rferries
2020-06-12, 07:21 AM
I saw this thread (https://forums.giantitp.com/showthread.php?613878-3-5-Non-psionic-Caller-In-Darkness) about making a non-psionic Caller In Darkness (http://www.d20srd.org/srd/psionic/monsters/callerInDarkness.htm) and the idea really appealed to me (especially since IMHO undeath = magic and psionics = sci-fi, and never the twain shall meet!). Ended up straying fairly far from the concept, though!
https://i.imgur.com/YS483YN.jpg
HECATOMBDIMINUTIVE UNDEAD (Incorporeal, Swarm)
Hit Dice: 12d12 (78 hp)
Initiative: +8
Speed: Fly 20 ft. (perfect) (4 squares)
Armor Class: 22 (+4 deflection, +4 Dex, +4 size), touch 22, flat-footed 18
Base Attack/Grapple: +8/-
Attack: Swarm (3d6 negative energy plus energy drain)
Full Attack: Swarm (3d6 negative energy plus energy drain)
Space/Reach: 10 ft./0 ft.
Special Attacks: Devour essence, distraction, energy drain, horrifying gaze, maddened minds, terrifying utterances
Special Qualities: Darkvision 60 ft., deeper darkness, immune to weapon damage, incorporeal traits, lifesense, light vulnerability, lore, swarm traits, undead traits
Saves: Fort +6, Ref +10, Will +14
Abilities: Str -, Dex 18, Con -, Int 18, Wis 18, Cha 18
Skills: Hide +19, Intimidate +19, Knowledge (all) +10, Listen +19, Search +19, Sense Motive +19, Speak Language (any fifteen), Spellcraft +19, Spot +19, Survival +4 (+6 following tracks)
Feats: Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always chaotic evil
Advancement: 13-24 HD
Level Adjustment: -
The roiling cloud of shadow before you contains an ever-shifting mass of skulls and decayed visages. Wails of terror, despair, and hatred echo throughout the air.
A hecatomb is formed from the tormented spirits of humanoids that died together in a great slaughter or unholy sacrifice. The creatures are hopelessly insane and malevolent, seeking only to incorporate other sentient beings into their collective misery. Nonetheless, they may remember secrets and lore that has otherwise long since passed from the world.
During an encounter, it is possible (though very difficult) to communicate with particular souls trapped within a hecatomb, though such souls are generally as twisted and cruel as their fellow prisoners.
Hecatombs understand Common, Dwarven, Elven, Undercommon, and any other languages they gained through their Speak Language skill. However, a hecatomb speaks with many voices and using a random mixture of the languages it knows - they are generally unintelligible unless the listener knows at least four languages or has access to comprehend languages or similar magic.
Combat
Hecatombs are relentless in combat. They glide through the air to drain and devour the essences of their prey one by one.
Deeper Darkness (Su)
A hecatomb radiates deeper darkness, as the spell (caster level 12th). This effect automatically counters and dispels any [Light] spell of 3rd level or lower within 120 feet of the creature. A hecatomb can see through its own darkness but cannot suppress this ability.
Devour Essence (Su)
The souls of living creatures slain by a hecatomb are incorporated into the creature's collective spirit. They cannot be raised or otherwise restored to life while the hecatomb exists, and the creature recalls everything they knew in life for the purpose of Knowledge checks and spoken languages.
Distraction (Ex)
Any living creature that begins its turn with a swarm in its space must succeed on a DC 20 Fortitude save or be nauseated for 1 round. The save DC is Charisma-based.
Energy Drain (Su)
Living creatures subjected to a hecatomb's swarm attack gain one negative level. The DC is 20 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the hecatomb gains 5 temporary hit points.
Horrifying Gaze (Su)
A hecatomb's unearthly appearance drives viewers to madness. Any creature within 30 feet that looks at the creature must succeed on a Will save (DC 20) to avoid taking 1d6 points of Wisdom damage. This is a necromantic fear gaze attack. The save DC is Charisma-based.
Lifesense (Su)
A hecatomb notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Lore (Ex)
A hecatomb knows everything its component souls know, including languages. It may make any Knowledge check untrained and adds one-half its Hit Dice as a bonus on all Knowledge checks (+6 for the sample hecatomb).
Light Vulnerability (Ex)
Hecatombs are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A hecatomb caught in sunlight cannot attack and can take only a single move action or standard action each turn, but not both (nor can it take full-round actions).
Maddened Minds (Su)
Anyone targeting a hecatomb with a thought detection, mind control, or telepathic ability makes direct contact with its tortured hive mind and is driven permanently insane (as the spell, caster level 12th). A successful Will save (DC 20) reduces the insanity to being confused instead (as the spell, caster level 12th). The save DC is Charisma-based.
