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

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    Lightbulb GITP Monster Competition XIV - Gratuitous Gore (CLOSED)

    Gratuitous Gore



    Pointless, mind-numbing carnage. Disease and rot. Massive disembodied organs, leaking blood to slip about on, pulled by atrophied tentacles. Phlegm and gangrene. Gulp and splurt and belch. Murder, desecration and vomit... make our bile rise.

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


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

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

    Rules

    1. You will be creating an 'original' D&D monster. A shockingly gruesome creature of over-the-top macabre. Something you might find in a B-movie slasher. The more disgusting the better.

    NOTE: Despite the subject matter, keep the material within the boundaries of the forum rules.

    Examples
    Gratuitous Gore

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

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

    4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here.

    5. One entry per participant.

    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.

    Last edited by The Vorpal Tribble; 2007-11-01 at 06:37 AM.

  2. - Top - End - #2
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    Default Re: GITP Monster Competition XIV - Gratuitous Gore

    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.

    -=-=-=-

    Name

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


    Description/background/characteristics

    Combat


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

    Lore

    Plot Hook/Story if any

  3. - Top - End - #3
    Retired Mod in the Playground Retired Moderator
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    Default Blood Ooze

    Blood Ooze

    Blood Ooze
    Huge Ooze
    HD 12d10+96 (162)
    Speed 20 ft. (4 squares)
    Init: -5
    AC 3; touch 3; flat-footed 3 (-2 size, -5 Dex)
    BAB +9/+4; Grp +23
    Attack Slam +13 (4d4+6 plus 2d6+2+2/size category past medium)
    Full-Attack Slam +13/+8 (4d4+6 plus 2d6+2+2/size category past medium)
    Space 15 ft.; Reach 10 ft.
    Special Attacks Blood steal, constrict, drown, improved grab
    Special Qualities Blindsight 60 ft., ooze traits
    Saves Fort +12 Ref -1 Will -1
    Abilities Str 22, Dex 1, Con 27, Int Ø, Wis 1, Cha 1
    Skills -
    Feats -
    Environment Battlefields, sites of many deaths
    Organization Solitary
    Challenge Rating 10
    Treasure None
    Alignment Always neutral
    Advancement 13-20 HD (Gargantuan)
    Level Adjustment -

    This mass of blood is swirling as it flows swiftly around the battlefield, sucking blood out of bodies lying there. The massive masses of red blood tower over most nearby landmarks.

    Blood oozes are most commonly found where many people have died very suddenly, usually near a battlefield. However, sometimes they travel to nearby cities or towns and flood the area with death, enlarging its already massive body.

    Combat
    Blood oozes don’t strategize, they merely head straight on towards the largest concentration of opponents to best use their grappling abilities.

    Blood Steal: Any attack made by the blood ooze attempts to tear blood directly from the body of the target. This deals 2d6+2+2/size category past medium. For example, if a blood ooze attacked a large creature it would deal an extra 2d6+4 damage. This extra damage can only affect creatures with blood. If an attack that subjects the target to this extra damage kills the target, the blood ooze takes the blood from the creature and adds it to its mass. Every ten creatures killed with this method add 1 HD to the blood ooze (see the Advancement section for details).

    Constrict: A blood ooze. deals automatic slam and blood steal damage with a successful grapple check.

    Drown: On a successful grapple attack, a blood ooze may attempt to drown its target the following turn. Blood forcedly flows into the creatures lungs and the target must succeed on a DC 21 Fort save or begin drowning as normal. While drowning the constricted creature must stay inside the blood oozes space. While drowning the creatures blood continues to be stolen, and 1d6 damage is dealt per round. If the creature dies from this damage before drowning the creature’s blood is stolen as normal. If the creature dies from drowning the blood ooze may spend one full-round action gathering the blood.

    Improved Grab: To use this ability, a blood ooze must hit with its slam 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 and can constrict.


