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The Vorpal Tribble
2008-05-03, 11:18 AM
Now You See Me








...now you don't.


The senses allow us awareness of our surroundings, but there is much that we are unaware of. There are those whose existence is to exploit the weakness of the eyes, the ears, the nose. Wary prey, or stalking predator, they may be deeply hidden or in plain sight, but we would never know it. For a fleeting moment give us a glimpse of what we are unawares...


_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

The contest begins with the posting of this thread and will continue until Midnight of May 20th (EST).

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.




Rules

1. You will be creating an 'original' D&D monster. A creature who is not what it seems, or not even noticeable at all. Camouflage or mimicry, illusion or blinding, each entry must have some way to remain unseen.

NOTE
The ability to become invisible at will is restricted from this contest. Use your imagination on means of alternative concealment or disguise.

Example
Edgepuddle (http://www.giantitp.com/forums/showthread.php?t=11105)

[url=] (][/url)

2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional. Incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV, except for a lore section which is encouraged).

4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link) (http://www.giantitp.com/forums/showthread.php?p=1499183).

5. One entry per participant. No double-teaming.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.

The Vorpal Tribble
2008-05-03, 12:53 PM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)

As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=1499183).

-=-=-=-

Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat


-=-=-=-=-=-=-

Lore

Plot Hook/Story if any

Vaynor
2008-05-03, 01:37 PM
The Invisible Giant
Huge Giant
HD 18d8+108 (189 hp)
Speed 60 ft. (12 squares)
Init: +7
AC 22 (-2 size, +11 natural, +3 Dex); touch 11; flat-footed 16
BAB +13; Grp +34
Attack Slam +26 melee (3d6+13) or rock +16 ranged (2d8+13)
Full-Attack 3 Slams +26/+21/+16 melee (3d6+13) or 2 rocks +16 ranged (2d8+13)
Space 15 ft.; Reach 15 ft.
Special Attacks Rock throwing, spell-like abilities
Special Qualities Low-light vision, rock catching, hide in plain sight, transparency, camouflage,
Saves Fort +17 Ref +11 Will +11
Abilities Str 36, Dex 16, Con 23, Int 15, Wis 17, Cha 11
Skills Hide +19, Listen +15, Move Silently +15, Sense Motive +10, Spot +17
Feats Iron Will, Improved Initiative, Improved Natural Attack, Awesome Blow, Power Attack, Stealthy, Lightning Reflexes
Environment Any
Organization Solitary
Challenge Rating 14
Treasure None
Alignment Always neutral evil
Advancement By character class (favored class: rogue)
Level Adjustment -

Invisible giants are, by definition, hard to spot. Their anatomy is completely translucent, but still slightly visible. If spotted, the invisible giant appears as a mangy human, but four times as large and with bulging muscles, but really, who can be certain?

Very few know invisible giants exist, and even fewer know where they came from. Invisible giants are usually about 25 feet tall, and can weigh up to 4 tons. Invisible giants speak Common and Giant.

Combat

Invisible giants tend to start combat from afar, flinging rocks at their unknowing opponents, first making them invisible. Once it is satisfied with their fear (from the invisible rocks, of course), the invisible giant sneaks up on its prey. If spotted, it will continue making hide checks to ensure its safety. If the invisible giant realizes it cannot win a fight, it will attempt to hide then run away, first issuing a cloud of fog.

Rock Throwing (Ex): The range increment is 150 feet for the invisible giant’s thrown rocks.

Spell-Like Abilities (Sp): At will - invisibility (object only, permanent); 3/day - obscuring mist; 1/day - fog cloud. Caster level 16th. Their invisibility (object only) spell-like ability is used to make their food invisible.

Camouflage (Ex): An invisible giant can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight (Ex): While in any sort of natural terrain, an invisible giant can use the Hide skill even while being observed.

Transparency (Ex): An invisible giant is completely transparent. Because of this natural transparency, an invisible giant may take 10 on any Hide check, and may use the Hide skill as a swift action. If an opponent has not yet viewed the invisible giant (through use of an opposing spot check) the invisible giant has total concealment (50% miss chance). If the opponent has gained knowledge of where the invisible giant is (through use of a spot check or an ally), they may attack the invisible giant as if it had only partial concealment (20% miss chance). If the spot check of the opponent exceeds the hide check of the invisible giant, all concealment for the invisible giant is lost for that specific enemy. Concealment for that opponent may be gained the following round as a swift action, but the opponent may also make a spot check as a swift action to oppose the invisible giant’s roll at any time during that round with a +5 bonus, but only if the opponent has gained vision of the invisible giant before this specific hide check. For example, if an opponent succeeds on his spot check on round 1, the following round (round 2) when the invisible giant tries to hide again, the opponent may make a swift spot check as well with the +5 bonus. If this check is failed, all checks from this point on until another successful check is made must be made as a move action as normal, without the +5 bonus.

Lore:
{table=head]DC|Lore
20|The invisible giant is an elusive creature that uses its transparency to attack its unwary foes
25|The invisible giant turns its weapons invisible before using them; an invisible rock thrown from a distance is a sure sign of an invisible giant
30|The first invisible giant was created by a wizard obsessed with illusion, who slowly turned a captured cloud giant invisible through magic. Invisible giants no longer resemble their cloud giant brethren.[/table]

Plot Hooks

A local town has been plagued with an unknown assailant. The monster is incredibly hard to spot and attacks anyone attempting to leave the town. They have sent a messenger to the nearest city in search of assistance.
A tomb that holds great wealth has been found by the players, but when they arrive at its location, it cannot be found. An invisible giant that roams the area is suspected.
An invisible giant has succeeded in turning an entire mountain invisible. All attempts to restore visibility to the mountain have failed, and the players have been hired to slay the invisible giant and restore the mountain to its former glory.

BisectedBrioche
2008-05-03, 06:56 PM
http://img166.imageshack.us/img166/2696/eyemonsterni0.gif

"Strange bunch we get around here. I mean it goes without saying but take inmate 27 from a few years back, for example. He runs around screaming about monsters and killing everyone he sees. Then when they bring him in here and throw him in a cell he gouges out his own eye before he calms down a bit, then pretty much an hour later he's dead. The other prisoners in that block started acting a little strange too after that. Guess he was just a bad influence." - Ward, Head guard of Darkforest Asylum

"Are you sure this is a good idea, boss?"
Drusilla turned from her conversation with Garrick the wizard to the bard "Why wouldn't it be, the legends say that there's treasure down there. You said so yourself."
Caed squirmed, "But I told you, its not the only thing down there-"
"That's why we sent Daithi and the cleric in first, Dai can handle the traps and Liv can heal him if he gets into trouble" Interrupted the party's wizard.
Then, as if to mock Garrick a scream came eliminated from the cavern. The three of them ran through the cave to their colleague's aid.
"I told you!", panted Caed, "Wait, we need to be careful. This cave once belonged to a wizard named Gudrun, they say that she was well known for creating-"
"This isn't the time for a lecture...Liv! Hey Liv! What happened?"
The cleric was standing a distance from Dai, dead on the ground with a look of terror on his face. She turned to the others, suddenly pulling out her holy symbol she screamed.
"No stay back! Stay back horrors! My god's power protects me!" She turned and ran towards a pit, failing to stop at the edge and stepping into the abyss as if she could see solid ground. There was a sound part way between a crunch and a thud, then silence.
"Climb down and see if she survived", barked Drusilla, sliding her sword into its scabbard.
Against his better judgement Caed fastened a rope and allowed himself to be lowered down by the other two. He would have difficulty finding employment if word got out that he'd left someone to die and disobeyed an order.
He looked strait ahead as his feet hit solid stone and saw the glint of some familiar armour on the ground. As he approached he knew there was nothing they could do.
"She's dead", he called back, "we need to get out of here."
"Why!?", came a response from the top of the stone wall.
"Because she's missing an eye..." the bard replied grimly.

