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  1. - Top - End - #1
    The Vorpal Tribble's Avatar

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    Dec 2004
    The Mindfields

    Lightbulb GITP Monster Competition XLII - One Flesh

    One Flesh

    I've got you under my skin, I've got you deep in the heart of me...

    Most beings form bonds naturally. It may be the emotional bond of friendship and love, or the spiritual bond between the worshiper and the worshiped, husband and wife. Others are more intimately entwined, such as the symbiont and parasite that cannot lived without the physical bond of another. Some are defined by these bonds, these connections. Who are they and to whom do they cleave?

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

    The contest begins with the posting of this thread and will continue until the 20th of February.

    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.


    1. You will be creating an original D&D creature. A creature that forms spiritual, mental or physical bonds with another in whatever way you wish to interpret.

    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 but encouraged. 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-V, 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).

    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.


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    Last edited by The Vorpal Tribble; 2010-02-13 at 12:24 PM.

  2. - Top - End - #2
    The Vorpal Tribble's Avatar

    Join Date
    Dec 2004
    The Mindfields

    Default Re: GITP Monster Competition XLII - One Flesh

    Vorpal Tribble's Guide To Making Monsters

    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.



    <Size> <Type>
    Hit Dice:
    (# squares)
    Armor Class:
    (), touch, flat-footed
    Base Attack/Grapple:
    Full Attack:
    Special Attacks:
    Special Qualities:
    Saves: Fort +, Ref +, Will +
    Abilities: Str , Dex , Con , Int , Wis , Cha
    Challenge Rating:
    Level Adjustment:



    Ability descriptions


    - Optional -


    Plot Hook/Story if any

  3. - Top - End - #3
    Orc in the Playground

    Join Date
    Jan 2008

    Default Re: GITP Monster Competition XLII - One Flesh

    The Benefactors

    Medium Outsider (Extraplanar)
    Hit Dice: 9d8+18 (58 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares), fly 60 ft. (good)
    Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
    Base Attack/Grapple: +9/+10
    Attack: Claw +11 melee (1d4+1)
    Full Attack: 2 claws +11 melee (1d4+1) and bite +9 melee (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Energy drain, possession, spell-like abilities
    Special Qualities: Alien mind, change shape, damage reduction 5/lawful, detect thoughts, natural buoyancy, immunity to acid, spell resistance 20
    Saves: Fort +8, Ref +8, Will +9
    Abilities: Str 12, Dex 15, Con 14, Int 17, Wis 16, Cha 19
    Skills: Bluff +16, Concentration +10, Diplomacy +20, Disguise +12, Forgery +7, Gather Information +11, Hide +8, Intimidate +6, Knowledge (arcana) +8, Knowledge (local) +10, Knowledge (the planes) +14, Listen +13, Move Silently +14, Sense Motive +12, Sleight of Hand +8, Spellcraft +5, Spot +13, Use Magic Device +16
    Feats: Ability Focus (possession), Improved Initiative, Multiattack, Weapon Finesse
    Environment: The Concordant Domain of the Outlands
    Organization: Solitary, pair, or cabal (3-6)
    Challenge Rating: 10
    Treasure: Double standard
    Alignment: Always neutral
    Advancement: 10-20 HD (Medium)
    Level Adjustment: -
    Standing before you is an elegant, if perfectly ordinary man. He is sleek and refined, wearing clothing and jewelry befitting a well-off but modest courtier; all black. His hair is slicked back, his nails are manicured, and his shoes shine with the deepest polish. Giving a winning smile, he pulls out a piece of parchment and a quill. "Hello, my friends," he says in a deep, charming voice. "How would you like to make the deal of a life-time?"

    The Benefactors are alien beings that have existed since the plane-spanning empire of the mind flayers was young. Interplanar explorers, conquerors, and deal-makers, the Benefactors have an eye on every project, a finger in every pie, and hands pulling every last string. While not complete geniuses, Benefactors are intelligent, ruthless, and persistent, with a mindset that would baffle most humans and even other creatures of the Outlands.

    Benefactors (Their real name is lost to time) resemble bizarre, semi-humanoid insects. If they stood straight, they would be nearly seven and a half feet tall, but they hunch over, walking on four of their six limbs, using the other two as weapons and manipulators. Benefactors are covered in a leathery, pock-marked carapace, usually brown or blue-grey in color, with cruel-looking spines running down the center of their backs. Their chitinous limbs (Which bend backwards, like a bird's) end in seven hooked barbs, which are capable of fine and delicate manipulation. The face of a Benefactor is a true horror; triangular, like a mantis', with huge bulging multi-faceted eyes and two pairs of mandibles which constantly move and click as it mutters to itself.
    Benefactors usually use their change shape ability to take on more pleasing forms, as others are usually disconcerted by their monstrous appearance. Despite their menacing mien, they are not particularly dangerous in melee. However, due to their array of fearsome powers, they are a force to be reckoned with.

    However, the Benefactors are not usually interested in combat. They are merchants, deal-makers. And they offer a unique service. The Benefactors are able to turn their bodies into a sort of gaseous vapor and enter the forms of living creatures via their mouths and nostrils. They then go into the brain and partially take over the creature's mind, giving them the benefit of several of their long as the host creature does more-or-less what the Benefactor wants.

    The Benefactors are led by a high council known only as the Endwatch. The Endwatch directs all Benefactor activity. It is composed of the seven oldest and most experienced Benefactors in the Multiverse, those who have overseen plots that may have been fermenting for thousands of years. The Benefactors as a whole and the Endwatch do not always work together. Occasionally their goals and plots snare and tangle with each others, and fearsome, century-spanning duels erupt between rival factions of the aliens.

    The goals of the Benefactors are truly world-spanning, and Machiavellian in their complexity. They are like spiders crawling on a massive web, poking their insidious claws into the lives of countless creatures, manipulating them, subtly changing them while making them believe it was their idea all along.

    The Benefactors enter combat with potential customers only reluctantly, but if they find themselves full engaged in a fight, they will use every resource and advantage available to them. Benefactors are merciful, when it suits them, and will often come to an arrangement with parties they have defeated...or try to come to arrangements with parties who have defeated them.

    Alien Mind (Ex)
    A Benefactor's thought patterns are completely and utterly different from an ordinary humanoid's. Their emotions and thought processes would boggle those of a lesser creature's. Benefactors are immune to fear effects.

    Change Shape (Su)
    A Benefactor can assume the form of any Small or Medium humanoid.

    Detect Thoughts (Sp)
    A Benefactor can continuously use detect thoughts as the spell (caster level 9th; Will DC 16 negates). This ability is always active. The save DC is Charisma-based.

    Energy Drain (Su)
    To use its energy drain attack, the Benefactor must first successfully grapple and pin an opponent. Once it has established a grapple, it sinks its quadruple mandibles into the creature's flesh and begins to suck away their life essence. A creature afflicted this way takes one negative level per round they are grappled. The Benefactor gains 5 temporary hit points for every level drained this way. The DC to remove one of these negative levels is 18. The save DC is Charisma-based.

    Natural Buoyancy (Sp)
    Benefactors are always under the effects of a fly spell (Caster level 9th).

