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Xuldarinar
2014-02-27, 11:40 PM
ABOMINATION: HUPADGH'HLIRGH

Born of unions between powerful creatures hailing from the far-realm and mad gods, hupadgh'hlirgh are personifications of madness. Trapped in the space beyond planes, they are occasionally seen by unfortunate creatures who have fallen through a cerebrotic core as they plunge into the amoebic sea.

While there is no universal form for these abominations, most hupadgh'hlirgh superficially resemble a humanoid torso and head, surrounded by numerous tentacles, and covered by eyes and mouths, placed randomly across the creature's tendrils and torso but possessing one upon it's head. Its body constantly secretes an acid, not dissimilar in composition to the amoebic sea in which it typically dwells.

It is believed by some that the alloprax (http://www.giantitp.com/forums/showthread.php?t=308829) have ties to a particularly powerful hupadgh'hlirgh. Perhaps one influenced their ancestors, leading them to the place their people now call home.

This is what I have so far. The concept is simple enough but the exact direction of it, it's exact statistics, I have not decided on. I figured I'd share it and continue to work on it from here. If anyone wants to contribute in any way, then I more than welcome them to.


HUPADGH'HLIRGH
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 41d8+410 (598 hp)
Initiative: +3
Speed: 100ft.
Armor Class: 49 (+3 Dex, -1 size, +37 natural), touch 12, flat-footed 46
Base Attack/Grapple: +41/+61
Attack: Tentacle +57 melee (2d8+16 plus 2d6 acid)
Full Attack: 12 Tentacles +57 melee (2d8+16 plus 2d6 acid)
Space/Reach: 10 ft./10 ft.
Special Attacks: Acid, spell-like abilities, summon amoebic elemental
Special Qualities: Abomination Traits, damage reduction 15/lawful and epic, immunity to acid, regeneration 15, fast healing 15, spell resistance (CR + 12)
Saves: Fort +31, Ref +24, Will +30
Abilities: Str 43, Dex 17, Con 30, Int 22, Wis 28, Cha 25
Skills: Balance +35, Climb + 38, Concentration +44, Diplomacy +20, Escape Artist +47, Hide +43, Intimidate 47, Knowledge (arcana) 50, Knowledge (the planes) 50, Listen +53, Move Silently +47, Search +50, Survival +17, Spellcraft +50, Spot +53, Swim +38, Tumble +43
Feats:
Epic Feats:
Environment: Far Realm
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always chaotic evil
Advancement: 42-50 HD (Large); 51-56 HD (Huge); 57-73 HD (Gargantuan)
Level Adjustment: -

Before you stands a horrific mass of tentacles, each possessing haphazardly placed toothy maws and eyes. Its rubbery flesh is the color of decay and drips with a pale blue violet slime. At the center of this mass is the distorted shape of a humanoid creature, it's head appearing like that of a human skull but lacking it's jaw, wrapped in it's rubbery hide.

Acid (Ex): A hupadgh'hlirgh’s skin constantly secretes a powerful acid that rapidly dissolves organic material and metal. Any melee hit deals acid damage. The elemental’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 DC 25 Reflex save. A metal or wooden weapon that strikes a hupadgh'hlirgh also dissolves immediately unless it succeeds at a Reflex save.
If a hupadgh'hlirgh successfully grapples an opponent, the opponent’s armor must likewise make a Reflex save at a –4 penalty or dissolve into uselessness.
Spell-like Abilities: At Will- Aching Dread (1), Blur, Call Amoebic Crawler (1), Call Cranial Encyster (1), Confusion, Far Realm Visitation (1), Rage, Soul-blasting Dread (1), Summon Monster III*, Touch of Madness, Wall of Acid (As wall of fire, but deals acid damage); 3/day-Call Kaortic Hulk (1), Finger of Expulsion (1), Insanity, Phantasmal Killer, Summon Monster VI*; 1/day- Call Nightseed (1), Crown of Vermin, Summon Monster IX*, Welcome the Amoebic Sea (1). Caster level 27th; save DC 17 + spell level.
Summon Amoebic Elemental (Sp): A hupadgh'hlirgh can summon a medium amoebic elemental (see below) four times per day.
Abomination Traits: Immune to polymorphing, pertification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetecion; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.

