
2009-10-04, 09:38 AM
Yes, a LG fear creature. Just to see if it could be done.

Fear Archon
Medium Outsider (Archon, Extraplanar, Good, Lawful, Shapechanger)
Hit Dice 5d8 (20 HP)
Speed Fly 50 ft. (perfect) (10 squares)
Initiative +4
Armor Class 16 (+6 dexterity); touch 16; flat-footed 10
Base Attack/Grapple +2/-1
Attack Claw -1 melee (2d6+2)
Full-Attack 2 claws -1 melee (2d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Fear Aura (Su), Fear (Su), Spell-like abilities
Special Qualities Alternate Form (Su), Fascinate (Su), Calm Emotions (Su), all Archon qualities except Magic Circle Against Evil.
Saves Fort +12, Ref +18, Will +26
Abilities Str 5 (-3), Dex 22 (+6), Con -, Int 20 (+5), Wis 21 (+5), Cha 24 (+7)
Skills Intimidate 24, Diplomacy 18, Sense Motive 22, Knowledge (Planes) 24, Perform 16
Feats Iron Will, Unnatural Will, Maximize Spell (under certain conditions)
Environment Seven Mounting Heavens of Celestia
Organization Solitary
Challenge Rating 6
Treasure None
Alignment Always Lawful Good
Advancement Medium, 12d8.
Level Adjustment N/A.

You discover a tumultuous cloud of a strange grey gas. Lightning arcs around the cloud, which seems to be collapsing in on itself. Occasionally, you catch a glimpse of a pair of long, thin hands, paler than death itself, elongated by terrible serrated claws.

Combat
Fear Archons guard the outer reaches of Celestia, preventing intrusions from unwanted Outsiders where they seek to encroach. They very rarely engage in direct combat on account of their insubstantial nature.

Instead, a Fear Archon will take one of two forms upon detecting another being - either their greatest fear will form within the Archon's cloud, or the lighting will fade, and the clouds will part, and the Fear Archon will become a soothing white point of light. Fear Archons will always adopt a fearful form for foes and a soothing form for allies.

The Fear Archon will heal allies, but prioritize scattering enemies first. Against undead, Fear Archons will instead use Cure spells offensively. Because of their powerful healing abilities, Fear Archons often fight alongside other Celestials. However, Fear Archons will never fight alongside another Fear Archon.

Alternate Form (Su): Fear Archons may shift in either a Fear Form or Soothing Form, both described above. When in normal form, this, along with spell-like abilities, is the only special ability Fear Archons may use. In Fear Form, Fear Aura and Fear are also usable. In Soothing Form, Fascinate and Calm Emotions are usable instead. Also in Soothing Form, Cure spells are treated as though the Maximize Spell feat is applied to them. Switching forms is a free action.

Form Abilities:

Fear Aura (Su): Automatically active in Fear Form. Will DC 12 negates.
True Fear (Su): Available in Fear Form, Fear Archons may target a single enemy and instantly Panic them as a full-round action. If the target fails a will save by more than 5, this ability also increases the Fear Archon's strength by the victim's hit dice. Will DC 25 negates.
Fascinate (Su): Available in Soothing Form. Will DC 10 negates.
Calm Emotions (Su): Available in Soothing Form. Will DC 16 negates.


Spell-Like Abilities: At will - Mass Cure Moderate Wounds, Cure Serious Wounds, Detect Evil. Caster level 4th.

Archon and Outsider Traits and Abilities

Outsider Traits

Outsider Type: An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

Features: An outsider has the following features.

8-sided Hit Dice.
Base attack bonus equal to total Hit Dice (as fighter).
Good Fortitude, Reflex, and Will saves.
Skill points equal to (8 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

Traits: An outsider possesses the following traits (unless otherwise noted in a creature’s entry).

Darkvision out to 60 feet.
Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
Proficient with all simple and martial weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.


Archon Traits

Archon Subtype: Archons are a race of celestials, or good outsiders, native to lawful good-aligned Outer Planes.

Traits: An archon possesses the following traits (unless otherwise noted in a creature’s entry).

Darkvision out to 60 feet and low-light vision.
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
Immunity to electricity and petrification.
+4 racial bonus on saves against poison.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon’s Hit Dice). (The defensive benefits from the circle are not included in an archon’s statistics block.)
Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.




Lore
Knowledge (Planes) is always used to discern information on Fear Archons.

DC 18: This is a Fear Archon, a guardian of Celestia. It has strange powers and the ability to incur fear within its foes at will.
DC 27: Fear Archons may switch between two forms - a soothing form used to bolster and control allies, and a fearful form used to scare enemies away.
DC 32: Despite its fearful appearance, the Fear Archon has little physical strength, preferring to scatter its foes rather than vanquishing them.


Plot Hooks

The PCs have been stranded on an unfamiliar plane. Suddenly, a dark cloud approaches...

As agents of the corrupt noble with strange powers, the PCs must unknowingly travel to a "hellish" plane and slay a truly "evil" beast.

Villagers who venture into the abandoned church return broken, frightened beyond their sanity, screaming about a terrible monster.

Mulletmanalive
2009-10-04, 02:58 PM
Ankou

http://fc05.deviantart.com/fs51/f/2009/285/8/0/Mini_Ankou_by_Mulletmanalive.jpg

Ankou is a creature that haunts the hills, dales and marshes of the Breton countryside, preying on those lost in its marshes. In local folklore, it is associated with the Grim Reaper, its shadow being a common thing to fall over the doomed.

The Ankou, when seen resembles a slightly over tall but spindly human shrouded in an oversized robe. This robe bears many bells, especially several on the many peaks of his hood that flop and fold down the back of his head. Each clawed hand has only three fingers and from each of this pale, bony digits hangs a ring tied to a thread. Each of these threads carry a bell in its centre and connects to a larger ring of bone that slides up and down the Ankou’s white, palid arms.

The face of an Ankou offers neither comfort nor any attempt to disguise what it is; two yellowish feline eyes glare out from a skeletal brow with no nose but a ragged sequence of folds of scar tissue. The mouth is perhaps the worst sight that a man may meet in his days for it is a ragged, snaggletoothed hole, covered not with lips but skin that constantly tears and reforms as the beast fights between the growth of its flesh and its need to breath.

An Ankou hunts by stalking its prey until they are in a suitable location and then beginning to use its ability to shift and tween into the Hedge and the real world to sow discord using their magical bells. Once his opponents are suitably bunched and unable to fight effectively, the Ankou emerges like a black flash by swapping places with one of the most paranoid, striking with his wicked sickle and disappearing, dumping the target's ally back in place. In this way, his foes become weakened by continued panic and blood loss.

Medium Fey
Hit Dice: 12d6+36 (78)
Initiative: +5
Speed: 30ft (6 squares), 60ft (12 squares) in Hedge
Armor Class: 18 (+1 Dexterity, +7 Natural), touch 11, flat-footed 17
Base Attack/Grapple: +6/+9
Attack: +10 Fey Sickle 1d6+3 (Crit 19/x3) plus Infernal Wound
Full Attack: +10/+5 Fey Sickle 1d6+3 (Crit 19/x3) plus Infernal Wound
Space/Reach: 5ft/5ft
Special Attacks: Broken Trust, Paranoia, Silver Bells
Special Qualities: Fast Healing 5, Fey traits, Spell-like Abilities
Saves: Fort +7, Ref +9, Will +10
Abilities: Str 17/+3, Dex 12/+1, Con 16/+3, Int 10/-, Wis 15/+2, Cha 19/+4
Skills: Balance +16, Climb +11, Hide +18, Intimidate +19, Knowledge [Nature] +15, Move Silently +10, Survival +17
Feats: Ability Focus , Ability Focus [Paranoia], Improved Initiative, Stealthy, Weapon Focus [Sickle]
Environment: Rolling Hills, Marshes and Moors [Northern France]
Organization: Solitary, Marsh Haunting (one, plus 1-6 Bog ImpsHoH), Forest Road (one, plus 4-7 Dryads), Unseelie Hunt (one or two, plus 3-12 ThornsMM5)
Challenge Rating: 9
Treasure: Standard [Scattered]
Alignment: Usually Neutral Evil
Advancement: Normal (13-17), Greater (18+)
Level Adjustment: -

Combat
An Ankou prefers to fight from the Hedge using their Liminal Tweening and Broken Trust abilities. They usually make repeated Broken Trust attacks to disrupt their foes and if any become Panicked and try to run for it, they will give chase, dropping out of the first available liminal to strike at their unsupported target.

If facing stiff opposition, they are more than willing to flee and come back; they are more than smart enough to use their Infernal Wound ability to drain the healing spells of their opponents over a period of time.

Note: The current design of the Ankou assumes that you are using the mounting Fear rules from Heroes of Horror. If not, simply ignore the refereces to increasing fear levels. If you are using it, remember that Frightened now inflicts a -4 on checks rather than causing you to flee.

Liminal Tweening [Su]: Like many Fey, an Ankou has the ability to enter and leave the Hedge and uses this to its great advantage. The tweens that it can use are the Daily [dusk and dawn] and Physical boundaries; when stood in either those times of day or stood on the boundary between two distinct terrains [water and land, forest and plain, edge of snow etc], he may use a Swift action to enter the Hedge.

Within the Hedge, he requires a DC 38 Spot check to locate, makes no sound, has Improved Cover and a 50% miss chance. Spells that uncover invisibility reveal his location but do not negate the cover or miss chance. He cannot attack or use Spell-like abilities in the Hedge and treats everything outside as if it had cover for the purposes of observing them. Inside the Hedge, his movement is doubled. See the Sidebar on the Hedge for more details.

Silver Bells [Su]: The bells attached to the hands and robes of an Ankou are made using similar fey-craft to the arrows of a Pixie or the pipes of a satyr; their sound never seems to come from the Ankou itself, rather coming from a point randomly determined within 30ft of the character hearing them. The bells can be heard up to 30ft from the Ankou and are unaffected by wind or other noise [hence their later effects].

This sound is so potently infectious that it can breach the Hedge and grates wildly on the nerves of those who find themselves trapped in its midst. Characters in such a situation become Shaken, or have their Fear level increased by one, for 1 round [no save], unless they move at least 10ft towards a friendly character in their turn as the feeling of being watched eats away at them.

When adjacent to at least one ally, characters hearing this effect no longer have their Fear level altered but have further problems on their hands.
This is a Sonic, Fear effect. Other fey are actually unable to hear an Ankou’s bells.

Paranoia [Ex]: If there is one thing that Ankou are good at, it’s causing mistrust and paranoia. Each character able to hear the Silver Bells that is adjacent to at least one ally must make a Will save each round with a DC equal to 16 + the number of creatures within 15ft or become obsessed with trying to protect his back from them, taking a -1 Morale penalty to Attack rolls per creature within 15ft.

If for any reason a character under the effects of Paranoia is afflicted with Confusion, they do not roll for their response, instead attacking a randomly determined adjacent target in a desperate attempt to defend themselves.

This is a Mind-Affecting Sonic Fear effect. The save is Charisma based.

Broken Trust [Su]: Fear is one thing but the Ankou has the ability to turn that fear and mistrust into a weapon in itself. In addition to those noted in the Liminal Tweening ability, the Ankou can also manipulate the Hedge boundary where a liminal between trust and distrust forms. In this manner, it can basically rotate a section of the Hedge into reality and back out of it again, supplanting a target that has wrapped itself in a mistrustful liminal.

As a Full action once every 1d4 rounds, the Ankou may briefly move into the real world from the Hedge, swapping places with a targeted individual, make an attack and then shift back, dumping the original target back in its square. Only characters that have failed their Paranoia save may be transplanted in this way.

The shock of an Ankou's shift affects both the target of his attack and the person being displaced. The displaced character must make a DC 22 save or be Confused during his next turn, due to the shock of the event. The target, even if he was prepared for the possibility, must make a Fortitude save against 10 plus the damage he suffers or be knocked prone and Frightened for 1 round. [Fortitude seems to make sense for clamping down on one's guts]. This is a Fear effect with a Charisma based save.