Deadly Gaze (AKA The Necromancer's Illusion)
Size/Type: Fine Undead (Shapechanger)
Hit Dice: 1d12 (6 hp)
Initiative: +3
Speed: 5ft. (1 square); Fly 30ft. (perfect)
Armor Class: 21, touch 21, flat-footed 18 (+8 size, +3 dex)
Base Attack/Grapple: 0/-20
Attack: Tentacle (1d4-2) +4 melee
Full Attack: 2 Tentacles (2d4-2)+4
Space/Reach: ½ ft./0 ft.
Special Attacks: Pupil of the Abyss, Infest Skull
Special Qualities: Sight Relay, Darkvision (100ft.), Undead Qualities, Telepathic Bond, Corrupting Presence
Saves: Fort 0, Ref +3, Will +2
Abilities: Str 3, Dex 17, Con —, Int —, Wis 10, Cha 15
Environment: Any
Organization: Single, Pair (2)
Challenge Rating: 3
Treasure: None
Alignment: Neutral Evil

A deadly gaze is an undead creature, often created by necromancers as a spy or to augment their own eyesight. It resembles a floating eyeball with a dark, crystalline back and two fine tentacles emerging from behind the stone. It is made from a creature's eyeball and has the ability to replace they eye of a living creature and relay what it senses in place of the eye. In addition it maintains a link with its creator and may pass on what it sees to them at will.

Pupil of the Abyss (Sp) When you stare into the gaze, it stares back into you. Once per day the Gaze (or a creature its been implanted in) may make a gaze attack, the subject(s) of the gaze is affected by the spell Phantasmal Killer (http://www.d20srd.org/srd/spells/phantasmalKiller.htm) however the will save to disbelieve the illusion is replaced by a reflex. The caster level is equal to 4 plus the HD of the Gaze. It may also cast the spell on a creature it has infested, however if the infested creature is aware of the eye's presence it gains a +10 bonus on saves to disbelieve the illusion.

Infest Skull (Ex) If a Gaze successfully hits with a tentacle it may start a grapple with a +15 racial bonus, or +25 if it manages to hit with both tentacles. If the victim stands still then someone may rip the Gaze off them as a standard action. If the Gaze manages to maintain the grapple for two full rounds then it may rip out the victim's eyeball and place itself in the socket, it then changes shape to perfectly mimic the victim's eye. This happens so quickly the victim (and anyone watching) must make a DC 20 wisdom based spot check or assume the Gaze fled. Alternatively someone may implant a Gaze into the eye socket of a helpless creature with a DC 15 heal check. Creatures without eyes may not be infested.

Sight Relay (Su) The Gaze may relay what it sees to both its creator or a creature it has infested. It may also alter what it sees, for example mimicking the normal perception of it's host. Alternatively it may use Silent Image (http://www.d20srd.org/srd/spells/silentImage.htm) on the victim at will with a caster level equal to 4 + it's HD. Even if the victim disbelieves the illusion they will not be aware where it came from.

Telepathic Bond (Su) The Gaze has a telepathic bond with its creator. Its creator can see what it sees and neither them (nor any other Gazes created by the same person) are flatfooted unless they all are. It is possible to sever the connection, see below.

Corrupting Presence (Su) Merely having the Gaze in their body has a corrupting effect on an infested creature. It cannot change their alignment however any effects which detect alignment will detect it as one step closer towards evil than it really is (i.e. good aligned characters appear neutral, neutral characters appear evil) due ot the presence of negative energy. The victim takes a -2 penalty to save against effects designed to target non-evil creatures, ego saves against evil intelligent artifacts and is one level lower for the purpose of turning undead. They also gain a +2 to save against evil targeting effects and non-evil aligned ego saves and are one level higher for the purpose of controlling undead.

Combat

A Deadly Gaze will normally obey the telepathic orders of their creator, acting as an extension of their body. However if their creator dies (or severs the connection, see below) then they will act like any other mindless undead and attack any living creature they come across.

They will use their gaze attack (if they haven't used if for the day already) as soon as they sense living creatures, even if there is no chance that any would be effected by it (e.g. if they were sleeping). If anyone survives (or it starts without its gaze attack) they will attempt to infest them. They will then try to kill their host or his companions with its illusions abilities. The Gaze will try to disorientate their victim (e.g. make a pit look like solid ground, make friends appear as undead monsters, etc) until it can use its gaze attack again.

Lore

{TABLE=head]DC|Lore

10|This is a Deadly Gaze (any other names are also revealed), an undead creature made from an eyeball

20|It may infest living creatures, replacing their eyes and distorting their vision.

25|Its presence in an infested creature makes them more susceptible to the actions and magicks of evil beings.

30|It may create illusions, some of which can kill through fear, its creator can always see what it sees.

35|Exposing a host to positive energy can harm it. Someone with a steady hand can destroy it by stabbing it out. Magical methods of removing diseases and curses can force it out but won't destroy it.[/TABLE]

Creating a Deadly Gaze

A Deadly Gaze is created from a single medium creature's eyeball with most of the optic nerve intact. A single black onyx gem worth at least 50gp is pushed into the back of the eye (into the retina, avoiding the "blind spot" where the optic nerve meets it). Over the course of the creation the gem merges into the back of the eyeball and the nerve splits along its length to form the tentacles. The Gaze counts towards the creators maximum HD of controlled undead. The connection between the creator and the Gaze may be severed (making it possible to command like any other mindless undead) by expending 100xp and making a cutting gesture with a bladed implement in front of the creators eyes. If the creator does not want to severe the connection then they may block this via an opposed caster level check.

The creator expends 200xp and must cast the spells create undead, silent image, phantasmal killer and levitate

Removing a Deadly Gaze

If an infested individual receives any magical healing then the Gaze is rendered dormant for a round for each point of healing. A successful DC 10 heal check allows 1d6 damage to be dealt to the Gaze (as long as the infested individual co-operates or is restrained) using a small sharp implement (such as a nail or a scalpel). If they host gains any bonus HP then the Gaze takes damage equal to the number of bonus HP they receive (this does not apply to extra HP gained from an increased constitution score). Remove curse or remove disease forces the Gaze out of the socket but doesn't damage it. Removing the gaze does not restore the victim's eye and it must be regenerated through other means.

hylian chozo
2008-05-03, 08:37 PM
Hidden Flame
Medium Undead (Fire)
HD 5d12 (30 HP)
Speed 30ft. (6squares)
Init: +3
AC 13; touch 13; flat-footed 10
(+3 dex)
BAB +2; Grp +2
Attack Claw+5 melee (1d4+1 plus 1d6 fire)
Full-Attack 2 Claws +5/+5(1d4+1 plus 1d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks Smoke field, Incinerating field, Smoke Claw
Special Qualities Undead traits, Fire Immunity, Cold Vulnerability, Extinguish
Saves Fort - Ref +4 Will +4
Abilities Str 11, Dex 16, Con -, Int 12, Wis 10, Cha 16
Skills Move Silently +8, Hide +8
Feats Weapon Finesse, Combat Reflexes
Environment Anywhere with fire
Organization Solitary
Challenge Rating 5
Treasure None
Alignment Always Chaotic Evil


Coming toward you is a giant cloud of smoke; As it covers you, you begin to cough uncontrollably. In between coughs you see a vaguely humanoid shape wreathed in flames. Then, it disappears into the smoke.

Hidden Flames are smart, reclusive, and vicious undead that are formed when a humanoid creature collapses from smoke inhalation before being consumed by fire. They are always shrouded in a thick cloud of smoke.


Smoke field: Hidden Flames can, at will, surround themselves with a cloud of very thick smoke that extends 40ft in all directions as a swift action. Any creature caught in the smoke must make a DC 13 fortitude save or be forced to do nothing but cough for that round and take 2d6 nonlethal damage. This smoke also gives concealment (20% miss chance). A hidden Flame does not suffer from this miss chance when attacking other creatures. For up a number of rounds equal to it's charisma modifier, the Hidden Flame can thicken the smoke around itself, giving increased concealment but not total (35% miss chance).

Incinerating field: A Hidden Flame can, as a standard action, ignite it's smoke field. Any creatures caught within must make a DC 15 reflex save or immediately take 3d6 fire damage. A successful save halves this damage. Afterwards the smoke field dissipates until the Hidden Flame takes a swift action to resume it. The Hidden Flame must wait 5 rounds before it can use this ability again.

Smoke Claw: The Hidden Flame is able to, as a swift action, form a claw of solid smoke that it can use to attack any creature within it's smoke field and up to 10 ft outside it. The claw deals 1d6 damage at a +5 attack bonus. The claw cannot full-attack. The smoke claw is also able perform any combat maneuver that requires at least one hand (such as a disarm or trip), but it cannot perform a maneuver that requires a body (such as a bull rush or grapple). This maneuver uses the Hidden Flames' strength or dexterity modifier as appropriate.