    Possession (Su)
    Benefactors have the strange ability to turn into a cloud of sickly yellow vapors and enter the bodies and minds of other creatures. They pour into the mouth and nostrils of the creature and travel through its skull cavities into the brain. The creature (Which must have an intelligence score of 3 or higher) is entightled to a Will save, DC 20, to resist being possessed. The save DC is Charisma-based. If the save fails, the Benefactor still inhabits their body, but not their mind, and they are immune to that Benefactor's possession ability for another 24 hours. A Benefactor has no effect on a creature while they are inhabiting their body, but not their mind.

    Once the Benefactor has attached itself to the host's mind, both the Benefactor and the host gain a number of abilities. The host gains access to all of the Benefactor's spell-like abilities, its natural buoyancy and detect thoughts abilities, and its spell resistance. However, while the Benefactor is in the host's brain, it can read their mind and sift through their most deeply guarded thoughts and memories with complete and total ease. In addition to this, the Benefactor is freely able to use its energy drain ability while in the host's brain, so if the host does something the Benefactor doesn't like, it can start sucking their soul away.

    Spell-like Abilities (Sp)
    At will - mage armor, shield, ventriloquism. 3/day - blur, bull's strength. 1/day - haste. These are as cast by a 9th level sorcerer; DC 14 + spell level.


    Plot Hook

    The party is contacted by a well-known funder of adventuring parties, a mysterious figure in upper echelons of adventuring society known only as Mr. B. Mr. B. routinely sends parties of adventures on quests to exotic locales -- such as equatorial jungles, arctic mountains, and under the sea -- to fetch long-lost artifacts and bits of forgotten lore. Lately, however, Mr. B. has been thwarted by an ancient rival. The two have worked against each other for years beyond number, using adventurers as pawns in their endless struggles. Who is Mr. B? Who is his rival? And how does their mysterious duel figure into their own futures?
    Last edited by Schylerwalker; 2010-02-18 at 01:54 AM.
    Quote Originally Posted by MammonAzrael View Post
    Causing Hideous laughter is an Extraordinary ability of 20th level monks.

    At least, it should be.
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  4. - Top - End - #4
    Titan in the Playground
    Bhu's Avatar

    Join Date
    Mar 2008
    Hell itself (Ohio)

    Default Re: GITP Monster Competition XLII - One Flesh

    Kiseichuu Yuurei
    Medium Undead (Incorporeal)
    Hit Dice: 10d12 (65 hp)
    Initiative: +4
    Speed: Fly 80 ft (16 squares)
    Armor Class: 19 (+4 Dex, +5 Deflection), touch 19, flat-footed 15
    Armor Class (Corporeal): 19 (+4 Dex, +5 Natural), touch 14, flat-footed 15
    Base Attack/Grapple: +5/-(+10 Corporeal)
    Attack: Touch +9 melee touch (1d4 Con)
    Attack (Corporeal): Claw +10 melee (1d4+5)
    Full Attack: Touch +9 melee touch (1d4 Con)
    Full Attack (Corporeal): 2 Claws +10 melee (1d4+5)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Corporeal Manifestation, Terrifying Presence, Draining Touch, Bound by Death
    Special Qualities: Dark Vision 60’, Rejuvenation, Life Sense 60’, Turn Immunity, Weaknesses
    Saves: Fort +3, Ref +7, Will +12
    Abilities: Str – (20 Corporeal), Dex 18, Con -, Int 14, Wis 20, Cha 20
    Skills: Bluff +18, Craft (any one) +15, Diplomacy +18, Hide +25, Intimidate +25, Listen +18, Move Silently +25, Search +15, Sense Motive +18, Spot +18
    Feats: Ability Focus (Terrifying Presence), Flyby Attack, Necrotic Reserve*
    Environment: Any
    Organization: Solitary
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Neutral Evil
    Advancement: 11+ HD (Medium) or by Class
    Level Adjustment: -----

    * See Libris Mortis.

    ”Our daughter Sadako does not see anyone, not even those she went to school with…”

    ”But a letter arrived from her in our village some weeks ago saying she was in some sort of trouble. Is she home?”

    ”You are mistaken somehow. Sadako does not live here anymore, and would see no one if she did.”

    ”But I was told she still resided here…”

    ”Walk away.”


    ”Walk away while the choice is still yours.”

    ”Who is at the door father?”

    Most parents want to protect their children, and some of their offspring have learned to take advantage of this. Among them the so called ‘Parasite Singles’ of Japan, children who live with their parents until they get married or even well into their thirties. They don’t pay rent, or help with the chores, and many don’t even have jobs. Even those who do find employment usually fritter away their money. Some even become ‘Hikikomori’, shut-in’s who refuse to leave the house for any reason. Such people are a strain on their well meaning elders, and their insanity has a way of inspiring tragic decisions when a formerly well-meaning parent has been driven over the edge by a parasitic child who seems hell-bent on draining the life from them. They murder their children in quiet ways, such as poison or a pillow over the face, and bury the body within the house somewhere to avoid suspicion. After all their child is already a mentally disturbed recluse, so initially no one suspects anything.

    The problem comes when the child comes back.

    The Yurei are the ghosts of those who have died suddenly, usually by violent means, and who can find no peace or closure. Unable to move on to the next life, they torment the living, in this case their parents. Eternally hungry the child now forces it’s parents to find it food, specifically the living. Initially it will be satisfied by small things like animals, but eventually it will want children, and then adults. And if the parents refuse, it can punish them by draining their life away. Being obsessed with revenge the ghost will torment them every night in some way, and make life for those nearby horrifying as well. At some point either an exorcist will successfully destroy it, or it will devour the whole village. Many will not ask for help as they will be terrified of the consequences should he exorcist fail. They will turn into traps, designed to feed any strangers to the ghost in an attempt to appease it. Most feel pressured to do it either by shame, or by fear. Regardless of which they end up bound to a dead tyrant who becomes far worse in death than it was in life.

    Corporeal Manifestation (Su): Similar to the Manifestation ability used by Ghosts (see page 118 of the MM), except that the Kiseichuu Yuurei can Manifest as a physical being (temporarily giving up it's Incorporeal Subtype).

    Terrifying Presence (Su): As a Free Action at will a Kiseichuu can warp and bend perception around her causing hallucinations as well as magically generating waves of terror. Any being within 60' of the Kiseichuu Yuurei must make a DC 22 Willpower Save (Save DC is Charisma Based) or be Panicked as long as they remain within range of this ability, and for 1d3 rounds after they leave. The Kiseichuu Yuurei often uses this ability while grappling with opponents to prevent them from fleeing, causing them to die from a heart attack. If the opponent rolls a natural 1 on their Saving Throw they must make a DC 22 Fortitude Save (Save DC is Charisma Base) or die instantly. If they succeed in the Save they take 3d6 damage instead.

    Draining Touch (Su): A Kiseichuu Yuurei is compelled to feed upon the lives of living beings, and is rarely satisfied regardless of how many it kills. It may drain up to 1d4 Constitution with a Touch attack if it's opponent fails a DC 20 Will Save (Save DC is Charisma Based). It only requires 1 Con per day to maintain it's Lifelike Appearance, though this does not satisfy it, and the Kiseichuu Yuurei must make a DC 25 Willpower Save to avoid simply draining an opponent dry if it has the chance, or if it has gone more than a day without feeding. It is rare that they will murder their family in this manner, as it intends for them to live so it can torture them (Save DC to avoid killing opponents they want revenge on for their death is only DC 10).