This ability is predictable enough that parties respond using Ready Actions in order to strike the Ankou as it displaces the obviously paranoid [an easy enough pattern to spot]. In this case, the attack is resolved normally but the unpredictable shifting and short duration grants the Ankou a 20% miss chance. If this causes an attack to miss, the attack is instead resolved against the returning character.

Incidentally, it is possible for a character to ready an action to jump out of place while in the Hedge and attempt to confront the Ankou there but this is a dangerous option as one runs the risk of becoming trapped. Fortunately, the fey are sufficiently unwelcoming that you’ll be dumped in a random location in a 1d4 mile radius within 1d6 hours if this happens; probably unharmed...

Augmented Critical [Ex]: Because of a combination of its fey-construction and the Ankou's absolute hate channelled through it, the critical threat of an Ankou's Sickle is increased to 19/x3

Infernal Wound [Ex]: Wounds caused by an Ankou, usually with his sickle, are deep and ragged, feeling like death itself. Each time a target is wounded by an Ankou's attacks, he takes 2 points of ongoing bleeding damage at the end of his turn each round. This damage is cumulative so a target wounded twice suffers 4 points of damage each round on their turn. The bleeding can be halted by the application of any form of healing magic or with a DC 15 Heal check.

Lonesome Cage [Sp]: The slit pupils of the Ankou's eyes open up, swallowing the target's mind and entrapping it in a molten field of black ooze in the shape of their greatest fears. 3/day – As Phantasmal Killer [DC 20] but causes Unconsciousness and Paralysis for 1 minute per level (Phantasm, Fear) and the target looks dead for all purposes.

Greater Ankou:
It is more than possible that the link between the Ankou and the Grim Reaper came from a sighting of a Greater Ankou. These creatures have at least 18 HD and carry large scythes with which they reap through their foes.

Infernal Scythe [Ex]: A Greater Ankou carries a powerful Fey-craft Scythe. In its hands, this behaves as a +3 scythe that deals 2d4 damage and has a Critical threat range of 18-20/x5. Wounds it causes deal 4 points of bleeding each round rather than 2. If wielded by any other character, the scythe is treated as an Ordinary Masterwork Scythe.

Reap [Ex]: When a Greater Ankou attacks, he sweeps his scythe through an arc, hitting everything in it. Choose 3 adjacent squares within the Ankou's reach; roll one attack and compare the attack roll to the defence [AC] of each square's occupant in turn. Targets take a hit if the attack roll exceeds their defence [AC]. Roll separately for each character if a critical hit is threatened; only the first successful roll confirms. Each character hit is affected individually by the Broken Trust ability if it applies.

Spell-like Abilities [Sp]: At will: Cause Fear, Scare; 3/day: Lonesome Cage

CR: 15+

Lore:
Lower DCs represent hearsay, while higher ones [the normal Knowledge DCs] cover rare information actually useful on the hunt. Well informed, well prepared hunters have less to fear from an Ankou, but must deal with the fact that it's likely to lose interest and wander off:
Knowledge (Local): DC/Lore
{table=head] DC | Lore
12 |The Ankou is a malicious spirit that comes to claim the cowardly of any given group of travellers
17 |If you hear bells, run and hold onto your balls. Bunching up could end your life.
22 |They use the Hedge, which is thick around here, to get the drop on you.
27 |Ankou use fear to get their foes to bunch up and then explode from their midst
32 |The Ankou's presence in the hedge can be detected from the corner of your eye [+2 bonus]; the bells are random, ignore them
37 |Ankou heal fast but lack the normal fey resilience. If dragged out of their location when they appear, they are vulnerable[/table]

Knowledge (Nature): DC/Lore
{table=head]DC | Lore
12 |Ankou frequent bogs, marshes and forests; places with lots of different terrain types
17 |The bells of an Ankou are made from the glint of moonlight on dew and their sickles are made of blood infused hawthorn
22 |Ankou represent death through genesis. In some small way, they are basically the gods of Fungi.
28 |Greater Ankou are very rare, usually only appearing in autumn
33 | A greater Ankou can fell several humans at a time with a sweep from its great scythe. It is even more disturbing than a 'common' ankou
38| While in the Hedge, an Ankou cannot see the ground [like most fey]; judicious use of caltrops can be highly effective
43|The magic of this particular fey is sound based. While other noise can't drown it out, plugging your ears will offer some protection [+4 on Saves, ignore the movement requirements for Silver Bells][/table]


Sidebar: Wait, the Hedge?
The Hedge is a Fey realm that borders onto our own, nature and reality’s way of coping with the otherworldly strangeness of the fairy realms. Effectively, as the world became less wild and the Ages Unremembered gave way to the Age of Legends, the world began to need the fey less and less and so the edges of their estates, untended as they were, began to grow up, forming great tatty hedges in a manner that only the otherworldly can.

Mortal beings began to lose track of the places where the fey had made their homes and before anyone had truly realised it, the wild estates of the truly powerful spirits of nature had sealed themselves off behind a mythical hedge that had become at once everywhere and nowhere. Now, the lesser fey and some mortals use it for a hiding place. Movement within the Hedge is effectively doubled in distance, though they have to contend with the thick briar of the barrier itself [fey and druids are both unaffected by this, but anyone else will have issues].

Depending on the skill of the fey in question, entering the Hedge can be done at almost any time or possibly far more rarely. There are general limits to the seams in reality that any given fey can use to cross into the Hedge. When within these specific kinds of liminal [the boundary where either of two kinds of classification can be applied] fey may cross into the Hedge as a Swift action. Creatures inside the Hedge can see clipped glimpses of what is going on in the real world through the leaves of the briar and can be seen as slight movements out of the corner of the eye of those in the real world. Shifting back into the real world is also a Swift action.

Creatures in the Hedge cannot attack or use spell like abilities from within the Hedge and are very difficult to find and attack. Within the Hedge, a creature has Improved Cover, a 50% miss chance [like total concealment] and can only be spotted with a Spot check result of 20 + their Hide bonus. Creatures in the Hedge normally make no sound in the mortal world, nor can they hear events in the real world. Spells intended to thwart Invisibility can penetrate the Hedge, revealing the location of creatures but do not negate the Cover or miss chance effects. These are based on the difficulty of interacting through the boundary and the fact that most Fey aren’t skilled enough at negotiating the Hedge to use it to hide properly as they can’t predict when they’ll be visible from the human side...

The actual extent of the Hedge is up to the GM to decide; some worlds may be completely covered in it and may well suffer horribly from fey depredations or the Hedge may extend only through certain areas such as specific islands [a bit like Avalon or the Black Forest in legends]. If the latter is the case, it is easy to add to an existing campaign simply as a result of the player characters having yet to encounter a region into which the Hedge extends.

If you’d prefer that fey didn’t live in a demiplane with a boundary area, creatures with this property strafe part way into the shadow plane; other than the spells needed to follow them changing, nothing else will be different.

[B]Summary:
Cannot attack nor use Spell-like abilities against targets in the Real world.
+8 AC, +4 on Reflex saves [Improved Evasion] and 50% miss chance against all incoming attacks.
Requires a Spot check, DC 20 + Hide modifier to locate from Real world. Counts as having concealment against all others within the Hedge. Spells that penetrate Invisibility can reveal those within.
Cannot be heard by those on the other side of the liminal.

Plot Hooks:
The players, on their way to deliver an important message stumble across a burning camp on a lonely night road. They search and discover a clutch of humans and orcs huddled together, numb with fear. What could have scared them this much and where is it now?
Forty of the king's finest soldiers have gone missing while on patrols along the border of the Falon marshes. The Players are sent to investigate, only to discover that the kingdom has angered a fey duke who has declared war.
Long have legends been spread in the region of a haunted house, its broken corridors filled with unquiet tinkling of bells from the depths of the abyss. So strong is the fear of this house that no-one is known to have gone there in years. Until now; three of the village boys have gone to prove their mettle and dusk is fast approaching. Will the heroes be able to save them? Will they be able to save themselves?

Gorgondantess
2009-10-04, 05:39 PM
The Terror
http://www.wizards.com/magic/images/mtgcom/arcana300/TotallySweetPromoTerror.jpg


"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown."
~H.P. Lovecraft

Medium Aberration (Incorporeal, Extraplanar)
Hit Dice:22d8+88 (187)
Initiative: +11
Speed: Fly 120 ft. (16 squares) Perfect
Armor Class: 29 (10, +12 deflection bonus, +7 dexterity), touch 29, flat-footed 22
Base Attack/Grapple: +16/-
Attack: Incorporeal Touch +23 melee (2d6 wisdom drain)
Full Attack: Incorporeal Touch (+23/+18) melee (2d6 wisdom drain)
Space/Reach: 15 ft.
Special Attacks: Aura of Terror, Wisdom Drain, SLAs.
Special Qualities: Darkvision 120', DR 15/Cold Iron and Magic, Immune to Ability Damage, Ability Drain, Acid, Cold, Critical Hits, Disease, Fatigue/Exhaustion Effects, Mind-Effecting, Negative Levels, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning, Regeneration 15, True Seeing, SR 29
Saves: Fort +11, Ref +14, Will +17
Abilities: Str -, Dex 25, Con 18, Int 21, Wis -, Cha 34
Skills: Escape Artist +32, Intimidate +37, Knowledge (Arcana) +29, Knowledge (Dungeoneering) +29, Knowledge (The Planes) +29, Listen +25, Spot +25.
Feats: Weapon Finesse, Ability Focus (Aura of Terror), Improved Initiative, Improved Natural Attack (Touch), Combat Reflexes, Intimidating Strike, Quicken SLA: Deeper Slumber, Epic Will
Environment: Any
Organization: Solitary
Challenge Rating: 21
Treasure: (See Below)
Alignment: True Neutral
Advancement: None
Level Adjustment:-

Suddenly, the air becomes charged. The panic and discomfort you have felt until now is amplified exponentially, and the air is filled with a soft, static-y white noise that seems to drown out all sound. Your vision comes in flashes, and all become disoriented, as your chest clenches and you begin to asphyxiate in panic. You can sense a presence within your hazy vision... you cannot see it, you cannot hear it, and you have no knowledge of what it might be, but you know it is there- a presence at the edge of your vision, constantly out of reach, out of knowledge. Doubts, apprehension and fear enters your mind- fear of the danger presented, fear of your impending doom, fear of the unknown that lurks beyond the veil of light and sound and the borders of reality.

The Terror is a being not of this plane, nor of this reality- it exists on a different dimension than any corporeal, or indeed noncorporeal being with a completely different, non-euclidean geometry. It is quite literally the embodiment of what sentient beings define as terror.

Aura of Terror (ex)
The Terror is truly the embodiment of fear, and is able to drive men (and other beings) to such a state of nameless, sourceless, unknown Terror that they could go insane, or even die of fear.
The Terror exudes an aura that comes in 3 distinct ranges: peripheral, near and core. The effects of each do not necessarily stack. Unless otherwise noted, the save DCs (Charisma based) will be 31 for the Aura of Terror.
The
Peripheral- 500 mile radius: All creatures within range must make a will save or become shaken for 24 hours. If the effect wears off while the victim is still within range, they must make another save or become shaken again.
Near- 50 mile radius: All creatures in range are shaken; no save is offered. In addition, all creatures must make a will save every 24 hours or take 1 point of wisdom drain. These points of drain stack.
Core- 300 feet radius: All creatures within range are shaken; no save is offered. In addition, all creatures must make a will save; if failed, they become panicked. All frightened and panicked creatures (including those made panicked by the aura of fear) in the radius must make a will save; if they fail, they are effected as if by an Insanity spell, driven insane from the pure horror of The Terror; this can only be cured by a limited wish, wish or miracle.
Any creature who fails the first core save by ten or more, or fails the second core save, must make a fort save or die instantly.
Sleeping creatures in the Near and Core ranges are considered to be under a Nightmare spell; no save.
Unless otherwise noted, any creature who succeeds on a save does not need to make another save against the effects on subsequent rounds.

Extradimensional Being (ex)
The Terror's being is so alien and non-euclidean to the point that it warps reality around it: all creatures aware of its presence are considered deafened, and anything targeting The Terror suffers a 50% miss chance.
Creatures scrying on The Terror, viewing it or in range of its Core aura are considered aware of it.
On top of that, immunity to any of The Terror's effects does not stop it; instead, it simply offers a +4 bonus to a save if they are allowed, or a normal save to negate the effect if it is not.

