Jon_Dahl
2016-01-03, 06:09 AM
Unspeakable one
Size/Type: Large Aberration
Hit Dice: 12d8+24 (80 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +9/+16
Attack: Tentacle +12 melee (1d6+3)
Full Attack: 7 tentacles +12 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., immunity to poison and sleep, resilient, tremorsense 10 ft., unstable telepathy 100 ft.
Saves: Fort +11, Ref +9, Will +10
Abilities: Str 17, Dex 12, Con 17, Int 10, Wis 14, Cha 13
Skills: Diplomacy +4, Listen +9, Sense Motive +5, Spot +9, Survival +16
Feats: Alertness, Endurance, Negotiator, Weapon Focus (tentacle), Run
Environment: Temperate deserts
Organization: Solitary, pair, or family (3-4)
Challenge Rating: 5
Treasure: 1/3rd coins; standard goods; double items
Alignment: Often lawful good
Advancement: 13-16 HD (large)
Level Adjustment: +3
An unspeakable one is a horrible-looking blob of dark flesh and slime with seven tentacles. Many mistake it for a chaos monster or an ooze. It has a relatively small mouth, which is the only clearly discernible feature on its body.
An unspeakable one slithers like an ooze. Due to its slow speed, it likes to stay in areas where faster creatures don’t have a clear advantage, such as rocky areas where visibility is limited. Access to a water source is also necessary. All unspeakable ones are omnivores and they can eat their enemies regardless of species or race, even relatively fresh undead flesh is edible for them.
An unspoken one is the size of a halfling cabin and weighs close to a ton.
Unspeakable ones cannot speak but understand common.
Combat
An unspeakable one prefers telepathic communication (since it can’t talk) to fighting, but it attempts to promptly eliminate anything that is a threat to innocents or peace. An unspeakable doesn’t allow evildoers to escape and the ones it catches suffer severe punishments relative to their crimes, which are usually a confiscation of weapons and magical items, corporal punishment or even swift death.
An unspeakable ones surroundings usually give it some advantage, unless it is surprised roaming. In any case, an unspeakable one is a brave and determined opponent, who wants to win but not at any cost.
Resilient (Ex)
An unspeakable one has a +4 racial bonus on Fortitude and Reflex saves (included in the statistics block).
Tremorsense (Ex)
An unspeakable one can automatically sense the location of anything within 10 feet that is in contact with the ground, so long as it is touching the ground itself.
Unstable telepathy
This is standard telepathy with the following modifications.
When used between two or more unspeakable ones, the telepathy works normally. When other creatures are involved, there’s 50% chance that every participant (unspeakable ones included) must roll Fort save DC 15 or be dazed for two rounds. Anyone that rolls a save will feel hostile psionic energy inside their minds. The fort save is made only once per sender-receiver combination; after the save the participants are immune to harm from unstable telepathy as long as the combination of the participants is not changed.
History
Hundreds of years ago, there was a peaceful kingdom ruled by an incompetent king. Then one night there was attempted coup that was foiled by the captain of the King's bodyguard, the most famous warrior of the kingdom, and her trusted men. A lot of blood was spilled before the sunrise and the royal family lost most of its members. The King demanded the captured traitors to be executed on the spot, but the captain refused and ordered the soldiers to stand down. Everyone obeyed the captain and the prisoners lived to see another day, but the captain was detained regardless.
The King regretted his rashness, but nevertheless he felt that the captain had to be punished. He and his former captain agreed that she would confess to offending his majesty and the men would be spared from punishment, but in return, she would be transformed into a hideous monster. That would seem like a punishment that would fit her crime, but it would let the former captain fight against evil with new her tentacles and monstrous strength. And so it was done. The result was so horrifying that the monster was called the unspeakable one and it was exiled to the frontier.
In the wastelands, the unspeakable one faced her greatest enemy: loneliness. Just when she about to lose her will to live, she met a friendly phasm and they fell madly in love. The unspeakable one soon realized that they had little in common except sex, but it was already too late: She was pregnant and they had many children, and they all shared most of their mother's qualities, both physically and mentally. When the unspeakable one was killed in a battle against a dragon, the phasm and their oldest daughter became a couple and this inspired the rest of children into incest as well. Nowadays there are dozens of unspeakable ones in every corner of the world. However, their power has been considerably weakened due to centuries of inbreeding.
Unspeakable ones revere their ancestor mother called The First Unspeakable and not that many worship any deity. Unspeakable ones fight against evil in the frontiers or underground and as they see themselves as the lone guardians of good or peace, they don't actively seek alliances with other creatures of good. They don't view phasms in any special way since the ancestor phasm spent almost his entire adult life in the form of an unspeakable one and thus is regarded as one of them.