    Plot Hooks:
    • The [town/city official] has requested you and your party seek out a recent menace in a nearby town.
    • After a recent battle, many people straying outside of the town have been killed, drained of all blood. A reward is up for the perpetrator.
    Last edited by Vaynor; 2008-09-20 at 06:25 PM.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
    My Homebrew (Most Recent) | Forum Rules
    /veɪnoɚ/

  4. - Top - End - #4
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    Default Re: GITP Monster Competition XIV - Gratuitous Gore

    Sentient Tumour

    Medium Aberration(Shapechanger)
    Hit Dice: 18d8+72(153 hp)
    Initiative: +8
    Speed: 30 ft. (6 squares), climb 20 ft., swim 20 ft., burrow 20 ft.
    Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
    Base Attack/Grapple: +13/+21
    Attack: Pseudopod +17 melee (1d6+4)
    Full Attack: 4 Pseudopods +17 melee (1d6+4)
    Space/Reach: 5 ft. / 10ft.
    Special Attacks: Engulf, improved grab, improved reach, spell-like abilities
    Special Qualities: Alternate form, amorphous, blindsight 60 ft., immunities, regeneration 5 - fire command cysts
    Saves: Fort +12, Ref +12, Will +15
    Abilities: Str 18, Dex 18, Con 18, Int 18, Wis 18, Cha 18
    Skills: Balance 17, Bluff 22, Climb 21, Diplomacy 19, Disguise*30, Forgery 14, Intimidate 14, Jump 15, Listen 10, Swim 21, Spot 10, Tumble 17
    Feats: Alertness, Combat Reflexes, Great Fortitude, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Improved Grapple(B)
    Environment: Any
    Organization: Solitary, with 2-5 skulking cysts(Libris Mortis, page 120)
    Challenge Rating: 17
    Treasure:
    Alignment: Often any evil
    Advancement: 19-20 HD(Medium), 20-30 HD(Large), 30-40 HD(Huge)
    Level Adjustment: -

    Description: This humanoid strides towards you with a purpose, before collapsing upon itself into a mass of writhing bones and organs.

    Background
    A sentient tumour is usually formed when a high level Cancer Mage(see Book of Vile Darkness) is killed. Typically, the tumour itself succeeded at the save when the master did not. Subsequently, it metastasises across the remainder of its former master's body, absorbing it into itself, and assuming his form.

    Characteristics
    A sentient tumour, in its natural state, resembles a fleshy sac with bits of organs, hair, teeth, etc. jutting from it, or inside the transparent portions. It moves about by extruding small pseudopods, with which it can also attack.

    Combat
    A sentient tumour typically prefers to carry out combat in its feral or winged forms, but in all its forms it retains the ability to engulf its enemies(see below)

    Alternate Form (Ex)
    A sentient tumour can assume any form of Small to Large size as a standard action. It can remain in its alternate form until it chooses to assume a new one or return to its natural form. However, it generally prefers to assume one of 3 forms. A true seeing spell will not reveal its natural form.

    Humanoid Form
    Spoiler
    Show
    Statistics are mostly unchanged. Replace pseudopod attacks with 2 slams. This is the form it normally uses to interact with most characters. Generally indistinguishable from a regular humanoid.


    Winged Form
    Spoiler
    Show
    Looks like a mass of wings. Loses burrow and climb, but gains Flight(Ex) with speed of 120 ft. and Manoeuvrability: Good. Replace pseudopod attacks with 6 wing slams(1d6+4).


    Feral Form
    Spoiler
    Show
    Resembles a ten legged predatory cat. Replace pseudopod attacks with 2 claws (1d6+4) and a bite(1d6+2). Gains pounce, along with 8 rake attacks(1d6+2). Gains Improved Grab ability. Gains Mighty and Tireless Rage as a Barbarian 20. Rage may start and resume as free actions. While raging, adjust the statistics as follows, and increase HP by 72:

    Armor Class: 16 (+4 Dex, +4 natural, -2 Rage), touch 12, flat-footed 12
    Base Attack/Grapple: +13/+25
    Attack: Claw +21 melee (1d6+8)
    Full Attack: 2 claws +21 melee (1d6+8) and bite +19 melee (1d6+4), 8 rakes +19 melee(1d6+4)
    Saves: Fort +16, Will +19
    Abilities: Str 26, Con 26


    Amorphous
    A sentient tumour's amorphous form allows it to squeeze through any gaps a Diminutive creature may enter.

    Blindsight (Ex)
    A sentient tumour is not blind, but its entire body is a primitive sensory organ that can ascertain prey by scent and vibration. This ability enables it to discern objects and creatures within 120 feet. A sentient tumour usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.

    Command Cysts(Ex)
    Spoiler
    Show
    A sentient tumour may command or rebuke any cysts in a 120 ft. burst in the same way as an evil cleric can command or rebuke undead. It can also direct the actions of up to 5 cysts each round as a free action, as though using Command Undead.


