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afroakuma
2013-01-17, 02:05 AM
In progress work is incomplete.

Golobile
Corrupted anarchic half-fiend greater ooze elemental Level 2 Rogue (Variant)/Level 1 Thrall of Juiblex/Level 1 Warrior of Darkness
Huge Outsider (Augmented, Chaotic, Earth, Evil, Extraplanar, Water)
HD 22d8+2d6+1d10+225 (338 hp)
Speed 30 ft. (6 squares); fly 30 ft. (average), swim 50 ft.
Init: +6
AC 37; touch 14; flat-footed 31 (+23 natural [+5 enhancement], +6 Dex, -2 size)
BAB +18; Grp +37
Attack Claw +28 melee (3d6+11 + 2d6 acid + 12 vile, 19-20/x2)
Full-Attack 2 claws +28 melee (3d6+11 + 2d6 acid + 12 vile, 19-20/x2) and bite + 22 melee (2d6+5 + 2d6 acid + 12 vile)
Space 15 ft.; Reach 15 ft.
Special Attacks Acid, disruptive attack, enhanced power, smite good 1/day, smite law 1/day, spell-like abilities
Special Qualities Black magic oil, damage reduction 10/-, darkvision 60 ft., elemental traits, evasion, fast healing 10, fire immunity, immune to mind-affecting, immune to petrification and polymorph, resistance to acid 10, cold 10, electricity 10 and sonic 5, sickening slime, SR 35, trapfinding
Saves Fort +25 Ref +18 Will +13
Abilities Str 32, Dex 22, Con 29, Int 12, Wis 10, Cha 26
Skills Balance +18, Bluff +19, Climb +24, Concentration +34, Craft (alchemy) +11, Disguise +21, Escape Artist +31, Hide +0, Intimidate +35, Knowledge (arcana) +5, Knowledge (the planes) +6, Knowledge (religion) +5, Listen +27, Search +22, Sense Motive +10, Spot +27, Survival +12
Feats Ability Focus (acid), Boost Spell-Like Ability, Combat Reflexes, Deformity (madness), Improved Critical (claw)B, Improved Natural Attack (claw), Iron Will, Naturalized Denizen, Thrall to Demon, Weapon Focus (claw)B, Willing Deformity
Environment Infinite Layers of the Abyss (Shedaklah)
Organization Solitary
Challenge Rating 20
Treasure Amulet of natural armor +5, cloak of charisma +6, flesh ring of scorn, 3 doses of salve of slipperiness, 1 ounce of sovereign glue,, 2 applications of universal solvent
Alignment Chaotic evil

Golobile is the corrupt son of Juiblex and Princess Bwimb, a loathsome, vaguely humanoid fiendish tower of thick, purple ooze that bubbles with yellow pus and viscera. Putrid, toxic and wholly debased, this maddened princeling of slime serves as his father's hand on the layer of Shedaklah, and leads the incursions of Juiblex elsewhere when so called upon.

Golobile is a wretched creature, filled with conflicting and dangerous energies and fluids and possessed of tremendous power derived from Juiblex's essence within him. Golobile contains several magical secretions which he can drool out of his internal cysts, and exudes a deadly reek that weakens those around him. Oafish but fierce, Golobile leads waves of slimes and demons in destructive onslaughts for the pleasure of the Faceless Lord.

Golobile has a +3 inherent bonus to Wisdom and a +4 inherent bonus to Charisma. Golobile speaks Abyssal, Aquan, Infernal and Terran.

Weapon and Armor Proficiency Golobile is proficient with all simple and martial weapons and with all armor and shields.

Acid (Ex) Golobile's slimy body is highly acidic and can rapidly dissolve organic material and metal. Any melee hit deals acid damage. Golobile's acid deals 40 points of damage per round to metal or wooden objects. Armor or clothing dissolves and becomes useless immediately unless it succeeds at a Reflex save (DC 38). A metal or wooden weapon that strikes Golobile also dissolves immediately unless it succeeds at a Reflex save. If Golobile successfully grapples an opponent, the opponent's armor must make its Reflex save at a -4 penalty or dissolve into uselessness.

Black Magic Oil (Su) Golobile is infused with a dark enchanted oil that provides him a +10 feet enhancement bonus to his ground and flight movement speeds.

Disruptive Attack (Su) Golobile's natural weapons deal 12 additional vile damage to uncorrupted, living, corporeal nonoutsiders. This damage is reflected in the statblock above.

Enhanced Power (Su) Golobile is infused with corrupt power from the demon lord Juiblex, his lord and father. The saving throw DCs of all of Golobile's special attacks are increased by 4 (this increase is reflected in the relevant abilities).

Evasion (Ex) As rogue.

Sickening Slime (Ex) Golobile's pustulent surface releases nauseating fumes that distract those who are subject to them in concentration. Those within 5 feet of Golobile must make a Fortitude saving throw (DC 20) or take a -1 circumstance penalty on attack rolls and skill checks.

Smite Good (Su) Once per day, Golobile can make a normal attack that deals 20 additional damage to a good opponent.

Smite Law (Su) Once per day, Golobile can make a normal attack that deals 20 additional damage to a lawful opponent.

Spell-Like Abilities (Sp) 3/day - darkness, poison (DC 26), unholy aura (DC 30); 1/day - blasphemy (DC 29), contagion (DC 26), desecrate, destruction (DC 29), horrid wilting (DC 30), summon monster IX (fiends only), unhallow, unholy blight (DC 26). Caster level 25th, save DCs Charisma-based.

Trapfinding As rogue.

G'zoll, Voice of the Mouthless
Advanced Alkilith Level 6 Fiend of Blasphemy (Juiblex)
Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
HD 18d8+86 (207 hp)
Speed 40 ft. (8 squares)
Init: +11
AC 24; touch 16; flat-footed 17 (+8 natural, +7 Dex, -1 size)
BAB +16; Grp +29
Attack Slam +24 melee (2d6+9 + acid)
Full-Attack 4 slams +24 melee (2d6+9 + acid)
Space 10 ft.; Reach 10 ft.
Special Attacks Acid, cloudkill form, kill cultist, spell-like abilities, spells, torture cultist
Special Qualities Acid immunity, amorphous, blood oath, command ooze, DR 15/good, immunities, locate cultist, mind shielding, outsider traits, scry on cultist, sponsor worshiper, SR 23, summon tanar'ri, tanar'ri traits, transfer spell-like ability, undetectable alignment
Saves Fort +21 Ref +20 Will +21
Abilities Str 28, Dex 24, Con 27, Int 20, Wis 26, Cha 22
Skills Bluff +27, Concentration +29, Diplomacy +21, Disguise +27, Escape Artist +22, Hide +18, Intimidate +27, Knowledge (religion) +26, Listen +23, Move Silently +28, Sense Motive +23, Spellcraft +11
Feats Abyss-Bound SoulB, Boost Spell-Like Ability, Chosen of EvilB, Dark Speech, Evil BrandB, Improved Initiative, Leadership, Malign Spell Focus, Mindsight, Surrogate Spellcasting, Thrall to DemonB
Environment Well of Doom
Organization Solitary, rite (add 2d4 cultists), ceremony (add 5d4 cultists) or convocation (whole cult)
Challenge Rating 16
Treasure Pearl of power (3rd level)
Alignment Chaotic evil

G'zoll, the Voice of the Mouthless, is among the greatest servants of the Faceless Lord, and certainly the most insidious. Though physically very lazy, G'zoll is possessed of a sly and cunning mind and a deceptive nature. He delights in the corruption, destruction and terror that his masquerade as a deity has allowed him to unleash, and eagerly awaits the manifestation of the Faceless Lord upon the Prime.

G'zoll resides within a large stone pit in a hidden temple beneath a prosperous human city. This pit, which has come to be known as the Well of Doom, has comfortably ensconced G'zoll for decades and serves as his nexus and base of operations, as well as the center for cult rites and worship. From the Well of Doom, where he masquerades as a pool of profane slime (not far from the truth) that serves as the earthly conduit for the presence of the Faceless Lord (again, not far from the truth), G'zoll conducts horrific sacrifices, terrible demonic rites, and induction into the cult for the worthy.