    Bound by Death (Ex): Anyone who participated or aided in the murder of the Kiseichuu Yuurei, or knew about it and stood by doing nothing receives no Saving throw against the monsters Special Attacks gained as Racial abilities (i.e. Terrifying Presence, Draining Touch and any abilities added by templates). If the Kiseichuu Yuurei learns any spells/powers/abilities gained via classes after dying, those Bound to it by death are -2 on their Saving throws against them.

    Rejuvenation (Su): This is identical to the Ghost ability listed on page 118 of the MM. Since the Kiseichuu Yuurei wants it's family and friends to suffer before dying, getting it to let go of this world will be difficult, and may require a Wish spell or an Ofuda (see below). In some cases murdering the Kiseichuu Yuurei's killers may be enough to drive it away, though few resort to such tragic circumstances.

    Life Sense (Su): A Kiseichuu Yuurei can sense all living creatures within 60' as if it had Blindsight, and may also determine the strength of their life force as if it had cast Deathwatch.

    Weaknesses (Ex): If an Ofuda is attached to the entrance of a building the Kiseichuu Yuurei may not enter it. An Ofuda is a mystic talisman made of paper, wood, cloth, or metal with the name of a Kami, a Shinto shrine, or a representative of the Kami inscribed on it (effectively it's a form of Holy Symbol). To place an Ofuda on the head of a Kiseichuu Yurei is normally a Dexterity check (your DC is 10 plus half the Kiseichuu Yuurei's Hit Dice plus it's Dexterity Modifier). If you successfully Feint the round before attempting this the DC does not include the Dexterity Modifier. The Ofuda will do 1d6 damage per round it remains on the Kiseichuu Yuurei, which must make a DC 25 Willpower Save to remove it. If a Kiseichuu Yuurei is brought to -10 hit points, and an Ofuda is placed upon it's forehead it will be destroyed. Grappling a Kiseichuu Yuurei to make putting the Ofuda on it's head easier is largely pointless, since it will dematerialize if it knows what you're trying to do.

    Lifelike (Su): When manifested Kiseichuu Yuurei appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Kiseichuu Yuurei as he was when she died, with pale skin, and an inhuman countenance. The Kiseichuu Yuurei cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Kiseichuu Yuurei has fed within the last hour it's Lifelike Appearance cannot be seen through, and it can even sire children (said progeny have the Half Ghost Template). After that hour it may be seen though as normal. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Kiseichuu Yuurei gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives.

    Skills: Kiseichuu Yuurei gain a +8 Racial Bonus on Hide, Intimidate and Move Silently checks.

    Combat: The Kiseichuu Yuurei will pretend to be an ordinary (if very odd) villager while it scouts the abilities of the PC's. If it thinks they are too powerful to cross, they will never encounter it if the Yurei can help it. Otherwise it will try to pick them off one by one in the middle of the night when they are sleeping, or bully the parents/townsfolk into murdering them. After all in all likelihood the PC's will believe they have destroyed the Kiseichuu Yuurei only for it to reappear after they have left (and in a vengeful mood).


    Characters with ranks in Knowledge (Religion) may have heard the stories about the Kiseichuu Yuurei. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

    20|Some children sponge off their parents long after they should have left the house, seeming to suffer from some sort of mysterious depression. Occasionally one is murdered after driving the parents out of their minds, and it returns as an undead..
    25| The Kiseichuu Yuurei are incredibly difficult to get rid of, and trying to face one without Divine aid is almost impossible. Terror emanates from hem in waves, and even if you can get past it to get at them simply destroying it's physical manifestation will not be enough to be rid of it..
    30| The Kiseichuu Yuurei is bound to this world by the need for revenge on it's murderers. Destroying them may get rid of it. If not an Ofuda placed on it's head or a Wish spell may be required to finally lay it to rest..[/table]

    Plot Hook
    • After many months away adventuring one of the PC's returns home to find his family shattered. His parents are in very poor health, and his younger sister has changed, being a half insane recluse who viciously drives her mother and father out to work despite their condition. Eventually he finds his sister eating a small child before fleeing when she notices him, and he confronts his father to be told tearfully "We're sorry..." before his father flings himself from the window without further explanation. Distraught at the funeral, his mother is little help in providing an explanation much like the other villagers who seem terrified of speaking.
    • Stopping at an Inn the PC's are waited on by an elderly couple who seem to ask a few too many personal questions in between slavishly waiting on their daughter hand and foot. Before retiring a village boy pulls one of them to the side and tells them to leave while they can, or the daughter of the Innkeeper will come for him in the night...
    • The PC's come upon a dead town. Seemingly deserted there are signs of former occupation everywhere, with valuables left behind, and obvious signs of occasional struggle. There are also a great many graves. Staying in the towns largest hall they come upon a stack of corpses in the basement that look like something just sucked them dry. Hiding in the same house is a young girl who appears to be mute and in shock. A young girl who seems particularly terrified of the parties priest.
    • The PC's have been defending a town from raiding brigands for weeks on end. They don't seem interested in taking food or valuables, just people. Asked to help negotiate peace, the tearful leader of the raiders asks the PC's to murder his daughter and he will gladly stop raiding. Should the PC's say they don't murder the innocent they will be informed that his daughter is neither innocent nor living...and the people they've been kidnapping are to feed to her to prevent her from devouring the whole clan.
    Last edited by Bhu; 2010-02-16 at 06:53 AM.
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  5. - Top - End - #5
    Troll in the Playground
    BisectedBrioche's Avatar

    Join Date
    Feb 2007
    Some rainly old island

    Default Re: GITP Monster Competition XLII - One Flesh

    I had heard legends of this bandit. They said he wields power over flames and is older than some of his elven cohorts.

    I'd seen a lot in my lifetime by then, but I was still too naive to believe in such things. I set out knowing that, no matter what magic he or his followers might possess, if he didn't come quietly I would have to deliver justice by the tip of my sword.

    As I entered the forest in which he was based, I saw a familiar face; the charred head of one of my informants; the young lads who had given me the location of this place for 500 gold pieces. Evidently co-operating cost them a lot more. I made a note to ensure the gold was given to a good cause and carried on.

    After a short trip, I finally encountered my quarry; a single guard stood outside of a small stone house. I stuck him down with an arrow but it was too late; he knocked over a nearby stack of iron plates to sound the alarm.

    Drawing back and raising my sword I prepared for a fight as several bandits surrounded me. Then, a voice emerged from the hut.

    "I'll deal with the lawman myself."

    This was hardly a surprise; killing the odd lone paladin or city guard was how they kept their men's loyalty. But as they formed a ring around me, I felt uneasy. As much as the fact that I'm here to tell you this myself says otherwise, I was sure I was doomed. The voice crackled and hissed, almost as if its owner wasn't even human. The bandits gestured at me to move nearer to the door of the building they emerged from. Having no other choice, I complied as the circle became a horseshoe, braced against the wall and foot steps rattled out from behind the door in the hush that had come over the rabble.

    From the door emerged a skeletal figure. Their eyes glowering at me were dark and bloodshot, resembling burning embers and the skin cracked. Shimmering hair fell down the figures' back and as their breath cooled in the evening air it rose, thick and black, like smoke. It was that bandit all right...and from the flames in her hands, there was something to the rumours.

    "Azar the Blaze?" I ask, trying my best to keep my voice from shaking. I raised my sword in the vain hope I would be able to put on a convincing facade of bravery.

    She merely grinned, revealing teeth like burning embers as the flames around her palm expanded into fireballs and the battle began.