Horrific Being (ex)
While The Terror is not a truly visual being, existing on a different plane of reality than our own, any being viewing it with a True Sight or similar effect suffers a -5 penalty to all its saves against The Terror, and takes 1 wisdom damage per round for actually seeing it as it is- regardless, all that can be processed in the viewer's mind is a shadowy, fluctuating, very vaguely humanoid shape.

Wisdom Drain (ex)
The Terror's touch severely damages the mind, as it is overloaded with fear from such close proximity to the being. Any touched by The Terror suffer 2d6 wisdom drain; The Terror gains half this as a bonus to charisma lasting until the end of the round, and restores half the wisdom drain in hp. Any creature drained by its attack must make another save against its aura with its new will save against The Terror's new charisma score.

Spell-Like Abilities:
At Will: Deeper Slumber, Dimension Door, Greater Dispel Magic, Major Image.
3/day: Greater Teleport, Plane Shift.
1/day: Shades.

Defeating the Terror: When reduced to 0 hp or otherwise killed, The Terror dissipates into nothingness, fading into the cosmic hell of wherever it came from, and leaves no traces behind. While defeating The Terror does not actually yield any treasure, its defeat is a treasure in itself; all who partake gain a permanent +2 untyped bonus to will saves, as well as permanent immunity to fear effects, as they have conquered fear itself- no future fright can compare.

Plot Hook:
The Terror is not actually meant to be faced as a random encounter to a party; a few bad rolls or weak will saves could decimate an entire group in a matter of a few rounds. Rather, the effects can be felt long before The Terror is actually met, in its Peripheral and Near aura of fear; any in the range will feel, at the least, a severe discomfort; in the Near range, sleepless nights and vague dread can be felt. Thus, preparations can be better made to defeat the creature.

Gamerlord
2009-10-05, 01:02 PM
TARANIS
Huge Outsider
Hit Dice:30d8+210(345)
Initiative:+3
Speed: 40 ft (8 squares)
Armor Class:21 (-2 size, +3 Dex, +8 natural), touch11, flat-footed 16
Base Attack/Grapple: +30/ +47
Attack: Tentacle drain+37 ( 2d8 damage)
Full Attack: 4 Tentacle drains +37(2d8 damage) and 3 bites +32 ( 2d6+7)
Space/Reach: 15 ft/ 20 ft
Special Attacks: Pathetic!, Remind, Torment
Special Qualities: Immune to Poison and Disease , Immune to mind-affecting powers, immune to trip, all-around vison.
Saves: Fort +28, Ref +28, Will + 31
Abilities: Str 25 , Dex 16 , Con 16 , Int 20 , Wis 22 , Cha 30
Skills:Spot +26, Listen +26, Spell craft +25, Hide +26, Concentration+ 26, Move silently +26, Knowledge( the planes ) +28, Decipher Script + 28,Bluff + 36, Sense Motive +36, Search +23, Knowledge (religion) +23, Intimidate +36, Escape Artist +26, Diplomacy +36, Climb +26
Feats: Epic Toughness X4
Environment: Anywhere
Organization: Solitary
Challenge Rating: CR 20
Treasure: None
Alignment: CE
Advancement: -
Level Adjustment: -
"Before you is a nightmarish beast with no arms, four tentacles protrude out of its chest and atop its neck are three heads, each with one, hideous, blood-thirsty eye and massive jaws filled with teeth. This is all on top of ten legs,each of a different insect"

A Tartanis is a nightmarish creature, a member of a race older then the planes themselves, the majority of the race has been imprisoned by devil lords fearful of their power, but every now and then a few escape from the nine hells to torment other realms. Sometimes a foolish group of heroes accidentally release these creatures during expeditions to the nine hells, they are quickly driven insane by the beasts and end up killing themselves in their madness, so only the devils know of their existence. A Tartanis stands a mighty 18 feet tall and weighs 13 tons. They speak every single language, including their own secret language.

Combat
A Tartanis prefers to drive its foes insane, but when that fails they settle for eating them.

Pathetic! : A Tartanis can show its victim a vision that shows just how pathetic they are compared to the elder abominations that rule the dark depths of the planes (Think Cthulu) unless the target succeed on a DC 26 will save or be driven insane, taking 2d4 wisdom, intelligence, and charisma damage as well as being inflicted by a Insanity spell. This is a fear-based effect. If the victim succeeds on a save it cannot be affected by the same Tartanis for 24 hours. The tartanis can use this power on anyone it can sense in 40 ft.

Remind : A Tartanis Can Remind a target in a vision(Complete with narration by the Tartanis) of the single-most traumatic event they ever experienced, complete with some freaky special effects like rapidly decomposing corpses by the Tartanis, after the vision is complete the Target must succeed on a DC 25 will save or spend the next 3d4 rounds crying on the floor helplessly. This is a fear-based effect. Anything in its line of sight can be attacked with this.

Torment: The Tartanis can inflict upon 1d4 unfortunate victims a horrific image of something horrifically freaky( Screaming undead infants and other stuff that keeps people up at nights) They must then succeed on a Dc 24 will save or be paralyzed for 1d4 rounds. This is a fear-based effect. This can be used on anyone in 60 ft.

Ertier
2009-10-05, 09:05 PM
Vertigo Swarm


http://www.personal.psu.edu/t3b/Tom%27smediafolder/media%20SpCom%20415%20Spring%202000/vertigo3.gif


I wanna glide down over mulholland
I wanna write her name in the sky
Gonna free fall out into nothin
Gonna leave this world for a while
And I'm Freeeeeefalllin'-
Tom Petty, American Rock Musician


Fine Outsider (Air, Incorporeal, Swarm)
Hit Dice: 15d8+9 (76 HP)
Initiative: +9
Speed: Fly 80 ft. (Perfect)(# squares)
Armor Class: 28 (+5 Dex, +8 size, +1 Deflection), touch 24, flat-footed 19
Base Attack/Grapple: N/A (see Swarm Rules)
Attack: Swarm (3d6 + Vertigo)
Full Attack: Swarm (3d6 + Vertigo)
Space/Reach: 10 ft./ 0 ft.
Special Attacks: Distraction, Vertigo
Special Qualities: Swarm Traits, Fast Healing 5
Saves: Fort +9, Ref +14, Will +9
Abilities: Str -, Dex 20, Con 10, Int 3, Wis 10, Cha 1
Skills: Listen +20, Spot +20, Hide +21*, Search +14
Feats: Alertness, Improved Initiative, Skill Focus (Hide), Toughness x3
Environment: Elemental Plane of Air
Organization: Solitary, Pair, or Dive (3-5)
Challenge Rating: 8
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 15-20 HD (Fine)
Level Adjustment: -
*improves to +40 when in midair

A colorful blur seems to hover in space. Its beautiful colors shifting from baby blue to midnight, and every shade in between. White splotches of light dance across the surface of what appears to be millions of insubstantial bluish humanoids the size of flies. Seemingly moving with out intent or reason, the blue blur seems to have the quality of open sky.

Vertigo Sprites are harmless on their own, lurking around the Elemental Plane of Air harassing planar travelers through annoyance more than anything. Resembling tiny incorporeal humans with bug-like features, these beings have the ability to spread the fear of heights to any living being they come in contact with. However, when they band together, they can wreak untold havoc. Vertigo Swarms do not usually speak. Some particularly intelligent sprites learn a pidgin version of Auran, though this is very rare.

Combat

Distraction (Ex)
Any living creature vulnerable to a swarm’s damage that begins its turn with a Vertigo Swarm in its square is nauseated for 1 round; a Fortitude save (DC 17) negates the effect. Spellcasting or concentrating on spells within the area of a Vertigo Swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Vertigo (Su)
In addition to suffering from the damaging effects of a Vertigo Swarm and Distraction, a creature that begins it's turn with a Vertigo Swarm in its square suffers from Vertigo. The victim must succeed on a DC 22 Will Save (DC is Dexterity based) of become panicked and helpless, believing that it is falling to its eventual death. They take no actions and cannot move. Every round the victim remains in the same square as a Vertigo Swarm, they must make a new Will Save (-1 to DC each round) to avoid suffering the effects of Vertigo. If the victim fails three times, they must make a DC 25 Will Save or die because they thought they hit the ground. Success means that they can attempt another save to free themselves of Vertigo. Creatures with a natural fly speed (though not recipients of a Fly spell or similar effect) are immune to this effect. Vertigo is a Mind-Affecting, Fear effect.


Tactics:
Vertigo Swarms tend to attack heavily armored foes first, then go after softer targets.

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



Lore:

A Knowledge (The Planes) check reveals the following info:

DC 15: Vertigo Swarms are terrifying beings that recreate the experience of falling.

DC 18: Vertigo Sprites make up Vertigo Swarms, and are harmless parasites when encountered on their own.

DC 23: Vertigo Swarms rely on fear effects to kill enemies rather than brute force. They are intangible and cannot be harmed under normal circumstances.

DC 28: Vertigo Swarms are often deployed by Djinni to guard their palaces from Material Plane wanderers. Tread Carefully!


Plot Hooks:


A summoner is found dead of a heart attack in his study, and a number of Vertigo Swarms have escaped to the countryside.

A trip to the Elemental Plane of Air goes horribly awry.

Odynoneeye
2009-10-06, 12:46 AM
http://i126.photobucket.com/albums/p107/Darthriddick444/vword_shadow.jpg

Name: Natural Predator

<Size>Medium <Type>undead
Hit Dice: 12d8+30 (126 HP)
Initiative: +10
Speed: 100
Armor Class: 28 (+10 Dexterity, +18 natural)
Base Attack/Grapple: +10
Attack: Bite (1d8+5 +10 melee)
Full Attack: (Bite 1d12+30 +24 melee, 2 claws 1d8+30)
Space/Reach: 5ft./10ft.
Special Attacks: Shadow burst, create dread, Hold Person, Mass.
Special Qualities: Undead partially corporeal shadow. Damage reduction 40/light, magic.
Saves: Fort +0 , Ref +28, Will +24
Abilities: Str 30 , Dex 30 , Con 0, Int 18 , Wis 10, Cha 28
Skills: Hide+20, move silently+22, listen+30, spot+30, jump+44
Feats: Blind fight, Lightning reflexes, Dodge, Mobility, Evasion.
Environment: Any, (nighttime).
Organization: Solitary
Challenge Rating: 30
Treasure: N/A
Alignment: Chaotic evil
Advancement: -
Level Adjustment: -

From the light enshrouded shrine, you hear the call of lovers nine, a single bead of blood and sweat doth hover 'round his holy neck and neither priest nor soldier nor elvish wizard fair shall ever break this curse it bears, for from the shadows deep it creeps a smile lurking 'nieth pure white teeth, and eyes of white that hold no care, the only thing that demons fear.

So stray not my child into the dark, or lose yourself in shadows bark. The lover waits like a predator true, and upon you'll set and then through you'll chew....
Taken from an old children's rhyme.

As you stand paralyzed, unable to move a single inch the sing song voice begins to call your name. From the darkest shadows it slowly creeps, it's body small yet unnaturally long. It's arms extending out far past any normal reach. It's eyes seem fixated on you even though they are nothing more then milky white orbs leaking a white fluid down its face. Slowly it opens its mouth, revealing hundreds of sharpened shark-like teeth in a wicked grin. It calls your name one final time, and the reaches out with its arms to tear the flesh from your still living bones.

True predators are the ultimate little kids nightmare made manifest. Only now the little kids aren't the only ones who are afraid. A single Predator can wipe out an entire city in a matter of days. Its hunger is insatiable and it is nearly impossible to kill. Men have emptied dozens of arrows into it only to find it moments later devouring their comrades.

No-one is entirely sure where these creatures came from, although truth be old no-one has had the chance to study one for any length of time. Once a predator enters a city or a town it's already too late.



Combat
Predators do not engage in any form of direct combat. When faced with the prospect of fighting they simply ignore all attacks and methodically destroy their victims one at a time. It does not matter whether they face one man or a thousand, and the end result is almost always the same.