G'zoll loves to delegate; he transfers many of his spell-like abilities to favored members of the cult, giving them the power to spread chaos and destruction while allowing him to keep up his masquerade. When spellcasting is called for, G'zoll uses surrogate methods to conceal his true nature, substituting blurps and pops for vocal components and bubbles, waves and ripples for somatic components. G'zoll maintains a desecrate effect around the Well of Doom at all times and refreshes his magic circle against good at roughly two-hour intervals.

G'zoll's pit has been enhanced with a modified belt of magnificence +4 attuned to him. As long as he occupies the pit for one hour each day, he receives the bonuses from this item as though wearing it. This item is linked to G'zoll's lifeforce; if he travels to another plane or dies, the magic of the item will expire. The enhancement bonuses from this item are reflected in the statblock above. G'zoll has a +1 inherent bonus to the caster level of his spell-like abilities.

Acid (Ex) Any creature struck by G'zoll's slam attack must make a Fortitude save (DC 27) or immediately take 1d6 acid damage as well as an additional 1d6 acid damage every round for the next 1d6 rounds. Additionally, each time a character fails this save, one of his or her items is put in danger as if he or she had rolled a natural 1 on the saving throw.

Amorphous (Ex) G'zoll has no fixed form or discernible anatomy and enjoys pretending to be a pool of bubbling sludge. He is not subject to flanking or critical hits. G'zoll is immune to poison, sleep, paralysis, stunning and polymorphing.

Blood Oath (Su) With one day of solitude and meditation, G'zoll can ready the Well of Doom (or any other room he chooses to prepare) for a ceremony to induct new members into the Cult of the Faceless Lord. The rite itself takes 2 hours, plus an additional 10 minutes per initiate, and if disturbed in either the preparation or the rite itself, the whole effort is wasted and must be started anew.

When the rite begins, all within 60 feet of G'zoll (and still within the prepared chamber) must make a Will save (DC 22) or become enthralled. This effect also sweeps over anyone who enters the chamber during the rite. Willing participants take a -4 penalty to their saving throw, while hostile and suspicious onlookers get a +4 bonus to resist.

During the 10-minute interval allocated to each initiate, G'zoll demands that they kneel with their face above the Well of Doom. At this time, a bond is formed between the subject and the demon unless the initiate succeeds on a Will save (DC 27). G'zoll is aware if the bond has not formed, and will either exploit a fool who dares defy him by acting as though he has been convinced, or kill them.

Cloudkill Form (Su) As a full-round action, G'zoll can assume gaseous form, manifesting as a cloudkill effect (DC 27) cast at 11th level. Returning to solid form is also a full-round action for G'zoll.

Command Ooze (Sp) G'zoll can control the actions of any ooze within 60 feet. The ooze is allowed a Will save (DC 25) to resist.

Domains G'zoll has the following two domains and the powers from each:

Corruption: Once per day, G'zoll can make an attack against an object that bypasses hardness.

Ooze: Nine times per day, G'zoll can rebuke and command oozes as a 6th-level evil cleric rebukes and commands undead.

Immunities (Ex) G'zoll is immune to harmful gases and odors. He only takes half damage from bludgeoning weapons.

Kill Cultist (Su) G'zoll doesn't limit himself to torture to protect the interests of the cult; he can reach through the bond of the blood oath to strike at the very life force of an initiate, provided the target is on the same plane. This attack can cross any distance to strike at its victim, who must make a Fortitude save (DC 22) or die. Even on a successful saving throw, the victim takes 3d6+6 damage. This is a death effect.

Locate Cultist (Su) G'zoll can discern the whereabouts of any cultist bonded to him with a blood oath at will, as the spell locate creature.

Mind Shielding (Su) G'zoll is immune to detect thoughts and discern lies.

Scry on Cultist (Sp) G'zoll can use scrying to observe any cultist bonded to him once per day per cultist, provided they are on the same plane as him. It is virtually impossible for a cultist to resist this scrying without magical aid.

Spell-Like Abilities (Sp) At will - magic circle against good; 1/day - cone of cold, desecrate, teleport without error (self plus maximum load only), unholy blight. Caster level 12th, Save DCs 16 + spell level (18 + spell level boosted).

Spells Typical spells prepared (-/4+1/4+1/3+1/3+1/2+1; base DC 18 + spell level, 20 + spell level for evil spells): 1st - bane, bless, doom, greaseD, seething eyebaneC; 2nd - aid, darkness, enthrall, silence, webD; 3rd - absorb mindC, bestow curse, contagionD, touch of JuiblexC; 4th - discern lies, morality undoneD, sending, spell immunity; 5th - feeblemindD, forbidden speechC, plane shift.

Torture Cultist (Su) G'zoll can subject any bonded cultist on the same plane as himself to excruciating pain, causing the victim to suffer a -4 penalty to attack rolls, skill checks and ability checks for 6 rounds. A successful Fortitude save (DC 22) reduces the penalty to -2.

G'zoll's complement of spell-like abilities has been reduced to reflect the amount of power he transfers to favored cultists at any given time. His full complement can be seen here:

At will - contagion, desecrate, detect magic, dispel magic, enervation, hold monster, magic circle against good, stinking cloud, teleport without error (self plus maximum load only), wall of ice; 3/day - cone of cold, unholy blight. Save DCs 16 + spell level (18 + spell level boosted).

Sponsor Worshiper (Su) G'zoll supplies the power of the Faceless Lord as divine spellcasting to the mortal head of the cult, who is able to wield the powers of a 12th level cleric.

Transfer Spell-Like Ability (Sp) G'zoll can transfer uses of his own spell-like abilities to cultists he is bonded to via blood oath. G'zoll chooses exactly how many uses he can transfer, and all variable effects of the spell-like ability are determined using G'zoll's statistics and not those of the cultist granted the ability. G'zoll can revoke the transfer of an unused ability at any time as a free action. Being as sedentary as he is, G'zoll tends to be extremely generous with his spell-like abilities, retaining only a few to sustain his wards and lash out at enemies.

Undetectable Alignment (Su) It's not tremendously useful for an entity who gleefully lives at the epicenter of a self-created desecrate, but G'zoll's alignment is protected from divination, as the spell undetectable alignment.

The Cult of the Faceless
Leader: G'zoll, Voice of the Mouthless, alkilith Level 6 Fiend of Blasphemy
Leadership Score: 22 (18, +6 Charisma, +1 special power, -1 aloofness, -2 cruelty), 23 follower (+2 base of operations, -1 caused death of other followers)
Cohort: Laurlinde Ebonfall, Hand of the Limbless, black half-dragon elf Level 12 Cleric of Juiblex
Followers: 90 1st level, 9 2nd level, 5 3rd level, 3 4th level, 2 5th level, 1 6th level

