Xuldarinar
2013-10-28, 03:14 AM
ECTOXENE
Out the corner of your eye you notice a faintly humanoid creature. Its skin is rubbery and the color of decay. Its head is warped, seeming somewhere between that of a human and a horn-less goat, though lacking in any mouth, let alone a lower jaw. Where one would expect only a pair of eyes, there rests two pairs of solid blood red orbs, one pair over the other. The 'skin' of it's chest bares an appearance and texture similar to that of a crocodile's hide, with a toothy maw at it's center that separates it's 'ribs' when it opens. It's arms are structured similar to that of the hind legs of an animal, with two powerful tentacles sprouting from the abdomen just below and in front of them. In in place of legs it has a mass of tentacles, wrapped around each other in a twisted mockery of legs. As you turn towards it, however, it appears almost human. Unsettling, but remarkably normal.
Ectoxene
Medium Outsider (extraplanar)
Hit Die: 6d8+18 (45 hp)
Initiative: +2
Speed: 40ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+8
Attack: Tentacle +9 melee (1d6+2)
Full Attack: 2 tentacles +9 melee (1d6+2)
Special Attacks: Spell-like abilities, True Strike
Special Qualities: Blindsight 60 ft., damage reduction 5/magic, immunity to poison, resistance to acid 10, electricity 10, disturbing presence
Saves: Fort +8, Ref +7, Will +9
Abilities: Str 14, Dex 15, Con 16, Int 9, Wis 15, Cha 2
Skills: Balance 7, Climb 11, Jump 11, Knowledge (the planes) 8, Listen 7, Sense Motive 11, Spot 10, Survival 11
Feats: Improved Natural Attack (tentacle), Iron Will, Weapon focus (Tentacle)
Environment: Underground
Challenge rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5
Born from unions between fathers native to the far-realm and planetouched mothers (typically alloprax), ectoxenes are horrors to behold, such that looking at them directly, one's mind rejects what it perceives, leaving only the appearance of a mortal being such as a human. While incredibly rare in most places, among the alloprax their creation is as frequent and as sought after as that of draegloth in drow society. Alien in mindset, they act in ways and for reasons often beyond mortal comprehension, often appearing simply as random and cruel exceedingly. As a species they are nothing short of insane. Morality seems to be a foreign concept to them, though a few in the very least show a lack of desire to inflict harm without a good cause.
While they lack the benefit of the ability to take on the form of another creature, the minds of most observers upon seeing an extoxene simply shows them as relatively normal humans. Only in one's peripheral vision, or in races able to understand the alien geometries of the far-realm, can one see the horror of their true form.
For more information on the alloprax, click here: (*) (http://www.giantitp.com/forums/showthread.php?t=308829)
Ectoxene as Characters
Ectoxene possess the following racial traits:
+4 Str, +4 Dex, +6 Con, +4 Wis, -10 Cha (minimum 2). If the Charisma penalty would reduce the character's Charisma score below 2, any remaining points are subtracted from Intelligence instead (minimum 3).
Medium size
Ectoxenes are Outsiders of the extraplanar subtype. They possess this subtype on every plane with exception to that of the far-realm.
An ectoxene's base land speed is 40 feet.
Blindsight out to 60 feet.
An ectoxene begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5
Racial Skills: An ectoxene's outsider levels give it skill points equal to (8+Int modifier)x9. Its class skills are Balance, Climb, Jump, Knowledge (the planes), Listen, Sense Motive, Spot, and Survival
Racial Feats: An ectoxene's outsider levels give it three feats.
An ectoxene possesses 2 tentacles that they may use to attack. An ectoxene's tentacle attack deals 1d4 bludgeoning damage.
+4 natural armor bonus
Immunity to poison
Resistance to acid 10 and electricity 10
Spell Resistance (10 + Hit Dice)
Damage reduction 5/magic
Disturbing presence (Su): An ectoxene bestows a -1 morale penalty on attack rolls against them.
True Strike (Su): Once per day, an ectoxene can make a normal attack with a +20 insight bonus on a single attack roll. The ectoxene is not affected by the miss chance that applies to attacks against a concealed target.