Ability descriptions
Shadow burst: When a Predator locates its prey it usually simply paralyzes it and then slowly eats it. In extreme cases however when there is the actually possibility of danger to itself the Predator is capable of launching itself, through any present shadows, towards its intended victim. The intended victim must make a DC 35 REF save or take 2d10 points of damage. A predator can only use this ability if it is over 100 feet from its intended victim.

Create dread: All living creatures, (does not apply to undead, constructs, or outsiders), instinctively fear the Predator. Any animals, (domestic or wild), all insects and all non-intelligent monstrous creatures will attempt to flee it full speed if a Predator is within five miles. In addition flowers will close up, trees will shed their leaves, and all plants will cease to grow. All intelligent creatures within five miles of a Predator become agitated and violent for no apparent reason. All living creatures within sight of a predator become stricken with an unnatural fear for 1 round no save. After that initial round all living creatures must make a DC 20 WILL save for remain paralyzed for 1D4 rounds. This continues until the predator is removed from sight. (either by an obstruction or because either the victim or the Predator moves out of the line of sight.

Mass hold Person: As the spell. Predator has effective caster level 20. A Natural Predator can cast this once per round.

Partially corporeal undead shadow: A Natural Predator is technically an undead shadow, however it manifests itself on the material plane in a partly corporeal form which means that it can be seen and attacked by normal creatures and weapons. (No magical aid needed). All other undead and shadow traits remain however.


Lore
Natural Predators are just that. Natural Predators. No-one has ever been able to study them up-close and any wizard that has every attempted to scry a Predator for more then a few minutes has died by that same predators hands not 24 hours later.

Some believe that the predators were created by a powerful dark god as a punishment upon the earth. Others believe that they were originally the creation of some great and powerful wizard who eventually lost control.

In truth the history of these creatures is undoubtedly lost in time and few like to dwell on anything revolving around these entities, for if you arouse the attention of a predator, then sure as the sun rises and sets, you will be dead before one days has passed you by.

Plot Hook: Darkness to reign.

The PCs are summoned by the local king or other ruler by an extremely urgent request. The Ruler has just received word that an entire coastal city had been completely emptied of life and now something is moving slowly towards the capital leaving behind a trail of empty villages and carnage in its wake. The Rulers wizard fear that this may be a creature of pure darkness, and knows that he himself would be powerless against it. It's up to the PCs to find and defeat this evil before all is lost, for once it reaches the city the land is doomed....

Plot Hook: Run or hide: A Liches curse.

The PCs fought and supposedly destroyed a powerful lich. However with the Liches dying breath he cursed the PCs to be “haunted by the truth”. After a few days of no surprises the PCs learn that a city or village they were in a few days back has been completely destroyed with every single living soul within it's walls slaughtered. As the PCs continue they keep hearing reports of the cities or towns they have visited being wiped out just days after the PCs left. Eventually the PCs must either turn and face the terror, or continue running in the hopes that whatever follow them either gives up or is defeated....

SlaadLord
2009-10-06, 08:06 PM
http://thebreakthrough.org/blog/2008/04/29/hiding.jpg
Phobus Beast
Large Magical Beast
Hit Dice: 6d10 + 18 (51 hp)
Initiative: +4
Speed: 50ft.
AC: 15, touch 13, flat-footed 12 (-1 size, +4 Dex, +3 natural)
Base Attack/ Grapple: +6/+14
Attack: Bite +9 melee (1d8 + 4)
Full Attack: Bite +9 melee (1d8 + 4) and 2 claws +7 melee (1d4 + 2)
Space/Reach: 10ft./5ft.
Special Attacks: Consume fear, pounce, rake 1d4 + 2
Special Qualities: Darkvision 60ft., DR 5/magic, low-light vision, nightmare blood, primal terror, scent
Saves: Fort +8, Ref +9, Will +4
Abilities: Str 19, Dex 18, Con 16, Int 8, Wis 15, Cha 15
Skills: Balance +5, Jump +6, Listen +5, Spot +5
Feats: Dodge, Mobility, Spring Attack
Environment: Any land
Organization: Solitary, pair or pack (3-9)
Challenge Rating: 5
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 7-12 HD (Large), 13-25 HD (Huge)
Level Adjustment: -

Phobus beasts are primal incarnations of fear. Looking somewhat like massive, black wolves with no apparent eyes and sharp claws, phobus beasts roam civilized lands at night, feeding off the fear and flesh of those they encounter.

Phobus beasts measure about eight feet long and stand five feet tall at the shoulder and weigh about 350 lbs. They do not speak, but they understand Undercommon.

Combat
Consume Fear (Su): A phobus beast survives mainly by consuming the fear of its victims. Whenever it is within sixty feet of a creature experiencing a fear effect, the phobus beast can take a standard action to gain sustenance from that creature’s fear. The creature’s fear elevates by one level (to a maximum level of panicked), and the phobus beast gains a +2 bonus to its Strength and Constitution scores. Additionally, its natural armor bonus improves by +1. These changes remain for 1d4 hours.
Pounce (Ex): If a phobus beast charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +9 melee, damage 1d4 + 1.
Nightmare Blood (Su): Whenever a phobus beast is wounded with a slashing or piercing weapon, some of the fear essence it lives on leaks out. The creature that stuck the blow must make a Will save (DC 15) or inhale some of the condensed fear and become shaken for 2d6 rounds.
Primal Terror (Su): A phobus beast is a physical embodiment of fear in living shape. Animals and vermin will refuse to go within fifty feet of a phobus beast and if forced, become panicked for 1d4 rounds. Creatures with an Intelligence score of 3 or higher become shaken (Will save DC 15 negates) for 1d6 minutes if they are aware of the presence of a phobus beast within one hundred feet.

Holocron Coder
2009-10-08, 06:33 PM
http://th06.deviantart.net/fs9/300W/i/2006/038/e/0/Durdnod_Golem_by_Archaia.jpg
image borrowed without permission from Archaia (http://archaia.deviantart.com/)


Dread Colossus

Huge Construct
Hit Dice: 21d10+40 (145 hp)
Initiative: -2
Speed: 15 ft. (3 squares)
Armor Class: 34 (-2 size, -2 Dex, +28 natural armor), touch 6, flat-footed 34
Base Attack/Grapple: +15/+47
Attack: Slam +29 melee (1d10+16+1 negative level)
Full Attack: 2 slams +29 melee (1d10+16+1 negative level)
Space/Reach: 15 ft./15 ft.
Special Attacks: dread aura, nightmare gas
Special Qualities: construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision, fueled by fear, fear engine.
Saves: Fort +9, Ref +8, Will +9
Abilities: Str 42, Dex 7, Con Ø, Int Ø, Wis 15, Cha 3
Skills: --
Feats: --
Environment: Any
Organization: Solitary
Challenge Rating: CR 18
Treasure: None
Alignment: Always Neutral Evil
Advancement: 21-25 HD (Large), 25-40 HD (Huge)
Level Adjustment: --

Dread colossi are humongous creations of dark design. The very metal of this construct is designed to blacken hope and draw fear into the hearts of mortal creatures. The first dread colossus was created by the feared King Milnacht as the beginning of the backbone for his world-conquering army. Since the destruction of the kind's nation, dread colossi have been found in various remote locales the world over, some continuing their destructive work, others more eerily quiet, for now.

Combat
A dread colossus is designed to cover as large a portion of the battlefield as it can, to best utilize its dread aura. As a war machine, it knows to attack those with obvious magical gift first, leaving its armor reduction to deal with those of a more martial bent. All-in-all, it is still a simple machine, although a horrifying one at that.

Dread Aura (Su): An aura of pure horror emanates from the dread colossus. Creatures within 50 ft. of the golem must make a Will saving throw versus DC 20 each round or become shaken for 2d4 rounds. This fear effect stacks with itself and all other fear effects and the duration is renewed if the fear escalates. Creatures that are immune to fear instead gain a +10 bonus against this check and may not progress past frightened. If a panicked creature fails the saving throw, that creature becomes catatonic. Catatonic creatures act as though paralyzed, but may not make mental actions. Catatonic creatures may only make will saving throws to overcome further fear effects.

Fear Engine: The design of dread colossi has a fatal flaw: the horror engine. Despite its powerful properties, the engine itself could not be well-armored or concealed, or its powers would not function. A DC 35 Spot check can spot a hole in the defenses. Knowledge of the existence of this weakness (via a Knowledge (history) check versus DC 38 (see Lore section below) provides a +10 competence bonus on spot checks to discover the fatal flaw. Once discovered, if 25 damage is dealt against an AC of 40, then the horror engine is disabled. Once disabled, the dread colossus loses its dread aura and fueled by fear abilities. Any benefit it had previously gained from these abilities is lost.

Fueled By Fear (Su): For each shaken, frightened, panicked, or catatonic creature in its dread aura, the dread colossus gains a bonus as shown in the table below. These bonuses stack.

{table=head]Fear Level|Attack Bonus|Damage Bonus|Save Bonus|Other
Shaken|+1|+2|--|--
Frightened|+2|+4|Fort +1, Will +1|--
Panicked|+3|+6|Fort +2, Will +2, Ref +1|Fast Healing 1
Catatonic|+5|+10|Fort +3, Will +3, Ref +2|Regeneration 1
[/table]

In addition, the dread colossus gains 10hp for each negative level it bestows on any creature. Regeneration gained through Fueled By Fear can only be halted by adamantine damage.

Immunity to Magic (Ex): A dread colossus 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 magical attack that deals cold or fire damage slows a dread colossus (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a dread colossus hit by a inflict light wounds heals 3 points of damage if the attack would have dealt 11 points of damage. A dread colossus golem gets no saving throw against attacks that deal negative energy damage.

Nightmare Gas (Ex): As a move action, a dread colossus may breathe a 15 ft.-cube of nightmare gas. Creatures caught in the gas must make a Fortitude saving throw versus DC 20 or gain 1d3 negative levels and a -2 penalty to saving throws versus fear for 1 round. This ability can be used every 1d4+1 rounds.

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

Dread colossus Lore
Characters with ranks in Knowledge (arcana) or Knowledge (history) can learn more about dread colossi. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (Arcana)
{table=head]DC|Result
21|dread colossi are constructs fueled by the fear of those around them.
26|dread colossi are constructed around what is known as a 'horror engine,' making them more than just simple constructs.
31|As more and more people succumb to fear around a dread colossus, the more powerful it becomes.
36|The horror engine powers the fierce abilities of the construct. Without it, a dread colossus is barely more than a simple iron golem.
[/table]
Knowledge (History)
{table=head]DC|Result
21|dread colossi were constructed for the army of the long-dead King Milnacht.
26|An army with even one dread colossus was cause for many towns and cities to be evacuated during the war of conquest.
31|Near the end of the war, a critical weakness was found in the dread colossus design.
36|The play gains knowledge and the ability to attack the Fatal Flaw (see abilities).
[/table]

Plot Hooks:
1) A dread colossus is reactivated in a remote area and rampages its way towards a major metropolis.
2) A cult of some dark deity stumbles upon a pair of deactivated dread colossus and reawakens it to do their bidding.
3) A high-ranked advisor in a small nation discovers the plans to create dread colossi. Their manufacture is quickly put into place and the country threatens the world.

Belial_the_Leveler
2009-10-09, 11:35 AM
The Faceless

http://www.sdtimes.com/blog/image.axd?picture=2009%2F1%2FAngel_of_Death.jpg


Despite all warnings, you've ventured deeper and deeper into the gloom and now you stand in the burial chamber of the ruined temple of the One, ready to plunder the riches of the priests' ancient tombs. But before you can take another step, a terrible, hollow breathing like a thousand dying men taking their last breath freezes the blood in your veins. A presence presses down upon your flesh and soul with enough force to crush bones and burst veins but you and your team fight it off; you are the country's greatest heroes, after all. Then out of the dakness, one by one the shadows of the ancient statues come to a grotesque parody of life, taking the shape of demons to attack you and your very strength flows out of you and into the dry, dead earth. A blade of midnight darkness wielded by an unseen hand cleaves the party's fighter in two and something tears your very soul from your body. As you fall down and the room goes dark, you see the rest of the group fleeing for their lives. They don't go far. You see your own body rotting away, devoured by maggots that are more dead than alive themselves and you realise it is not the end. A skeletal hand is holding you in its palm, the blackened bones of the arm disappearing into the folds of a voluminous, half-rotten black robe. The faceless creature that holds your soul does not speak but you understand all the same; There is no end...