Jaridan Kausta, Mask of the Faceless Lord
Male human Level 1 Chaos Monk/Level 1 Cloistered Cleric of Juiblex/Level 2 Warblade/Level 10 Thrall of Juiblex
Medium Humanoid (Human)
HD 10d10+1d6+1d8+2d12+52 (128 hp)
Speed 30 ft. (6 squares)
Init: +9
AC 25; touch 21; flat-footed 25 (+5 Dex, +4 armor, +3 Wis, +2 deflection, +1 monk bonus)
BAB +12; Grp +22
Attack Unarmed strike +18 melee (1d8+6+1 vile) or corrosive touch +18 melee (1d8+6+2d6+1 vile)
Full-Attack Unarmed strike +18/+13/+8 melee (1d8+6+1 vile) or flailing strike +16/(+16/+16/+16)/+11/+6 melee (1d8+6+1 vile)
Space 5 ft.; Reach 5 ft. (15 ft. with greatreach bracers)
Special Attacks Contagion, corrosive spew, corrosive touch, flailing strike (1d4-1), maneuvers, rebuke undead, sickening slime, spells, summon major demon, summon ooze, summon pudding, unarmed strike
Special Qualities AC bonus, alter self, battle clarity, DR 3/good, lore, no discernible anatomy, polymorph, uncanny dodge, weapon aptitude
Saves Fort +20 Ref +17 Will +17
Abilities Str 22, Dex 21, Con 18, Int 12, Wis 16, Cha 15
Skills Balance +10, Climb +12, Concentration +15, Disguise +4, Escape Artist +10, Intimidate +6*, Knowledge (religion) +11, Knowledge (the planes) +3, Tumble +9
Feats Evil Brand, Evil's BlessingB, Improved GrappleB, Improved Initiative, Improved Unarmed StrikeB, Mutilator, Skill Focus (Concentration), Thrall to DemonB, Vile Ki StrikeB, Willing Deformity
Environment Any urban
Organization Solitary
Challenge Rating 14
Treasure amulet of health +2 and wisdom +2, clear ioun stone, demonskin shirt of armor +4 and resistance +2, greatreach bracers, mask of blood and intellect +2, monk's belt of giant strength +6, ring of protection +2, scroll of touch of Juiblex x4, steadfast quicksilver boots of tremorsense and agility +4, 8850 gp in coinage and jewels
Alignment Chaotic evil

"Disturbed" does not begin to describe Jaridan Kausta, the Mask of the Faceless Lord, First Thrall of Juiblex. As young warblade, Jaridan was already an unstable and violent man, and the discovery of a possessed jewel tipped him over the edge. Jaridan grew obsessed with the jewel's sinister powers and its whispers of the power beyond the flesh. Tortured and cursed, Jaridan began to imagine himself to be weakened by his inferior body, and left the mercenary band he had associated with to train himself into strength.

Though the maddened youth strengthened his body and enhanced his flexibility through the arduous training of a chaos monk, he still felt trapped in his base flesh. With prompting from the fiend of the jewel, Jaridan sought out mages to transform him and dark potions and oils that would let him briefly taste life beyond the confines of his own form. Jaridan isolated himself deep within a moldering library and learned of the master of shapeless things, whose realm of darkness held the secrets of ascending beyond flesh, and performed a hideous rite of self-scarification with a severed aboleth tentacle in tribute to this Faceless Lord. The attention of that demon was drawn, and Jaridan Kausta became a thrall of Juiblex.

As the primary human bearer of Juiblex's power, Jaridan was introduced to G'zoll and the Cult of the Faceless, another agency of the Faceless Lord that plotted to bring his power to bear over the whole world. G'zoll revealed to Jaridan that the dark jewel which had so obsessed him was but a pale imitation of a fouler artifact sought by the cult, enchanted by an alkilith fiend of possession. Jaridan and G'zoll took an instant dislike to one another and went their separate ways to serve the Faceless Lord, though Juiblex would force them to work together on many occasions. With Jaridan's successful recruitment of an aboleth enclave to the ranks of the Faceless Lord, Juiblex has rewarded his First Thrall with a drop of his own ooze, mutating and deforming Jaridan and giving him the release from his human flesh that he has always desired.

Jaridan Kausta is still ostensibly human, but has been warped and twisted in horrendous ways. Spidery scars from his neck to his waist reveal translucent skin that exposes the innards beneath. Thin, putrid slime secretes from his skin and curdles at his fingertips, with swollen blisters on his hands that sometimes burst to reveal a viscous, caustic green sludge. His limbs are slightly elongated and curved, as though Jaridan's bones had all been bent by some great force, and his waist twists and stretches in ways no human body ever should. Acid spittle drools from his broad mouth. Partially hidden under a mask that seeps with oily red fluid is a foul scar running from his bottom lip down to the brand of the Faceless Lord carved into his breast. This pustulent, blistering wound can burst open to allow Jaridan to vomit out a slime, ooze or the alkilith that is bound to his call.

Jaridan has been "blessed" by Juiblex with a mutation using the Faceless Lord's own slime; he has a +4 deformity bonus to Dexterity and a +2 deformity bonus to Constitution.

AC Bonus As a 6th level monk.

Alter Self (Su) Jaridan can change his form at will. This effect mimics the spell alter self cast at 4th level, except that it is a supernatural effect.

Contagion (Su) Once per day, Jaridan can use contagion as the spell cast at 10th level.

Corrosive Spew (Ex) Jaridan's mutated innards secrete a powerful caustic goo that he can spit forth in a line 5 feet wide and 30 feet long once per day. The slime deals 8d6 acid damage and allows victims a Relfex save (DC 24) for half damage.

Corrosive Touch (Ex) Three times per day, Jaridan can exude caustic slime over his hand that causes an additional 2d6 damage on a successful hit.

Domains Jaridan has the following three domains and the powers from each:

Corruption: Once per day, Jaridan can make an attack against an object that bypasses hardness.

Knowledge: Jaridan casts all divination spells at +1 caster level.

Ooze: Five times per day, Jaridan can rebuke and command oozes as a 1st-level evil cleric rebukes and commands undead.

Maneuvers Jaridan uses maneuvers as an 8th-level initiator.

Stances - Punishing Stance (1st)
Strikes - Leading the Attack (1st), Steel Wind (1st)
Boosts - Iron Heart Surge (3rd), Sudden Leap (1st)
Counters - None
Disciplines - Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, White Raven

No Discernible Anatomy (Ex) Jaridan's mutated, amorphous body renders him immune to critical hits, poison, paralysis, sneak attacks and stunning. However, he is unable to imbibe potions.

Polymorph (Su) Jaridan can change his form at will. This effect mimics the spell polymorph cast at 8th level, except that it is a supernatural effect and Jaridan can only use it on himself.

Sickening Slime (Ex) Those within 5 feet of Jaridan must make a Fortitude save (DC 24) or take a -1 circumstance penalty to attack rolls and skill checks.

Spells Typical spells prepared (3/2+1; base DC 13 + spell level): 0th - detect magic, detect magic, read magic; 1st - divine favor, greaseD, seething eyebaneC.

Summon Major Demon (Sp) Once per day, Jaridan can summon an alkilith or a demon of 10 HD or less as a summon monster spell cast at 15th level.

Summon Ooze (Sp) Once per day, Jaridan can summon a gelatinous cube, gray ooze, ochre jelly or patch of green slime as a summon monster spell cast at 10th level.

Summon Pudding (Sp) Once per day, Jaridan can summon a black pudding as a summon monster spell cast at 10th level.

B'olugubro, the Lurking One
Aboleth Level 6 Scaled Horror/Level 2 Divine Mind of Juiblex
Huge Aberration (Aquatic, Psionic)
HD 8d8+8d10+96 (176 hp)
Speed 10 ft. (2 squares), swim 60 ft.
Init: +6*
AC 16; touch 9; flat-footed 15 (+7 natural, +4 armor, +1 Dex, +1 deflection, -2 size)
BAB +11; Grp +30
Attack Tentacle +22 melee (1d6+11 plus slime)
Full-Attack 4 tentacles +22 melee (1d6+11 plus slime)
Space 15 ft.; Reach 10 ft.
Special Attacks Improved grab, psi-like abilities, slime
Special Qualities Aquatic subtype, darkvision 60 ft., DR 2/-, freedom of movement, keen scent, mantle, mucus cloud, psychic aura, resistance to acid 10, uncanny dodge*
Saves Fort +16 Ref +5 Will +16
Abilities Str 32, Dex 12, Con 22, Int 18, Wis 20, Cha 16
Skills Climb +16*, Concentration +25, Hide +10, Jump +16*, Knowledge (psionics) +17, Knowledge (religion) +12, Knowledge (the planes) +7, Listen +22, Move Silently +12, Psicraft +15, Search +10, Spot +22, Survival +10*, Swim +25*
Feats Ability Focus (slime), Combat Manifestation, Enhanced Beneficence, Enlarge Mucus Cloud, Quickslime, Spring AttackB, Thicken Mucus, Toxic Mucus
Flaws Light Sensitivity
Environment Bloodboater Grotto
Organization Solitary
Challenge Rating 11
Treasure Bracers of armor +4, cloak of charisma +2, greatreach bracers, heartseeking amulet, minor ring of acid resistance, ring of the darkhidden, ring of protection +1
Alignment Neutral evil

B'olugubro the Lurking One is the cultivator of the Faceless Lord's underground armies of ooze. Jaridan's prize recruit, the malevolent elder horror has brooded over its cavern of slimy nightmares since that day, centuries prior, when the explorations of its alien mind brushed the malevolent wonders of the Faceless Lord's dreams. Dark inspiration has fueled B'olugubro's work ever since.