    Engulf(Ex)
    Spoiler
    Show
    As a full round action, a sentient tumour in any form other than its natural form that hits a Large or smaller creature with an attack may choose to forego all other attacks in that round in an attempt to absorb the creature hit into itself. The creature struck may avoid this fate with a DC 27 Reflex save, Tumble Check, or Escape Artist check. The save DC is Strength-based, and includes a +4 racial bonus. In subsequent rounds, the victim begins to be digested, and must make a DC 23 Fortitude save or be nauseated by the stench of its own body being broken down. Each round spent inside the tumour, the victim takes 3d6 points of bludgeoning damage and 3d6 points of acid damage. The victim may break free with a Strength check equal to the original DC, or dealing 50 points of damage with a slashing or piercing weapon. Any victim who is completely digested is utterly destroyed, as their bio-matter is absorbed into the tumour. They may not be raised from the dead, but a miracle, wish, or true resurrection will bring them back to life. The tumour gains 10 hitpoints for each round that a victim remains inside of it. This can bring its regular maximum hitpoints up to the maximum possible for its Hit Dice. Any hitpoints acquired over its maximum possible hitpoints are stored as temporary hitpoints. If it manages to acquire 30 or more temporary hitpoints over its maximum possible hitpoints, it gains another Hit Die over the next 24 hours.


    Improved Grab(Ex)
    Spoiler
    Show
    To use this ability, a sentient tumour must hit an opponent of any size with a pseudopod attack in its natural form. 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 and can engulf.


    Improved Reach(Ex)
    Due to its amorphous form, a sentient tumour has reach superior to that of a normal creature of its size.

    Regeneration(Ex)
    Spoiler
    Show
    A sentient tumour is incredibly hardy. It can heal most injuries very quickly, and is capable of reattaching or regrowing lost limbs within 1d3 rounds. Fire damage must be healed as normal.


    Spell-Like Abilities
    A sentient tumour may cast each of the Necrotic Cyst spells(Libris Mortis, pages 67-69) as though it had the Mother Cyst feat, as spell-like abilities.
    At will - Necrotic Cyst(DC 12), Necrotic Scrying.
    3/day - Necrotic Awareness, Necrotic Bloat, Necrotic Domination(DC 14), Necrotic Burst(DC 15), Necrotic Eruption(DC 16), Necrotic Tumour(DC 17), Necrotic Empowerment.
    1/day - Necrotic Termination(DC 19)
    Caster level 17th. The save DCs are Charisma-based.

    Skills
    A sentient tumour has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    A sentient tumour has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

    *While using its alternate form ability, a sentient tumour gains a +10 circumstance bonus on Disguise checks.

    Immunities: A sentient tumour is immune to all disease, poison, sleep paralysis, polymorph, stunning, mind-affecting effects(charms, compulsions, phantasms, patterns, and morale effects), gaze attacks, visual effects, illusions, and other attack forms that rely on sight. It is not subject to critical hits or flanking. It is also not affected by the loss of its head.

    A sentient tumour typically speaks whatever languages its master spoke in life, usually Common. It is also capable of understanding any languages spoken by creatures it has completely digested into itself.

    A sentient tumour eats, but does not breathe or sleep.

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

    Lore
    Spoiler
    Show
    DC 25 A sentient tumour is an unnatural being formed from the remnants of a powerful master of disease.
    DC 30 A sentient tumour is typically accompanied by a half-dozen undead cysts, deadly opponents in their own right.
    DC 35 A sentient tumour can command any cysts around it, allowing them to perform with greater efficiency.
    DC 40 A sentient tumour is essentially immortal, being capable of recovering from seemingly devastating attacks on its own, or through digesting captured creatures. It is capable of implanting followers with cysts, allowing it to spy upon them, as well as creating chaos when they spawn more skulking cysts.


    Plot Hook
    Spoiler
    Show
    The tumour has managed to infiltrate a fairly large city centre, and is constantly looking for new adventurers to send on artificat acquisition missions. It typically sends along a minion implanted with a Necrotic Cyst to report on their activities. Unbeknownst to them, the tumour itself is amassing said artifacts in a bid for divine ascension.
    Last edited by AtomicKitKat; 2007-10-09 at 05:53 AM.
    President of the Society for Hobgoblin Equality in Level Adjustment(SHELA)

    Glowing Kitty from Lilly
    Wren Worgatar by Mephibosheth
    The Living Bullet!
    Unusual Inner Animal Avatar from Quincunx.
    Whenever you mention Pun-pun*SQUELCH!*, Ao kills another Kobold.
    Everytime someone says "Pazuzu" twice, Ao erases them on the next "Pa". Then he undeletes them so he can wipeinfo them from the multiverse.
    Everytime you kill a catgirl, I get more company.