    Size/Type: Diminutive Elemental (Fire)
    Hit Dice: 3d8 (13 hp)
    Initiative: +1
    Speed: 10ft. (2 squares); Fly (Perfect) 20ft.
    Armor Class: 15, touch 15, flat-footed 14 (+4 size, +1 dex)
    Base Attack/Grapple: +2/-14
    Attack: Slam +2 melee (1d4-4)
    Full Attack: Slam +2 melee (1d4-4)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: Smokescreen
    Special Qualities: Fire Elemental Traits, Bond
    Saves: Fort +1, Ref +4, Will +2
    Abilities: Str 3, Dex 12, Con 10, Int 5, Wis 12, Cha 10
    Skills: Hide +17, Move Silently +5
    Feats: Blind Fight, Stealthy
    Environment: Any
    Organization: Solitary
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Usually Neutral

    A Pyroworm is a small fire elemental resembling a foot long snake-like creature made of burning embers. They are cowardly and of relatively low intelligence, but rarely actively malicious. Lacking any real offensive power they have two choices for survival; they can flee by producing clouds of smoke, or they can bond with a more powerful creature, giving them a link to the elemental plane of fire. While the later course of action seems beneficial to the host, the effect can have a significant strain on their mind, body and ultimately their morality. This makes the creature feared for it's ability to turn almost any creature into a living fire; destructive and amoral. They speak Ignan and most also know at least one major language (typically common, elvish or Dwarven). They may also speak any language a host they are bonded to knows, but they rarely do; simply being content to rest in safety while their host enjoys their new powers.

    Smokescreen (Ex) At any time as a standard action the pyroworm may begin producing a cloud of smoke from it's body. It immediatly gains concealment on that round (20% miss chance) from the wisps of smoke surrounding it's body. The following round the cloud expands to a 20ft. radius and offers total concealment (50% miss chance) to anyone within. Every subsequent round the cloud's radius can be expanded by the worm (as long as they are within it) by a further 10ft. however it will begin to dissipate after 10 minutes (only offering partial concealment) and finally disappear completely after another 5 minutes. The effect is otherwise identical to the Fog Cloud spell.

    Fire Elemental Traits
    An elemental is a being composed of one of the four classical elements: air, earth, fire, or water.

    An elemental has the following features.
    • 8-sided Hit Dice.
    • Base attack bonus equal to ¾ total Hit Dice (as cleric).
    • Good saves depend on the element: Fortitude (earth, water) or Reflex (air, fire).
    • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
    An elemental possesses the following traits (unless otherwise noted in a creature’s entry).
    • Darkvision out to 60 feet.
    • Immunity to poison, sleep effects, paralysis, and stunning.
    • Not subject to critical hits or flanking.
    • Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
    • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
    • Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
    • Elementals do not eat, sleep, or breathe.

    Bond (Su) Pyroworms survive by bonding to other creatures and acting as a link between their host and the elemental plane of fire, transforming them into a creature called a Pyrothrall (see the Pyrothrall template below). After becoming a pyrothrall a creature gains a great deal of power at the cost of their appearance deteriorating from the energy they're channeling and slowly becoming violent and unpredictable. To bond it must first grapple a potential host (or simply wrap itself around a willing or helpless candidate). It then attempts to merge with the host and form a link between them and the elemental plane of fire, unwilling hosts may make a DC 11 will check to prevent this. The save is Wisdom based. The host may reject the bond at any time by either convincing the pyroworm to cancel it or forcing them out of their body with a DC 10 concentration check (the DC is con based). They may be granted a +5 bonus to this check with a remove curse spell. Upon having the worm removed any physical changes remain (as they are the result of their body being physically damaged by the energy being channeled through them) however they still lose all the bonus associated with the template, nor will their alignment return to whatever it was before bonding. The pyro-worm may not bond with creatures that already have the [Fire] subtype (since they already have a connection to the elemental plane of fire) and may only bond with humanoids or monstrous humanoids.


    A Pyroworm will never fight willingly. If attacked (or it feels threatened or its host is killed) then it will immediatly try to escape using it's smokescreen ability. If cornered by intelligent beings it might try to bargain with them to make one of them their host (they will usually prefer hosts that appear to be physically strong and hardy and thus able to protect them for a long time).



    13|This is the pyroworm. A weak (but sapient) creature from the elemental plane of fire. (reveals elemental traits)
    18|It defends itself by generating a cloud of smoke and fleeing. (reveals smokescreen ability)
    23|They can bond with other intelligent creatures, granting them a great deal of power by connecting them to the elemental plane of fire. (reveals bond ability)[/TABLE]

    Pyrothrall Template

    The pyrothall template is an acquired template given to any humanoid or monstrous humanoid creature currently bonded with a pyroworm hereafter referred to the base creature. If the pyroworm leaves them, they any changes to their alignment remain, however they otherwise lose the template.

    As time goes on, individuals bonded to pyroworms start to resemble a charred corpse; their skin cracks and dries (eventually looking as if it were permanently aflame from the glow of the fire inside them), their eyes begin to resemble burning embers, their hair either turns grey or gains large black patches as if it had been scorched and their teeth and nails eventually begin to smoulder, as if they were pieces of burning coal.

    Size and Type

    The base creature gains the [Fire] subtype. This grants it immunity from damage to fire, however they take half as much damage again from the cold.

    Armor Class

    The heat constantly being emitted by the base creatures skin increases its natural AC by 1.

    Special Attacks

    The base creature gains the following attacks;

    Hands of Fire As a free action, the pyrothrall may make flames spring from it's hands (or a natural weapon). Any unarmed attacks (or attacks with their natural weapon) they make deal an extra 1d6 points of fire damage on their first attack that round (further attacks deal normal damage). They may also "throw" the balls of fire up to [dex modifier] x 10 feet as a ranged touch attack, however if they do this the flames are extinguished. They must wait 1d4 rounds before being able to reignite them.

    Special Qualities

    The base creature gains the following special abilities;

    Legs of Fire While in contact with a flame the pyrothrall may, as a standard action, choose to be suddenly engulfed by it. They may then reform from any other flame within a 100ft. radius at the end of the round. They may do this a number of times per day equal to their constitution modifier. This does not apply to magical fire (such as those produced by their Hands Of Fire ability or a fireballs spell) and only works on fires in the size category below the pyrothrall's or larger.

    Eyes of Fire The pyrothrall is aware of anything that happens around a nearby fire. By concentrating for a round, they may see through any fire within 1 mile as if they were looking through a magical eye created with the Prying Eyes spell. This does not apply to magical fires. They are limited to seeing in a radius equal to 10x the size of the fire to a maximum of 60 feet (so while they could "see" through a candle flame they wouldn't be able to see further than a few inches). They are also aware of the location of the fire they can see out of.

    Mouth of Fire The pyrothrall may sustain themselves on any flammable material (e.g. wood, coal, lamp oil) as opposed to food and water.


    The pyrothrall gains the use of the pyroworm's feats as bonus feats.


    For each skill in which either the thrall or the worm has ranks, use either the skill ranks for the worm or the thrall’s skill ranks, whichever are better. The thrall only gains bonuses from the worm which are based on its skill points (ignore bonuses from things such as size modifiers).

    Challenge Rating

    Same as base creature +2


    If the host is not already Chaotic Neutral, they must make a DC 10 will save each week. If they fail this save their alignment moves one step closer to Chaotic Neutral.