While B'olugubro has no power to control the oozes, it possesses a bizarre affinity for summoning them, transforming them and using its own slime and mucus to give the oozes vague direction. From Bloodboater Grotto, a cavern system deep beneath the harbor, B'olugubro and its horrid army wait to storm into the city above and attach themselves to ships leaving for other ports to spread their forces to unsuspecting regions. B'olugubro prizes its collection of magical items, particularly the ring of the darkhidden that gives it the edge over the other denizens of the Underdark. It is also pleased with its two shaboaths, which protect the secret grotto and help keep the oozes in line.

Freedom of Movement (Ex) While underwater, B'olugubro functions as though under a continuous freedom of movement effect.

Improved Grab (Ex) To use this ability, B'olugubro must hit a creture of its size or smaller with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.

Keen Scent (Ex) B'olugubro can notice any creature in the water within 180 feet of it. It can smell blood in the water at distances of up to one mile.

Mantle (Su) B'olugubro's mantle is Corruption and Madness. Creatures within 10 feet of B'olugubro must succeed on Concentration checks (DC 15) to use any spell, spell-like ability, psi-like ability or psionic power.

Mucus Cloud (Ex) B'olugubro surrounds itself with a viscous cloud of mucus roughly 10 feet thick; on dry land, this manifests as a puddle spreading out from it in a 10 foot radius. Creatures in melee with B'olugubro suffer a -1 penalty to attack rolls, AC and Reflex saving throws. Any creature coming into contact with or inhaling this substance must succeed on a DC 20 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. Creatures in contact with the mucus must also make another Fortitude save (DC 24) or become poisoned, taking 1d4 Dexterity damage immediately and another 1d4 Dexterity damage one minute later. Those who remain in the mucus must make new saving throws each round. The save DCs are Constitution-based.

Creatures who start their movement within the mucus have their swim speed halved (if underwater) or their land speed halved (if on land).

Psi-Like Abilities (Ps) At will—disable (30-ft. cone, 12 HD, DC 20*), false sensory input (five targets, DC 16*), mental disruption (20-ft. radius, DC 18*), mindlink (unwilling, nine targets, DC 14*); 3/day—ego whip (ML 7th, 2d4, DC 17*), id insinuation (ML 7th, three targets, DC 17*), psionic dominate (any target, 24 hours, DC 20*), thought shield (power resistance 21, 3 rounds*); 1/day—psionic modify memory (DC 17), remote viewing (DC 17), wall of ectoplasm (DC 17). Manifester level 13th, save DCs Charisma-based.

Psychic Aura (Su) B'olugubro prefers to keep an attack aura raised; this aura gives it and those around it a +1 morale bonus to attack and damage rolls. This bonus has been factored into the stat block.

Slime (Ex) A blow from B'olugubro's tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 24 Fortitude save or begin to transform over the next 1d4+1 rounds, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.

A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.

Spells Typical spells prepared (-/3/2/2; base DC 15 + spell level): 1st - alarm, camouflage, primal hunter; 2nd - primal instinct, swift haste; 3rd - mass curse of impending blades, touch of JuiblexC. Caster level 6th. B'olugubro typically casts primal hunter and primal instinct at the beginning of each day; the effects of both spells are reflected in the stab block and marked with an asterisk (*).

Uncanny Dodge While the effects of both primal instinct and primal hunter remain active on B'olugubro, it benefits from the uncanny dodge ability as a 2nd level barbarian.

B'olugubro has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Arcanist
2013-01-18, 03:11 AM
Hmmm.... Some things not adding up here... Why would a man... behind a curtain... not want us to see him... *GASP!* HE'S HIDING SOMETHING!!! :smalleek:

TuggyNE
2013-01-18, 05:39 AM
Hmmm.... Some things not adding up here... Why would a man... behind a curtain... not want us to see him... *GASP!* HE'S HIDING SOMETHING!!! :smalleek:

Figured that out on your own, did you? I keed, I keed. It was just so tempting....

Arcanist
2013-01-18, 05:50 AM
Figured that out on your own, did you?

Exactly! Now we just have to figure out exactly what he might be hiding... :smallconfused: And where he might be hiding it... I know you keed.

afroakuma
2013-01-21, 01:44 PM
The Cult of the Faceless

Operating out of a profane shrine constructed in the sewers of a prosperous city, the Cult of the Faceless are a group of power-seekers, madmen and sadists lured by the call of the demonic entity known as the Faceless Lord. Congregating under the foundations of the city's very heart at a cesspool known as the Well of Doom, the Cult speaks to its "god" as embodied by the viscous, bubbling sludge that resides therein, which orders sacrifices and punishments and grants power to those it favors.

The Cult has only one true cleric, whose spells are granted through the sponsorship of a fiend of blasphemy. Several other members are granted seemingly divine abilities through the agency of this fiend, G'zoll, who poses as an embodiment of the Faceless Lord.

The Cult's preferred form of sacrifice is to hold the rite at the Well of Doom, binding their prisoner and dunking his or her head into the Well. This gives G'zoll time to cast touch of Juiblex unnoticed and convert the sacrifice into more green slime for the Well's decoration over the course of four rounds.

Prominent Cultists are described below.

Laurlinde Ebonfall
Black half-dragon elf Level 12 Cleric of Juiblex
Medium Dragon (Augmented, Elf)
HD 12d8+12 (66 hp)
Speed 20 ft. (4 squares)
Init: +8
AC 25; touch 14; flat-footed 22 (+6 armor [+2 enhancement], +5 natural [+1 enhancement], +3 Dex, +1 deflection)
BAB +9; Grp +12
Attack Unholy nightstick of warning +13 melee (1d6+4 and 2d6 vs. good) or claw +12 melee (1d4+3)
Full-Attack Unholy nightstick of warning +13/+8 melee (1d6+4 and 2d6 vs. good) or 2 claws +12 melee (1d4+3) and bite +7 melee (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Breath weapon, rebuke undead 21/day, spell-like abilities, spells
Special Qualities +2 vs. enchantments, acid immunity, darkvision 60 ft., immune to paralysis and sleep, low-light vision, resistance to cold 5 and fire 5
Saves Fort +8 Ref +8 Will +15
Abilities Str 16, Dex 16, Con 14, Int 13, Wis 22, Cha 26
Skills Bluff +16, Concentration +17, Disguise +11, Knowledge (religion) +16, Knowledge (the planes) +16, Listen +8, Search +3, Spot +8
Feats Chain Spell, Chosen of EvilB, Divine Metamagic (Chain Spell), Divine Metamagic (Quicken Spell), Divine Spell Power, Evil's BlessingB, Extra Turning, Malign Spell Focus, Quicken Spell, Spell Focus (evil)B, Thrall to DemonB
Flaws Frail, Meager Fortitude
Environment Shrine of the Faceless
Organization Solitary
Challenge Rating 14
Treasure circlet of charisma and persuasion +6, cloak of resistance +1, crimson dragonhide bracers of dexterity +2, ghost shroud of cold resistance 5, glamered blueshine scale male of light fortification +2, mask of lies, reliquary holy symbol of wisdom +4 (Juiblex), ring of sustenance, slippers of spider climbing, unholy nightstick of warning +1 socketed with a lesser crystal of lifedrinking, 7300 gp in scrolls, potions, gems and coinage
Alignment Chaotic evil

Laurlinde Ebonfall was the kind of damaged soul that G'zoll sought to tempt; an outcast who disguised her disfigured hybrid form to live in fear among mortals, Laurlinde despised the curse of her blood and flesh that left her sickly but strong, frail but clawed, with deep pitted eyes and fine black scales. Living proof of atavism in dragon/humanoid miscegenation, Laurlinde had neither the grace of the elves nor the nobility of the black dragons; instead, she grew to be a hairless, pointy-earned, glowing-eyed, acid-drooling freak with fangs and claws.

