Morph Bark
2012-12-16, 06:03 PM
Welcome to the Nightmare
leave your sanity at the door...
Time to expand some on my campaign setting (http://www.giantitp.com/forums/showthread.php?t=251075)! I notice that it is not often that monsters are the subject of a thread in the Homebrew forum, playing second fiddle to anything that is for PC use, and considering it's also a part of my setting I've so far kind of neglected, it's time to make up for all that!
Introducing: the nightmares! Nightmares are creatures from the Nightmare Realm, quite literally nightmares made manifest. Originally known as a realm of the afterlife known as the 'Realm of Lost Souls' it was corrupted by Akurnu, one of the Nine Sons of Darkness, and became the way it is now. It is a plane where the elements are emotions and thoughts are weapons. Going in with a weak mind is the worst thing one could think of doing there.
As a plane where physics works differently, the nightmare creatures are different as well, and possess a love for invading people's dreams. Sometimes, they take this love too far and invade other worlds, causing chaos and disrupting the natural flow of life. Such times, they may invade all, everything and everyone.
Nightcritter, CR 3
Small Outsider (Chaotic, Extraplanar)
HD: 4d8 (20 HP)
Speed: 30 ft, climb 15 ft
Init: +6
AC: 16 (+2 Dex, +2 natural armor, +1 size, +1 deflection); touch 14; flat-footed 14
BAB/Grapple: +4/-4
Attack: claw +7 melee (1d4-1)
Full-Attack: 2 claws +7 melee (1d4-1)
Space/Reach: 5 ft/5 ft
Special Attacks: soulstirring, summon nightcritter
Special Qualities: darkvision 60 ft, emotional flux
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 8, Dex 14, Con 13, Int 8, Wis 7, Cha 12
Skills: Climb +14, Hide +13, Jump +6, Listen +5, Move Silently +2, Perform (sing) +7, Spot +5
Feats: Improved Initiative, Weapon Finesse
Environment: Nightmare Realm
Organization: Pairs or groups (3-9)
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: 5-7 (Small), 8-12 (Medium)
Nightcritters are the most basic of nightmare creatures, appearing as 2-foot tall little black humanoids, with a pudgy appearance and gooey-looking skin. They have large eyes that are usually a single colour (usually yellow, purple or red), with rare nightcritters having eyes that are a swirl of two colours in a spiral pattern.
Combat
Emotional flux (Su): Nightcritters add their Charisma bonus as a deflection bonus to their AC, but not against attacks from mindless creatures.
Skills: Nightcritters have a +8 bonus on Climb checks.
Soulstirring (Su): Once per encounter, as a standard action, a nightcritter may attempt to stir the souls of those nearby. It makes a Perform (sing) check as it lets out a sorrowful wailing. Everyone within 30 ft must pass a Will save (DC equal to the check result) or move 5 ft away at the earliest opportunity. This does not provoke attacks of opportunity. Other nightmare creatures are immune to this ability. This is a mind-affecting ability.
Summon Nightcritter (Sp): Once per day, a nightcritter may attempt to summon another nightcritter. This has a 40% chance of being successful.
The Nightmare Realm is full of fine cracks in reality, ones that can be exploited to travel to other planes. However, nightcritters aren't big enough to fit through these cracks normally, because cracks that are big enough for them to go through are very rare (1/8000 chance a 1-by-1 mile area has a crack of Tiny size or larger). This does not stop the nightcritters, who touch these cracks and try to squeeze themselves into it anyway. This causes the nightcritter to break down, which may result in death or warping, or they may successfully squeeze through and emerge from the other side as a heartseed.
Heartseed
Diminutive Outsider (Chaotic, Extraplanar)
HD: 1d8 (20 HP)
Speed: 5 ft, swim 10 ft
Init: +7
AC: 17 (+3 Dex, +3 size, +1 deflection); touch 17; flat-footed 14
BAB/Grapple: +1/-15
Attack: --
Full-Attack: --
Space/Reach: 1¼ ft/0 ft
Special Attacks: drill the soul, emotional flux
Special Qualities: blindsight 20 ft
Saves: Fort +1, Ref +5, Will +1
Abilities: Str 4, Dex 17, Con 9, Int 2, Wis 7, Cha 12
Skills: Hide +19, Jump -3, Listen +2, Move Silently +7, Swim +8
Feats: Improved Initiative
Environment: The Material Plane
Organization: Solitary
Challenge Rating: 1/2
Treasure: Standard
Alignment: Chaotic Neutral
A heartseed looks kind of like a two-tailed pitch black tadpole with a dark gemstone making up most of its head, barely a foot long at most. It's a native of the Nightmare Realm, but most often appears in the Material Plane or other planes.