Medium Abomination (extraplanar, evil)
Hit Dice: 37d12+407 (647 hp)
Initiative: -6 (flaw)
Speed: 90 ft, fly 300 ft (18/60 squares)
Armor Class: 58 (+37 natural or profane, +11 armor), 47 touch, 58 flat-footed
Base Attack/Grapple: +37/+48 day, +37/+60 night
Attack: bite +48 melee (4d6+18, 17-20/3x) claw +46 melee (2d6+11, 19-20/3x), eldritch blast +37 ranged touch (8d6, 2x)
Full Attack: 1 bite +48 and 2 claws +46 OR 2 eldritch blasts
Space/Reach: 5ft/5ft day, 10ft/20ft night
Special Attacks: Alternate Form, Breath of Nightmares, Frightful Presence, Weight of Doubt
Special Qualities: Abomination Traits, Blindsight 100 ft, Damage Reduction 25/starmetal, Spell Resistance 47, Umbral Wings, Strength of Darkness, Evasion, Fast Healing 10, Profane Save Bonus +8, Invocations
Saves: Fort +39, Ref +28, Will +32
Abilities: Str 32, Dex 10, Con 32, Int 18, Wis 18, Cha 26
Skills:
Feats: Awaken Spell Resistance*****, Thick Skinned*****, Supernatural Transformation: Eldritch Blast, Darkstalker
Flaws: Feeble, Murky-Eyed, Inattentive, Unreactive
Epic Feats: Eternal Evil****, Shadowmaster, Eldritch Sculptor
Environment: Any cursed ruins, underground.
Challenge Rating: 22 (optimised party), 24 (unoptimised party)
Treasure: triple standard (but see below)
Alignment: Neutral Evil
Advancement: by type and class

ORIGINS
Most people fear death. Everyone fears the unknown. But very few can do anything about either-except for powerful spellcasters. Some of the most powerful mages and clerics seek to extend their lifespan; lichdom, soul-bound demons, vile lifedraining rituals. Only some of the means mortals employ mostly because of their fear of the End. And just as such an end is as natural as life itself, so are such means always unnatural and twisted. So what happens then when a mortal somehow succeeds at acheiving immortality?
For a time, the mortal lives on as they always did, enjoying their prolonged life. But while they are now immortal, the world around them is not; a mortal that won't die may continue to exist but, unlike naturally immortal creatures, is ill-equipped to deal with the consequenses;
They will outlive their friends and associates. They will see their children die then their grandchildren and their greatgrandchildren, all of their descendants until their bloodline fades unto oblivion. They will see their works and acheivements ground unto dust from the passage of time, their countries failing to outside forces, their history forgotten, even the language they speak will change and eventually be spoken no more. The plains and rivers and forests they saw in their youth will vanish and even mountains will eventually fall into ruin. The world will change... and they will not.
Such a fate is a terrible thing for a mortal mind-for they are not made with eternity in mind. An undying mortal from ages past will grow bitter, angry at this new, changed world and, eventually, descend unto insanity. And because the mortal can no longer die, it will become a horror to walk the earth until the end of days...

COMBAT

Eternal Evil [Ex] A Faceless is always the end result of a mortal's successful quest at immortality. Being neither alive nor dead, they cannot be truly killed.
Constant Rejuvenation: At the beginning of his or her every turn, the Faceless gets temporary HP equal to their HD (37 in this case). These overlap with any existing temporary HP.
Death Denied: The Faceless get a +5 luck bonus against necromancy effects and a +10 luck bonus against death effects and massive damage. They reroll natural 1s and may not choose to fail such saves. If they succeed in a save vs a necromancy or death effect for partial or half, they take no effect instead.
Fivefold Life: Whenever a Faceless would be reduced to 0 hp or less (even if it would be reduced to -10 or less and thus killed) it can, as an immediate action, heal back to half its normal hit points. This ability can be used up to four times before needing recharging, essentially giving the Faceless five "lives" to spend in any given day.
Damnation: Cursed to walk the earth forever after successfully acheiving immortality, the Faceless can't be truly killed. At midnight each night a slain Faceless returns to life in his or her sanctum as if by a True Ressurection spell. If their sanctum is destroyed, the Faceless will revive over the ruins, no matter how little is left. There are many such abominations from Forgotten times that return time and again in the top of a mountain or the depths of an ocean that formed there after they were made.
NOTE: This ability comes from Epic Feats (a Destiny chain) rather than abilities but all Faceless have it; this represents their acheiving immortality in various diverse ways rather than developing a single unique ability. Epic Feat Slots are taken up normally.

Abomination Traits [Ex] The Faceless are abominations. They are immune to ability damage, ability drain, cold, poison, disease and aging. They are not subject to curses or fear effects of any kind. Their supernatural abilities are considered epic and thus not subject to antimagic.
Faceless have evasion plus either fast healing 2 or a +2 profane bonus to saving throws for every 4 HD they posess. (increase current bonuses as HD increase)
Faceless of 40 HD or more are also immune to death effects, form-altering attacks, mind-affecting effects and death effects. They are constantly affected by True Seeing and Nondetection and their Blindsight has a range of 1000 feet. This increases their CR by a further +1.
Alternate Form [Su] The Faceless may assume the form of the human they once were. True Seeing and other unmasking effects reveal both forms as their natural form.
Breath of Nightmares [Su] Faceless can exhale a 60 ft cone of forgotten nightmares upon their foes. Enemies must succeed on a DC 39 reflex save to avoid the nightmares trying to merge with their body and soul. Failure means the victim is either immobilised by its terror (and helpless) or suffers as per the Bestow Curse spell (Faceless' choice). A Faceless may select to bestow a special phobia curse instead of the usual curse effects. An intelligent victim suffering from a Phobia curse is fully affected by any fear or shadow effects even if it would be immune to them or normally have a way to discern illusions.
Frightful Presence [Su] Whenever the Faceless is seen in its natural form or uses any of its supernatural abilities, non-abominations with less HD than it within 10 ft per HD must make a saving throw DC 10 + 1/2 hd + charisma modifier (36 in this case) or become shaken. Creatures with 4 HD or less become panicked. Creatures that successfully save are immune for 24 hours unless they are affected by a phobia curse.
Strength of Darkness [Su] During the night or when standing underground, the terror that radiates from the Faceless becomes so strong that becomes a physical extension of the abomination; the Faceless can attack with its own shadow physically and enemies are subject to those attacks as if the Faceless were a gargantuan creature with reach 20. The Faceless gets the size bonuses to reach, space and combat maneuers and appears to grow to gigantic proportions. It doesn't get ability, skill or damage modifiers-it isn't actually bigger-and it gets no bonuses whatsoever against objects and mindless foes. However, this part of the ability still requires deep concentration and the Faceless gets the size penalties to AC and attacks for the rounds it uses this ability.
Furthermore, whenever the Faceless is not standing in broad, natural daylight it has total concealment and its natural armor bonus to AC is treated as a profane bonus. This part of the ability is always on and does not depend on being underground.
Invocations: The Faceless are powerful wielders of eldritch forces. In their quest for immortality they might have consumed the energies of an artifact or another immortal. They might once have been sorcerors or wizards that sacrificed some of their power for that transformation and others yet became immortal in more mysterious ways. Whatever the cause, a strong spark of that power remains, manifesting as eldritch energy the Faceless can wield as 17th level Warlocks with 8d6 Eldritch Blast. The Faceless may select the Eldritch Sculptor and Shadowmaster epic feats without meeting the invocation perequisites but they still need to use up epic feat slots.
Umbral Wings [Su] At night the Faceless can manifest skeletal wings made out of shadowstuff and fly at a speed of 300 feet with good maneurability. This flight is never hindered by high winds, torrential rains or other effects that block other forms of flight.
Weight of Doubt [Su] As a standard action, the Faceless can turn the doubt and subconscious fear of the unknwown of intelligent creatures in a 20 ft radius space in a range of 40 ft into physical weight that crushes them against the ground. Large and smaller intelligent creatures must make a DC 39 reflex save or be pinned and take 4d6+16 points of damage at the beginning of their turn. Huge and larger intelligent creatures are not automatically pinned; they can make opposed grapple checks to resist being crushed. The Faceless can maintain the pin round to round but all creatures may make grapple checks to escape.

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

Lore
Use Knowledge: History or Knowledge: Religion for knowledge checks.
DC 37: The Faceless are what remains of those that sought immortality in ages past. They are the fear of death and the unknown made flesh and have many ways to terrify mortals unto death.
DC 42: The Faceless are best fought not at all. If forced to fight one though, better do it in broad daylight. At night they are stronger, tougher, can glide through the darkness faster than most things and can remain completely unseen even against divinations.
DC 47: The Faceless are nearly immortal and resist killing by ordinary means; they heal up in mere moments, cannot be drained or cursed, are resistant to necromancies and injury. Metal not of this earth harms them best and they need to be killed five times, one for each point in a pentagram. Even then, they return to life at midnight.
DC 52: The Faceless have a breath that curses their enemies to be afraid of anything-even their own shadow-no matter how illogical that fear may be or what protections they have against fear. Their very presence shakes the will of others and they can turn doubt into a physical weapon that can crush many enemies at once.
DC 57: The Faceless are masters of dark, forgotten arts and can manipulate pure Eldritch forces in various ways much like a powerful warlock can.

Plot Hooks
1) Settlers in a newly scouted area that has ruins from ages past are being attacked by a shadow that has no name and no face. The king of the newly settled land is offering a great reward to whoever can find out what is going on.
2) After being sealed for a millenium, an ancient wizard's tower is opened by a group of explorers. The explorers promptly go missing and the countryside is plagued by a horde of living shadows that can be traced back to it.
3) A noble family that has ruled the city for generations is accused of practicing forbidden black magic. The PCs, either working for the government or hired by the family must prove the claim true or false. A seemingly easy task-but there is one problem; the beautiful young heiress of the noble family-whom the city's archwizard accuses of practicing black magic- cannot speak in her defence, having lost her voice long ago.
4) A genre-blind miner digs too greedily and too deep...

Owrtho
2009-10-14, 10:26 PM
Dread Distortion

Medium Outsider (Extraplanar)
Hit Dice: 5d8 (40) *See warped existence
Initiative: +6
Speed: 0' (0 squares), distortion 15' (see distortion)
Armor Class: 22 (+6 Dex, +6 natural), touch 16, flat-footed 16
Base Attack/Grapple: +5/+7
Attack:Distorting Tentacle +11 (1d8 + 2)
Full Attack:all Distorting Tentacle +11 (1d8 + 2) *See Distorting Tentacle for number
Space/Reach: 5'/5' + 5' per 10HD
Special Attacks: Distort Reality, Distorting Tentacles, Manifest, Tendrils
Special Qualities: Distorting Sense, Outsider traits, Unlucky Victim, Warped Existence, Distortion, Distortion Range, Forced Manifestation, Active Moves, Fear Immunity
Saves: Fort NA, Ref +4, Will +4
Abilities: Str 15, Dex 22, Con NA, Int 23, Wis 25, Cha 10
Skills: incomplete
Feats: Weapon Finesse
Environment: Any
Organization: Solo
Challenge Rating: 5+
Treasure: none
Alignment: CN
Advancement: See Distort Reality
Level Adjustment: NA

Victim: At a glance, the victim looks just like any other of their race. However, a closer look will reveal a harried expression, often they will seem to be lacking in sleep. Their actions will sometimes seem incongruous as they look in a completely different place from where they seem to be paying attention to, or they cover a distance unusually fast or slow. They will also often take unusually long to examine anything and often avoid looking at reflections.

