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  1. - Top - End - #1
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    Default Elder Evils and horrors.

    This thread is to tell your stories about any Elder Evil related experiences you may have had while gaming.
    It also works if the creature in question was unpleasant enough that it might as well have been one even though it technically wasn't.



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    Personally i have had a couple of unpleasant experiences with these things, all Home-Brewed and all horrifyingly powerful.
    Encountering one of these tends to have a TPK rate of 9 out of 10 times.
    And that's if we are heavily optimized.

    One of the worse ones has to be that thrice damned to Baator Ooze thing.
    Appearance wise it can be summed up as the fifth and final form of William Birkin from Resident Evil 2 but bigger and with more tentacles.
    What makes it so nasty has to be that each of the tentacles count as individual creatures and they all have epic spellcasting.

    Imagine 100+ tentacles all casting Vengeful Gaze Of A God in rapid succesion on you, sure they kill themselves in the process, but the main body remains unharmed by it.
    Then the main body get's to roll right over you for massive crushing damage while simultaneously starting a grapple and proceeding to eat you alive.

    All that in the first turn of combat.
    Oops...TPK!
    Fighting that thing head on was clearly a very bad idea.
    The tentacles all regenerates back to life the following turn by the way due to Tarrasque style regeneration.

    The part where it's immune to all non-epic weapons and spells isn't helping.
    Or the aforementioned regeneration.
    The part where it likes to teleport into mid-air right above where you are standing is also a real pain.


    It got beaten by knocking the planet it was on into the sun, then proceeding to cause said sun to collapse into a black hole.
    Sweet sweet vengeance.
    Feels good to know that these things CAN be killed with enough effort though.

  2. - Top - End - #2
    Dwarf in the Playground
     
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    Default Re: Elder Evils and horrors.

    lol, do I even want to know how they moved the planet/sun?

  3. - Top - End - #3
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    Closak's Avatar

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    Default Re: Elder Evils and horrors.

    Probably not.

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    Default Re: Elder Evils and horrors.

    I want. Screw the catgirls.

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    Bugbear in the Playground
     
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    Thumbs up Re: Elder Evils and horrors.

    I all ready posted my best elder-evil story somewhere here once before, but the gist of it was that our entire planar cosmology was actually just interconnected caught in a 'web' belonging to The World Spider (Who insisted we call it Mr. Sticks, and talked to us by hijacking bodies that gradually fell apart as it dissolved into a mess of furry spider legs and dessicated to the point that they couldn't move. And every one of them was wearing a plain bowler hat and black suit).
    When the worlds grew to enough size and business that planar travel became too common, the 'tugging' on the strands of Its web would waken it, and it would begin to dissolve the fabric of our reality as it digested...everything. The world, ALL worlds, became a seething mess of insects and predatory insectoid creatures feeding off of each other while reality frayed to the point that it could no longer support the basic physical laws governing time and space.

    We had zero, and I mean zero hopes of even HURTING "Mr. Sticks". In the end, all we could do was gather as many survivors as possible, create tiny pocket demiplanes and shove everyone into them, hoping they were too small for Mr. Sticks to notice and eat.
    It worked, we saved a wide smattering of creatures and people of all creeds and cultures by dividing them randomly into worlds so small they were simply crumbs in Its web. Of course we realized in the end the only reason Mr. Sticks hadn't overwhelmed us, the only reason It had let us succeed, was because he knew we were the ones that would reboot the universe. Those pocket demiplanes, in time, would grow and evolve and turn into a completely new and completely different cosmology, and some day, Mr. Sticks would wake again to feed as he had infinite times before and would untill the end of eternity.

    Go Team.

    Right now I have a new (but relevant to the topic) project though. I have to DM for my group, and it's gonna be a twisted Shadowrun game. The climax is going to be them dealing with This Object and the world inside of the mirror. Specifically, with whatever elder evil is responsible for the broken state of that world trying to push its way into ours.
    So I have to define a brand new elder evil with a 'twisted mockery of religion' overtone. Should be fun

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    Default Re: Elder Evils and horrors.