Size/Type: Large Aberration
Hit Dice: 12d8+24 (80 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +9/+16
Attack: Tentacle +12 melee (1d6+3)
Full Attack: 7 tentacles +12 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., immunity to poison and sleep, resilient, tremorsense 10 ft., unstable telepathy 100 ft.
Saves: Fort +11, Ref +9, Will +10
Abilities: Str 17, Dex 12, Con 17, Int 10, Wis 14, Cha 13
Skills: Diplomacy +4, Listen +9, Sense Motive +5, Spot +9, Survival +16
Feats: Alertness, Endurance, Negotiator, Weapon Focus (tentacle), Run
Environment: Temperate deserts
Organization: Solitary, pair, or family (3-4)
Challenge Rating: 5
Treasure: 1/3rd coins; standard goods; double items
Alignment: Often lawful good
Advancement: 13-16 HD (large)
Level Adjustment: +3
An unspeakable one is a horrible-looking blob of dark flesh and slime with seven tentacles. Many mistake it for a chaos monster or an ooze. It has a relatively small mouth, which is the only clearly discernible feature on its body.
An unspeakable one slithers like an ooze. Due to its slow speed, it likes to stay in areas where faster creatures don’t have a clear advantage, such as rocky areas where visibility is limited. Access to a water source is also necessary. All unspeakable ones are omnivores and they can eat their enemies regardless of species or race, even relatively fresh undead flesh is edible for them.
An unspoken one is the size of a halfling cabin and weighs close to a ton.
Unspeakable ones cannot speak but understand common.
Combat
An unspeakable one prefers telepathic communication (since it can’t talk) to fighting, but it attempts to promptly eliminate anything that is a threat to innocents or peace. An unspeakable doesn’t allow evildoers to escape and the ones it catches suffer severe punishments relative to their crimes, which are usually a confiscation of weapons and magical items, corporal punishment or even swift death.
An unspeakable ones surroundings usually give it some advantage, unless it is surprised roaming. In any case, an unspeakable one is a brave and determined opponent, who wants to win but not at any cost.
Resilient (Ex)
An unspeakable one has a +4 racial bonus on Fortitude and Reflex saves (included in the statistics block).
Tremorsense (Ex)
An unspeakable one can automatically sense the location of anything within 10 feet that is in contact with the ground, so long as it is touching the ground itself.
Unstable telepathy
This is standard telepathy with the following modifications.
When used between two or more unspeakable ones, the telepathy works normally. When other creatures are involved, there’s 50% chance that every participant (unspeakable ones included) must roll Fort save DC 15 or be dazed for two rounds. Anyone that rolls a save will feel hostile psionic energy inside their minds. The fort save is made only once per sender-receiver combination; after the save the participants are immune to harm from unstable telepathy as long as the combination of the participants is not changed.
History
Hundreds of years ago, there was a peaceful kingdom ruled by an incompetent king. Then one night there was attempted coup that was foiled by the captain of the King's bodyguard, the most famous warrior of the kingdom, and her trusted men. A lot of blood was spilled before the sunrise and the royal family lost most of its members. The King demanded the captured traitors to be executed on the spot, but the captain refused and ordered the soldiers to stand down. Everyone obeyed the captain and the prisoners lived to see another day, but the captain was detained regardless.
The King regretted his rashness, but nevertheless he felt that the captain had to be punished. He and his former captain agreed that she would confess to offending his majesty and the men would be spared from punishment, but in return, she would be transformed into a hideous monster. That would seem like a punishment that would fit her crime, but it would let the former captain fight against evil with new her tentacles and monstrous strength. And so it was done. The result was so horrifying that the monster was called the unspeakable one and it was exiled to the frontier.
In the wastelands, the unspeakable one faced her greatest enemy: loneliness. Just when she about to lose her will to live, she met a friendly phasm and they fell madly in love. The unspeakable one soon realized that they had little in common except sex, but it was already too late: She was pregnant and they had many children, and they all shared most of their mother's qualities, both physically and mentally. When the unspeakable one was killed in a battle against a dragon, the phasm and their oldest daughter became a couple and this inspired the rest of children into incest as well. Nowadays there are dozens of unspeakable ones in every corner of the world. However, their power has been considerably weakened due to centuries of inbreeding.
Unspeakable ones revere their ancestor mother called The First Unspeakable and not that many worship any deity. Unspeakable ones fight against evil in the frontiers or underground and as they see themselves as the lone guardians of good or peace, they don't actively seek alliances with other creatures of good. They don't view phasms in any special way since the ancestor phasm spent almost his entire adult life in the form of an unspeakable one and thus is regarded as one of them.