Spell-like abilities: An ectoxene possesses 2 of the following:
Blink (7/day), Blur (at-will), Stinking Cloud (7/day), or Touch of Idiocy (At-will)
Automatic Languages: Common, Undercommon. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
Favored Class: Cleric
Level Adjustment +5
Out the corner of your eye you notice a faintly humanoid creature. Its skin is rubbery and the color of decay. Its head is warped, seeming somewhere between that of a human and a horn-less goat, though lacking in any mouth, let alone a lower jaw. Where one would expect only a pair of eyes, there rests two pairs of solid blood red orbs, one pair over the other. The 'skin' of it's chest bares an appearance and texture similar to that of a crocodile's hide, with a toothy maw at it's center that separates it's 'ribs' when it opens. It's arms are structured similar to that of the hind legs of an animal, with two powerful tentacles sprouting from the abdomen just below and in front of them. In in place of legs it has a mass of tentacles, wrapped around each other in a twisted mockery of legs. As you turn towards it, however, it appears almost human. Unsettling, but remarkably normal.
Ectoxene
Medium Outsider (extraplanar)
Hit Die: 6d8+18 (45 hp)
Initiative: +2
Speed: 40ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+8
Attack: Tentacle +9 melee (1d6+2)
Full Attack: 2 tentacles +9 melee (1d6+2)
Special Attacks: Spell-like abilities, True Strike
Special Qualities: Blindsight 60 ft., damage reduction 5/magic, immunity to poison, resistance to acid 10, electricity 10, disturbing presence
Saves: Fort +8, Ref +7, Will +9
Abilities: Str 14, Dex 15, Con 16, Int 9, Wis 15, Cha 2
Skills: Balance 7, Climb 11, Jump 11, Knowledge (the planes) 8, Listen 7, Sense Motive 11, Spot 10, Survival 11
Feats: Improved Natural Attack (tentacle), Iron Will, Weapon focus (Tentacle)
Environment: Underground
Challenge rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5
Born from unions between fathers native to the far-realm and planetouched mothers (typically alloprax), ectoxenes are horrors to behold, such that looking at them directly, one's mind rejects what it perceives, leaving only the appearance of a mortal being such as a human. While incredibly rare in most places, among the alloprax their creation is as frequent and as sought after as that of draegloth in drow society. Alien in mindset, they act in ways and for reasons often beyond mortal comprehension, often appearing simply as random and cruel exceedingly. As a species they are nothing short of insane. Morality seems to be a foreign concept to them, though a few in the very least show a lack of desire to inflict harm without a good cause.
While they lack the benefit of the ability to take on the form of another creature, the minds of most observers upon seeing an extoxene simply shows them as relatively normal humans. Only in one's peripheral vision, or in races able to understand the alien geometries of the far-realm, can one see the horror of their true form.
For more information on the alloprax, click here: (*) (http://www.giantitp.com/forums/showthread.php?t=308829)
Ectoxene as Characters
Ectoxene possess the following racial traits:
+4 Str, +4 Dex, +6 Con, +4 Wis, -10 Cha (minimum 2). If the Charisma penalty would reduce the character's Charisma score below 2, any remaining points are subtracted from Intelligence instead (minimum 3).
Medium size
Ectoxenes are Outsiders of the extraplanar subtype. They possess this subtype on every plane with exception to that of the far-realm.
An ectoxene's base land speed is 40 feet.
Blindsight out to 60 feet.
An ectoxene begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5
Racial Skills: An ectoxene's outsider levels give it skill points equal to (8+Int modifier)x9. Its class skills are Balance, Climb, Jump, Knowledge (the planes), Listen, Sense Motive, Spot, and Survival
Racial Feats: An ectoxene's outsider levels give it three feats.
An ectoxene possesses 2 tentacles that they may use to attack. An ectoxene's tentacle attack deals 1d4 bludgeoning damage.
+4 natural armor bonus
Immunity to poison
Resistance to acid 10 and electricity 10
Spell Resistance (10 + Hit Dice)
Damage reduction 5/magic
Disturbing presence (Su): An ectoxene bestows a -1 morale penalty on attack rolls against them.
True Strike (Su): Once per day, an ectoxene can make a normal attack with a +20 insight bonus on a single attack roll. The ectoxene is not affected by the miss chance that applies to attacks against a concealed target.
Spell-like abilities: An ectoxene possesses 2 of the following:
Blink (7/day), Blur (at-will), Stinking Cloud (7/day), or Touch of Idiocy (At-will)
Automatic Languages: Common, Undercommon. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
Favored Class: Cleric
Level Adjustment +5