Extinguish: A Hidden Flame is able to extinguish it's body to gain incredible stealth at the cost of it's fiery abilities. As a swift action, the Hidden Flame ceases to burn, but continues to emit smoke; The Hidden Flame loses it's fire damage to melee attacks (and incinerating field), but gains all the effects of Greater Invisibility. It can stay extinguished for a number of rounds equal to it's charisma modifier, after that, the Hidden Flame suddenly ignites and has a 50% chance of activating it's incinerating field. It cannot extinguish itself again until 3 rounds have passed.

Combat: Hidden Flames like to wait in places where smoke is expected to be seen (such a burning building, flame altar, or even the place it was killed). Once prey is spotted, the Flame will move to get it's prey into the field and attack with it's smoke claw from a distance. If it takes any damage, it will extinguish itself and attack in melee. When it reignites, it will immediately use it's incinerating field if it did not already activate. If combat lasts any longer, it will try to escape.

Lore:
{table=head]DC/lore
15/ This a Hidden Flame, a monster with control over smoke and fire (reveals effects of smoke field).
20/ This creature is actually undead and is able to ignite it's smoke field (reveals undead traits and incinerating field abilty).
25/Hidden Flames can disappear into the smoke to gain incredible stealth and can solidify smoke into an attack (reveals extinguish and smoke claw)[/table]

Malachite
2008-05-06, 08:51 PM
Veiled Deer

Large Magical Beast (Psionic)
Hit Dice: 4d10 (22)
Initiative: +2
Speed: 50ft (10 squares)
Armor Class: 13 (–1 size, +2 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +4/+8
Attack: One hoof +4 (d4)
Full Attack: Two hooves +4 (d4)
Space/Reach: 10ft/5ft
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +6, Will +3
Abilities: Str 10, Dex 15, Con 11, Int 4, Wis 11, Cha 14
Skills: Listen +8*, Spot +4
Feats: Endurance, Run
Environment: Temperate wood, forest,
Organization: Herd (3-12, 1/4 male, 1/2 female, 1/4 foals)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-7HD (Large)
Level Adjustment: -

As you peer into the clearing, you see a number of large animals grazing on the surrounding foliage. They seem nervous and are constantly looking around. As your cloak brushes the tree, heads snap up at the tiny rustle, and instantly they are gone, seeming to disappear into thin air. Neither sight nor sound nor smell remains...

The veiled deer is a barely sentient creature with an unusual method of escaping its predators - it vanishes from sight. This gives the nickname "the hiding hind".
The unusual part is that it does not become truly invisible at all, instead psionically altering the perception of the potential predator to make it appear not to present. While a member of the deer family, its larger size and small, nub-like horns mean that most people see only an equine shape before it disappears, giving it its other nickname of the "hiding horse". It is a popular topic among those living near the woods as to what kind of beast it is. Only truly skilled hunters ever manage to bring one down, though reportedly their meat is delicious.

While barely sentient, veiled deer have no language - the only way they may be communicated with is via a Speak with Animals or similar spell, though tone of voice and miming can go a surprisingly long way if the deer stop around to see it. They are almost all shy, timid creatures with little real reasoning ability, but can tentatively understand relationships as a "herd-bond". This should not be confused with the human view of friendship though. With the exception of a hind and her fawn, no deer will go back to rescue another, see them as having been sacrificed to keep the herd alive. They will remember some things that have happened to their herd - the worse the memory, the longer it remains. They are natural observational learners.
Very rarely, a veiled deer may serve as a mount for a particularly respected servant of nature. In this case, their cloud mind abilities shield both deer and rider from sight.

Combat

Skills: Veiled deer have a +4 racial bonus to Listen checks.

Psi-Like Abilities: At will - cloud mind, detect hostile intent; 2/day - cloud mind (mass). Manifester level 7th.

The save DCs are Charisma-based.

-=-=-=-=-=-=-

Lore

DC Lore
10 The "Hiding Horses" are magical creatures living in the woods. People sometimes catch glimpses of them, but never for long enough to make out what they are.
20 The "Hiding Horse" is actually a type of deer, but usually manages to disappear by unknown means as soon as anyone gets within sight of them due to their formidable hearing. It is very tasty when roasted or slowly stewed in a red wine sauce.
30 The veiled deer uses natural psionic abilities to erase itself from the view of potential predators.
35 Veiled deer are in fact sentient creatures and can be communicated with, if in a limited fashion.


Plot Hooks

- The local Baron has the ambition to taste meat from every manner of animal that roams the land, and has offered a reward to anyone who can bring him one of the elusive creatures that lives in the nearby forest.
- A village is losing some of its crops each night, but despite waiting up for the thieves they cannot see the culprits. A small pack of 4-5 deer have realised that they can eat the crops with impunity and are returning each night to do so.
- A large shape moves in the glade ahead, then flickers out of sight. What was it, and where did it go?

belboz
2008-05-09, 08:20 PM
Gastrus

Gargantuan Aberration
Hit Dice: 30d8 + 360 (495 HP)
Initiative: -4
Speed: 15' (3 squares), burrow 1' (1 square/5 rounds)
Armor Class: 22 (+20 natural, -4 dex, -4 size), touch 2, flat-footed 22
Base Attack/Grapple: +22/+11
Attack: Slam +30 (2d8 + 12 + 6d8 acid) [against external targets only]
Full Attack: Slam +30 (2d8 + 12 + 6d8 acid) [against external targets only]
Space/Reach: 40'/10'
Special Attacks: Dissolve Solids, Trap, Crush, Digest
Special Qualities: Stretch, Camouflage, DR 8/-, Immunity to Acid, Blindsense, Tremorsense
Saves: Fort +11, Ref +7, Will +8
Abilities: Str 35, Dex 3, Con 30, Int -, Wis 9, Cha 6
Skills: none
Feats: none
Environment: Underground
Organization: Solitary
Challenge Rating: 18
Treasure: Standard, gems only
Alignment: Always neutral
Advancement: 31-39 HD (G), 40-49 HD (C)
Level Adjustment: N/A

On the rare occasions when a gastrus is seen from the outside, it resembles a gigantic, pink, glistening worm: 7' in diameter when at rest, and over 40' long. But gastri do not like having their outsides exposed. They spend almost all of their time underground, burrowing in search of a tunnel in which to feed.

Viewing a gastrus from the inside is very different indeed. It can open its ends so that it resembles a segment of tunnel, stretching, shrinking, and reshaping itself to fit perfectly with tunnel sections before and beyond. It can camouflage its interior surface to resemble most surfaces found underground, and it is extremely hard to tell when a segment of tunnel has been replaced by a gastrus' alimentary canal.

Ecology

Although a gastrus is capable of dissolving most materials, it only gains nutrition from organic matter. A gastrus will lie in wait for months, even years – at least one gastrus has been known to live over 50 years without food.

The underground areas where gastri live are often laced with 7' diameter, unfinished, circular tunnels – paths where gastri have traveled in the past.

Naturally, such creatures are at the top of the food chain, and prefer huge creatures – bulettes, behirs, giant centipedes, or even the occasional moderately-sized dragon. But they are not averse to eating anything that crosses their path, especially if it travels in groups.

Just about the only material a gastrus cannot dissolve is gemstone (although the power of certain magical artifacts will prevent the gastrus from dissolving them as well). Any gems carried by its victims are often scattered throughout its honeycombing tunnels.

Gastri reproduce asexually, by fission. A well-fed gastrus will split in two every eighty years.


Combat

Gastri have but one redeeming feature as opponents – they are completely mindless, and attack in a highly stereotyped fashion. They also rely entirely on their ability to gain surprise in order to trap their prey.

When attacked from outside, a gastrus will blindly lunge, using its slam attack on the largest opponent, or the nearest opponent if all opponents are about the same size (within the same category). It will continue attacking a single opponent until that opponent is down.

Detailed Combat – internal opponents only


Surprise round – assuming a gastrus gains a surprise round, or in the unlikely event that it gains initiative, it will use its trap attack to seal off its section of tunnel, trapping opponents inside.
Round 1 – If the gastrus has stretched itself to over 5' internal diameter, then once it has succeeded in trapping its opponents, it will attempt to use its crush ability.
Round 2 and later – The gastrus will begin secreting acid for its dissolve attack.