Range: As you enter the area, you can't help but feel that something is off. You aren't sure what, but things seem somehow different then they should be. Sometimes you'll enter a door and upon trying to find it again, realize no such door exists, or you might find that what has to be a strait hallway turns, or perhaps a hallway that you know turns is strait. Reflections often seem to have minute differences from what they reflect that can only be noted through close observation. Angles are almost never 90°, but often a few degrees off. Sometimes you'll note an items position only to find when you look again that it is actually a few inches to a few feet off from what you thought.

Manifested: Around the victim you notice a strange anomaly. You can't quite identify how you can tell, but it seems the light bends, or more precisely, existence is warped around that point. The warp seems to have a shape similar to a large tentacle of some kind. On it are smaller tentacles of an indeterminate length. Defining the exact shape is hard as it seems to shift as you look.

No one is quite sure what a dread distortion is. The most popular theory however is that it is an existence from the far realms or possibly between the planes that is trying to force its way into other planes. Most agree that what is seen is actually but a part of a much larger thing. Some say they are tentacles, trying to force their way in. Others say they are feelers, looking for a weak point. All agree though that it seems to become easier for it to bend the plane in the presence of fear.

Combat

When it has only a victim, the dread distortion seeks to distort reality around them, causing them to feel fear and allowing it to grow in power. Once it gains a distortion range it will often do the same, but for everyone in range. After reaching the minimum HD to manifest it will either do so or it will attempt to do so, or bide its time increasing its power before manifesting. Upon manifesting it will usually make some tendrils while making sure to still have some tentacles. It will then try to render everything inside its range insane or dead, and then go on to do the same in surrounding areas.

Warped Existence (Ex): A Dread Distortion is not the actual creature itself, but rather the bending of the material plane as it attempt to enter it. As such it has no constitution score. However, all its HD are max (as it uses a d8, it has 8hp per HD). Also, due to its nature, if it has Dimensional Anchor, Dimensional Lock, or a similar spell (spells that prevent planar travel) used on it, it gains a boost to natural armor equal to the spell level for the duration of the spell. Conversely, if it has a spell that would cause planar travel used on it, it gains a penalty to natural armor equal to the spells level for a number of rounds equal to half the caster level. It also has a 25% miss chance for all damage (such as magic missile, or an attack), effect that need to make an attack roll (such as an attack or a ray), or effects that have an area of effect (such as fireball). If something falls into multiple categories they do not stack.

Distortion (Ex): A dread distortion does not move like other creatures. Rather than covering all the distance between two points, it simply bends the plane so that the two points are adjacent to each other. As such it does not have a normal movement type. A dread distortion can only use the distortion movement type while manifested. Otherwise it is forced to stay in the same square as its victim. The distortion movement type differs from other movement types in the following ways:
Due to it treating all spaces as being adjacent, it does not list the movement range, but rather how much of the creatures remaining movement it would take to move to another space. In the case of the dread distortion, it takes 15' worth of movement to move to any other square, be it right next to its current location, or 30' away. See the Active Movement ability to determine the Dread Distortions maximum movement.
A creature may only use the distortion movement type to move to another square within the distortion range.
Making a distortion movement temporarily links the two squares together for a number of rounds equal its movement cost divided by 5 (in the case of the dread distortion it would be 15/5 = 3 rounds). What this means is that any other creature can treat the square that the creature moved from and the square it moved to as being adjacent. It only takes 5' of movement to move from being in one of the squares to being in the destination square or if it is occupied, a random adjacent square. Similarly ranged attacks can find a line of sight through them (orientation does not change, thus a line of sight entering one would cause a parallel line to come out the other). Noticing this link requires seeing the creature move, or a DC 10 search check (DC increases by 5 for every 20' away you are).
The distortion movement type does not cause movement through any intermediate squares. Thus it can't be blocked by walls or other objects.
A creature can not run using distortion movement.
Spells that prevent teleportation or planar travel do not hinder distortion movement.

Distorting Sense (Ex): A dread distortion does not see in a normal manner, rather it detects things by feeling through the plane and noting the resistance. As such it is able to detect everything within its distortion range + 5. This functions as blind sense of the same range but is not blocked by walls, has 360° vision, and can detect incorporeal creatures. A dread distortion is however almost deaf, and requires a DC 15 listen check to hear normally audible sound. This replaces the blind sense outsiders normally have.

Distortion Range (Ex): A dread distortion is able to distort reality within a certain distance from itself. At 10HD, a dread distortion gains a distortion range of 5'. This range increases by 5' for every 2HD it has after 10HD.

Active Moves (Ex): Unlike most creatures, a dread distortion has variable movement. It has a max movement range of 5' per 3 HD it has. However, also unlike most creatures, it is able to split this up into as many move actions as it wants. It may not however exceed its maximum amount of movement (as in unlike most creatures which get two move actions, each able to go up to the maximum range, a dread distortion gets as many as it wants which cannot total more than the maximum amount).

Forced Manifestation (Su): A dread distortion may be made to manifest in a weakened state, making it easier to drive off. If it is not manifested, using remove curse or a similar spell on the dread distortion's victim with the intent of removing the effects of the dread distortion from them may force it to manifest in a helpless state. When using the spell to do so, any effects outside of the forced manifestation do not occur. There is also a 50% chance that it will automatically fail. This chance is increased by 5% per HD the dread distortion has over the caster level (if the dread distortion has lower HD than the caster level it is reduced by 5%). If the spell succeeds, there will be a notable distortion around the victim. Using see invisibility or a similar spell will render the distortion visible. While forcefully manifested a dread distortion will not have any attacks, nor will it be able to move. For each HD worth of damage dealt to it it will loose 1HD. Each round there is a cumulative 5% chance that it will break free of the forceful manifestation and return back to not being manifested. A dread distortion can only be forcefully manifested once every 3 days.

Unlucky Victim (Ex): A dread distortion is not of the planes. As such, it requires an anchor of some kind to be able to keep its place in them. The victim of the dread distortion is a person who had the bad luck to be in a state of extreme fear as it was feeling along their location in their plane. Taking advantage of that, the dread distortion reached into the plane and anchored itself to them. Due to this, a dread distortion must always occupy the same square as its victim. until it gains a distortion range, it may only use its distort reality ability on its victim. If the dread distortion uses its distortion movement when manifested, it will pull its victim with it. Similarly if the victim manages to move, they will pull the dread distortion with them. If the victim is ever killed, the dread distortion will loose its grip on reality at the end of the next round and vanish. A dread distortion may not interact with the planes without a victim.

Distorting Tentacles (Ex): The tentacles of a dead distortion distort the space of things they touch. These act as a normal tentacles but ignore 2 points of AC granted by armor. Also, if they successfully deal damage, they cause 1 point of Dex damage. This damage recovers at a rate of 1 point per round. It cannot reduce a creatures Dex below 7. A manifested dread distortion can make an attack with its distorting tentacles as a move action. The first two count as 5' of movement, with each after that counting as 5' of movement more than the last. A dread distortion may not make more attacks each than it has tentacles in one round. A full attack will attack with all the tentacles.

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

Lore

Plot Hook/Story

Owrtho

DarkCloud
2009-10-17, 03:22 PM
Tic

Diminuitive Construct
Hit Dice: 2d10
Initiative: +1
Speed: 30 feet
Armor Class: (15 (+1 dex, +4 natural plating), 11 touch, 14 flat-footed
Base Attack/Grapple: +2 / -6 (+6 due to special qualities)
Attack: +4
Full Attack: +4
Space/Reach: 0
Special Attacks: Deafen (Sp), Loneliness (Su)
Special Qualities: Construct Qualities, Grapple (Ex),
Saves: Fort +, Ref +, Will +
Abilities: Str 14, Dex 12, Con --, Int 10 , Wis 12, Cha --
Skills: +14 Hide (+12 due to size)
Feats: Tenacious Grip (Ex)
Environment: Indoors, Dungeons
Organization: Solitary or Clump (4-10)
Challenge Rating: 1
Treasure: One small diamond, used the create it and bound to power it. Worth 500 gp.
Alignment: CN
Advancement: 3-6 HD (Tiny) ; 7-10 HD (Small) ; 11-15 HD (Medium) ; 16-20 HD (Large)
Level Adjustment: --

Description/background/characteristics:

Also known as "The Tell-Tale Heart", the Tic is a tiny ticking magical clock that, like the spell phantasmal killer, has a way of keying in to and noticing targets' natural fear and dread, then paralyzing them with fear. After having paralyzed its victim, the Tic crawls inside and consumes them.

Tics that crawl within can be destroyed by magical spells that also harm the victim, or can be cut out (harming the victim).

Combat The Tic is patient. It hides, and then strikes at an isolated being. After paralyzing it, the Tic crawls into the victim's throat to remove vocal chords and the victim's ability to scream for help. Finally, the Tic begins devouring the victim from the inside out.

Deafen (Sp) : As per the spell. 1/day.

Grapple (Ex) : If the Tic makes a successful grapple check once within a victim, they have a +4 circumstantial bonus to their AC.

Loneliness (Su) : If any creature is out of sight of any other creature for any reason (blindness, isolation, went around a dark corner) and they hear the infernal ticking of the "tic", they become gripped with an overriding sense of loneliness and despair that causes them to lose all actions for the round. (Will Save DC 17). Each round the Will to resist increases by +1 until the DC reaches a maximum of 25. If someone else appears in the room, the person who is paralyzed by loneliness receives a +2 to their roll to save against fear.

Tenacious Grip (Ex) : The Tic has a better natural grapple score than most creatures its size +6 on grapple checks. It can easily latch on to opponents.

Construct Special Abilities

Debihuman
2009-10-17, 10:54 PM
Caterwaul
Small Magical Beast
Hit Dice: 6d10 (33 hp)
Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 30 feet (6 squares), Climb 20 ft.
Armor Class: 17 (+4 Dex, +2 Deflection bonus, +1 Size), Touch 17, Flat-footed 13
BAB/Grapple: 6/+4
Attack: Claw+10 melee (1d3+2)
Full Attack: 2 claws + 10 melee (1d3+2) and bite + 7 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Caterwaul, rake (1d3+1)
Special Qualities: Darkvision 60 ft., low-light vision, the willies, unnatural fog
Saves: Fort +5, Will +3, Ref +8
Abilities: Str 14, Dex 17, Con 10, Int 7, Wis 12, Cha 15
Skills: Balance +14, Climb +11, Hide+20, Jump +5, Listen + 6, Move Silently +10, Spot +6
Feats: Alertness (B), Improved Initiative, Multiattack, Weapon Finesse (claw)
Environment: Nocturnal rural and urban areas
Organization: Solitary or Cluster (2-10)
Challenge Rating: 5
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: None
Level Adjustment: None

Fog comes on little cat feet – Carl Sandburg

Caterwauls are feline-like creatures, though few can claim to have seen a caterwaul other than to recall its malevolent cat-like eyes glaring through the fog. A caterwaul’s fur almost exactly matches the eerie fog, which surrounds it making it extremely difficult to see. However, anyone who has heard a caterwaul never forgets its fearful sound.

A typical caterwaul is nearly 4 feet long and weighs around 30 pounds. While it resembles a typical housecat in appearance, it has the physique on par with that of a lion or tiger. They are deceptively powerful.

The males tend to be solitary but the females frequently hunt in groups. Caterwaul kits reach adulthood at 6-8 months.

They can speak Common but rarely choose to do so.

Combat

Caterwauls prefer to keep their distance from predators while sneaking up on their prey. They use the fog that surrounds them to their advantage at all times and use their caterwaul against more powerful foes.

Caterwaul (Su): Twice per day, a caterwaul can make a terrifying cat-like howl that can be heard for miles. The first time it does this, all creatures within a 90-foot radius must succeed on a DC 17 Will save or be affected as though a fear spell for 2d6 rounds. If it howls a second time during the same encounter, all creatures within 60 feet must succeed on a DC 17 Fortitude save or be paralyzed for 1d4 rounds and all those within 30 feet are deafened. The saves are Charisma-based. Caterwauls are immune to their own howls and to that of other caterwauls.

Rake (Ex): A caterwaul can attack using its two rear claw attacks against grappled foes at +10 melee (1d3+1). It must begin its turn grappling to uses its rake.

The Willies (Su): Living Creatures within 30 feet of a caterwaul suffer a -1 morale penalty to all actions for as long as they remain in the area.