    Plot Hooks
    • An argument has broken out between a small town and the nixies who inhabit the lake they fish from. At first it seemed like a peaceful solution would be reached, however several houses in the town have been mysteriously destroyed by fire. Some of the more suspicious locals suspect the nixies, while some of the more suspicious nixies suspect the locals. The negotiators on both sides are aware the true culprit is an unstable young nixie who acquired pyrokinetic powers (unbeknown to anyone, by bonding to a pyroworm) at a young age (a fact covered up by never allowing her to leave the lake). The town elders and the nixies ask the PCs to find a way to either calm her down, remove her powers or otherwise stop her with as little collateral damage as possible and above all quietly.
    • A young mage at a local university has been showing off some amazing displays of fire control, but refuses to share the secret to his success with his professors. Worried he might have made a a deal with dark powers, the PCs decide (or are asked by the university board) to investigate.
    • The PCs are approached by a small, worm-like fire elemental who offers to grant them "amazing" powers in exchange for protection.
    Last edited by BisectedBrioche; 2010-02-13 at 08:33 PM.
    Hi, I'm back, I guess. ^_^
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  6. - Top - End - #6
    Dwarf in the Playground
    Joxer t' Mighty's Avatar

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    Default Re: GITP Monster Competition XLII - One Flesh

    Belly Serpent

    Small Magical Beast
    Hit Dice: 1d10+2 (7 hp)
    Initiative: As host's
    Speed: 20 ft. (4 squares), climb 20 ft.
    Armor Class: 18 (+3 dex, +4 natural, +1 size), touch 14, flat-footed 15; 20% miss-chance
    Base Attack/Grapple: +1/-1
    Space/Reach: 5 ft./5 ft.
    Attack: Bite +5 melee (1d6-2 plus venom), or Caustic Spray +5 ranged (1d4 acid plus venom)
    Full attack: Bite +5 melee (1d6-2 plus venom), or Caustic Spray +5 ranged (1d4 acid plus venom)
    Special Attacks: Caustic Spray
    Special Qualities: Darkvision 60 ft., Empathic Transfer, Immunity to Polymorphing and Venom, Low-light vision, Scent, Unique Position, Union of the Scales
    Saves: Fort +4, Ref +2, Will +0
    Abilities: Str 7, Dex 17, Con 14, Int 3, Wis 14, Cha 13
    Skills: Climb +7, Diplomacy +6
    Feats: Improved Fortitude(B), Weapon Finesse
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 3
    Alignment: Usually Neutral
    Treasure: None
    Advancement: -
    Level Adjustment: -

    A belly serpent is a most unique type of creature that forms a symbiotic relationship mostly with humanoids. Though they can change their color at will a belly serpent in its natural coloring appears as an impressively large cobra of a translucent, maggoty white hue with pale reddish-purple veins running through it. Upon choosing a host its scales take on the exact shade of his or her skin.

    Belly serpents, though common enough in the wilds, are more commonly bred by primitive peoples in the midst of deep jungles. Usually these communities have some kind of high regard for reptiles, some even to the point of worship. They regard the bond with the belly serpents as nigh holy.

    Belly serpents are only capable of producing offspring when their host has died and they have fully melded into the body. They take the gender of their former host and must find a mate whom has also has fully melded with one of the opposite gender. Such unions produce 2d6 offspring. They are birthed live and not from eggs like some tales claim. Within six months the serpents are full grown and ready to take a host.

    Belly serpents are 8 feet long and weigh about 25 pounds, which is added to the host's weight after melding.

    If melded a belly serpent lies in wait within the abdomen of their host, protruding out to spray their opponent with a caustic venom. The first attack made by a belly serpent is always considered a surprise attack. The serpent cannot fully leave the body of its host, but it can lunge out at a victim up to five feet away to bite. It is considered a separate entity that resides within the same space as its host.
    If unmelded a belly serpent usually only attacks when threatened.

    Caustic Spray (Ex):
    Once per round a Belly Serpent can shoot out a line of venom that has a range of 10 feet as a ranged touch attack. It deals 1d4 acid damage if it hits, and burns into the flesh to poison the victim. Unless a DC 12 fortitude check is made the victim takes 1d4 constitution damage initially, as well as 1d4 secondary damage. The save DC is constitution based.

    Empathic Transfer (Ex):
    A belly serpent can increase its host's hit point total with its own as the Empathic Transfer power, but must retain at least one point for itself. The host in turn can boost its symbiont in the same fashion. Points taken heal naturally at the the serpent's or host's rate, whichever is better.

    Soothing Tune (Ex):
    A belly serpent can emit a pleasant, non-threatening thrumming sound that gives it a +4 bonus to diplomacy checks to alter the attitude of those around it. It does this to relax potential hosts in case they feel threatened by its presence.

    Union of the Scales (Su):
    With consent a belly serpent fully melds with their host if he or she is medium to large in size, generally coiling around the stomach region and being absorbed within the flesh. This causes no pain to the host. A ring of scales about the host's midsection is a clear indication of the Holder of a belly serpent. Once melded a belly serpent and the host cannot be separated unless with a limited wish, wish, miracle or similar high-level spells.
    The serpent and the host sense each others emotions but the snake cannot speak. The host can direct it to stay hidden within, or bid it to reveal itself, or other simple mental commands. Unless told otherwise a belly serpent automatically attacks when its host comes under attack.
    While melded the host gains a +4 bonus to fortitude checks against poisons. And lastly three times per day the serpent can release chemicals into its partner's blood-stream that allows him to Rage as a barbarian, but without becoming fatigued.
    The belly serpent remains with its host until its death at which point the serpent must make a DC 18 fortitude check or die as well. If it survives it takes over the body and fully melds with it. The head and body must remain intact for it to meld. The belly serpent stabilizes the body, whose hit points then equals the serpent before complete melding.
    The skin takes on a scaly texture, fangs and venom sacks grow from the mouth, and a slight cowl develops on the back of its head. It retains its intelligence, wisdom and charisma, as well as its bite, and caustic spray attacks (the bite dealing 1d6 damage). It otherwise takes on all the host's physical stats and abilities.

    Unique Position (Ex):
    Because of its location a belly serpent cannot be flanked while melded, though the host still can. It also is considered having partial concealment (20% miss-chance). If an attack would normally hit but misses because of the 20% miss-chance the host instead takes the damage.

    Belly Serpents have a +4 bonus on climb checks and can always choose to take 10 on climb checks even if rushed or threatened. A belly serpent uses its dexterity modifier for climb checks.
    Last edited by Joxer t' Mighty; 2010-02-21 at 09:49 AM.
    Helping others is a good and noble cause, but sometimes the best way you can help them is by lending them a sword and telling them to go slay their own damned dragons.