*Pseudonatural animals and vermin only.
(1) These are cerebrotic spells, from Dragon 330.



Medium amoebic elemental (medium pseudonatural ooze paraelemental)
Medium Outsider (Earth, Extraplanar, Water)
Hit Dice: 4d8+32 (64 hp)
Initiative: +6
Speed: 40 ft., swim 100 ft.
Armor Class: 51 (+6 Dex, +35 natural), touch 16, flat-footed 45
Base Attack/Grapple: +3/+17
Attack: Slam +32 melee (1d8+14 plus 1d6 acid), or tentacle rake +32 melee (2d8+14 plus 1d6 acid)
Full Attack: Slam +32 melee (1d8+14 plus 1d6 acid), or 3 tentacle rakes +32 melee (2d8+14 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, constant insight, improved grab, rotting constriction, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/epic, fast healing 3, resistance to acid and electricity 20, spell resistance 20, outsider traits.
Saves: Fort +12, Ref +7, Will +6
Abilities: Str 38, Dex 22, Con 27, Int 4, Wis 21, Cha 11
Skills: Listen +8, Spot +9
Feats: Fast Healing, Improved Sunder, Power Attack
Environment: Far Realm (Amoebic Sea)
Organization: solitary
Challenge Rating: 19
Treasure: None
Alignment: Usually neutral
Level Adjustment: -

Before you stands a faintly humanoid mass of translucent, blue-violet slime. From the mass sprouts three vicious tendrils. Across it's surface, the faint shapes of limbs, mouths and eyes appear and disappear at random.

Acid (Ex): An amoebic elemental’s muck is highly acidic and can rapidly dissolve organic material and metal. Any melee hit deals acid damage. The elemental’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 DC 13 Reflex save . A metal or wooden weapon that strikes an amoebic elemental also dissolves immediately unless it succeeds at a Reflex save.
If an amoebic elemental successfully grapples an opponent, the opponent’s armor must likewise make a Reflex save at a –4 penalty or dissolve into uselessness.
Alternate Form (Su): At will, an amoebic elemental can take the form of a grotesque, translucent, tentacled mass, but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against the elemental this alternate form.
Constant Insight (Su): An amoebic elemental makes all attacks with a +15 insight bonus. The amoebic elemental is not affected by the miss chance that applies to attacks against a concealed target.
Improved Grab (Ex): If an amoebic elemental hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Rotting Constriction (Ex): Once an amoebic elemental has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the elemental regains 10 lost hit points.
Spell-like abilities: At will- blur, dimension door, shield, unhallow. Caster level 20th. The DCs are Charisma based.

Debihuman
2014-02-28, 03:17 AM
I highly recommend giving it a pronounceable name.

Debby

Xuldarinar
2014-02-28, 06:12 AM
I highly recommend giving it a pronounceable name.

Debby

Thats not an unreasonable request though it's name is, difficult as it may be, pronounceable.

Hupadgh'hlirgh could be pronounced a few different ways, though to simplify things lets approach it from the english language.

Hu- Pronounce as Who
pad- Pronounce as Pad
gh- Pronounce as f, g, or have as silent.

h- A light h sound.
lir- Pronounce as Lur.
gh- See above.

Now, when I use the capacity for my computer to read the word, translating each half individually, it comes out as "Who-Pad h-Lur-g"

The reason for the name is in it's meaning. "Hupadgh" meaning born of, and "Hlirgh" meaning heretic. Both being supposedly R'lyehian (or Cthuvian), and together being a compound that I felt appropriate to the theme.