Unnatural Fog (Su): Surrounding the caterwaul at all times is an unnatural fog in a 100-foot radius. Wind, even magical wind, has no effect on the fog. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). Caterwauls can see normally in natural fog, in their own fog, and in the fog of other caterwauls. The fog also provides the caterwaul a +2 deflection bonus to armor class.

Living creatures that enter the fog are unnerved. Creatures with three or fewer hit dice are automatically Shaken; all other others must succeed on a Will Save DC 17 or be Shaken. The save is charisma-based.

Skills: Caterwauls like other cats have a +4 racial bonus on Move Silently. However, they have a +10 racial bonus to Hide due to the unnatural fog that surrounds them. In addition, they have +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a -5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Lore

A Knowledge (Arcana) check reveals the following information about caterwauls:

{table=head]DC | Result
16 |Fog that doesn't dissipate may be caused by a caterwaul, a cat-like creature.

21 |Caterwauls are nocturnal creatures and use their fearsome abilities against more powerful foes. This reveals all Special Qualities and Special Attacks.

26 |Caterwauls are intelligent but are usually malevolent and are impossible to tame. [/table]

Plot Hooks


A single caterwaul has set up residence near a popular tavern and is scaring away patrons.

A well-established female caterwaul has given birth to a single kit and is passionately patrolling her territory against all comers. She will attack with cutthroat determination but will flee with her kit if cornered.

A cluster of caterwauls has invaded an abandoned church in a bad section of the city. The fog attracts more unsavory villains and the city council is looking for adventures to combat the situation.

Debby

FlyingWhale
2009-10-19, 12:39 PM
Somniletum

This is an example of the Somniletum while encountered on the Ethereal or Plane of Dreams where it has a physical body.

Medium Undead
Hit Dice: 12d12+30=108HP
Initiative: +3
Speed: 6 squares.
Armor Class: 15(10+3dex+2natural armor), touch13, flat-footed12 [incorporeal/ethereal AC:21(10+3dex+8deflection) touch21, flat-footed18
Base Attack/Grapple: +6/+12
Attack: Claw, Talon
Full Attack: 2 Claws +9 melee 1d6+1 or 2 Talons +7 melee 1d4+1
Space/Reach: 5ft/5ft
Special Attacks: Stop the Heart, Piercing Strike,
Special Qualities: IncorporealTrick of the Eye, Detect Thoughts, Icy Touch, Manifest, Telepathy, Spectral Whisper, Maddening Guffaw, Smothering Grasp, Sense Threat, Sleeping Wave
Saves: Fort+4, Ref +7, Will +9
Abilities: Str12, Dex16, Con-, Int8, Wis10, Cha17
Skills: Spot+12, Lis+10, Hide+12, Intimidate+10, Move Silently+8, Search+8
Feats: Quick Kill, Improved Natural Attack(claw), Weapon Finesse (claw), Improved Grapple, Improved Unarmed Strike(bonus),
Environment: Ethereal Plane, Plane of Dreams, or heavily populated cities.
Organization: Solitary or accompanied by Ghosts.
Challenge Rating: 10
Treasure: Special, see description*
Alignment: CE
Advancement: By character class: favored rogue.
Level Adjustment:--


Standing anywhere from 4’ to 7’ tall, and ranging anywhere from (seemingly) 100lbs to 150lbs, the Somniletum doesn’t at first look anything more than a malnourished human. Upon more than just a quick glance, its true form becomes an all too, real nightmare. Its empty eyes cover the majority of its face and an oozing hole where its nose should be are quickly overlooked when one sees its gaping maw. Where a human would normally have a chin, there is instead a small grouping of tendrils connected by tissue, not unlike that of an octopus. Depending on the size and mood of the Somniletum, the mouth can be anywhere from a few inches to several feet. When it begins to feed or various intimidation tactics it can open and stretch its mouth to an incredible size, allowing it to engulf its target, usually the head of its prey. The eyes are the size of small saucers and are covered by a slimy clear lid that closes sideways and often stays closed for several seconds at a time. What can best be described as skin is tightly wrapped around bone, presenting a very, frail body with nothing in the way of defense. The Somniletum also has nothing that marks its gender, age, or previous race. What it does have are twisted hands that end in up to 8” long fingers, hooked at the end like talons. Its feet are like a twisted form of humanoids though far larger and only four, hooked digits. The largest of the digits points backwards and can be pulled in to hold onto objects or help rend flesh. The legs twist backwards, like that of a birds, and are disproportionately muscular to the rest of the body.

A Somniletum is created when a person is killed in their dreams and a resurrection (or similar) spell fails to bring them back. This can happen for a number of reasons, the somatic components to the spell are disrupted or incorrect in sequence, the material components are the wrong amount, or many other possibilities. However it happens the base creature no longer cares to come back, but to exact revenge on all those who it encounters in the Plane of Dreams.

The Somniletum has the ability to manifest between the Plane of Dreams, the Ethereal Plane, and the Material Planes much as a Ghost can. The Somniletum prefers to stay inside of the Plane of Dreams where it can manipulate “reality” and feast on the fear from their prey. While in the Plane of Dreams the Somniletum becomes corporeal much in the way it does in the Ethereal Plane.

Combat
The Somniletum prefers to stalk its prey over the course of several days, draining it of any and all sleep if possible by using its Icy Touch, and Spectral Whisper abilities. It delights in scaring its foe into a panicked fleet of foot, and if able to contain itself it will wait for it to be “safely” in bed before it attacks. When (if) the target does sleep, the Somniletum links itself to the creature and manifests itself into the Plane of Dreams where it quickly begins to strip the prey of all its strength until the very resolve of life is gone. It will never attack on the Material Plane.

Ability descriptions

Trick of the Eye: Aura-30ft. While in the Plane of Dreams, the madness from deep within the Somniletum causes the very reality of the dream world to warp around itself. Tearing in the fabric of space around it causes sounds from dimensions lost to Shadow and Dreams and to the Material to assault the minds of anyone near it. The very movements of the creature are skewed and twisted as time fights for a place in its presence. The maddening laughter, the wailing of the creature with its insane mutterings, the twisting of space, and the hundreds of tears in reality cause instant madness in those less sound of mind, and sometimes even the strongest. These things together produce a [I]Fear like effect on anyone within 30ft and able to hear or see the Somniletum. Closing eyes and covering ears will protect the creature from the effect but if one of the senses detect the Somniletum within 30ft they must make a Will save, DC19 or be under the effects of the Fear spell. If the creature saves it is immune to the effect for 24hours. Save is Charisma-based.

Manifest: The Somniletum dwells on the Ethereal Plane and the Plane of Dreams, as an ethereal creature, it cannot affect or be affected by anything in the material world. When it manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.

Detect Thoughts: Sp-at will. A Somniletum can continuously use detect thoughts as the spell (caster level 18th; Will DC 19 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Sleeping Wave: Su. The Somniletum lulls its target into sleep and attempts to trap it in its dreams where the prey is helpless. Will save DC19, Charisma-based.

Sense Threat: When detecting thoughts of its target, the Somniletum gains a +1 bonus on attack rolls and AC (insight bonus) against that target.

Icy Touch: Su-at will, during move action. When the Somniletum manifests itself into the Material, it can pass itself through its target causing a freezing cold sensation to come over the target. If the target is under such a condition as Endure Elements or similar effect, it still feels the cold and shivers* as a creature would in severe cold (below 0° F). The effect last for 1d3 rounds after the Somniletum leaves the square of its target. DC19 Fort, Charisma–based. This is not actual lack of heat, just a sensation from such contact with the Ethereal Plane in this manner.

Telepathy (minor): Sp. The Somniletum can communicate with any creature within 60ft that can speak a language, though it probably will never do so unless to entice the target into more fear. Because of the madness in the Somniletum’s mind, its speech is twisted and more of a grotesque, grunting guffawing.

Spectral Whisper: Su-at will. When tricks of sight and touch are not enough to undress the mind of its defenses, the Somniletum will use its powers to manifest whispers of its targets mind against them. It uses it’s detect thoughts ability to speak its preys fears in its own, spectral voice. Will save DC19, Cha-based save. If the first save fails, the target becomes shaken and frightened and finally panicked if it fails its next saves. If the target passes any save along the way, it is immune to the Somniletums Spectral Whispers for 24 hours.

A Somniletum has three home planes, the Material Plane the Plane of Dreams, and the Ethereal Plane. It is not considered extra planar when on these planes.

Piercing Strike: Standard Action, the Somniletum makes a single attack directed at its target’s heart. In addition to the normal damage the target also takes 1 point of con and 1point of str damage. This attack can only be used against a target that is denied a dex bonus to AC (pinned, stunned, flat-footed, etc). Ref save DC19, Dex-based save.

Quick Kill: If the Somniletum charges, it can use both of its claw attacks. If both claw attacks succeed, it can use its piercing strike attack as a free action, even if the target has a dex bonus to its AC.

Maddening Guffaw: Su-standard. A Somniletum can send forth a wave of twisted laughter that voids its targets minds causing them to lose any readied actions and disrupts spells. Concentration DC17 or lose readied actions or spells being cast and considered staggered (A staggered character may take a single move action or standard action each round (but not both, nor can she take full-round actions). Both conditions last for one round. Usable once every 1d4(+1for each time used in combat) rounds. A creature that is deaf or does not use hearing still must make a save, it is a mind affecting ability and they need not hear it to be subject to the effects.

Smothering Grasp: When the Somniletum grapples with an opponent it can use its tendrils to suffocate its target. The target immediately begins suffocating and must make a constitution check starting at DC12 to avoid falling unconscious. Breaking the grapple lets the target breath normally again and regains consciousness. The Somniletum will never suffocate its prey to death, as it needs a still beating heart to subside its hunger.

Stop the Heart: If a Somniletum has hit at least once with its Piercing Strike and is using its Smothering Grasp, it may attempt to affix its tendrils to the targets chest and stop its heart. DC17 Fort or character dies. The target must be unconscious but not dead to use this ability. This is a Strength-based save.

New Condition: Shivering – While shivering, characters takes a -1 penalty on attack rolls*, saving throws*, skill checks*, and ability checks*. *All Dexterity based rolls take a -2 penalty instead of -1.

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


Lore:
DC22: Religion/Arcana/Nature; this creature is not of any world naturally, but is a product of nightmares. Many cultures tell of such things that can happen in visions and dreams. The shifting of the world in its eyes tells it is from a world of dreams.
DC27: Religion; when a person dies in their dreams, sometimes they are twisted by confusion, fear, and anger resulting in a Somniletum. They will stalk their prey over great distances, feeding off of their fear. They are most deadly while you sleep.(Reveal Spectral Whisper, Icy Touch, and Trick of the Eye)
DC32: Religion; when it captures its prey in their dreams it will surely kill them. They rely heavily on their ability to strike fear into the hearts of their victims. Without magic to break the snare, a person will never wake from their dreams. (Break Enchantment awakens from dream, reveal telepathy and detect thoughts. )

Plot Hook:
As the PCs pass through their way on towards their destination, they stop into a fairly small village to re-supply. While they are there they hear of a well known and loved priest in the city of Corresc who has fallen ill and has not awakened from a deep, feverish sleep. While trying to heal the priest he dies in his sleep and the body disappears. The city streets now are desolate at night for the fear of something they call the Somniletum. People are afraid to sleep or be in the dark or outside at night. Everywhere the town’s population slowly becomes ill from lack of sleep, and small portions begin to go mad from fear as people die in their sleep.

After a small skirmish the party makes camp but no one sleeps that night. Something is following them everywhere they go, but nothing is ever there. Magical detection shows only fleeting glimpses of something horrible always one step ahead of the party. Eventually the party succumbs to sleep and find themselves collectively in a nightmarish, chaotic world fighting to find a way out. (Some sort of chaos-themed environment) End fight being a Ghost with a Somniletum.

*Treasure: When the Somniletum is killed, its former body returns to the Material Plane at the feet of whoever slew it. Standard gear for a 10th level NPC.

The statistics listed are assuming the Somniletum is on the Ethereal Plane or the Plane of Dreams. For Material plane stats, simply change type to Incorporeal and change speed to fly 30ft perfect.

