View Single Post

Thread: The Elemental Plane of Flesh!

  1. - Top - End - #34
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

    Default Re: The Elemental Plane of Flesh! (another megapost)

    Glandulord
    Medium Elemental (Flesh, Extraplanar)
    Hit Dice: 8d8+16 (52HP)
    Initiative: +1
    Speed: 30’ (6 squares), Swim 30’ (6 squares)
    Armor Class: 19 (+1 Dex, +8 natural); touch 11; flat-footed 18
    Base Attack/Grapple: +6/+8
    Attack: Claw +8 melee (1d6+2)
    Full Attack: 2 Claws +8 melee (1d6+2)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Darkvision 60’, Elemental traits, Fast Healing 1, Hormones, Regeneration
    Saves: Fort +7, Ref +3, Will +1
    Abilities: Str 14 (+2), Dex 13 (+1), Con 15 (+2), Int 16 (+3), Wis 11 (+0), Cha 12 (+1)
    Skills: Balance +5, Concentration +9, Diplomacy +4, Heal +12, Intimidate +6, Jump +7, Search +10, Sense Motive +9, Survival +4, Tumble +8
    Feats: Combat Expertise, Dodge, Power Attack
    Environment: Elemental Plane of Flesh
    Organization: solitary
    Challenge Rating: 8
    Treasure: N/A
    Alignment: often Chaotic Neutral
    Advancement: by character class
    Level Adjustment: N/A

    From a distance, this strange being appears to be a slender elven woman. The illusion is soon shattered however, as the gaunt figure approaches. The creature has no real hair; instead thin, pulpy tentacles writhe slightly on its head. The creatures clothing is actually made from its own copious skin, hanging from its body in loose folding sheets. Despite the excess skin, the bizarre being has no lips, so its large toothless maw hangs open like a yawning chasm. Most unsettling of all, though, is the lack of eyes; this “woman” lacks even eye sockets, making the top half of its head a nearly featureless surface.

    Glandulords are often mistaken for Aberrations or Pseudonatural Outsiders by beings from the Material Planes that are unfamiliar with the Plane of Flesh. They all appear to somewhat emaciated humanoid females, giving them the ironic nickname “Glanduladies.” In truth, these being seem to lack any true gender that can be discerned. Scholars debate heatedly over the reasons for their existence & appearance, but no consensus is likely to emerge soon.

    The Glandulords fulfill the role of patrolling medics, traveling the Red Flow, searching for areas of the plane-body that are infected or injured. They are also ad hoc diplomats, chosen by the plane-body for their versatility & wits to represent the Flesh Plane in other realms. Nearly all of the Glandulords found on other planes are serving this purpose.

    A Glanulord is about 6’ tall & weighs almost 300 pounds. Unlike many creatures native to the Elemental Plane of Flesh, they speak a variety of languages, including the native Corpan, other elemental languages, & (sometimes) Common.

    Hormones (Ex): a Glandulord can augment itself by secreting several beneficial chemicals into its own bloodstream; it can only use one of these abilities at a time, & it can only use each ability 3 times per day; the abilities are as follows:
    o Adrenaline: by using this hormone, a Glandulord can act as if it were under a Haste spell for 1d6+4 rounds

    o Estrogen: by using this hormone, a Glandulord can release a cloud of gas 20’ wide; any creature within the cloud must make a successful Will save (DC18) or be pacified; this pacifying effect is identical to a calm emotions spell cast be an 8th level caster

    o Pituitary: by using this hormone, a Glandulord can grow to Large size for 1d6+4 rounds; this grants it a +4 Strength bonus, a -2 Dexterity penalty, & 2 temporary HD; a Large Glandulord takes a -1 size penalty to AC, has a space of 10’×10’, & a reach of 10’

    o Testosterone: by using this hormone, a Glandulord can enter into an enraged state, much like a barbarian’s rage ability, for 1d6+4 rounds; in this condition, the Glandulord temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, & a +2 morale bonus on Will saves, but it takes a -2 penalty to Armor Class; the increase in Constitution increases the Glandulord’s hit points by 2 points per HD, but these hit points go away at the end of the rage when its Constitution score drops back to normal (these extra hit points are not lost first the way temporary hit points are); while raging, a Glandulord cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, & Ride), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function; it can use any feat it has except Combat Expertise, item creation feats, and metamagic feats; a Glandulord cannot prematurely end its rage; at the end of the rage, the Glandulord loses the rage modifiers & restrictions & becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, cannot charge or run) for the duration of the current encounter
    Regeneration (Ex): fire & acid deal normal damage to a Glandulord, while all other damage is halved (50%); if a Glandulord loses a limb or other body part, the lost portion regrows in 1d8+2 rounds; critical hits cannot be regenerated
    Last edited by Zeta Kai; 2007-08-19 at 05:04 PM.