Dissolve Solids [ex]: Materials, except gemstones, in contact with the outside of the gastrus are subject to 6d8 of acid damage per round; this allows a gastrus to burrow even through solid rock at a rate of about 1”/round (50' per hour). A gastrus can control where, if anywhere, on its body it produces the acid - a gastrus on a stone floor will not simply sink into it unless it wants to. Any weapon which strikes a gastrus' exterior is subject to 3d8 of acid damage per hit. Weapons that remain in contact with the gastrus (such as huge spears used to pin it) take 6d8 damage every round in which they maintain contact after the first.

Trap [ex]: As a standard action, a gastrus can open its ends (so that it resembles a hollow cylinder) or close them (so that it resembles a worm with rounded, solid ends). Creatures inside a gastrus when it closes its ends are trapped inside. If an unstretched gastrus loses 180 hit points in a focused area (from targeted attacks hitting a single spot), it will rupture, leaving a 5' hole through which characters can escape, if there is open space outside the hole to escape to. (For stretched gastri, see below.) Rupturing a gastrus does not do extra damage to it; the hole will seal up as the damage is healed.

Crush [ex]: As a standard action, a stretched gastrus (see below) can attempt to collapse to its normal diameter (7' external, 5' internal). Creatures small size or smaller are not affected. Creatures of medium size take a -4 penalty to reflex saves, attack rolls, and any roll for a skill that cannot be conveniently performed in a small space, and lose up to 4 points (to a maximum of all) of dexterity bonus from AC. Creatures of large size or larger must make an opposed strength check with the gastrus. If they succeed, the gastrus cannot complete its collapse. If they fail, they take damage as from a crushing room trap (16d6).

Dissolve [ex]: A gastrus can excrete acid from well hidden ducts in its interior. If the gastrus' ends are closed, it will fill at the rate of 6” per round (taking 10 rounds to fill completely if it is at a 5' internal diameter). During the first round, creatures can make a reflex save (DC 25, not ability-based) to avoid the acid. During subsequent rounds, avoiding the acid requires the small size and/or ingenuity required to stay above it. Creatures or objects in contact with the acid take 6d8 HP/round from it.

A ruptured gastrus will not fill to a level beyond a rupture, so long as there is sufficient empty space beyond the rupture to allow an outlet for the acid.

Stretch [ex]: While a gastrus is normally a cylinder 5' in diameter on the inside, it can stretch itself to any width, up to a maximum of about 64' circumference on the inside, and any shape (a cylinder with a ~20' internal diameter, or a 16'x16' square hallway). A stretched gastrus has thinner walls; use the following table:
{table=head]Circular diameter | Square height | Wall thickness
5'-10' | 4'-8' | 1'
10'-15' | 8'-12' | 6”
15'-20' | 12'-16' | 4”[/table]

Because of this, it is easier to rupture a stretched gastrus (see the Trap ability). Breaking through 6” thick walls require only 90 HP of concentrated damage, and 4” thick walls require only 60 HP of concentrated damage.

Camouflage [ex]: A gastrus has great control over the appearance of its inner “passageway”. Assuming it is in a tunnel or corridor small enough to stretch to, it can mimic almost any material, even to the extent of simple painted or carved motifs or “doors.” These doors are nonfunctional, and always appear locked or stuck; an open locks check of DC 10 will allow a creature to notice something amiss, but will also cause the gastrus to initiate combat and gain an automatic surprise round. A gastrus will also initiate combat, with automatic surprise, if a creature attempts to force a door and makes a strength check of at least 25. It otherwise takes a search check of DC 25 (a dwarf's stonecunning ability applies), or a spot check of DC 30, to notice that anything is strange about a passage segment that is really a hiding gastrus. A gastrus cannot imitate complex design or transparent/translucent materials, and it cannot duplicate effects such as glowing.

DR [ex]: A gastrus' body is constructed of a very stonelike material, giving it DR 8/-, comparable to the hardness of stone. Even epic weapons do not damage a gastrus more than they would damage rock.

Immunity to Acid, Blindsense, Tremorsense [ex]: As normal. A gastrus has no eyes, and so does not acquire the normal aberration trait of darkvision.


{table=head]DC | Lore
20 | There is a creature that mimics a tunnel and crushes victims inside.
25 | The creature, called a gastrus, can mimic a wide range of tunnels and uses acid on its victims
30 |Many unfinished, circular tunnels in the stone, especially if they intersect different-looking or finished passages, is a possible sign of a gastrus.[/table]

Plot hooks:

The war is going badly. The kingdom is surrounded on three sides, and the enemies' powerful witch-lords have seized the army with terror. There is but one hope: The al-Ghred, a recently discovered cave network littered throughout with jewels, merely scattered upon the floor. The jewels already recovered are worth hundreds of thousands, and millions more are believed to be hidden under the mountain. With such riches, the King could buy the aid of any ally, any country with great military might, or any wizard who could turn the tide against the witch-lords. There is only one problem: The supply of gems has suddenly stopped. Mission after mission to the caves has simply disappeared, gone without a trace. Can the characters recover the al-Ghred? Can they save the kingdom?

A dragon of legend, an ancient Red, has a proposal for the characters. She will cease her attacks upon the land, and give the characters an artifact of great magical power, in return for a favor: Find her (much younger) consort, and return him to her. She suspects that he's stolen her secrets and run off with a younger rival, but perhaps he's disappeared somewhere in her labyrinth: There are passages there she hasn't explored in centuries, some of which would never admit her girth.

Why are there giant spiders everywhere? The characters are well past working as exterminators, but something has *got* to be done. Spiders the size of horses, an occasional terror in the old days, have started roaming the hillsides, thick as mountain goats, and preying easily upon the hill communities. There are only a few reasons why ecosystems go out of balance so dramatically: A new source of food or the disappearance of a key predator. There's no obvious new source of food in the hills...but what could have preyed on such terrifying beasts? And what unimagined horror could possibly be decimating *that*?

TheLogman
2008-05-12, 03:08 PM
"Look! I'm telling you I saw it! High and mighty adventurers like you wouldn't believe me, but I saw it with my own eyes! It was, uhh, about 7 feet tall, had 5 mouthes, uhh 7 tentacles, it had people all wrapped up in it, and it was purple!"- Some crazy old man nobody believes

"Lookie Mommy, I drew you a picture!"
"Oh...that's...great...sweetie, what is it?"
"Well, you asked me what the monster I saw looked like, here it is!"

Not for the faint of heart...or artists. Remember this was a kid's drawing http://img247.imageshack.us/img247/4454/scarypaintmonsteroq0.jpg (http://imageshack.us)

Nobody's Problem
Size/Type: Large Aberration
Hit Dice: 9d8+27 (67 hp)
Initiative: -3
Speed: 20 ft. Burrow, 10 ft.
Armor Class: 11 (-1 size, -3 Dex, +5 Natural), touch 6, flat-footed 14
Base Attack/Grapple: +6/+19
Attack: Tentacle +12 melee (1d6+5)
Full Attack: 4 Tentacles +12 melee (1d6+5)
Space/Reach: 10 ft./20 ft.
Special Attacks: Energy Drain, Improved Grab,
Special Qualities: Darkvision 60 ft., Not Your Problem, Tremorsense 75 ft.
Saves: Fort +6, Ref +0, Will +10
Abilities: Str 20, Dex 4, Con 16, Int 14, Wis 18, Cha 12
Skills: Bluff +10, Diplomacy +9, Listen +10, Spot +10, Hide +3, Sense Motive +12
Feats: Combat Reflexes, Negotiator, Improved Grapple (B), Skill Focus (Bluff) Weapon Focus (Tentacle)
Environment: Underground, Urban
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: True Neutral
Advancement: 10-18 HD (Huge)
Level Adjustment: —

The Nobody's Problem is anything but. It dwells underground, while the bigger and braver ones live above ground in big cities. It's most famous ability is the fact that it's Not Your Problem, and is so odd-looking (strangely colored, strange appendages, ect.) that most normal and sane people just ignore it. It grabs creatures that come nearby and drains them as a form of food. Nobody's Problems move slowly until they find a place to eat, then don't move until they have exhausted their food supply. Bigger and more powerful ones move to big populated cities, where they feast on the inhabitants of the city.

Combat

The Nobody's Problem relies mostly on the fact that it's Not Your Problem, allowing it to snag unsuspecting victims and drain them of their energy. When it is found out, it will try to use its social skills to get out of the problem, and if all else fails, it will grab its opponents and drain them anyway.