    Whoa, that's pretty Matrix-y.

  7. - Top - End - #7
    Titan in the Playground
     
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    Default Re: Elder Evils and horrors.

    I'm a Call of Cthulhu keeper. Elder evils are my forte.


    Actually, the only big baddies my players have ever actually encountered are Nyarlathotep, Y'Golonac, and the Big Squid himself.

    -Nyaralthotep showed up in the players dreams, and proceeded to trick them into thinking they were dying at his hands in real life. It was my way of punishing them for breaking the previous week's game, thought it made sense since they'd already killed several of his followers and foiled several of his plots. Oh, and all the Sanity they lost was permanent, even after the discovered it was a dream. Yeah, I'm evil...

    -Y'Golonac showed up when they read the Revelations of Glaaki. He grabbed one player by the face, and took his mind with him into a pocket dimension. There, the player found himself sitting down for tea with Yiggy, who was wearing a suit and had a job offer for him. Back in reality, Yiggy threw the player down, and chased after another player. The player who'd been grabbed then decided to use his best friend as a guinea pig for all the power he'd just gained by swearing loyalty to Yiggy and becoming his newest priest...

    -Cthulhu was the center piece for a special one-shot I ran. It was a Cloverfield-esque game, with the Big Squid showing up in New York harbor on the night of December 21, 2012. The players had to try and escape from New York City, and they finally managed to hitch a ride in a police helicopter just as an army of Deep Ones and Star Spawn swarmed Manhattan. Of course, as the flew away, they caught sight of Cthulhu rising up from the harbor and smiting a flight of F-22s with his face tentacles. One player was already unsconscious, the second curled up in a ball and began to gibber and cry, and the third stuck a pistol in his mouth. The game ended with his body tumbling out of the helicopter as it flew away from the unholy sight...
    Anemoia: Nostalgia for a time you've never known.

  8. - Top - End - #8
    Titan in the Playground
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    Default Re: Elder Evils and horrors.

    I fielded this on my players once:
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    Ghulurak (CR 18)
    Half-Farspawn Spellwarped Voidmind Dark Advanced Frost Worm
    Size/Type: Huge Outsider (Aug. Aberration, Aug. Magical Beast, Native, Cold)
    Hit Dice: 14d10+136 (276 hp)
    Initiative: +8
    Speed: 40 ft. (8 squares), burrow 20 ft.
    Armor Class: 34 (-2 size, +4 Dex, +19 natural, +3 deflection), touch 15, flat-footed 30
    Base Attack/Grapple: +14/+39
    Attack: Bite +27 melee (2d8+11 plus 1d8 cold)
    Full Attack: Bite +27 melee (2d8+11 plus 1d8 cold), three tentacles +25 melee (2d6+5 plus 1d8 cold; 15' reach)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Trill, cold, breath weapon, cone of slime, constrict, improved grab, sentient tentacles
    Special Qualities: Darkvision 60 ft., superior low-light vision, blindsight 60', hide in plain sight, death throes, spell absorption, change shape, spell-like abilities, immunity to mind affecting effects, immunity to poison, immunity to cold, immunity to acid, resist (electricity) 10, vulnerability to fire, DR 10/magic, SR 25
    Saves: Fort +23, Ref +13, Will +14
    Abilities: Str 36, Dex 18, Con 34, Int 14, Wis 20, Cha 16
    Skills: Bluff +7, Escape Artist + 8, Hide +39, Intimidate +7, Knowledge (Arcana) +11, Knowledge (Nature) +11, Knowledge (Psionics) +16, Knowledge (The Planes) +11, Listen +24, Move Silently +27, Spot +24, Speak Language (Abyssal, Infernal), Survival +22, Swim +21
    Feats: Improved Initiative, Improved Natural Attack (bite), Multiattack, Power Attack, Awesome Blow, Alertness (Bonus), Combat Reflexes (Bonus), Great Fortitude (Bonus)
    Alignment: Chaotic Evil
    Languages: Common, Auran, Aquan, Abyssal, Infernal, Draconic

    Trill (Su)
    Ghulurak can emit a noise that forces his prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 20 Will save or be stunned for as long as he trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm's trill for 24 hours. The effect's caster level is 14th. The save DC is Charisma-based.