The Faceless Lord's dark dreams whispered to Laurlinde, promising her power over those who ruled the world of shape, power to dominate and to destroy those who cast her out. Laurlinde came to the Well of Doom and was sponsored in her dark covenant by G'zoll, who provided her with his own powers to wield in service of the Prince of Nothing.

Laurlinde is a wicked, brutal and powerful combatant who draws liberally on her dark prayers to fight her battles. Surrounded by minions, she provides a potent force that protects the cult. Alone, she has no qualms about turning coward and fleeing. The Shrine of the Faceless is her only home, the Cult her only family, but Laurlinde is dedicated only to the Faceless Lord; all else can be abandoned in his service, and to serve him requires that she live.

If there is a strong sign or greater present, Laurlinde has taken to making multiple sacrifices daily. As Juiblex favors her and has no other clerical servants, Laurlinde can gain the benefits of up to five sacrifices per day. Through these sacrifices, Laurlinde is usually under the effects of aid, divine favor, divine power, greater magic weapon and magic vestment, all cast at 20th level and lasting for 24 hours.

Laurlinde once performed a powerful sacrifice to gain a wish from the Faceless Lord, gaining Spell Focus (evil) as a bonus feat.

Breath Weapon (Su) Once per day, Laurlinde can breathe a 60 ft. line of acid. Those caught in the line take 6d8 acid damage. A Reflex save (DC 12) halves this damage.

Domains Laurlinde has the following two domains and the powers from each:

Corruption: Once per day, Laurlinde can make an attack against an object that bypasses hardness.

Ooze: Fifteen times per day, Laurlinde can rebuke and command oozes as a 12th-level evil cleric rebukes and commands undead.

Rebuke Undead (Su) Laurlinde can rebuke and command undead 21 times per day; she can also expend uses of this ability to power certain feats as a free action once per turn. Laurlinde has a +13 modifier on her turning check.

Spell-Like Abilities (Sp) 1/day - cone of cold, dispel magic, enervation, teleport without error (self plus maximum load only), unholy blight. Caster level 12th, Save DCs 16 + spell level (18 + spell level boosted). These spell-like abilities are granted directly by G'zoll, who can revoke them remotely any time before they are used. The use of these abilities is based on G'zoll's statistics, not Laurlinde's.

Spells Typical spells prepared (6/7+1/6+1/5+1/4+1/4+1/3+1; base DC 16 + spell level, 19 + spell level for evil spells): 0th - create water, detect magic, detect magic, purify food and water, read magic, resistance 1st - conviction, divine favor, greaseD, lesser vigor, lesser vigor, resurgence, seething eyebaneC, unholy water; 2nd - blindness/deafness, bull's strength, close wounds, divine insight, enthrall, wither limb, webD; 3rd - bestow curse, contagionD, darkfire, mantle of evil, touch of JuiblexC, wrack; 4th - consumptive field, contingent energy resistance, mass shield of faith, morality undoneD, sending; 5th - doomtide, false sending, feeblemindD, righteous might, righteous wrath of the faithful; 6th - harm, heal, poxD, thousand needles.

Maul Blodgar
Half-orc Level 6 Warblade
Medium Humanoid (Orc)
HD 6d12+12 (51 hp)
Speed 20 ft. (4 squares)
Init: -1
AC 15; touch 9; flat-footed 15 (+6 armor [+1 enhancement], -1 Dex)
BAB +6; Grp +10
Attack Greataxe +11 melee (1d12+7)
Full-Attack Greataxe +11/+6 melee (1d12+7)
Space 5 ft.; Reach 5 ft.
Special Attacks Battle ardor, maneuvers, spell-like abilities
Special Qualities Battle clarity, improved uncanny dodge, weapon aptitude
Saves Fort +7 Ref +1 Will +3
Abilities Str 19, Dex 8, Con 14, Int 12, Wis 12, Cha 8
Skills Balance +10, Concentration +11, Intimidate +8, Jump +13, Knowledge (local) +4, Martial Lore +10
Feats Rapid Assault, Stone PowerB, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Environment Travels
Organization Solitary
Challenge Rating 6
Treasure boots of stomping, breastplate +1, brute gauntlets, chronocharm of the horizon walker, greataxe +1 socketed with a least crystal of electricity assault, Stone Dragon belt of strength +2, 130 gp
Alignment Chaotic evil

ShadowFireLance
2013-01-21, 01:52 PM
Please tell us you're working on the Amentha......Please?:smallbiggrin:

afroakuma
2013-01-27, 07:51 PM
Faceless Horror

Nightmarish creations of Juiblex, faceless horrors are entities befouled with slime from the Faceless Lord's own sludgy form. Whether unintelligent creatures forced to absorb the corruption or vile and depraved beings volunteering for the transformation and the power it brings, the resultant terrors represent some of the most powerful forces the Lord of Nothing can whelm and are his horrid messengers, harbingers and representatives.

Creating a Faceless Horror

"Faceless horror" is an acquired template that can be added to any nongood, nonlawful aberration, animal, dragon, magical beast, monstrous humanoid, outsider or plant creature lacking the amorphous special quality (referred to hereafter as the base creature).

Size and Type: Animals with the faceless horror template change to aberrations. All other creatures retain their original type. Size is unchanged. Do not recalculate base attack bonus or saves.

Hit Dice: As base creature

Speed: Faceless horrors gain a swim speed equal to their land speed. If the base creature already has a swim speed, use that speed instead.

Armor Class: Faceless horrors receive a +2 deformity bonus to AC. If the base creature has natural armor, increase its natural armor by 2.

Attack: If the base creature does not possess a natural weapon, it gains two slam attacks as a primary natural weapon. Faceless horrors that can wield weapons may still do so.

Full Attack: A faceless horror fighting without weapons uses its own natural attacks if it has any; otherwise, it uses its two slam attacks.

Damage: Faceless horrors can deform their bodies to attack more fiercely. If the base creature possesses natural attacks, increase the damage of those natural attacks as though the creature were one size category larger. Faceless horrors add 1d6 acid damage to every natural attack.

For a base creature without natural attacks, the slam attacks granted by this template deal damage as follows: Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.

Special Attacks: Faceless horrors have all the special attacks of the base creature and acquire the following:

Festering Corruption (Su): If the base creature possessed a supernatural or extraordinary ability involving stench, slime, disease or any other form of taint, corruption or filth, the area of such an ability is doubled (if applicable) and the DC to save against such an ability is increased by 2. This stacks with the Ability Focus feat.

Putrescence (Ex): Creatures within 5 feet of a faceless horror must succeed on a Fortitude save (DC 10 + 1/2 faceless horror's Hit Dice + Con modifier) or become sickened for 1 round. A creature that successfully saves against this ability is immune to the effects of that particular faceless horror's putrescence for 24 hours. Other faceless horrors are immune to this effect.

Touch of Juiblex (Sp): Three times per day, a faceless horror can use touch of Juiblex as a spell-like ability. In place of the corruption cost, the faceless horror takes 2 points of Constitution damage.

Special Qualities: Faceless horrors have all the special qualities of the base creature and acquire the following:

Acid Immunity (Ex) Faceless horrors are immune to acid damage. This immunity does not extend to equipment worn and used by the faceless horror, though their own acid does not affect such items.

Altered Anatomy (Ex) A faceless horror selects one of the following conditions to be immune to: blinding, deafening, paralysis, sleep, stunning. Once per day as an immediate action, a faceless horror can make a Constitution check (DC 15) to become immune to one other condition on this list for one round.