  7. - Top - End - #7
    Dwarf in the Playground
    NakedCelt's Avatar

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    Default Re: GITP Monster Competition XLII - One Flesh


    Medium Aberration
    Hit Dice: 8d8 + 48 (84 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armour Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
    Base Attack/Grapple: +6/+16
    Attack: Tentacle +12 melee (1d6+6 + slime) or spit +8 ranged (slime)
    Full Attack: 4 tentacles +12 melee (1d6+6 + slime) + spit +8 ranged (slime)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Constrict, improved grab, luugu-lurg, slime, tentacles
    Special Qualities: Alternate form, amorphous, regeneration 5, spider climb
    Saves: Fort +8, Ref +4, Will +11
    Abilities: Str 23, Dex 14, Con 23, Int 8, Wis 20, Cha 15
    Skills: Climb +13, Concentration +6, Intimidate +6*, Jump +14, Listen +5, Spot +5, Swim +10*
    Feats: Dodge, Power Attack, Improved Overrun
    Environment: Warm or temperate marshes, underground
    Organization: Solitary, pack (6–12) or horde (30–50)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Always chaotic evil
    Advancement: 9–12 HD (Medium); 13–16 HD (Large)
    Level Adjustment:

    The thing is perhaps best described as a six-foot, upright toad; but it moves deceptively fast on its two shapeless feet, and four suppurating tentacles writhe from its shoulders. It is a filthy blackish-green, and leaves a glistening trail of yellow slime behind it. It smells abominably of death and refuse.
    Luugu stand 6 feet tall and weigh 220 pounds.

    Luugu wait in the shadows, leaping out to ambush travellers. A hungry luugu will kill its victims, to eat them on the spot once the battle is over. Such victims are far more lucky than those whom the luugu holds down and smears with slime before retreating at speed.
    Constrict (Ex): A luugu deals 1d8+12 points of damage with a successful grapple check against a Large or smaller creature.
    Improved Grab (Ex): To use this ability, a luugu must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold, latches on with its other three tentacles, and can constrict. Luugu receive a +4 racial bonus on grapple checks, which is already included in the statistics block.
    Luugu-Lurg (Su): Fresh luugu slime carries a horrid contagion. A creature coming into contact with it must succeed on a DC 20 Fortitude save or develop a painful, scabrous rash (-2 to Dexterity) over the next 1d4+1 minutes. An afflicted creature is thereafter sickened until such time as the affliction is cured, and must make a further Fortitude save (DC 20) each minute it undertakes any action more vigorous than a gentle stroll, or become nauseated for the next five minutes.
    But this is only the beginning. For the slime contains millions of the luugu's vile spawn, which will, over time, filter all through the hapless victim's body and take it over completely. Fortunately, these creatures die within a minute of the slime coming into contact with air; older slime does not carry luugu-lurg.
    Having failed the initial Fortitude save, the victim must make a new Fortitude save each day thereafter or take 1d4 Constitution damage. The victim must make three consecutive saves in order to recover from the disease. The other symptoms persist until the victim has completely recovered. A remove disease or heal spell will function as normal.
    If the damage drops a non-mindless victim's Constitution below half its normal level, the victim becomes insane (as the insanity spell). Mindless victims instead go berserk like clay golems.
    If the damage would drop the victim's Constitution below 0, it instead undergoes a fresh transformation, becoming a luugonoid (see below).
    Slime (Ex): A luugu exudes a thick slime that holds fast any creatures or items that it grapples. Opponents cannot get free while the luugu is alive without removing the slime first.
    A weapon that strikes a luugu is stuck fast unless the wielder succeeds on a DC 20 Reflex save. A successful DC 20 Strength check is needed to pry it off. The save DCs are Constitution-based.
    Acid dissolves the slime – 5 points of acid damage is sufficient to break free – but at the cost of dealing acid damage to the luugu's victim at the same rate. The victim must still make a save against luugu-lurg.
    The luugu may also spit its slime as a ranged attack with a range increment of 30 feet. In addition to spreading luugu-lurg, the slime acts as a tanglefoot bag (except that the Reflex save to avoid being stuck to the ground, and the Strength check to get free, both have DCs of 20).
    Tentacles (Ex): A luugu's long, powerful yet flexible, tentacles give it a +4 bonus to grapple checks as if it were a Large creature. This bonus is included in the statistics block.
    Alternate Form (Su): A luugu can assume any form of Tiny to Large size as a move action. The luugu can remain in its alternate form for a number of rounds equal to its Charisma bonus, but thereafter must make Concentrate checks at DC (15 + number of rounds in alternate form) or return to its natural form. When in its alternate form, a luugu gains a +10 circumstance bonus on Disguise checks.
    Amorphous (Ex): A luugu in its natural form has immunity to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits, and cannot be flanked.
    Spider Climb (Ex): A luugu's sticky slime enables it to climb sheer surfaces as though with a spider climb spell. Acid, which dissolves the slime, can dislodge it.
    Regeneration (Ex): Fire and sonic energy deal normal damage to a luugu. If a luugu loses a tentacle or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
    Skills: Luugu have a +4 racial bonus to Intimidate and Swim. These bonuses are included in the statistics block.


    "Luugonoid" is an acquired template that can be added to any corporeal creature that is susceptible to disease (referred to hereafter as the base creature).
    A luugonoid looks like a twisted, misshapen version of the creature it once was. As it ages, it becomes steadily more diseased and filthy-looking, and its skin peels off, revealing the slime beneath.
    Size and Type: The creature's type changes to aberration. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.
    If the base creature is Tiny, Small, or Large, it becomes Medium upon acquiring the luugonoid template. If smaller than Tiny, it grows to Medium within two days. If Huge, it shrinks to Medium over two days. A Gargantuan or Colossal luugonoid collapses from its own weight and lies prone and nauseated until it undergoes the final transformation (see below), whereupon it splits into multiple luugu.
    Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and change them to d8s.
    Speed: If the base creature can fly, its manoeuvrability rating drops to clumsy.
    Base Attack: A luugonoid has a base attack bonus equal to three-quarters its Hit Dice (round down).
    Attacks: A luugonoid retains all the natural weapons of the base creature, but loses any manufactured weapon attacks or weapon proficiencies. A luugonoid also gains a tentacle attack dealing 1d6 + Str damage, if it did not already have one.
    Special Attacks: A luugonoid retains none of the base creature’s special attacks, except for improved grab and constrict if these are performed with a limb or tentacle.
    Special Qualities: A luugonoid loses most special qualities of the base creature. It retains any regeneration or fast healing ability, or gains fast healing +3 if the base creature had none. If it had any shapeshifting or alternate form ability, it retains it, but can only assume a form of Tiny to Large size, and can only remain in its alternate form for a number of rounds equal to its Charisma bonus. Thereafter the luugonoid must make Concentrate checks at DC (15 + number of rounds in alternate form) or return to its natural form. If the base creature is a lycanthrope with the Control Shape skill, use Control Shape instead of Concentrate. If the base creature has no shapeshifting or alternate form ability, the luugonoid does not gain such an ability.
    Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
    Abilities: A luugonoid's Strength and Constitution each increase by 6. Its Dexterity drops to 16 if higher. Its Wisdom rises to 20 if lower. Its Charisma rises to 10 if lower.
    Skills: Recalculate skill ranks as follows:
    Luugonoids retain the skills Balance, Climb, Concentration, Jump, Listen, Search, Spot, Swim, and Tumble. If the base creature's skill ranks in any of these skills exceed the luugonoid's new Hit Dice + 3, reduce them to the new Hit Dice + 3. Otherwise, leave as they are.
    All ranks in Craft, Knowledge, Perform and Profession skills are deleted, as are those in Spellcraft and Use Magic Device.
    If total skill ranks are still higher than (2 + the base creature's Int modifier) x (the luugonoid's new Hit Dice + 3), divide the excess evenly by the number of skills not among those already named, and subtract that number of ranks from each of those skills.
    A luugonoid retains any racial skill bonuses of the base creature, and gains a +4 bonus to Intimidate and Swim unless current skill bonuses are higher.
    Feats: A luugonoid retains any bonus feats of the base creature, but loses feats due to class levels.
    Environment: Warm or temperate marshes, or underground.
    Organization: Usually solitary. May tag after luugu.
    Challenge Rating: HD + 1 (?)
    Treasure: Standard
    Alignment: Always chaotic evil
    Advancement: A luugonoid will remain a luugonoid for 2d6 months before transforming into a luugu. Gargantuan luugonoids split and become four luugu. Colossal luugonoids split and become sixteen luugu.
    Level Adjustment:
    Last edited by NakedCelt; 2010-02-21 at 05:41 PM.