Energy Drain: After being grappled by the Nobody's Problem for 5 rounds, the creature in question must make a DC 15 Will save or fall comatose. A creature in a coma because of a Nobody's Problem will be revived if affected by any kind of healing magic. Every 10 minutes after falling comatose, the creature gains a negative level. A Nobody's Problem gains 1 HD for every 15 levels it drains.

Improved Grab: To use this ability, a Nobody's Problem must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Not Your Problem(Ex): Due to their strange appearance, most Nobody's Problems are simply too strange to be believed. When a Nobody's Problem should be seen by a creature, do one of two things (DM's choice, make the same choice for every Nobody's Problem and person who sees them)

1. The creature makes 3 Sanity checks (http://www.d20srd.org/srd/variant/campaigns/sanity.htm), and takes the lowest roll. If the creature "fails" the Sanity check, then they can see that Nobody's Problem forever. In addition, because of how horrible-looking the Nobody's Problem is, the creature must make a traditional Sanity check, this time taking 2/2d6 Sanity damage. This option should only be used in games with Sanity

2. The creature makes 2 Wisdom checks against DC 8, taking the higher roll. If the creature succeeds by a factor of 3 or more, it suspects nothing. If the creature succeeds by a factor of 1, 2, or meets the DC exactly, it suspects something is up. If the creature fails the "save", then it can see that Nobody's Problem for the rest of its life.

Bardic Lore

{table] DC | Lore Given
10 | Some madmen claim that there exist strange creatures that noone else can see.
15 | There exist a few creatures scattered around the world that feast on those that can't see them, they are Nobody's Problem.
20 | Normal people cannot see Nobody's Problems, only those who are deranged or crazy can. [/table]

Adventure Hooks

-A colony of bats that usually appears every night has disappeared, investigate the nearby cave to find out why.

-Caravans on a popular trading route have stopped altogether, and nobody can figure out why.

-An entire city has disappeared nearly overnight, investigate the area and find the problem (A Gargantuan Nobody's Problem).

RS14
2008-05-12, 09:31 PM
Sometimes, lies take on a life of their own. Never is this more true than when the art of espionage mixes with religion. A clever spy can work undetected for years or even centuries. When killed, a spy may even take form in his work, a deadly, imperceptible presence in the halls of his target. These are Spooks - rogue personalities, sometimes slipping papers into the hands of those they perceive as allies or forging documents to sow chaos and distrust, but more often merely taking pleasure in defiling and murdering their way through the quiet and unlit halls of their longtime enemies.

Spook

Medium Undead (Evil)
Hit Dice: 14d12 (91hp)
Initiative: +9
Speed: 30ft (6 squares)
Armor Class: 26 (10 + 5 deflection + 5 dex + 6 natural), 20 touch, 16 flat-footed
Base Attack/Grapple: +7/+9
Attack: +2 Vicious Dagger +14 melee (1d4+4+2d6(Vicious)+Sneak Attack/ 19-20/x2 )
Full Attack: +2 Vicious Dagger +14/+9 melee (1d4+4+2d6(Vicious)+Sneak Attack/ 19-20/x2 )
Space/Reach: 5ft/5ft
Special Attacks: Smite Good 2/day, Sneak Attack 5d6
Special Qualities: Darkvision 60', Undead Traits, Annihilating Flames, Vulnerability to Fire, Selective Invisibility, Hide in Plain Sight, Sudden Hide, Nondetection
Saves: Fort +4, Ref +9, Will +10
Abilities: Str 14, Dex 20, Con - , Int 16, Wis 13, Cha 16
Skills: Bluff +16, Decipher Script +16, Forgery +16, Hide +21, Move Silently +18, Listen +14, Tumble +18
Feats: Weapon Finesse(B), Skill Focus (Hide), Improved Initiative, Combat Expertise, Improved Feint, Deadly Precision (http://www.d20srd.org/srd/psionic/psionicFeats.htm#deadlyPrecision)
Environment: Any non-aligned holy site
Organization: None
Challenge Rating: 10
Treasure: Standard
Alignment: Any Evil*
Advancement: 15–21 HD (Medium);
Level Adjustment: -

Spooks are undead native to the Outer Planes. They take form in their messages, letters, and codes, like paper scarecrows coated in religious iconography.

Spooks are 5 to 6 feet tall and weight about 20 lbs.

Any weapons wielded by a Spook are treated as evil-aligned for the purpose of overcoming damage reduction.

*There is no reason that a Spook could not be good or even neutral. This simply requires changing it's subtype, weapons' alignment, and it's Smite attack to appropriate values.

Combat

Spooks prefer to attack single single enemies by surprise. They use their Sneak Attack and Sudden Hide abilities in the first round, and then they attempt to disguise their position and Sneak Attack the same opponent again. If faced with overwhelming odds, they will attempt to Hide in Plain Sight and, if necessary, tumble around opponents to escape.

Smite Good (Su): Twice per day, a Spook can make a normal melee attack to deal extra damage equal to its HD total against a good foe.

Annihilating Flames (Su): As a standard action, a Spook can assume gaseous form at will as the spell (caster level 5th), but this destroys its body in a pillar of flame which deals 2d6 damage to anyone grappling it. It loses it's vulnerability to fire in this form, but gains no other special resiliency as creatures such as Vampires do. It can attempt to reform itself, but this takes 10d10 hours, and it is considered helpless for the entire duration.

Selective Invisibility (Su): Against all creatures, a Spook gains a +3 bonus on hide checks for each step the creature is away from them on the alignment axes. For example, a Chaotic Evil Spook would have a +6 bonus against a Chaotic Good opponent or a +12 bonus against a Lawful Good opponent. This bonus is bypassed by characters with True Seeing.

Hide in Plain Sight (Su): A Spook can use the Hide skill even while being observed. It need not have any cover or concealment.

Sudden Hide(Ex): If a Spook has already hidden from an individual, it can make one melee attack, then immediately take a move action to hide again. It takes a –20 penalty on its Hide check to conceal itself after the attack. Note that it can make another hide check, at no penalty, on the following round.

Nondetection (Su): A Spook has a constant Nondetection effect (as if cast by itself. Treat the Spook as a 7th level cleric with the trickery domain, DC22 caster level check).


-=-=-=-=-=-=-

Lore
{table] 25 | This creature is a Spook. It is an elusive undead spirit favoring temples. This reveals all undead traits.
30 | Spooks can hide almost anywhere, and prefer to attack by surprise. They are usually evil, and those not sharing their alignment find them very hard to spot
35 | Spooks are dead spies who reform themselves in stolen documents and papers. They can burst into flames and escape in a gaseous form to reform.[/table]

Plot Hooks


The players are abruptly given sensitive documents by an aligned Spook.
An abandoned temple has been turned into a shelter, but a Spook refuses to acknowledge the change and attacks people in dark corners.
A order of Paladins has been severely embarrassed by a rash of deadly attacks, for which the only clue is scraps of paper and a symbol of their order scrawled on the ground, but even more embarrassing was was the most recent attack - a paladin was present, but denies seeing the attacker, despite several other witnesses who could.


All the above content not copyrighted by other parties is placed in the public domain.

Corncracker
2008-05-13, 11:06 PM
The major was pleased. He had finally gained an audience with the king, and in his hand was a proposal for a defense reform, that would not only increase the effectiveness of the lands defense, but ensure him a high roll in the military, and he had many new ideas and propositions to vastly improve the saftey of the country. However, as he prepared himself for bed that night, a sharp pain came through his back and out his chest. In his last moments he looked down to see a claw had been plunged through his body.

The Rift Demon is a demon who specializes in assassination. His soul pleasure is causing Cause and crushing hopes by eliminating key political figures and people who offer hope to the people. These demons will take any chance they have to enter the Prime Material plane.

They fight by hiding themselves in between dimensions, and re-entering, allowing themselves free strikes at others vitals, in addition their poisonious claws come in handy for drawn out fights.

When on the prime material plane, they are seen wearing large brown cloaks that conceal their body and face. Withough them, however, they appear as black and scaly humanoid lizards, devoid of teach and dark red eyes.