Fast Healing (Ex) Faceless horrors gain fast healing 2. If the base creature already possessed fast healing, instead increase the base creature's fast healing by 2.

Partially Amorphous (Ex) Faceless horrors have a 25% chance to negate critical hits or sneak attacks directed against them. Attacks so negated roll damage normally.

Abilities: Modify from the base creature as follows: Str +2, Dex +2, Con +2, Int -4 (minimum 1), Wis -2, Cha +2.

Skills: As base creature.

Feats: Faceless horrors receive Thrall to Demon (Juiblex) and Willing Deformity as bonus feats. If the base creature has an Intelligence score of 3 or higher (after adjustments) selects an additional bonus feat from the list below. The base creature does not need to meet the prerequisites for this feat: Abominable Form, Chosen of Evil, Deformity (gaunt), Deformity (madness), Deformity (obese), Deformity (tall)*, Deformity (tongue), Disease Immunity, Evil Brand, Poison Immunity, Vile Natural Attack.

*Creature must still be Medium sized to select this bonus feat.

Environment: As base creature or Infinite Layers of the Abyss (Molor) or Infinite Layers of the Abyss (Shedaklah)

Challenge Rating: Same as the base creature +3 (minimum 4).

Alignment: Chaotic evil

Sample Faceless Horrors

Bilious Thrall
Faceless horror advanced dretch
Small Outsider (Augmented, Chaotic, Evil, Tanar'ri)
HD 4d8+12 (30 hp)
Speed 20 ft. (4 squares), swim 20 ft.
Init: +0
AC 21; touch 12; flat-footed 20 (+7 natural, +2 deformity, +1 Dex, +1 size)
BAB +4; Grp +2
Attack Claw +6 melee (2d6+2+1d6 acid+1 vile)
Full-Attack 2 claws +6 melee (2d6+2+1d6 acid+1 vile) and bite +4 melee (1d6+1+1d6 acid+1 vile)
Space 5 ft.; Reach 5 ft.
Special Attacks Putrescence, spell-like abilities, summon demon, touch of Juiblex
Special Qualities Altered anatomy, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to acid, electricity and poison, partially amorphous, resistance to cold 10 and fire 10, telepathy 100 ft.
Saves Fort +7 Ref +5 Will +3
Abilities Str 14, Dex 12, Con 16, Int 1, Wis 9, Cha 13
Skills Hide +11, Intimidate +4, Listen +5, Move Silently +7, Spot +5, Search +1, Survival -1 (+1 following tracks)
Feats Improved Natural Attack (claw), Multiattack, Thrall to DemonB, Vile Natural Attack (claw)B, Willing DeformityB
Environment Infinite Layers of the Abyss (Molor)
Organization Solitary, pair, gang (3-5) or crowd (6-15)
Challenge Rating 6
Treasure Standard
Alignment Chaotic evil

A bilious thrall is an oozing, stunted and loathsome creature, dragging two long, clawed pseudopods behind its green, sludgy form. Shadows of a twisted, browned skeleton can be seen through the translucent slime, along with a core of a tarry substance that might be bowels and viscera. Bilious thralls are near-mindless, existing purely to serve as slaves of the Faceless Lord and his chosen minions. They lash out at anything that does not show signs of corruption by the Faceless Lord's touch; even his cultists may not be spared if a superior is not nearby to command the thralls away.

Altered Anatomy (Ex) Bilious thralls are immune to stunning. Once per day as an immediate action, a bilious thrall can make a Constitution check (DC 15) to become immune to blinding, deafening, paralysis or sleep for one round.

Partially Amorphous (Ex) Bilious thralls have a 25% chance to negate critical hits or sneak attacks directed against them. Attacks so negated roll damage normally.

Putrescence (Ex) Creatures within 5 feet of a bilious thrall must succeed on a Fortitude save (DC 15) or become sickened for 1 round. A creature that successfully saves against this ability is immune to the effects of that particular bilious thrall's putrescence for 24 hours. Other faceless horrors are immune to this effect.

Spell-Like Abilities (Sp) 1/day—scare (DC 13), widened stinking cloud (DC 16). Caster level 2nd. The save DCs are Charisma-based.

Summon Demon (Sp) Once per day a bilious thrall can attempt to summon a dretch with a 35% chance of success. This ability is the equivalent of a 1st-level spell.

Touch of Juiblex (Sp) Three times per day, a bilious thrall can use touch of Juiblex as a spell-like ability (DC 14). In place of the corruption cost, the bilious thrall takes 2 points of Constitution damage.

Creeping Bloodwraith
Faceless horror babau
Medium Outsider (Augmented, Chaotic, Evil, Tanar'ri)
HD 7d8+35 (66 hp)
Speed 30 ft. (6 squares), swim 30 ft.
Init: +3
AC 25; touch 13; flat-footed 22 (+10 natural, +3 Dex, +2 deformity)
BAB +7; Grp +13
Attack Claw +13 melee (2d6+6+1d6 acid)
Full-Attack 2 claws +13 melee (2d6+6+1d6 acid) and bite +11 melee (1d8+3+1d6 acid)
Space 5 ft.; Reach 5 ft.
Special Attacks Putrescence, sneak attack +2d6, spell-like abilities, summon demon, touch of Juiblex
Special Qualities Altered anatomy, damage reduction 10/cold iron or good, darkvision 60 ft., fast healing 2, immunity to acid, electricity and poison, partially amorphous, protective slime, resistance to cold 10 and fire 10, spell resistance 14, telepathy 100 ft.
Saves Fort +10 Ref +8 Will +5
Abilities Str 23, Dex 16, Con 20, Int 10, Wis 11, Cha 18
Skills Climb +16, Disable Device +10, Disguise +14, Escape Artist +15, Hide +21, Intimidate +9, Listen +18, Move Silently +21, Open Lock +13, Search +18, Sleight of Hand +13, Survival +0 (+2 following tracks), Use Rope +3 (+5 with bindings)
Feats Deformity (gaunt)B, Improved Natural Attack (claw), Multiattack, Power Attack, Thrall to DemonB, Willing DeformityB
Environment Infinite Layers of the Abyss (Molor)
Organization Solitary or gang (3-6)
Challenge Rating 9
Treasure Standard
Alignment Chaotic evil

A creeping bloodwraith is unlike any other faceless horror; it is a spindly black skeleton with large, jagged claws, coated in a layer of translucent, flowing jelly with a disturbing bloodlike quality. The front of the "skull" has eroded away, leaving a featureless black cavity filled with ooze as the monster's "face." Bloodwraiths are very stealthy creatures and terribly durable; the viscous crimson gel that makes up their flesh actively heals itself and retaliates vigorously with corrosive strands to anything that pierces the coating. Bloodwraiths are capable assassins who spread the touch of Juiblex wherever they stalk.

Altered Anatomy (Ex) Creeping bloodwraiths are immune to blinding. Once per day as an immediate action, a creeping bloodwraith can make a Constitution check (DC 15) to become immune to deafening, paralysis, sleep or stunning for one round.

Partially Amorphous (Ex) Creeping bloodwraiths have a 25% chance to negate critical hits or sneak attacks directed against them. Attacks so negated roll damage normally.

Protective Slime (Su) A slimy red jelly makes up the flesh of the creeping bloodwraith. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 20 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 20 Reflex save. The save DCs are Constitution-based.

Putrescence (Ex) Creatures within 5 feet of a creeping bloodwraith must succeed on a Fortitude save (DC 18) or become sickened for 1 round. A creature that successfully saves against this ability is immune to the effects of that particular creeping bloodwraith's putrescence for 24 hours. Other faceless horrors are immune to this effect.

Sneak Attack (Ex) A creeping bloodwraith can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the bloodwraith is flanking.

Spell-Like Abilities (Sp) At will—darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 7th.

Summon Demon (Sp) Once per day a creeping bloodwraith can attempt to summon a babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

Touch of Juiblex (Sp) Three times per day, a creeping bloodwraith can use touch of Juiblex as a spell-like ability (DC 17). In place of the corruption cost, the creeping bloodwraith takes 2 points of Constitution damage.