Terrifying Utterances (Su)
A hecatomb is constantly whispering, babbling, and wailing to itself. Any creature within 30 feet that hears a hecatomb's utterances must succeed on a Will save (DC 20) to avoid being shaken for 1d4 rounds. This effect stacks up to the panicked condition, as normal. This is a sonic necromantic fear effect. The save DC is Charisma-based.
https://i.imgur.com/YS483YN.jpg
HECATOMBDIMINUTIVE UNDEAD (Incorporeal, Swarm)
Hit Dice: 12d12 (78 hp)
Initiative: +8
Speed: Fly 20 ft. (perfect) (4 squares)
Armor Class: 22 (+4 deflection, +4 Dex, +4 size), touch 22, flat-footed 18
Base Attack/Grapple: +8/-
Attack: Swarm (3d6 negative energy plus energy drain)
Full Attack: Swarm (3d6 negative energy plus energy drain)
Space/Reach: 10 ft./0 ft.
Special Attacks: Devour essence, distraction, energy drain, horrifying gaze, maddened minds, terrifying utterances
Special Qualities: Darkvision 60 ft., deeper darkness, immune to weapon damage, incorporeal traits, lifesense, light vulnerability, lore, swarm traits, undead traits
Saves: Fort +6, Ref +10, Will +14
Abilities: Str -, Dex 18, Con -, Int 18, Wis 18, Cha 18
Skills: Hide +19, Intimidate +19, Knowledge (all) +10, Listen +19, Search +19, Sense Motive +19, Speak Language (any fifteen), Spellcraft +19, Spot +19, Survival +4 (+6 following tracks)
Feats: Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always chaotic evil
Advancement: 13-24 HD
Level Adjustment: -
The roiling cloud of shadow before you contains an ever-shifting mass of skulls and decayed visages. Wails of terror, despair, and hatred echo throughout the air.
A hecatomb is formed from the tormented spirits of humanoids that died together in a great slaughter or unholy sacrifice. The creatures are hopelessly insane and malevolent, seeking only to incorporate other sentient beings into their collective misery. Nonetheless, they may remember secrets and lore that has otherwise long since passed from the world.
During an encounter, it is possible (though very difficult) to communicate with particular souls trapped within a hecatomb, though such souls are generally as twisted and cruel as their fellow prisoners.
Hecatombs understand Common, Dwarven, Elven, Undercommon, and any other languages they gained through their Speak Language skill. However, a hecatomb speaks with many voices and using a random mixture of the languages it knows - they are generally unintelligible unless the listener knows at least four languages or has access to comprehend languages or similar magic.
Combat
Hecatombs are relentless in combat. They glide through the air to drain and devour the essences of their prey one by one.
Deeper Darkness (Su)
A hecatomb radiates deeper darkness, as the spell (caster level 12th). This effect automatically counters and dispels any [Light] spell of 3rd level or lower within 120 feet of the creature. A hecatomb can see through its own darkness but cannot suppress this ability.
Devour Essence (Su)
The souls of living creatures slain by a hecatomb are incorporated into the creature's collective spirit. They cannot be raised or otherwise restored to life while the hecatomb exists, and the creature recalls everything they knew in life for the purpose of Knowledge checks and spoken languages.
Distraction (Ex)
Any living creature that begins its turn with a swarm in its space must succeed on a DC 20 Fortitude save or be nauseated for 1 round. The save DC is Charisma-based.
Energy Drain (Su)
Living creatures subjected to a hecatomb's swarm attack gain one negative level. The DC is 20 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the hecatomb gains 5 temporary hit points.
Horrifying Gaze (Su)
A hecatomb's unearthly appearance drives viewers to madness. Any creature within 30 feet that looks at the creature must succeed on a Will save (DC 20) to avoid taking 1d6 points of Wisdom damage. This is a necromantic fear gaze attack. The save DC is Charisma-based.
Lifesense (Su)
A hecatomb notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Lore (Ex)
A hecatomb knows everything its component souls know, including languages. It may make any Knowledge check untrained and adds one-half its Hit Dice as a bonus on all Knowledge checks (+6 for the sample hecatomb).
Light Vulnerability (Ex)
Hecatombs are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A hecatomb caught in sunlight cannot attack and can take only a single move action or standard action each turn, but not both (nor can it take full-round actions).
Maddened Minds (Su)
Anyone targeting a hecatomb with a thought detection, mind control, or telepathic ability makes direct contact with its tortured hive mind and is driven permanently insane (as the spell, caster level 12th). A successful Will save (DC 20) reduces the insanity to being confused instead (as the spell, caster level 12th). The save DC is Charisma-based.
Terrifying Utterances (Su)
A hecatomb is constantly whispering, babbling, and wailing to itself. Any creature within 30 feet that hears a hecatomb's utterances must succeed on a Will save (DC 20) to avoid being shaken for 1d4 rounds. This effect stacks up to the panicked condition, as normal. This is a sonic necromantic fear effect. The save DC is Charisma-based.