Rift Demon]

Medium Outsider (Chaotic, Extraplaner, Evil)
Hit Dice: 10d8 (30HP)
Initiative: +9
Speed: 30ft
Armor Class: 20 (10 + 5 dex + 5 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +10/+10
Attack: +16 Claw (1d6)
Full Attack: 2 Claws +16 (1d6)
Space/Reach: 5ft/5ft
Special Attacks: Sneak Attack +4d6,
Special Qualities: Darkvision 60ft, Damage reduction 10/ Cold Iron or Good, Immunity to Poison, Resistance to fire 10, Cold 10, Lighting 10, Sonic 10, Acid 10, Spell Resistance 18, Spatial Shift*, Poisonous Claws*
Saves: Fort +6 , Ref + 12, Will + 10
Abilities: Str 11, Dex 21, Con 8, Int 16, Wis 17, Cha 14
Skills: Bluff 15, Diplomacy 15, Disguise 15, Gather information 15, Hide 28, Listen 26, Search 16, Move Silently 28, Spot 26, Sense Motive 18,
Feats: Weapon Finess (Natural Weapon), Weapon Focus (Natural Weapon), Improved Initiative, Dodge
Environment: A Chaotic Evil Aligned Plane
Organization: Solitary
Challenge Rating: 6.5
Treasure: Standard
Alignment: CE
Level Adjustment: N/A

Description/background/characteristics

Combat

Shift demons tend to avoid fights it doesn’t think it can win. Though when it is caught in battle, makes libral use of his Spatial Shift ability to land decisive strikes on his foes to take them out quickly.

Sneak Attack (ex)
The Shift Demon can make a Sneak Attack like a rogue, dealing 4d6 points of damage when the opponent is denied their dex bonus or when the Shift Demon is Flanking.

Spatial Shift(su)
The Shift Demon has the ability to jump into the rift between Dimensions, but not actualy travel between them. When he performs a Spatial Shift, he provokes an attack of opportunity.

The round a Shift Demon enters a Spacial Shift, he gains vision of all things in a 50ft Radius of his original location. He see’s all things, and is entitled to a search check to find hidden doors, traps, specific items, ect.

The following round, the Shift Demon can emurge anywhere within that 50ft area where he can fit. In addition, upon exiting the rift, he may make a single attack against a nearby foe. This attack counts as a surprise attack.

However, the strain of Spatial shifted is fairy high. As a result, the Rift Demon must wait to fully stabalize in order to jump again. He must wait at least 2 full rounds between each spatial shift, and he may only make a total of 6 spatial jumps in a 24 hour period.


Poison Claws(SU)
The rift Demons claws are filled with a magic poison. When he successfully deals damage to a target, that target must make a Fortitude Save (DC 15) or all of their senses start to become deadened. The round after a failed save, they suffer -1 to AC, Attack rolls, spot, listen, search, and concentration checks. The effects of a Rift Demon’s claws are cumulative (Up to a total of -5).

When the total penalty reaches -5, the Character becomes Blind and Deaf until the poison is either removed or wears off, and suffers all effects of being in total darkness.

The effects of the Rift Demons poison lasts 1d4 hours for every -1 penalty the character suffers due to the poison.

The Rift demon receives a +10 Racial bonus to Hide and Move Silently Checks, in addition to a +8 bonus to Spot and listen checks.

-=-=-=-=-=-=-

Lore

Bardic Lore

{table] DC | Lore Given
15 | There are rumors that there exists a Demon Assassin capable of bypassing any security measures.

20 | Rift Demons have a thirst for causing disruption in the Prime Material Plane, and do so by assassinating key political figures and people revered by many, such as well known members of a Clergy.

25 | The Rift Demons are capable of Hiding in the rifts that exist between dimension, and using that area to freely to a nearby location in an instant and Remaining completely undetected until. [/table]


Common adventures involving Rift Demons are protecting a target from a Rift Demons assassination attempt, or trying to survive the Rift Demon summoned to this plane for the purpose of eliminating a Player Character.[/QUOTE]

Duchess_of_Elysian
2008-05-14, 04:21 PM
Fluffy stuff coming soon.

Glass Golem
Medium Construct
HD 10d10+20 (75 hp)
Speed 40 ft. (8 squares)
Init +2
AC 17 (-1 Dex, +8 natural); touch 9; flat-footed 17
BAB +7; Grp +11
Attack Claw +8 melee (1d10+4 piercing, x3)
Full-Attack 2 claws +8 melee (1d10+4 piercing, x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Prismatic Spray
Special Qualities Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic (except sonic), low-light vision, reflective body, transparent
Saves Fort +4 Ref +3 Will +4
Abilities Str 19, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills -
Feats Improved Initiative
Environment Any
Organization Solitary or gang (2-4)
Challenge Rating 9
Treasure None
Alignment Always neutral
Level Adjustment -

Prismatic Spray (Sp)
When in a well-lit area, a glass golem can use the light passing through its body to cast Prismatic Spray at will. Using this spell-like ability is a full-round action.

Immunity to Magic (Ex)
A glass golem is immune to any spell or spell-like ability that allows spell resistance, except for spells with the Sonic descriptor, which affect the golem normally. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals fire damage slows a glass golem for one round, as the heat softens its glass body. However, the golem also heals 1 hit point for every 3 points of fire damage the spell would otherwise deal, as cracks in its body melt together.

A magical attack that deals cold damage removes the golem's damage reduction for one round.

Haste (Su)
After it has engaged in at least 1 round of combat, a glass golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

Reflective Body (Ex)
Any spell cast at a glass golem has a 25% chance of reflecting off of its glass body and hitting the caster instead.

Transparent (Ex)
A glass golem's body is made of clear, exquisite glass, magically treated to remove any smudges or imperfections. As such, spotting a glass golem can be very difficult. The DC to spot the golem in a well-lit area is 20 if it is standing still and 15 if it is moving. When the golem stops moving it is automatically considered hidden, forcing anyone observing it to make another Spot check to determine if they can see it. In low-light conditions, the golem is considered to be invisible to anyone without low-light vision, and the DC to spot the golem goes up by 5 for anyone with low-light vision. In total darkness, the golem is considered to be invisible even to those with darkvision.

Stycotl
2008-05-14, 06:43 PM
Skratta-sker

Visual Inspirations for the Skratta-sker:

Broadsword and the Beast Album by Jethro Tull (http://remus.rutgers.edu/JethroTull/Photos/broadsword.jpg)

Goblin Sketch from the Movie, Labyrinth (http://www.yourprops.com/norm-44abaec48a435-Labyrinth+(1986).jpeg)

Tiny Fey (Earth)
Hit Dice: 8d6+40 (64 hp)
Initiative: +12
Speed: 40 feet (8 squares), climb 30 feet
Armor Class: 28 (+2 size, +8 Dex, +5 natural, +3 armor), touch 20, flat-footed 18
Base Attack/Grapple: +6/+5
Attack: Claw +14, or weapon
Full Attack: 2 claws +14 melee (1d4+1 plus poison), or weapon
Space/Reach: 0 feet/5 feet
Special Attacks: Eldritch Blast, Exploit Mortal Temperament, Invocations, Maddening Cackle, Poison, Rend, Rituals
Special Qualities: Damage Reduction 10/cold iron, Evasion, Exceptional Reach, Fast healing 4, Immunity to acid, energy drain, and poison, Lowlight Vision, Nature of Phantasm, Puissant Build
Saves: Fort +6, Reflex +14, Will +9
Abilities: Str 13, Dex 26, Con 18, Int 17, Wis 16, Cha 25
Skills: 33 points Bluff +10, Climb +20, Craft (Trap) +8, Hide +9, Intimidate +9, Jump +8, Listen +14, Move Silently +13, Search +14, Spot +14, Tumble +19
Feats: (B) Lingering Venom, (B) Potent Venom, Combat Reflexes, Improved Initiative, Weapon Finesse
Environment: Any land, and underground
Organization: Solitary, pair, family (3-8, plus 1-2 charmed guards/slaves—generally humanoids—and 1-2 wraiths), or clan (9-30, plus 4-8 charmed guards/slaves, and 6-10 wraiths)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +6 (ECL 18)

Naturally visible only to those that are already bound by fear and superstition, skratta-sker appear as tiny goblins, slightly larger than upright foxes. With feral green eyes, black fur over pebbly, gray skin, and large mouths curved into wickedly fanged grins, these creatures seem the embodiment of a child’s nightmare. Wiry and lean, they are incredibly fast, and despite their stature, stronger than the average dwarf or man. They wear strange armor made of still-living ash-black vines and thorn-infested ivy. Skratta-sker wield large weapons in their long-fingered paws, but are just as apt to strangle their victims, or rend them with their black talons. Their voices are rough and hoarse, and they screech and cackle with laughter, finding the darkest and most horrid things perversely humorous.