Hungering Filthbeast
Faceless horror otyugh
Large Aberration (Augmented)
HD 6d8+12 (39 hp)
Speed 20 ft. (4 squares), swim 20 ft.
Init: +1
AC 22; touch 10; flat-footed 21 (+10 natural, +2 deformity, +1 Dex, -1 size)
BAB +4; Grp +9
Attack Tentacle +6 melee (1d8+1+1d6 acid)
Full-Attack 2 tentacles +6 melee (1d8+1+1d6 acid) and bite +3 melee (1d6+1d6 acid)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks Constrict 1d8+1, disease, improved grab, putrescence, touch of Juiblex
Special Qualities Altered anatomy, darkvision 60 ft., fast healing 2, immunity to acid, partially amorphous, scent
Saves Fort +4 Ref +3 Will +5
Abilities Str 13, Dex 12, Con 15, Int 1, Wis 10, Cha 8
Skills Hide +0 (+8 in lair), Listen +5, Spot +5
Feats Alertness, Multiattack, Thrall to DemonB, Weapon Focus (tentacle), Willing DeformityB
Environment Infinite Layers of the Abyss (Molor)
Organization Solitary, pair or cluster (3-4)
Challenge Rating 7
Treasure Standard
Alignment Chaotic evil

Hungering filthbeasts can pass for normal otyughs at first glance, for apart from the flexible, snapping jaw drooling acid, they look rather similar to their original forms. Slighly translucent tentacles stretch a bit further and constrict a bit more powerfully, but the oozing slime of the Faceless Lord is barely visible through the muck and sludge the creature is already crusted with. Hungering filthbeasts have animalistic intelligence and a cruel, vicious urge to devour, defile and destroy.

Altered Anatomy (Ex) Hungering filthbeasts are immune to sleep. Once per day as an immediate action, a hungering filthbeast can make a Constitution check (DC 15) to become immune to blinding, deafening, paralysis or stunning for one round.

Constrict (Ex) A hungering filthbeast deals automatic tentacle damage with a successful grapple check.

Disease (Ex) Filth fever—bite, Fortitude DC 17, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Improved Grab (Ex) To use this ability, a hungering filthbeast must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Partially Amorphous (Ex) Hungering filthbeasts have a 25% chance to negate critical hits or sneak attacks directed against them. Attacks so negated roll damage normally.

Putrescence (Ex) Creatures within 5 feet of a hungering filthbeast must succeed on a Fortitude save (DC 15) or become sickened for 1 round. A creature that successfully saves against this ability is immune to the effects of that particular hungering filthbeast's putrescence for 24 hours. Other faceless horrors are immune to this effect.

Touch of Juiblex (Sp) Three times per day, a hungering filthbeast can use touch of Juiblex as a spell-like ability (DC 12). In place of the corruption cost, the hungering filthbeast takes 2 points of Constitution damage.

Miasmic Gorehulk
Faceless horror hezrou
Large Outsider (Augmented, Chaotic, Evil, Tanar'ri)
HD 10d8+110 (155 hp)
Speed 30 ft. (6 squares), swim 30 ft.
Init: +0
AC 27; touch 9; flat-footed 27 (+16 natural, +2 deformity, -1 size)
BAB +10; Grp +20
Attack Bite +15 melee (4d6+6+1d6 acid, 19-20/x2)
Full-Attack Bite +15 melee (4d6+6+1d6 acid, 19-20/x2) and 2 claws +14 melee (2d6+3+1d6 acid)
Space 10 ft.; Reach 10 ft.
Special Attacks Improved grab, putrescence, spell-like abilities, stench, summon demon, touch of Juiblex
Special Qualities Altered anatomy, damage reduction 10/good, darkvision 60 ft., fast healing 2, immunity to acid, electricity and poison, partially amorphous, resistance to cold 10 and fire 10, spell resistance 19, telepathy 100 ft.
Saves Fort +18 Ref +7 Will +8
Abilities Str 23, Dex 10, Con 33, Int 10, Wis 12, Cha 20
Skills Concentration +23, Diplomacy +7, Hide +12, Intimidate +26, Knowledge (the planes) +11, Listen +20, Move Silently +16, Search +11, Sense Motive +12, Spellcraft +11, Spot +20, Survival -1 (+1 following tracks)
Feats Cleave, Deformity (obese)B, Improved Critical (bite), Multiattack, Power Attack, Thrall to DemonB, Willing DeformityB
Environment Infinite Layers of the Abyss (Molor)
Organization Solitary or gang (2-4)
Challenge Rating 14
Treasure Standard
Alignment Chaotic evil

A miasmic gorehulk is a truly disturbing sight; vast and dark, it advances with slurping steps, a wide and vaguely humanoid mass with only a lump and a pulsing yellow ganglion where its head should be. The seething blue-black mass bubbles and hisses with sickening fumes that hang in a deadly fog around its body, and a wide, sawtoothed mouth floats between the "shoulders," occasionally splitting open to growl furiously or lash at something in midair. Miasmic gorehulks are lovers of destruction and eager servants of Juiblex.

Altered Anatomy (Ex) Miasmic gorehulks are immune to paralysis. Once per day as an immediate action, a shrieking windblight can make a Constitution check (DC 15) to become immune to blinding, deafening, sleep or stunning for one round.

Improved Grab (Ex) To use this ability, a miasmic gorehulk must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Partially Amorphous (Ex) Miasmic gorehulks have a 25% chance to negate critical hits or sneak attacks directed against them. Attacks so negated roll damage normally.

Putrescence (Ex) Creatures within 5 feet of a miasmic gorehulk must succeed on a Fortitude save (DC 26) or become sickened for 1 round. A creature that successfully saves against this ability is immune to the effects of that particular miasmic gorehulk's putrescence for 24 hours. Other faceless horrors are immune to this effect.

Spell-Like Abilities (Sp) At will—chaos hammer (DC 19), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 19); 3/day—blasphemy (DC 22), gaseous form. Caster level 13th. The save DCs are Charisma-based.

Stench (Ex) A miasmic gorebeast's bubbling ooze produces a foul-smelling, toxic secretion whenever it fights. Any living creature (except other demons) within 20 feet must succeed on a DC 26 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same miasmic gorebeast's stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.

Summon Demon (Sp) Once per day a miasmic gorehulk can attempt to summon 4d10 dretches or a hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Touch of Juiblex (Sp) Three times per day, a miasmic gorehulk can use touch of Juiblex as a spell-like ability (DC 17). In place of the corruption cost, the miasmic gorehulk takes 2 points of Constitution damage.

Shrieking Windblight
Faceless horror vrock
Large Outsider (Augmented, Chaotic, Evil, Tanar'ri)
HD 10d8+80 (125 hp)
Speed 30 ft. (6 squares), fly 50 ft. (average), swim 30 ft.
Init: +3
AC 27; touch 12; flat-footed 24 (+13 natural, +3 Dex, +2 deformity, -1 size)
BAB +10; Grp +21
Attack Claw +16 melee (3d6+7+1d6 acid)
Full-Attack 2 claws +16 melee (3d6+7+1d6 acid) and bite +14 melee (2d6+3+1d6 acid) and 2 talons +14 melee (1d8+3+1d6 acid)
Space 10 ft.; Reach 10 ft.
Special Attacks Dance of ruin, putrescence, spell-like abilities, spores, stunning screech, summon demon, touch of Juiblex
Special Qualities Altered anatomy, damage reduction 10/good, darkvision 60 ft., fast healing 2, immunity to acid, electricity and poison, partially amorphous, resistance to cold 10 and fire 10, spell resistance 17, telepathy 100 ft.
Saves Fort +15 Ref +10 Will +7
Abilities Str 25, Dex 17, Con 27, Int 10, Wis 10, Cha 18
Skills Concentration +21, Diplomacy +6, Hide +12, Intimidate +20, Knowledge (the planes) +13, Listen +21, Move Silently +16, Search +13, Sense Motive +13, Spellcraft +13, Spot +21, Survival +0 (+2 following tracks)
Feats Cleave, Combat Reflexes, Deformity (madness)B, Multiattack, Power Attack, Thrall to DemonB, Willing DeformityB
Environment Infinite Layers of the Abyss (Molor)
Organization Solitary or pair
Challenge Rating 12
Treasure Standard
Alignment Chaotic evil

A shrieking windblight is a vrock that has been mutated through the ingestion of the Faceless Lord's own bodily slime. Possessed of jellylike translucent purple flesh that surrounds a vague skeletal structure, the shrieking windblight has a bloated, swollen "head" of ooze with vague sensory organs that inflates wickedly to form a temporary screeching "mouth." Squirming oily parasites writhe in the glistening goo of the shrieking windblight's flesh, occasionally rising to the surface in a bubble to spray a fine mist of parasitic seeds everywhere. Shrieking windblights are powerful indeed, but quite insane.