Combat
Drill the Soul (Su): As a standard action, a heartseed can leap at a target within 10 feet (Jump DC 10) and drill their soul. If the target is alive and conscious, they take 2d6 points of damage. If this brings them down to negative hit points, the heartseed automatically digs itself into their body and soul and turns them into a heartseed creature. If the target is unconscious, but has positive hit points, they must make a Will save (DC 11) to resist being turned into a heartseed creature. If the target has negative hit points or is an object (including corpses), the heartseed automatically succeeds in turning them into a heartseed creature. This ability does not work on undead, but does work on constructs.
Emotional flux (Su): Heartseeds add their Charisma bonus as a deflection bonus to their AC, but not against attacks from mindless creatures.
Skills: Heartseeds have a +8 bonus on Swim checks.
Heartseed Creature
"Heartseed creature" is an acquired template that can only be applied to a living, corporeal creature.
Size and Type: Size is unchanged. Type changes to undead.
HD: Change all current and future HD to d12s.
AC: Natural armor increases by 2.
Attack: A heartseed creature gains two primary claw attacks that deal 1d6 plus full Str mod damage (for a Medium creature).
Special Attacks: A heartseed creature retains all the base creature’s extraordinary special attacks and gains those described below. Save DCs are equal to 10 + ½ heartseed creature's HD + heartseed creature's Cha modifier unless otherwise noted.
Special Qualities: A heartseed creature retains all the base creature’s special qualities and gains those described below.
Emotional flux (Su): Heartseed creatures add their Charisma bonus as a deflection bonus to their AC, but not against attacks from mindless creatures.
Abilities: Dex +4, Con --. Mental ability scores are Int 8, Wis 7, Cha 12 or base creature's -4, whichever are better.
Skills: Heartseed creatures have a +4 bonus on Climb and Swim checks.
Feats: Heartseed creatures gain Improved Initiative as a bonus feat.
Environment: Any plane invaded by the Nightmare Realm's creatures.
Organization: Solitary, pairs, squads (3-12) or hordes (20-80)
Challenge Rating: +2
Treasure: Standard
Alignment: Chaotic Neutral
Note that this is as of yet unfinished. More creatures will follow, more explanations of how their lives work, and maybe even a few details on the Realm itself.
leave your sanity at the door...
Time to expand some on my campaign setting (http://www.giantitp.com/forums/showthread.php?t=251075)! I notice that it is not often that monsters are the subject of a thread in the Homebrew forum, playing second fiddle to anything that is for PC use, and considering it's also a part of my setting I've so far kind of neglected, it's time to make up for all that!
Introducing: the nightmares! Nightmares are creatures from the Nightmare Realm, quite literally nightmares made manifest. Originally known as a realm of the afterlife known as the 'Realm of Lost Souls' it was corrupted by Akurnu, one of the Nine Sons of Darkness, and became the way it is now. It is a plane where the elements are emotions and thoughts are weapons. Going in with a weak mind is the worst thing one could think of doing there.
As a plane where physics works differently, the nightmare creatures are different as well, and possess a love for invading people's dreams. Sometimes, they take this love too far and invade other worlds, causing chaos and disrupting the natural flow of life. Such times, they may invade all, everything and everyone.
Nightcritter, CR 3
Small Outsider (Chaotic, Extraplanar)
HD: 4d8 (20 HP)
Speed: 30 ft, climb 15 ft
Init: +6
AC: 16 (+2 Dex, +2 natural armor, +1 size, +1 deflection); touch 14; flat-footed 14
BAB/Grapple: +4/-4
Attack: claw +7 melee (1d4-1)
Full-Attack: 2 claws +7 melee (1d4-1)
Space/Reach: 5 ft/5 ft
Special Attacks: soulstirring, summon nightcritter
Special Qualities: darkvision 60 ft, emotional flux
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 8, Dex 14, Con 13, Int 8, Wis 7, Cha 12
Skills: Climb +14, Hide +13, Jump +6, Listen +5, Move Silently +2, Perform (sing) +7, Spot +5
Feats: Improved Initiative, Weapon Finesse
Environment: Nightmare Realm
Organization: Pairs or groups (3-9)
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: 5-7 (Small), 8-12 (Medium)
Nightcritters are the most basic of nightmare creatures, appearing as 2-foot tall little black humanoids, with a pudgy appearance and gooey-looking skin. They have large eyes that are usually a single colour (usually yellow, purple or red), with rare nightcritters having eyes that are a swirl of two colours in a spiral pattern.