    Cold (Ex)
    Ghulurak's body generates intense cold, causing opponents within 30' to take 1d8 points of cold damage every round. Creatures attacking Ghulurak unarmed or with natural weapons take this same cold damage each time one of their attacks hits.

    Breath Weapon (Su)
    30-foot cone, once every 1d4 rounds, damage 15d6 cold, Reflex DC 29 half. Opponents held motionless by the frost worm's trill get no saving throw. The save DC is Constitution-based.

    Death Throes (Ex)
    When killed, Ghururak turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 29). The save DC is Constitution-based.

    Deflection (Su)
    Ghulurak receives his Charisma modifier as a deflection bonus to his AC.

    Hide In Plain Sight (Ex)
    Ghulurak can use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect).

    Spell Absorption (Su)
    Whenever a spell fails to pass Ghulurak's SR, he may gain one of the following abilities for one minute: +4 Str, +4 Dex, +4 Con, temporary HP equal to 5 times the spell's level, speed increase equal to 5 times the spell's level, or resistance 10 to any element.

    Change Shape (Su)
    As a standard action, Ghulurak can take the form of a grotesque, tentacled mass. This ability functions as described for the change shape ability (see page 306 of the Monster Manual), except as follows: movement modes do not change; retains the tentacle attacks granted by this template and gains two additional tentacle attacks when making a full attack; cannot be flanked, and is not subject to extra damage from critical hits; and creatures native to the Material Plane take a –1 morale penalty on attack rolls against Ghulurak in his amorphous form.

    Cone of Slime (Su)
    Once per day as a standard action, Ghulurak can expel the psionically charged slime in his head in a 30' cone. This attack deals 14d6 points of acid damage, with a DC 29 Reflex save for half damage. Any creature damaged by this spray takes a –2 penalty on Will saves and is stunned for 1d4+1 rounds. A successful Fortitude save versus DC 29 negates the stunning effect. The save DCs are Constitution based.

    Constrict (Ex)
    Ghulurak deals an extra 2d6+19 damage with a successful grapple check. When he constricts, only one of his tentacles is used.

    Improved Grab (Ex)
    If Ghulurak hits a creature of Huge size or smaller with a tentacle attack, he can automatically attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple, he establishes a hold and can constrict.

    Sentient Tentacles (Ex)
    Ghulurak's tentacles attack of their own accord. He can direct them to attack certain targets, but the psionic nature of the tentacle enables it to flex and move in combat without hindering Ghulurak's other combat abilities. When Ghulurak has grappled a creature, he may attack another creature at no penalty, as long as that creature is within his tentacles' reach.

    Spell-Like Abilities (Sp)
    Ghulurak's caster level for his spell-like abilities is 14.
    3/day – blur, blink, ethereal jaunt; 1/day – true strike, touch of idiocy, stinking cloud, greater invisibility, telekinesis

    Skills
    *Ghulurak, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in his native environment. The Dark template affords him a +8 bonus to Hide and a +6 bonus to Move Silently. The Voidmind template affords him a +4 bonus on Bluff, Escape Artist, and Intimidate checks.