Altered Anatomy (Ex) Shrieking windblights are immune to deafening. Once per day as an immediate action, a shrieking windblight can make a Constitution check (DC 15) to become immune to blinding, paralysis, sleep or stunning for one round.

Dance of Ruin (Su) To use this ability, a group of at least three vrocks must join hands in a circle, dancing wildly and chanting. At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons within the radius take 20d6 points of damage (Reflex DC 19 half). Stunning, paralyzing, or slaying one of the vrocks stops the dance. The save DC is Charisma-based.

Partially Amorphous (Ex) Shrieking windblights have a 25% chance to negate critical hits or sneak attacks directed against them. Attacks so negated roll damage normally.

Putrescence (Ex) Creatures within 5 feet of a shrieking windblight must succeed on a Fortitude save (DC 22) or become sickened for 1 round. A creature that successfully saves against this ability is immune to the effects of that particular shrieking windblight's putrescence for 24 hours. Other faceless horrors are immune to this effect.

Spell-Like Abilities (Sp) At will—mirror image, telekinesis (DC 19), greater teleport (self plus 50 pounds of objects only); 1/day—heroism. Caster level 12th. The save DCs are Charisma-based.

Spores (Ex) A shrieking windblight can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures within 10 feet of the shrieking windblight. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.

Stunning Screech (Su) Once per hour a shrieking windblight can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Summon Demon (Sp) Once per day a shrieking windblight can attempt to summon 2d10 dretches or a vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Touch of Juiblex (Sp) Three times per day, a shrieking windblight can use touch of Juiblex as a spell-like ability (DC 16). In place of the corruption cost, the shrieking windblight takes 2 points of Constitution damage.

afroakuma
2013-01-29, 12:46 PM
The root of the problem...

Eldan
2013-01-29, 12:56 PM
Ah! Doublepost! Taint of Demogorgon! Taint of Demogorgon!

rweird
2013-01-29, 05:33 PM
The Bilious Thrall should be CR 6, not 12. Looks good though. All seems interesting and well thought out as always.

Arcanist
2013-01-29, 09:01 PM
Can you do a proper stating out of Juiblex using the Dicefreak rules? Better yet can you do this for all the relevant Demon Lords? All of them that are listed in the listed sourcebooks are just so god damn terrible... Seriously... These guys are supposed to threaten the Gods (who aren't even THAT optimized!) and they can't even threaten a chicken... :smallannoyed:

ShadowFireLance
2013-01-29, 09:04 PM
Can you do a proper stating out of Juiblex using the Dicefreak rules? Better yet can you do this for all the relevant Demon Lords? All of them that are listed in the listed sourcebooks are just so god damn terrible... Seriously... These guys are supposed to threaten the Gods (who aren't even THAT optimized!) and they can't even threaten a chicken... :smallannoyed:

Eh, Dicefreaks has enough of them, I only think Jubilex/ones that are'nt that cool are the only ones not statted.

I would ask for the Ananemtha first...

Bhu
2013-01-29, 09:31 PM
:elan: *glee*

Lord_Gareth
2013-01-31, 10:40 PM
Dat cleric is eeeeeevil.

afroakuma
2013-01-31, 11:50 PM
Looks like I need another post. I should have expected runoff from Juiblex. :smallyuk:

Sidhe

The sidhe are the residents of the mysterious Plane of Faerie according to the Manual of the Planes, but little attempt is made to depict them apart from suggesting a quick method of creating one.

Building on this suggestion, later materials and flavor-appropriate content published on WotC's site, I have reinterpreted the sidhe of the Seelie and Unseelie Courts and added a third group, the Fiain.

Sidhe, Seelie Lord
Medium Fey (Extraplanar)
HD 10d6-10 (25 hp)
Speed 30 ft. (6 squares); fly 60 ft. (good)
Init: +9
AC 21; touch 16; flat-footed 16 (+5 Dex, +4 armor, +1 deflection, +1 natural)
BAB +5; Grp +6
Attack +1 rapier +12 melee (1d6+2)
Full-Attack +1 rapier +12 melee (1d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Fascinate, spell-like abilities, spells, suggestion
Special Qualities Bardic lore, bardic music, countersong, darkvision 60 ft., DR 5/cold iron and magic, immune to disease, enchantment and sleep, inspire competence, inspire courage +2, inspire greatness, low-light vision, noble aspect, resistance to acid 10, cold 10 and electricity 10, SR 20
Saves Fort +2 Ref +12 Will +11
Abilities Str 12, Dex 20, Con 8, Int 17, Wis 18, Cha 25
Skills Balance +15, Bluff +17, Concentration +9, Disguise +17, Hide +15, Knowledge (nature) +13, Listen +11*, Move Silently +15, Perform (sing) +17, Search +10*, Sense Motive +11, Spellcraft +8, Spot+11*, Tumble +15
Feats Disguise Spell, Improved Initiative, Seelie Court MemberB, Seelie Court Noble KelirB, Weapon Finesse, Weapon Focus (rapier)
Environment Plane of Faerie
Organization Solitary
Challenge Rating 13
Treasure +1 leafweave studded leather armor, +1 rapier, ring of protection +1, tube of dust of appearance
Alignment Often chaotic good

The sidhe lord above used the elite array and has the abilities of a 10th level bard.

Sidhe lords are proficient with the shortbow, longbow, shortsword and rapier. Sidhe lords do not suffer arcane spell failure chance for their bard spells while wearing light armor.

Sidhe, Unseelie Lord
Medium Fey (Extraplanar)
HD 10d6-10 (25 hp)
Speed 30 ft. (6 squares); fly 60 ft. (good)
Init: +9
AC 21; touch 16; flat-footed 16 (+5 Dex, +4 armor, +1 deflection, +1 natural)
BAB +5; Grp +7
Attack Rapier +10 melee (damage)
Full-Attack Rapier +10 melee (damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Dishearten, encourage failure, fascinate, instill fear -2, spell-like abilities, spells
Special Qualities Bardic lore, bardic music, countersong, darkvision 60 ft., DR 5/cold iron and magic, immune to disease, enchantment and sleep, low-light vision, resistance to acid 10, cold 10 and electricity 10, SR 20
Saves Fort +2 Ref +12 Will +11
Abilities Str 14, Dex 22, Con 11, Int 14, Wis 14, Cha 23
Skills Listen +2*, Search +2*, Spot+2*
Feats Boost Spell-Like Ability, Disguise Spell, Improved Initiative, Unseelie Court MemberB, Unseelie Court Noble KelirB, Weapon Finesse
Environment Plane of Faerie
Organization Solitary
Challenge Rating 13
Treasure +1 leafweave studded leather armor, +1 rapier, ring of protection +1, tube of pixie dust
Alignment Often chaotic evil

rweird
2013-02-01, 05:24 PM
The Sidhe, Unseelie Lord should have 35 HP, not 25.

afroakuma
2013-02-01, 08:56 PM
The Sidhe, Unseelie Lord should have 35 HP, not 25.

Ignore those; they're WIP and probably leaving the thread for Juiblex.