Skratta-sker are related to goblins, though they are deeply rooted to their fey origins. Some say that the skratta-sker were the first goblins, fey earth spirits born of eldritch magic. Others whisper that the skratta-sker are the blight caused by fiendish presence within the faerie realm. Either way, the skratta-sker are vile, corruptive fey that delight in enslaving mortals to their will—if they do not destroy them outright in their malicious whimsy.

Skratta-sker are potent invokers, and can summon intricate phantasms and charms with which to snare their mortal prey. They are fond of bonfire revels beneath the moon and starlit nights, and have no qualms with luring mortals to their celebrations, though their intentions are always lethal. Nearly immortal, the skratta-sker pass the millennia by, content with their never-ending nomadic journeys, enacting their small role in the cycle of the world. A skratta-sker is not considered an adult until it has been around for at least four centuries, and truly ancient skratta-sker are often as old as the greatest dragons.

Skratta-sker speak their own tongue, known simply as Skratti, as well as Common, Draconic, Sylvan, and Terran. Some patriarchs and matriarchs speak Abyssal, Celestial, and Infernal as well.

Rumpelstilzchen was probably a skratta-sker, though questions have arisen as to why he decided to bargain for the maiden’s child rather than simply charm it or take it by force.

Combat

Skratta-sker are amazingly ferocious little creatures, capable of tremendous speed and brutal strength. They relish melee combat, though they are also comfortable with their spell-like abilities, and far reaching eldritch blasts. The little fey are quite fond of applying their natural poisons to the striking end of their preferred weapons. But the skratta-sker are just as fond of the hunt—and the fear produced by that last moment of looming destruction—as they are of the kill itself. They will often harry their prey for days before moving in for the kill or rapture, harassing their target with tricks and illusions in order to unnerve and demoralize them.

Skratta-sker capitalize on the fact that their opponents cannot see them, playing games with them for as long as they desire, hunting them and startling them, knowing that until they actually outright attack them, their prey will never be able to see them. Even against a foe that can see the skratta-sker, its ability to cast any illusion up to 2nd level means that it can still disappear from view unless that creature has the means to defeat normal invisibility and other minor illusions.

Skratta-sker are proficient with simple and martial weapons, as well as light armor.

Most Skratta-sker wear what they call Bloodmoon Weave, an ivy wrap that acts as elven leafweave masterwork studded leather (Arms and Equipment Guide), except that skratta-sker ignore maximum Dexterity bonus and arcane spell failure penalties in this kind of armor. Bloodmoon weave armor can be worn by other Tiny creatures, though they still suffer the +6 maximum Dexterity bonus and 10% arcane spell failure, and skratta-sker are less than friendly to outsiders wearing their specially cured and prepared armor. It is generally the clan patriarch or matriarch that creates these suits of armor, and he or she often possesses levels in a class (generally warlock, though some druids, sorcerers, and wizards also exist) that allows their enchantment. The creation process is a secret that not even the charmed servants are privy to, and no suit of bloodmoon weave has ever been made for any non-skratta-sker.

Eldritch Blast (Su): 4d6 damage (8th-level invoker)

Exploit Mortal Temperament (Su): The skratta-sker have perfected the use of their magic by playing with the instincts and presuppositions of what they consider lesser creatures, in order to either destroy the minds of their foes, or to urge stubborn resistance in order to extend the game a little longer. A foe that has been subject to the skratta-sker’s pranks (usually illusions, the command spell, and minor telekinetics) at least three times during the last 24 hours receives either a +2 bonus or a -2 penalty to its enchantments, illusions, invocations (not eldritch blast), and Maddening Cackle saving throw, as the skratta-sker sees fit. The bonus comes as the skratta-sker unloads a multitude of minor, poorly crafted illusions and unsubtle enchantments, and the creature’s mind automatically tries disbelieve and to make sense of the illusory nature of this harassment. The penalty comes when the skratta-sker finally decides that it is time to reveal itself to the creature, and assaults it with more potent attacks, such as eldritch blast, ray of frost, or curse of despair, and the creature is overwhelmed by the cruel tricks and begins to jump at every shadow and cringe at every unexpected noise. A single skratta-sker can never produce a bonus or penalty greater than +2 or -1 respectively, though it can do so for days on end. But a group of skratta-sker working together to harass a foe can give a cumulative bonus or penalty up to +6 or -6 respectively, manipulating and crippling their foes with ease. This is a mind-affecting effect.

Invocations: A skratta-sker invokes as an 8th-level warlock. Though they do not advance by racial hit dice higher than 8th level, their invoker level always equals their racial hit dice; this is pertinent in order to determine the ability of any juvenile or infant skratta-sker.

General Invocations: Least—eldritch spear, leaps and bounds, and see the unseen; Lesser—charm (every patriarch or matriarch has charm, whether through racial or warlock levels), and curse of despair.

Other Common Invocations: Least—beguiling influence, darkness, frightening blast, hideous blow, and summon swarm; Lesser—eldritch chain, fell flight, and voracious dispelling.

Maddening Cackle (Su): As a swift action, a Skratta-sker can hoot and laugh maniacally, requiring a target within 30 feet to make a successful Will save (DC 20) or suffer the effects of a hideous laughter or scare spell with no maximum level restriction. Treat both abilities as the equivalent of 3rd level effects. The save DC is Charisma-based.

Poison (Ex): Bite (Note: bite is too insignificant to cause normal damage, though it can be used to transmit venom) or claws, injury or contact; Fortitude DC 20; initial effect is 1d4 Intelligence and 1d4 Wisdom damage, and secondary effect (4 extra secondary effects, one minute apart each) is confusion as the spell, for 1 round/hit dice of the skratta-sker. The save DC is Constitution-based.

Venom Feats can be found here (http://www.giantitp.com/forums/showthread.php?t=65399)

Rend (Ex): A skratta-sker that hits an opponent with two or more claw attacks in a single round latches onto that opponent’s body and tears the flesh. This attack deals an extra 2d4+2 damage.

Rituals (Su): The skratta-sker has an effective caster level equal to its hit dice. Rituals performed by multiple skratta-sker have an effective caster level of the highest-level skratta-sker performing the ritual.

• Cuwléeajl: If a skratta-sker wants a creature to become aware of its presence immediately without resorting to physical violence (which is admittedly very rare), it will touch the creature on its forehead—or whatever body part the skratta-sker figures to be similar—and speak its own family name in the Skratti tongue. This is dangerous for the skratta-sker, who are suspicious of magic and the potential to steal one’s name to begin with, so they very rarely utilize this ritual, and only under dire circumstances, or with a creature that they respect or see as equals. This ritual has the verbal component. Note: This name is not the personal truename of the skratta-sker, though it is a component of such, and someone learning this family name would receive a +2 bonus to any future attempts to learn a skratta-sker’s personal truename.
• Darkakul-skroekja: If three or more skratta-sker within 30 feet of each other spend two full rounds using their Maddening Cackle, at the end of the second round, they produce an effect similar to wail of the banshee, though it is a tumult of screeching, ear-piercingly terrifying laughter, not a ghostly wail. The save DC is Charisma-based. Fey are immune to this effect. This ritual has the verbal component.
• Horenotknaa: If six or more skratta-sker wildly dance widdershins around a bonfire together for two hours, screeching and hollering, they will enjoy 24 hours of the heroism spell. This ritual is common only among clans, and families with enough skratta-sker to perform it. It is also the source of many of the legends and rumors that are circulated about the witchery and ghost hauntings within deep forests and mountain passes. This ritual has the verbal component.
• Liswenskadi: By spending standard action in concentration, hissing and coercing minor nature spirits, a skratta-sker can reproduce any 0th-level spell effect, the spell command, or any illusion up to 2nd level. They use this ritual’s magic, especially prestidigitation, minor image, mage hand, and ghost sounds, to great effect, causing all sorts of mischief and mayhem, and spurring already scared or superstitious creatures to even greater levels of unease. This ritual always requires a verbal component, no matter what spell to be cast.
• Morubegja: If a skratta-sker eats the eyes of a fallen foe (generally a full-round action), it will receive the benefits of the bull’s strength and bear’s endurance spells for 24 hours. Generally this ritual is reserved for the skratta-sker that felled the foe. If the skratta-sker eats the eyes of a fallen friend or family member, it will receive a +4 insight bonus to armor class and saving throws for 24 hours. Generally this second ritual is reserved for the skratta-sker with the closest relationship to the fallen ally. This ritual is sacred, and when performed upon a fallen ally, shows deep respect, not desecration.
• Sheothac-fjall: If a patriarch or matriarch of a family or clan spends eight hours to prepare a bitter herbal brew and gives it to a willing supplicant (generally a servant) to be imbibed at a crossroads, on a night of a new moon, that supplicant will be granted one Least and one Lesser invocation that he or she can use at will, at an invoker level equal to half of his or her hit dice, until the rising of the next new moon, or 30 days, whichever comes first. The invocations are chosen by the skratta-sker performing the ritual, and can be revoked as a full-round action that forces the supplicant to make a successful Fortitude save (DC is Charisma based), or suffer the effects of a power word kill spell. Both the ritual and the revocation have verbal components. Obviously this ritual is reserved for those servants that have shown their worth, and is not given—or revoked—lightly, though there have been supposed instances of a supplicant given the ritual simply to enact an elaborate execution for earlier betrayal or disappointment.
• Ztatn: If a skratta-sker utilizes its Maddening Cackle within one round after felling a foe that had succumbed to its Nature of Phantasm ability, a death knell effect is immediately enacted, and if the foe’s life force is snuffed out by the effect, it rises as a wraith under the control of the skratta-sker that killed it. A skratta-sker cannot control more hit dice of undead in this fashion than 2x its own hit dice. The skratta-sker make particularly good use of this ritual, and utilize the spirits bound to them as guardians for their campsites, roving scouts, nightmare-inspiring haunts, or horrifying, incorporeal combatants. This ritual has the verbal component.