    Also see Helcaerfax:
    Spoiler
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    Helcaerfax
    Apocalyptic Voidspawn Advanced Huge Monstrous Crab
    Huge Outsider (Augmented Vermin, Aquatic, Chaotic, Extraplanar)
    Hit Dice: 40d12+643 (1123 hp)
    Initiative: +6
    Speed: 120 ft. (24 squares), swim 120 ft. (24 squares)
    Armor Class: 56 (-2 size, +6 Dex +26 natural, +8 insight, +4 luck, +4 deflection), touch 30, flat-footed 50
    Base Attack/Grapple: +26/+59
    Attack: Claw +47 melee (2d6+31+1d8 chaos)
    Full Attack: 2 claws +47 melee (2d6+31+1d8 chaos)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Constrict 4d6+62+2d8 chaos, improved grab, powerful claws, sound of the apocalypse
    Special Qualities: Amphibious, darkvision 60 ft., DR 13/epic, SR 30, immune (ability damage, ability drain, death effects, death from massive damage, disease, energy damage, energy drain, mind-affecting spells, paralysis, petrification, poison, polymorphing, stunning, wounding), regeneration 30, vermin traits
    Saves: Fort +38, Ref +28, Will +22
    Abilities: Str 52, Dex 22, Con 42, Int --, Wis 11, Cha 4
    Skills: --
    Feats: ToughnessB
    Environment: Temperate coastal
    Organization: Solitary
    Treasure: None
    Alignment: Always neutral

    Like a nightmare crab, Helcaerfax is said, by some, to be the harbinger of the apocalypse. His powers make him seem to be so: none have stood against him and lived--yet.

    Combat
    Helcaerfax's claws are considered both epic and chaotic for the purposes of overcoming damage reduction. The extra chaos damage affects all creatures he attacks, though those warded against chaos take half the extra damage. Those with the Chaotic subtype ignore the extra damage.

    Amphibious (Ex): Although Helcaerfax is aquatic, it can survive indefinitely on land.

    Constrict (Ex): Helcaerfax deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.

    Improved Grab (Ex): If Helcaerfax hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it also constricts on the same round.

    Powerful Claws (Ex): Helcaerfax always applies 1.5 times its Strength modifier to damage inflicted with its claws. Additionally, it gains a +4 racial bonus on grapple checks.

    Sound of the Apocalypse (Su): Once per day, Helcaerfax can utter a word, unleashing tremendous destructive power. The word kills or destroys up to 40 creatures, as selected by Helcaerfax, within a 16400-foot spread, centered on it. A successful Will save (DC 27) resists the effect, but targets within range still take 8d8 sonic damage. Creatures immune to death effects are still vulnerable to this attack.

    Regeneration (Ex): Helcaerfax has regeneration 30 . This regeneration cannot be overcome, and Helcaerfax can only be truly slain by dealing it nonlethal damage equal to its full normal hit points + its Constitution modifier and then using a wish or miracle to keep it dead. Helcaerfax regrows severed limbs in 1d6 rounds. It can reattach a severed member instantly by holding it to the stump.

    Rejuvenation (Su): Three times per day, Helcaerfax can restore itself to full hit points.

    Annihilating Strike (Su): Whenever Helcaerfax makes a successful critical hit with a natural attack, the struck opponent must make a Fortitude save (DC 27) or have its body disintegrated by the powerful energy of utter annihilation manifested by the strike. Those who make the save take the normal damage from the critical hit.

    Annihilating Touch (Su): Five times per day, Helcaerfax can use its entropic field to disintegrate nonsentient objects. Helcaerfax must touch the object or make a touch attack against a carried or worn item. Carried or magic items are entitled to a Fortitude saving throw (DC 27). Up to a 10-foot cube of nonsentient matter is affected, so the ability disintegrates only part of any very large object or structure. Objects that make the save still take 12d6 points of damage.

    Helcaerfax may use this ability as a free action (still limited in uses per day) against an object that strikes it. If the striking object is destroyed, it deals no damage to it.

    This field goes off randomly as well, starting at 2d10% at the beginning of a day, increasing 2d10% per hour, and resetting to the base 2d10% when it does finally discharge. Roll against the generated percentage every hour—Helcaerfax never knows when the discharge is about to occur. When the field spontaneously discharges, everything touching or touched by Helcaerfax must make a save as indicated above. This includes the floor of a room, water surrounding it, and so on. The ability still only affects 10 cubic feet of matter, but makes it impossible for Helcaerfax to keep items for long.