  8. - Top - End - #8
    Dwarf in the Playground
    NemoUtopia's Avatar

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    Default Re: GITP Monster Competition XLII - One Flesh

    Anima Aderendo

    Please, you don’t understand! I do love him, but I haven’t slept in over a month, I can’t keep living like this…

    <Varies> <Undead (Incorporeal)>
    Hit Dice: As animal, convert to d12 and do not use fractions. Any Anima Aderendo has at least 1d12 hit points.
    Initiative: As base animal
    Speed: As base animal (# squares)
    Armor Class: As base animal
    Base Attack/Grapple: -
    Attack: -
    Full Attack: -
    Space/Reach: As base animal
    Special Attacks: Charm Monster (Sp) at will, Sympathetic Keening (Su), Fond Memories (Sp), Attachment (Su)
    Special Qualities: Incorporeal
    Saves: As base animal. If required to make a Fortitude Save, use the anima’s highest save.
    Abilities: Str as base animal, Dex as base animal, Con -, Int 3, Wis as base animal, Cha as base animal
    Skills: As base animal, modified by stats
    Feats: As base animal
    Environment: as base animal
    Organization: Domesticated, Loner
    Challenge Rating: as base animal, rounded up. If base animal has at least one full hit dice, add 1.
    Treasure: -
    Alignment: N
    Advancement: As base animal


    An anima aderendo has no natural attacks, only its supernatural abilities. It seeks to continue its living relationship with its former master(s). Without the need to eat or sleep, this can prove problematic. The anima uses its supernatural abilities to cling to its semblance of life and attempts to charm any who mean it harm. If this fails, it defends itself via its charmed owners and uses its incorporeal nature to hide. ((It is not meant to be a classic combat encounter, and if treated as such will be extremely difficult and unwinnable in the long run. As a roleplay encounter, the anima is meant to reward intelligent use of spells and social skills.))

    Charm Monster (Sp): An anima aderendo, although unaware of what it is doing, tries to charm any hostile creatures or indifferent masters into paying attention to it and treating it was treated in life. This is a spell-like ability with a caster level of 5th and a DC of 15.

    Sympathetic Keening (Su): As a full-round action, an anima aderendo keens mournfully to draw the sympathy of those nearby. This mind-affecting supernatural ability functions similarly to an alarm spell with a 100ft radius that awakens and draws the attention of intelligent creatures. This does not affect restful sleep or similar activity restriction requirements unless those awoken act on their curiosity. Each affected creature reacts as it chooses (DM’s discretion), from falling right back to sleep or passive curiosity to cautiously seeking out the disturbance or irately seeking to silence the racket. Anyone the anima has formed an attachment with is compelled to seek out and soothe or protect the anima with no save. This ability can only be used every ten minutes.

    Fond Memories (Sp): As a standard action, an anima aderendo can attempt to calm emotions by playing to the emotions of those affected with a display that floods their mind memories (even if not their own) of it as a domesticated pet in life. This mind-affecting supernatural ability functions as the spell with a Will save DC of 15 as cast by a 5th level caster. Those the anima has formed an attachment with or who have a strong connection to animal of the same type (a familiar, animal companion, or similar bond) receive a -4 penalty to these saving throws.

    Attachment (Su): As a full round action, an anima aderendo attempts to bond with the target creature. Those that owned or were especially attached to the anima in life receive a -8 penalty to their saves against this ability, and those who were fond and familiar with the anima receive a -4 penalty. Those who knew the original anima but were indifferent to the anima in life receive a +4 bonus, while those that were actively hostile receive a +8 bonus. This mind-affecting ability requires a Will save DC 15 to overcome. Once a bond is formed, the anima gains certain benefits in relations to the affected creature. Anyone attached to an anima takes penalties to their ability to resist the creature’s other abilities, as detailed in their descriptions.

    Anyone the anima attaches to is from then on treated as though they were the animal’s owner in life, superseding the benefits or penalties of other relationship qualities. An attached being still has free will, but is strongly swayed by the desire for positive attention and protection of the anima. Once formed, this bond functions even through barriers to mind-affecting abilities and magic, but it cannot be formed while such protections exist. For example, a magic circle against evil will prevent any creature inside from being subject to an attachment, but has no affect on those already attached. As long as an anima is attached to at least one living creature, it will reform within 100ft. of them one week after it has been dispersed.

    Breaking an attachment requires multiple successful Diplomacy checks of progressive difficulty, a transformation of the subject to a mindless state, or the death of the subject. The process of breaking this bond through Diplomacy requires three weeks of therapeutic and non-hostile attention to both the bound subject and the anima. The process starts with a DC 10 check to befriend the anima and be treated favorably. Through a process similar to aiding a person’s rest while healing, the diplomat must spend time with the anima and subject for eight hours a day. At the end of each week, a check must be made with a cumulative +3 DC (for 13, 16, and 19) to continue the process. Failure requires restarting the process, but failure by five or more damages the relationship and gives the breaker a stacking -2 penalty on all future checks for that bond. The use of certain spells can speed up this process to as little as three days. Nothing can lower the time between Diplomacy checks to less than 24 hours. Any effect that removes fear and soothes emotions subtracts two days from the time if it is used each day between checks. Effects like prayer and blessing, those that cause divine inspiration and insight for the subject and anima, reduce the time between checks by one day if used each day between checks. Any spell the creates empathic/telepathic understanding between the subject and anima reduces the time by two days if used each day between checks, and Speak w/Dead can be used as a special case for this benefit. Spells that restore and clear the mind of the subject and anima subtract a day between checks if used each day between checks. All benefits require DM’s discretion that the use of these spells is to help the subject and anima come to terms with the creature’s death. If the last attachment is broken in this manner, the anima passes on to the next life peacefully. ((The broadness of spell choices is to prevent discrimination between caster type.))



    An anima aderendo, literally a ‘clinging spirit,’ is the soul of a beloved pet or animal companion that has unresolved issues with its owner, usually in the sense that the animal simply ‘wasn’t ready to go.’ In some rare cases such a spirit becomes an extended family pet until it chooses to move on to the next life, such as a large guard dog in an extended farm family that ‘lives’ through generations. When happy, the anima appears much as it did in life, being warm to the touch, living to scent, and solidly lovable. When threatened or unhappy, the anima’s ghostly nature becomes apparent: it is gaunt and translucent, showing minor signs of decay when stressed. Usually, however, such an anima is not the loveable boon companion it is trying to be.