Cespenar
2009-10-19, 05:25 PM
Hordeling

Small Outsider
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 30 ft.(6 squares), Climb 20 ft.
Armor Class: 14 (+2 Dex, +1 natural, +1 size), touch 13, flat-footed 11
Base Attack/Grapple: +1/+3
Attack: Bite +4 melee (1d4+2)
Full Attack: Bite +4 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach
Special Qualities: Horde mentality, swarm tactics, seed of terror, call of the blood
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 14, Dex 15, Con 10, Int 15, Wis 8, Cha 7
Skills: Hide +17, Move Silently +13, Climb +11
Feats: Stealthy, Improved Grapple (B)
Environment: Any
Organization: Solitary, Cowardice (2-10), Nuisance (11-50), Horde (51+)
Challenge Rating: (1/2), Varying
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 3-4 HD (Small)
Level Adjustment: None

Az'griel, the Prince of Terror is not a name you see around everyday. Only in the most obscure of ancient tomes is his name mentioned, let alone the tale be told. Legends, however, and crude translations from said scriptures speak of a demon lord from the olden days, one so powerful that he could materialize as he wished onto this world, and carved a large kingdom for himself out of almost a whole continent. He ruled those lands as a tyrant, his name striking fear deep into the hearts of any living being that caught its mention. After fifty years of this reign of terror, however, emerged a bold trio: three brothers whose grandfather was the king of the very lands the demon now ruled. Being competent warriors and astounding leaders, these three men did the impossible. They rallied the frightened rabbles of people throughout each city and every town, gathering them around their unwavering figure. The demon lord, in his vanity, was too late to take notice. The forces of the three brothers was growing both in number and morale as the people found something they could trust in the face of fear.

With the insurrection continuing perfectly, the only thing that remained was assailing the final bastion of the so-called Prince of Terror himself. As their soldiers breached the castle walls with ease, the brothers strode alone into the inner keep for the final confrontation, when they encountered something most curious. A huge number of small, deformed, goblin-like creatures were fleeing the keep in great panic, as if running away from death itself. Thinking that even the demon's servants were abandoning him, and showing compassion against the sniveling little monsters, the brothers walked forward with increased resolve and finally ended up in the throne room.

It was, to their shock, empty. Az'griel was nowhere to be found, and no amount of search yielded any secret passages that might have helped his escape. It was only after some time when it occurred to Zaash, the younger of the brothers and most knowledgeable of the arcane lore, that here and there around the throne room lied sprinkles of various materials- reagents, as one may say, used in some kind of ritual of profane transformation. Putting two and two together, Zaash quickly ordered the immediate capture of the fleeing creatures who they thought were mere servants. Now it was their turn to prove late, though, for the creatures were long since gone and probably making their way to the depths of the kingdom as they were speaking. A thorough hunt ended in many of the small creatures caught and executed, but Zaash were sure that there were at least ten of them out there for every one they managed to catch.

Their time long gone, these weird aberrations were forgotten. They didn't forget, however, for he didn't forget. The hordelings will gather together, and when they do...

Small, hunched creatures with leathery skin, long arms and overall goblin-like outlook, the Hordelings have rather extreme sets of mood because of the profane seed within themselves. This 'seed of terror', when the creature is encountered alone, puts it in a extremely coward and overly paranoid state of mind, who will run away from the slightest danger. When gathered together, however, the seeds will interact with one another, returning a small sliver of the demon lord Az'griel's presence, diminishing the creatures' cowardice and making them more bestial, formidable, and frightening.

Combat

The primary goal of the Hordelings is to complete their reunion, while the secondary is dependant of the number they possess. When encountered alone or in small groups, Hordelings will prove extremely fearful and run away, while in larger bands they will attack and rip apart any force that might get in the way of them getting together. Even when in numbers the Hordelings are intelligent, though, and they will rarely challenge opponents that look stronger then themselves.

In combat, Hordelings have rather one-dimensional tactics that may prove effective nevertheless, which is outnumbering their enemies and using their petite builds to fight in great numbers in the same lines.

Attach (Ex): If a hordeling hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached hordeling loses its Dexterity bonus to Armor Class and has an AC of 11. An attached hordeling can be struck with a weapon or grappled itself. To remove an attached hordeling through grappling, the opponent must achieve a pin against the creature.

Horde Mentality (Su): The Hordelings grow strong and bold in increasing numbers. The number of Hordelings within line of sight of each other defines the current effect on all of them, with the details seen in the following table.

{table=head] Number of Hordelings together | Effect
1 | Frightened
2-10 | Shaken
11-25 |
26-50 | Raging, as the barbarian class feature
51+ | Raging, advancement*
[/table]

*In numbers above 51, the Hordelings will gain +1 to attack, +1 to damage, and 2 bonus hit points for every extra 25 of them.

These effects last until either their numbers would change into a category that would grant different effects, or when the current effects are somehow dispelled or removed, in which case, the Hordelings will automatically regain them after 1 minute.

Swarm Tactics (Ex): Hordelings count one size smaller in terms of the number of them being able to fight effectively in the same square.

Seed of Terror (Su): The presence of the fractured demon lord Az'griel shows glimpses of itself when the Hordelings are gathered in an enough size, putting terror in all those who face them. If the number of Hordelings in a group exceed 25, they afflict any creature coming within 60 feet range with the Fear spell, DC 15 + 1 per each 10 additional Hordelings beyond the first 25. Those that make their save becomes immune to this ability for 24 hours.

Call of the Blood (Su): Hordelings can sense the exact locations of each other within a range of 1000 feet, and the general direction within 1 mile. This ability cannot be fooled, other than the efforts of epic-level magic or any beings with divine ranks.

Skills: Hordelings have a +4 racial bonus on Hide, Move Silently, and Climb checks. A Hordeling can always choose to take 10 on a Climb check, even if rushed or threatened.
-=-=-=-=-=-=-

Lore

A Knowledge (the planes) check reveals the following information about Hordelings:

{table=head]DC | Lore
12 | Though looking very similar, these creatures are not simple goblinoids.
17 | These creatures seem to shed their cowardly nature when gathering in numbers. (Reveals Horde Mentality)
22 | They seem to carry a shard of demonic magic within them, possibly tied with the aspect of terror and fear.
27 | Nothing new
32 | These creatures are Hordelings, fractured parts of the once dreaded demon lord Az'griel, and are trying to get back together to make him take physical form once again and be reborn. (Reveals all abilities) [/table]

Plot Hooks

1) A hidden player spots a handful of these creatures hastily sneaking off to somewhere. What they could be up to?
2) While the players uncover parts of an old scripture hinting about an old story about a demon, rumors begin to tell of caravans and travelers being attacked by numerous small creatures. Can these two be somehow linked?

Joxer t' Mighty
2009-10-20, 06:15 PM
Jump-At-A-Body

http://th05.deviantart.net/fs7/300W/i/2005/208/c/c/Boo_by_Danny_Deviant.jpg

Medium Monstrous Humanoid (psionic)
Hit Dice: 7d8+14 HD (45 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 15 (+4 dex, +1 natural),
touch 14, flat-footed 11
Base Attack/Grapple: +7/+9
Attack: Club +6 melee (1d6+2)
Full Attack: Club +6 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Jump out of their skin, pounce, psi-like abilities
Special Qualities: Darkvision 60 ft., great voice, scent, stalker, undulant innards
Saves: Fort +4, Ref +9, Will +5
Abilities: Str 15, Dex 19, Con 14, Int 13, Wis 10, Cha 16
Skills: Hide +18, Intimidate +9, Jump +12, Listen +6, Move Silently +16, Spot +6
Feats: Ability Focus (jump out of their skins), Dodge(B), Kiai Shout (http://realmshelps.dandello.net/cgi-bin/feats.pl?Kiai_Shout,CW), Leap of the Heavens (http://realmshelps.dandello.net/cgi-bin/feats.pl?Leap_Of_The_Heavens,PH2)
Environment: Temperate forest or swamp and urban
Organization: Solitary or Mates
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 8-10 HD (Medium), 11-19 HD (Large)
Level Adjustment: +4

A jump at a body in it's natural form appears as a pale newt-like humanoid creature, though with powerful, springing legs and lithe, compact body. Its rubbery skin is pockmarked in large, puckered pores which occasionally extrude anemone-like organs that twitch and flex before disappearing back where they came from. It's head is horrible, like a man's, but with a mouth five times too large. So much so it cannot fully close it. The entire form seems boneless, with corded muscles and thick ligaments that visibly retract and shift under the skin like serpents. From this movement they are able to wear nigh any skin they don.

Jump at a bodies are creatures taken to 'haunting' locales that pique their fancy. Everything that lives there is frightened away, leaving the jump at a body the master of its area. There it slowly grows, eating on the skins of those that intrude, seeking more when it grows hungered or bored. They take a vicious glee in scaring others to death, perhaps stalking them for hours before finally ending the macabre game. Otherwise they are fairly harmless creatures.

Jump at a bodies stand around six and a half feet tall when not compressed into the skins, and weigh about 200 lbs. They speak their own language, though if near a settlement of another race usually pick up on their language fairly easily.

Combat
A jump-at-a-body's favorite method of attack is to leap at a creature with a curdling scream and protruding its organs in a way so terrifying the victim's body rips itself apart in response.

Great Voice (Ex): The deep voice of a jump at a body is of an unnerving volume and timbre. It gains a +4 bonus to intimidate checks in which it uses its voice.

Jump Out of Their Skin (Su): A jump at a body has a unique and horrifying surprise attack. If they can enter a square within 10 feet of a creature unawares they may attempt to startle them out of their skin . Unless they succeed on a fortitude save (DC 18) their skin leaps right off the body. The victim must then succeed on a DC 30 fortitude save or die instantly. Those that do not die still take 1d8 points of Constitution damage per round and a -4 penalty to all attacks, skill checks and fortitude saves. To cast spells or manifest powers they must succeed on a Concentration check (DC 25 + 1 per spell/power level). This is a psychometabolic, fear effect. The save DC is Charisma-based.

The jump at a body makes an immediate intimidate check after it has caused one to lose their skin to all creatures that witnessed it in 30 feet, with a +10 bonus. Those that fail their save by 5 or more are shaken. By 10 they are frightened. By 20 they are panicked.

A jump at a body may don the skin of a creature one size category smaller or larger, or a portion of it, as a full round action. They meld with it, gaining the natural armor of their victim, as well as 1/10th the hit points of the creature (minimum 1). It gains a semblance to the being they stole the skin from, so that the skin of a wolf makes them appear lycan, while that of a dragon has them appear draconic. If the being is humanoid in appearance it gains a +10 bonus to disguise checks to appear as a member of that race, though the change is not sufficient to pass as the individual the skin was stolen from. They must shed their skin as a standard action to don a new one.

To those with the scent ability they also smell as their victim. Only another jump at a body can detect the difference.

Pounce (Ex): If a jump at a body charges a foe, it can make a full attack, including its Jump Out of Their Skin ability.

Psi-like Abilities: Manifester level 8th.
3/day - Forced Share Pain, Strength of my Enemy.

Stalker (Ex): A jump at a body can hide even while on the move, at a -10 penalty.

Undulant Innards (Ex): A jump at a body's inner organs are constantly shifting and in motion. They are immune to extra damage from critical hits and sneaks attacks. Additionally, they take minimum possible damage from falls, and a +4 racial bonus on all saving throws against poison, disease, and paralysis.

Skills: A jump at a body gains a +4 racial bonus on hide and move silently checks, and a +10 bonus on jump checks.

The Vorpal Tribble
2009-10-21, 09:39 AM
The entry portion of the contest is over and voting begun.

Vote for what frightens you most here... (http://www.giantitp.com/forums/showthread.php?p=7165038#post7165038)

BEWARE


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

Belial_the_Leveler, DarkCloud, Dragon Elite, Gamerkid, Odynoneeye, and Owrtho's entries have been disqualified for being incomplete at the deadline.

DarkCloud
2009-10-23, 10:35 PM
? How exactly was my entry incomplete? I did not post a photograph, but all that seemed to be required was:

"must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any."