  5. - Top - End - #5
    Pixie in the Playground
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    Default Re: GITP Monster Competition XIV - Gratuitous Gore

    Skin Spiders

    Fine Vermin (Swarm)
    Hit Dice: 10d8 + 10 + 3 (58 hp)
    Initiative: +8
    Speed: 20 ft. (4 squares), Climb 20 ft. (4 squares)
    Armor Class: 22 (+8 size, +4 Dx), touch 22, flat-footed 18
    Base Attack/Grapple: +7/-
    Attack: Swarm (2d6 plus Consume Skin)
    Full Attack: Swarm (2d6 plus Consume Skin)
    Space/Reach: 10 ft/0 ft
    Special Attacks: Flying Leap, Distraction, Infestation, Egg Sac
    Special Qualities: Tight Cling, Immune to Weapon Damage, Swarm Traits, Vermin Traits
    Saves: Fort +8, Ref +7, Will +6
    Abilities: Str 1, Dex 19, Con 12, Int 6, Wis 12, Cha 11
    Skills: Listen +12, Spot +3, Hide +20 (+16 size, +4 Dx)
    Feats: Improved Initiative, Iron Will, Toughness, Alertness
    Environment: Warm Desert
    Organization: Solitary, Infestation (2-4 swarms), Agony (7 - 12 swarms)
    Challenge Rating: 10
    Treasure: None or Standard (infested target's)
    Alignment: Always Chaotic Evil
    Advancement: None
    Level Adjustment: -

    A humanoid creature lurches toward you, its skin a transleucent mass of writhing red veins. Its overexposed eyeballs twitch in agony-induced insanity, and its guts are visible and barely held to its frame. Suddenly, the creature's skin leaps into the air, revealed as a mass of thousands of tiny spiders. Thousands of tiny rips tear the poor soul's flesh apart, as it collapses in a pile of blood and gore.

    A swarm of Skin Spiders appears transleucent. If presently swarming a victim, raw sinew and bone can be seen through the mass of spiders, though the 'skin' distorts the sight, and clearly writhes of its own accord. Each tiny spider has thin veins of red blood running down each of its eight barbed legs. The rest of its body is clear, including its milky eyes.

    Skin Spiders are rumored to be the creation of one of the demon lords. Though divination magic detects no fiendish taint on them, nature herself could never conjure a creature so foul. But whether or not the speculation is accurate, it is known that they are favorite pets of demons visiting the material plane. In their dark and dry way, the abyssal fiends love to joke about creatures who have contracted "a mild case of dermispidis."

    Combat
    Skin Spiders' greatest love is to eat soft, tender skin. Whenever they sense that a victim is near, they will pursue it ravenously and irrationally, using Flying Leap as soon as they are in range. They will gladly abandon a partly eaten large, tough victim for a small, soft one. They prefer children and small creatures, and will never attack anything with tough skin (4 natural armor or better).

    Second only to their love of skin is their love of the agony they cause. Skin Spiders will never abandon a flayed victim unless it dies of its own accord or they can immediately jump to a new one. They will instead parade the creature around for days, looking ever more restlessly for a new banquet, but unwilling to give up the one they have.

    Skin Spiders will launch themselves at the smallest, softest target they see, and attempt to consume and infest it. This accomplished, if other targets interest them, they will move the current victim into jumping range and jump to the new target. If they cannot accomplish this, they will wander off to enjoy their current prey.

    Skin Spiders always use Infestation and Tight Cling on a victim immediately after consuming its skin, even if other victims are nearby. If the spiders have just infested a target, they can attempt to jump to a new target (slaying the current one) at the beginning of their next turn. Skin Spiders will only abandon a victim with skin left if a smaller or softer (lower natural AC) target presents itself.

    While intelligent, Skin Spiders live hedonistically and in the moment. They are unwary of their own demise.

    Flying Leap (Ex)
    Despite their small size, Skin Spiders are powerful jumpers when driven by vicious thrill. As a standard action, the Skin Spider swarm may leap to any creature within 30 feet (6 squares) in any direction and immediately deal their swarm damage.

    Distraction (Ex)
    Any living creature vulnerable to the swarm's damage that begins its turn with Skin Spiders in its square is nauseated for 1 round. A Fortitude save DC 16 negates the effect.