Exceptional Reach (Ex): A skratta-sker has an amazing reach for a creature so small, owing in part to its overlong arms and big paws, and in part due to its frenetic, lunging strikes. It has a reach of 5 feet despite its Tiny size.

Nature of Phantasm (Ex): Skratta-sker are naturally invisible, though not in the same way as pixies and similar creatures. Skratta-sker are the essence of phantasm and eldritch enchantment given life. They represent the most basic magical talents and affinities of the faerie realm, and as such, are made of equal parts illusion and enchantment. Until a creature has found sufficient reason to believe in the skratta-sker, he or she will never be able to see it. This kind of invisibility is near-absolute. Nothing short of a wish or miracle will reveal the skratta-sker to a nonbeliever. However, there are ways in which the nonbeliever can become a believer, and there are ways in which a skratta-sker can make an immediate believer out of one that earlier could not see.

In order to automatically believe in and see the skratta-sker, a creature must be targeted by a melee attack from the fey (not a melee touch attack, eldritch blast, or various other methods by which the skratta-sker can hurt or influence other creatures), or the creature must be targeted by a skratta-sker’s Cuwléeajl ritual, or the creature must purposefully fail its Will save against the skratta-sker’s charm or Maddening Cackle effect. Any of these methods automatically open the creature’s eyes to the existence of the skratta-sker, and he or she will forevermore be able to see them.

Generally, however, the skratta-sker favor a deeper, more dramatic and traumatic unveiling, one that they can control and manipulate in order to seed the greatest chaos and terror. Normal—sane—individuals are hoping to overcome illusions and phantasms, to realize that they are not real, in order to not be affected by them. It is instinctual to creatures that reside in a high-magic world. But the skratta-sker are created by the magic of enchantment and illusion. For this reason, disbelieving in the skratta-sker in order to overcome them is counterintuitive. One must actually lower his or her defenses against the creatures, to throw away all presuppositions of the immaterial nature of phantasm, and to realize that the skratta-sker are indeed real, in order to finally see them. Mechanically, a creature must fail its saving throw against the skratta-skers’ charm or Maddening Cackle in order to have the fey creatures revealed to them.

Children are most likely to see skratta-sker, as their minds are still open and willing to believe. The mentally infirm are also capable of seeing the skratta-sker fairly consistently, and it is probable that such a fact gives ‘normal’ people even more determination to resist the illusion.

Puissant Build: The physical stature and tenacity of a skratta-sker lets it function in many ways as if it were two size categories larger, giving it a greater form of Powerful Build. Whenever it is subject to a special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the skratta-sker is treated as two size categories larger if doing so is advantageous to it. It is also considered to be two size categories larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. The skratta-sker can also use weapons designed for a creature two size categories larger without penalty. However, its space remains that of a creature of its actual size, and its reach is modified only by the Exceptional Reach ability. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Skills: A skratta-sker receives a +8 bonus to Intimidate checks because of its hideous laugh and aggressive personality. It has also a +8 racial bonus on any climb check to perform some special action or avoid a hazard. It can always take 10 on a climb check, even if distracted or endangered. Even against those that can see a skratta-sker, it enjoys a remarkable ability to alter the colors and shades of its surroundings, as well as its own form, giving it a +15 racial bonus to Hide checks.

Society

Traveling in nomadic families, skratta-sker are remarkably loyal to each other, showing love and affection in ways that surprise and confuse those few that have ever been allowed to witness the spectacle. They will go out of their way to protect each other, and to exact retribution for crimes against one another.

Though chaotic and irrational by nature, skratta-sker exhibit an astounding reverence and ritual behavior toward their hierarchy and clan relations. Families are led by the eldest of their number, whoever that might be, and clans as a whole are led by the family with the oldest patriarch or matriarch. As there have never been larger documented groups than a clan made of 20-30 individuals—roughly two or three families—it is unknown as to how the hierarchy would function for larger groups, though it is theorized that they would follow a similar suite. Skratta-sker have never been known to share the answers to such musings with outsiders, and their servants are not talking either.

Another of the quirks that make these otherwise impetuous and whimsical creatures seem dogmatic and rigidly lawful, the skratta-sker are intolerably superstitious, and follow rituals and daily patterns that cater to these superstitions. They always seek out ley lines (nodes of natural eldritch power) for their camps, though when none are available they will make do without. For this reason, they rarely frequent villages and cities (though they are notorious for their quick raids and burglaries into such areas), preferring to stay close to the natural magic of the land. Many of their most solemn ceremonies, whether they be weddings, birthings, funerals, or executions, must be enacted at a crossroads of some sort, and always within the influence of a ley line. Though superstitious, they are not religious, per se. They recognize divinity, and occasionally offer their services—or are compelled into service—to a higher power. However, all skratta-sker recognize the authority of a faerie court somewhere in the planes that holds their affection and allegiance.

Skratta-sker are terribly infamous for stealing children, whether from their cribs, or while playing in the yard, and such children are never seen again by those that knew them. It is said that the children are warped and befouled until they no longer remember their own lives, and then persuaded or coerced into signing over their own souls to the sadistic little goblins. These unfortunate waifs supposedly become warlocks, witches, and sorcerers of great power, but are bound to the skratta-sker by their pacts. Though they are considered inferior beings, a skratta-sker’s familial affection extends to the slaves—no matter their race—that it has charmed into its service. Those charmed servants that prove to be exceptionally devoted are often released from the charm in order to facilitate more rational, natural loyalty and affection.

Encounters

A single skratta-sker is not much of a challenge for high-level characters, though they operate in an unorthodox way that might cause a few moments of panic and confusion. It is when they are together in their tight families and clans that they become a formidable force. Not even counting the fact that larger groups tend to have leaders with levels in character classes, the skratta-sker enjoy a great number of abilities that are only accessible when in groups.

The skratta-sker have long ago realized their Nature of Phantasm, and they know how to take advantage of it. Facing formidable foes that might benefit too much from being able to see them, the fey will use guerilla tactics, assaulting with their eldritch blasts and various other tricks, so as never to allow their opponents the opportunity to see them.

Just because they are naturally invisible does not mean that they cannot be affected by others. As with any other invisible creature, they might be hard to target, and foes might not know exactly what it is that they are facing—or where they are—but they can still be slain by a randomly tossed fireball, or an errant throwing knife.

These fey make for a tense single encounter, but they make even better long-term protagonists or antagonists. Some of their greatest abilities are of more use out of combat than in combat. Their ability to exploit the mortal mindset through days of pranks and mischief is a tool with which the canny GM can frighten or exasperate even the most confident players, and can be used to create the atmosphere and build the plot needed in order to advance the story.

The Vorpal Tribble
2008-06-04, 04:31 PM
This month's contest has come to a close. A voting thread has been posted here (http://www.giantitp.com/forums/showthread.php?t=82312).

Good luck!

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Duchess_of_Elysian's entry has been disqualified for being incomplete at the contest's end.