    Aura of Fear (Su): Helcaerfax constantly radiates energies that cause fear in normal beings. Creatures within a 30-foot radius of it must succeed on a Will save (DC 27) or become frightened for 21 rounds. Those who make the save cannot be affected by Helcaerfax's aura for 24 hours. This is a mind-affecting fear effect. Opponents with more tahn 40 HD are unaffected.

    Vermin Traits: Helcaerfax is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).


    Or the God of Crabs:
    Spoiler
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    Divine Pseudonatural Paragon Advanced Monstrous Crab (CR 33)
    N Huge Outsider (extraplanar, aquatic, augmented vermin)
    Init +13; Senses darkvision 60 ft., low-light vision, scent, Listen +42, Spot +37
    Languages Aquan
    AC 86 (Size -2, Dex +13, Luck +15, Insight +12, Natural +35, Deflection +3), touch 51, flat-footed 73
    hp 544 (16 HD)
    Immune mind-affecting effects, transmutation, energy drain, ability drain, ability damage, aging
    Resist fire 10, cold 10, electricity 35, acid 35
    DR 15/epic
    SR 80
    Fort +34, Ref +28, Will +28
    Spd 280 ft. (56 squares)
    Melee epic tentacle +78 (2d8+46) or
    Melee epic claw +78 (2d6+46) or
    Melee 5 epic tentacles +78 (2d8+46) and
    Melee 2 epic claws +78 (2d6+46)
    Space 15 ft.; Reach 15 ft.
    Base Atk +12; Grp +82
    Atk Options constrict 4d6+46, improved grab, rotting constriction
    Abilities Str 63, Dex 36, Con 39, Int 18, Wis 36, Cha 17
    SQ amphibious, fast healing 20, constant insight, spell-like abilities, alternate form
    Divine Rank 0, domain SLAs (Ocean, Water, Celerity, Animal, Watery Death), grant spells
    Feats Toughness (bonus), Combat Reflexes, Improved Grapple, Power Attack, Awesome Blow, Multiattack, Improved Multiattack
    Skills Balance +42, Climb +55, Hide +27, Jump +55, Listen +42, Move Silently +31, Spot +37, Tumble +42

    Amphibious (Ex): Although an advanced Huge monstrous crab is aquatic, it can survive indefinitely on land.

    Constrict (Ex): An advanced Huge monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.

    Improved Grab (Ex): To use this ability, an advanced Huge monstrous crab must hit with a claw or tentacle attack. It can then attempt to start a grapple with a +13 bonus as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

    Rotting Constriction (Ex): Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.

    Constant Insight (Su): The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target. This bonus is included in the statistics above.

    Spell-Like Abilities (Sp): At will—blur, dimension door, shield, unhallow. Caster level 35th.
    At will—obscuring mist, fog cloud, water breathing, control water, ice storm, cone of cold, acid fog, horrid wilting, elemental swarm, calm animals, hold animal, dominate animal, summon nature's ally IV, commune with nature, antilife shell, animal shapes, summon nature's ally VIII, shapechange, entangle, mark of the outcast, control water, rushing waters, dehydrate, drown, contagious fog, horrid wilting, mass drown, endure elements, sound burst, water breathing, freedom of movement, wall of ice, freezing sphere, waterspout, maelstrom, elemental swarm, expeditious retreat, cat's grace, blur, haste, tree stride, wind walk, mass cat's grace, greater blink, time stop. Caster level 25th.
    3/day—greater dispel, see invisibility, haste. Caster level 15th.

    The DCs are Charisma-based.

    Alternate Form (Su): At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form.

  9. - Top - End - #9
    Firbolg in the Playground
     
    Dimers's Avatar

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    Default Re: Elder Evils and horrors.

    Quote Originally Posted by Closak View Post
    This thread is to tell your stories about any Elder Evil related experiences you may have had while gaming.
    Most of my GMs have been considerably older than me, and unquestionably evil.

    Quote Originally Posted by Closak View Post
    It also works if the creature in question was unpleasant enough that it might as well have been one even though it technically wasn't.
    I stand by my previous statement.

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