    While exceptionally intelligent in unlife, the anima has no need to eat or sleep and is therefore much more active and demanding of attention than a usual domesticated animal. At first this is not too unsettling, but it has increasingly detrimental effects over time unless a large group is able to attend it. Two or more people double the time necessary for each penalty, but a group of five is able to negate any penalties. After the first week of anima attaching to an individual (or living with them if it does not find an attachment necessary), they suffer a penalty to restful sleep, requiring half again the amount of sleep or meditation to achieve the benefits (12 hours of sleep or 6 hours of meditation as part of a 10 hour rest). After three weeks the condition worsens until the individual cannot gain restful sleep in the anima’s presence. The anima attaches to the individual at this point if it has not done so already to try and keep it from going away. A creature unable to gain some kind of magical benefit to counteract these effects or find others to attend the anima’s needs (Intelligence check DC 15 to think of this solution unaided) will die after three months accumulated time from sheer exhaustion and sleep deprivation. As anima usually affect those of low social status and small families, this is unfortunately often the case. At this point, the distraught anima seeks either the next best well-known individual to attach to or a susceptible local if such is not possible. Locales with tales of particular animals that foretell the coming death of a household can sometimes be traced to anima aderendi.

    Characters with ranks in Knowledge (Religion, Arcana, or Nature) may have heard the stories about the anima aderendo (by whatever name). When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

    20|Sometimes animals form an especially strong bond with their masters and companions. Such a spirit is rare, not accepting its death and returning to resume its life.
    25| An anima aderendo does not sleep (or eat), leading it to demand far more attention than one person can give. A long process of therapy and coping can help anima and master move on.
    30| The anima aderendo is literally tied to the Material Plane by its attachment to its strong bond and believing it should not move on. Unable to understand how it is actually killing its master by staying, an anima can be sent to the next life by helping come to an understanding, aided by helpful magic.[/table]

    Plot Hooks

    -A small town has had a string of mysterious deaths over the past year. Each person seems to have been worked to death, and has always been prefaced by a large dog accompanying the person into their home. After one brave farmer spitted the beast on its pitchfork, seemingly killing it, it only reappeared seemingly undeterred. Desperate, the town is offering a reward and has already sent a plea to the ‘nearby’ city for aid against this unknown spirit.

    -A noble of high status’s pet is suddenly demanding more and more of their master for a reason no one can discover (only the noble was present at the animal’s death). Ecstatic for the creature’s return, the noble has told no one what has transpired but is growing increasingly frail. A panicked relative or head of staff pleads with the adventurers to find a way to cure this ailment (that the temples have been able to delay but not remedy) before a death creates a dangerous power vacuum.

    -An adventuring druid/sorcerer/ranger/wizard has been mysteriously blessed by the return of a beloved companion. As their dilemma comes to light they seek any aid they can before the hourglass of their life runs out of sand.

    The following example is the housecat Taz, a familiar that just couldn’t let go of his sorcerer.



    Tiny Undead (Incorporeal)
    Hit Dice: 1d12 (6 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: -
    Attack: -
    Full Attack: -
    Space/Reach: 2 ½ ft. / 0 ft.
    Special Attacks: Charm Monster (Sp) at will, Sympathetic Keening (Su), Fond Memories (Sp), Attachment (Su)
    Special Qualities: low-light vision, scent, incorporeal
    Saves: Fort +4 (as Reflex), Ref +4, Will +1
    Abilities: Str 3, Dex 15, Con -, Int 3, Wis 12, Cha 7
    Skills: Balance +10, Climb +6, Hide +6 (+10 in grassy areas), Jump +10, Listen +3, Move Silently, Spot +3
    Feats: Weapon Finesse
    Environment: Domesticated
    Organization: Solo, companion to owner
    Challenge Rating: 1
    Treasure: none
    Alignment: N
    Advancement: -

    Taz is especially loyal to his master and swiftly tries to convince anyone who would part them to let them be, leaving the locality if able.

    Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.


    Charm Monster (Sp) at will, Sympathetic Keening (Su), Fond Memories (Sp), and Attachment (Su) as described above.



    Taz has been plaguing a sorcerer (use a pre-generated sorcerer NPC) who lost him to a ghast during his early adventuring career. The party either runs across him traveling to the nearest locale with a major temple or trying to get the aid of such a temple. Those in the town do not understand his dilemma, either thinking Taz is his current familiar and the sorcerer none too bright, or wondering how regaining such a boon companion could be a curse. If an obvious caster in the party is of a bent that could aid him (i.e. Wizard, Sorcerer, Shugenja, Wu Jen, Druid, Cleric; not obvious blasters like Warlocks and Warmages) the sorcerer entreats their aid.
    Awesome avatar by potatocubed

    Without improvisation, magic is inherently limited


  9. - Top - End - #9
    Barbarian in the Playground
    FirebirdFlying's Avatar

    Join Date
    May 2009

    Default Re: GITP Monster Competition XLII - One Flesh


    Fine Elemental
    Hit Dice:
    1/2d8-5 (1)
    Initiative: +4
    Speed: 1 inch (1/60 squares), burrow 1 inch, climb 1 inch
    Armor Class:
    22 (10 +4 (dex) +8 (size)), touch 22, flat-footed 18
    Base Attack/Grapple: +0/-16
    Attack: Slam +8 melee (1)
    Full Attack: Slam +8 melee (1)
    Space/Reach: 0/0
    Special Qualities: Attach, Merge, Inspiration, Senseless, elemental traits
    Saves: Fort -5, Ref +6, Will -4
    Abilities: Str 1, Dex 18, Con 1, Int ---, Wis 2, Cha 1
    Skills: ---
    Feats: ---
    Environment: Any
    Organization: Solitary
    Challenge Rating: 1/4
    Treasure: None
    Alignment: Neutral
    Advancement: See below
    Level Adjustment: ---

    These miniscule creatures have existed as long as civilization itself; some even say it was a hearthworm who inspired the first true settlement. Ranging from an inch to an eighth of that long, a single hearthworm is cool to the touch and a dull grey color, easily mistaken for a mundane parasite, although they have no true anatomy and dissipate when too heavily damaged. They are drawn to collections of intelligent creatures, and by seemingly random chance will attach themselves to a settled person and their residence. Burrowing into some part of the house, usually above the door or by the hearths they are named after, the hearthworm harmlessly feeds off the living energy of the people passing by. If a hearthworm is not attached, it can lie dormant for years waiting for this sustenance.

    Attached hearthworms attract others, which merge with the original. As it grows larger, it gains a mind of its own, usually based upon bits and pieces of the personalities of the people passing by. These collections of hearthworms are called hearthstones, and may be anything from the luck of a single farmer's plot of land to the heart of a city.


    A hearthworm has no combat ability to speak of; indeed, it will instinctually first attempt to flee, then hide if attacked (usually by a hungry animal of some sort). Only if sufficiently provoked - generally by being literally eaten - will it defend itself, thrashing against its aggressor in order to get away.

    Ability Descriptions:

    Senseless (Ex): A hearthworm is blind and deaf.

    Merge (Su): A hearthworm may combine with an attached hearthworm, creating a single, more powerful one. The resulting worm has the hitpoints of both combined, and when ten or more worms have merged in this way becomes what is known as a hearthstone.

    Attach (Su): When a hearthworm attaches itself to a particular building, it gains the ability to merge with unattached hearthworms as well as use the Inspiration ability.

    Inspiration (Su): Once per day, a hearthworm may grant a bonus equal to the number of merged hearthworms comprising it to any single skill check made within a 60' radius. This is generally given to the person that spends the most time near the hearthworm.

  10. - Top - End - #10
    The Vorpal Tribble's Avatar

    Join Date
    Dec 2004
    The Mindfields

    Default Re: GITP Monster Competition XLII - One Flesh

    The contest has ended and voting begun.

    Click here to vote in One Flesh

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