Combat
Emotional flux (Su): Nightcritters add their Charisma bonus as a deflection bonus to their AC, but not against attacks from mindless creatures.
Skills: Nightcritters have a +8 bonus on Climb checks.
Soulstirring (Su): Once per encounter, as a standard action, a nightcritter may attempt to stir the souls of those nearby. It makes a Perform (sing) check as it lets out a sorrowful wailing. Everyone within 30 ft must pass a Will save (DC equal to the check result) or move 5 ft away at the earliest opportunity. This does not provoke attacks of opportunity. Other nightmare creatures are immune to this ability. This is a mind-affecting ability.
Summon Nightcritter (Sp): Once per day, a nightcritter may attempt to summon another nightcritter. This has a 40% chance of being successful.
The Nightmare Realm is full of fine cracks in reality, ones that can be exploited to travel to other planes. However, nightcritters aren't big enough to fit through these cracks normally, because cracks that are big enough for them to go through are very rare (1/8000 chance a 1-by-1 mile area has a crack of Tiny size or larger). This does not stop the nightcritters, who touch these cracks and try to squeeze themselves into it anyway. This causes the nightcritter to break down, which may result in death or warping, or they may successfully squeeze through and emerge from the other side as a heartseed.
Heartseed
Diminutive Outsider (Chaotic, Extraplanar)
HD: 1d8 (20 HP)
Speed: 5 ft, swim 10 ft
Init: +7
AC: 17 (+3 Dex, +3 size, +1 deflection); touch 17; flat-footed 14
BAB/Grapple: +1/-15
Attack: --
Full-Attack: --
Space/Reach: 1¼ ft/0 ft
Special Attacks: drill the soul, emotional flux
Special Qualities: blindsight 20 ft
Saves: Fort +1, Ref +5, Will +1
Abilities: Str 4, Dex 17, Con 9, Int 2, Wis 7, Cha 12
Skills: Hide +19, Jump -3, Listen +2, Move Silently +7, Swim +8
Feats: Improved Initiative
Environment: The Material Plane
Organization: Solitary
Challenge Rating: 1/2
Treasure: Standard
Alignment: Chaotic Neutral
A heartseed looks kind of like a two-tailed pitch black tadpole with a dark gemstone making up most of its head, barely a foot long at most. It's a native of the Nightmare Realm, but most often appears in the Material Plane or other planes.
Combat
Drill the Soul (Su): As a standard action, a heartseed can leap at a target within 10 feet (Jump DC 10) and drill their soul. If the target is alive and conscious, they take 2d6 points of damage. If this brings them down to negative hit points, the heartseed automatically digs itself into their body and soul and turns them into a heartseed creature. If the target is unconscious, but has positive hit points, they must make a Will save (DC 11) to resist being turned into a heartseed creature. If the target has negative hit points or is an object (including corpses), the heartseed automatically succeeds in turning them into a heartseed creature. This ability does not work on undead, but does work on constructs.
Emotional flux (Su): Heartseeds add their Charisma bonus as a deflection bonus to their AC, but not against attacks from mindless creatures.
Skills: Heartseeds have a +8 bonus on Swim checks.
Heartseed Creature
"Heartseed creature" is an acquired template that can only be applied to a living, corporeal creature.
Size and Type: Size is unchanged. Type changes to undead.
HD: Change all current and future HD to d12s.
AC: Natural armor increases by 2.
Attack: A heartseed creature gains two primary claw attacks that deal 1d6 plus full Str mod damage (for a Medium creature).
Special Attacks: A heartseed creature retains all the base creature’s extraordinary special attacks and gains those described below. Save DCs are equal to 10 + ½ heartseed creature's HD + heartseed creature's Cha modifier unless otherwise noted.
Special Qualities: A heartseed creature retains all the base creature’s special qualities and gains those described below.
Emotional flux (Su): Heartseed creatures add their Charisma bonus as a deflection bonus to their AC, but not against attacks from mindless creatures.
Abilities: Dex +4, Con --. Mental ability scores are Int 8, Wis 7, Cha 12 or base creature's -4, whichever are better.
Skills: Heartseed creatures have a +4 bonus on Climb and Swim checks.
Feats: Heartseed creatures gain Improved Initiative as a bonus feat.
Environment: Any plane invaded by the Nightmare Realm's creatures.
Organization: Solitary, pairs, squads (3-12) or hordes (20-80)
Challenge Rating: +2
Treasure: Standard
Alignment: Chaotic Neutral
Note that this is as of yet unfinished. More creatures will follow, more explanations of how their lives work, and maybe even a few details on the Realm itself.