View Full Version : Your mind is my ocean - await me in your dreams! Fhtagn! [PEACH]

Morph Bark
2010-11-21, 02:07 PM
See this and other horrific monsters in the GITP Monster Competition LI here (http://www.giantitp.com/forums/showthread.php?t=174214). Posting this also seperately to get in more PEACHing and thus serving to create greater balance.

by IRIRIV of DeviantART

Huge Aberration (Aquatic, Extraplanar, Psionic)
Hit Dice: 22d8+96 (195 hp)
Initiative: +13
Speed: 20 ft (4 squares), fly 80 ft (perfect maneuverability), swim 80 ft
Armor Class: 22 (+9 Dexterity, +5 natural, -2 size), touch 17, flat-footed 13
Base Attack/Grapple: +16/+28
Attack: Horn +20 melee (2d10+4)
Full Attack: Horn +20 melee (2d10+4) plus 4 telekinesis (see below)
Space/Reach: 15 ft/10 ft
Special Attacks: Create Husk, Entrap Other, Knowledge Eater, Possess Husk, Telekinesis, Thought Eater
Special Qualities: Amphibian, Darkvision 60 ft, Damage Reduction 10/magic, Immunities, Telepathy 100 ft, Tremorsense 50 ft
Saves: Fort +9, Ref +16, Will +24
Abilities Str 18, Dex 28, Con 15, Int 35, Wis 30, Cha 30
Skills: Autohypnosis +35, Bluff +35, Concentration +27, Decipher Script +37, Hide +34, Intimidate +43, Knowledge (arcana) +37, Knowledge (the planes) +14, Listen +35, Move Silently +34, Spellcraft +39, Spot +35, Swim +42, Tumble +34, Use Magic Device +35, Use Rope +34
Feats: Dark SpeechBoVD, DarkstalkerLoM, Demonic SkinBoVD, Epic ToughnessEpic feat, Improved Initiative, Improved Toughness, Keeper of Forbidden BoVD, MindsightBonus feat, LoM, Run
Environment: Any aquatic, the Far Realms
Organization: Solitary or Pair
Challenge Rating: 16
Treasure: Standard
Alignment: Lawful Evil
Advancement: 23-43 HD (Huge), 44-83 HD (Gargantuan), 84 HD+ (Colossal)
Level Adjustment: --

Thoughtswimmers are deadly creatures that slay the minds of others to create homes and slaves for themselves at the same time. They are very hard to kill because they almost always hide away within the minds of slaves, from whom they can steal knowledge.


Amphibian: A thoughtswimmer can breathe air as easily as water.

Create Husk (Su): Whenever a thoughtswimmer reduces a creature to 0 Intelligence via its Thought Eater ability, it can turn that creature into its slave with a standard action. The creature will act as normal except that its mind is replaced with the thoughtswimmer's, giving it an Intelligence score of 35. The creature's own Intelligence score won't be recovered until the thoughtswimmer is either slain or sent to another plane (the creature's Intelligence damage won't heal until this occurs, but if the thoughtswimmer returns while it is healing, the healing is disrupted and the thoughtswimmer must be slain or sent away again). A thoughtswimmer can control as many husks at once equal to its Charisma score.

Entrap Other (Su): While it is possessing a husk, a thoughtswimmer may try to drag another creature's mind into a world of its own creation. This ability may target a creature within 100 feet of its current husk host who must succeed on a DC 33 Will save or have its body fall to the floor as its mind is dragged into the world of the thoughtswimmer's own mind. The save DC is Int-based.

The world of the thoughtswimmer's own mind is like a demiplane that is only accessible by the thoughtswimmer itself and through it targeting others with this ability. The thoughtswimmer resides there while it possesses a husk host and appears tangible and visible as it normally would. The target creature appears in there in the same state it is in the real world with all of its equipment. It is subject to any damage dealt to the creature in the real world or in the thoughtswimmer's demiplane as well as any other effects, but it counts as being asleep in the real world. The only way to get out is either through some spell, power or effect that allows or forces them to return to their body, or through killing the thoughtswimmer or forcing it to depossess its husk host (without repossessing another).

Immunities: A thoughtswimmer is immune to disease, mind-affecting effects, poison and sonic damage.

Knowledge Eater (Su): While possessing a husk, a thoughtswimmer can eat some of its knowledge. It can steal one rank in any Knowledge skill its current husk host as ranks in and add it to its own Knowledge ranks in that same skill. It can never go beyond the normal skill rank limit this way and it may only use this ability once per hour. A randomly encountered thoughtswimmer has stolen 1d4 Knowledge ranks per 2 HD. The sample thoughtswimmer has no stolen Knowledge ranks, displaying a thoughtswimmer that had not visited the Material Plane yet.

Possess Husk (Su): A thoughtswimmer can enter the mind of one of the husks under its control as a standard action that provokes an attack of opportunity. The husk must be within 10 feet of the thoughtswimmer for it to be able to do this. While inside the husk the thoughtswimmer is not affected by most spells or effects except for force effects, spells and effects that deal damage to evil creatures specifically (such as the holy word spell) and those that specifically target creatures possessing other creatures.

A thoughtswimmer can possess another husk within 30 ft of its current husk host as a standard action. While possessing a husk host the thoughtswimmer has Regeneration 3, which is pierced by fire, force and good-aligned attacks.

Skills: A thoughtswimmer has a +8 bonus to Swim checks.

Telekinesis (Sp): A thoughtswimmer can use telekinesis, as the spell, as a spell-like ability at-will. It uses its four tentacle-prongs near the end of its tail to direct these, allowing it to use it against four different targets as a full-round action or as part of a full attack. It can use one use of telekinesis as a standard action. It uses these at caster level 20th.

Thought Eater (Sp): A thoughtswimmer can consume the thoughts of a creature it detects with its mindsight. Doing this requires a full-round action that doesn't provoke attacks of opportunity. The target must succeed on a DC 33 Will save or take 3d6 points of Intelligence damage. The thoughtswimmer heals itself by 1d8 hit points per 2 Intelligence damage done. This is a mind-affecting effect and is used at caster level 20th. The save DC is Int-based.

2010-11-22, 08:51 AM
Is this creature missing the Psionic subtype? It has autohypnosis as a skill. See here: http://www.d20srd.org/srd/psionic/monsters/overview.htm#thePsionicSubtype

Your saves are missing which ability on which they are based. See Entrap Other and Thought Eater for the DC 33 Will saves.

Otherwise, it looks darn good.


Morph Bark
2010-11-22, 09:21 AM
Granted it the Psionics subtype. Totally forgot about it. Thanks for reminding me, Debby!

Added in that the saves are Int-based. I'll have to re-check Telekineses if it calls for any saves, though.

And I'm glad it looks good. :smallsmile: I should have artwork inspire me more often for the creation of monsters.