    Consume Skin (Ex)
    The 2d6 swarm attack is applied directly to a victim's skin. A living creature is considered to have a 'skin' with hit points of (Creature's HD + Size Modifier, Minimum 1) x (1 + Creature's Natural AC Bonus). The size modifier is +4 per size greater than medium, and -4 for each size smaller. For example, an 8th level human fighter with an Amulet of Natural Armor +1 has 16 skin hit points.

    A creature with no skin left after a Skin Spider attack is instantly slain, collapsing in a pile of blood and gore as its ragged flesh gives way. However, a creature attacked by the Skin Spiders only meets this end if the spiders jump to a new target or if the swarm itself is slain. See Infestation and Tight Cling.

    For the purpose of a Skin Spider attack, skin may be regenerated by any effect which grants healing. Skin regenerated after infestation negates the infestation effect until the Skin Spiders consume it.

    Infestation (Ex)
    If a creature's skin is consumed completely by the Skin Spiders, every spider in the swarm enters the square of the victim and the swarm uses its Tight Cling ability. The victim is then infested, falling under the physical control of the swarm.

    An infested creature can manage a few jerks or spasms of its own volition, but apart from that, it moves at the bidding of the hive mind, as the spiders dance and pull on raw nerves and sinews. The spiders will burrow deep into the victim's flesh to find particularly interesting pullstrings, their barbed legs leaving behind thousands of tiny tears.

    Skin Spiders' control over infested creatures is clumsy at best. As a move action, they can cause the creature to lurch along using any of its natural forms of locomotion, though infested creatures take a 10 foot penalty to move speed. Skin Spiders will never attack with an infested creature's natural attacks or equipment.

    The victim is conscious and can take mental actions, but is in excruciating pain. Even the simplest mental command requires a DC 15 concentration check, while casting and manifesting (when possible without physical motion) are practically impossible (DC 40).

    Skin Spiders do not deal their swarm damage to an infested creature, preferring to keep it alive as long as possible. They will gladly feed on any skin regenerated by the creature's natural healing, but will do no further harm to it. However, they will not feed or care for the creature; victims who do not recieve aid usually die of thirst over the course of a few days.

    Skin Spiders depend on the creature's own nerves and muscles to control the creature, and cannot control a corpse.

    Tight Cling (Ex)
    The barbed legs of the Skin Spiders cling together, forming a flowing mass of living material. As long as the swarm is infesting a victim, the Skin Spiders replace its skin for the purpose of holding it together and avoiding death through skin loss.

    Egg Sac (Ex)
    A single Skin Spider may lay an egg sac under the skin of a helpless, unconscious, or infested creature. The spider delivers a painless bite to the victim, and then spends 10 rounds creating its egg sac. The eggs mature over the course of 1d4 days, as an itching bump grows on the victim to the size of a walnut. When the spiders are mature, they burst from the wound as a fully grown swarm, and attack their host. Removing the egg sac before it hatches requires heal or similar magic. Mundane solutions such as hacking it off release an immature (7 HD) swarm.

    Hive Mind (Ex) A Skin Spider swarm with at least 1 hit point per Hit Die forms a hive mind, giving it an Intelligence of 6. When a Skin Spider swarm is reduced below this hit point threshold, it becomes mindless and can no longer control Infest victims (though its instinctive Tight Cling ability is still in effect).

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

    Lore

    Knowledge (Nature)
    {table]DC|Result
    15|These vile creatures are a swarm of Skin Spiders. They are well known for leaping onto victims and consuming their skin, easily slaying even powerful creatures. This result reveals all swarm and vermin traits.
    20|When a creature is under the control of the Skin Spiders, the spiders are the only thing holding it together. If the swarm dies before the victim is healed, the victim dies too.
    25|Skin Spiders are selfish and won't let go of a victim while it still has skin, unless they can immediately jump to a softer target. They don't care for tough skin, and won't attack things with high natural armor.[/table]


    Plot Hooks
    • The Sultan's Daughter
      Spoiler
      Show
      Good evening, and welcome to our little oasis in the sandstorm. You are heroes all, yes? We are overflowing with gladness that you are here. The sultan is eager to see such mighty warriors, and you shall dine with him immediately on our finest figs and wines. But, hmmm, as you might guess, there is a service he seeks, no?

      You are from the north, are you not? New to the desert, perhaps? Let me tell you about a little pest we have around here--just a pest, nothing more. It is a spider which likes to eat skin. Sometimes there are thousands of them, and they completely control people and force them to walk off! Not too dangerous for you, perhaps, but a horror to poor desert sandmen such as us.

      Not three hours ago, the sultan's daughter Inana and crown prince Raheeb left to visit the Koahin Oasis, and were attacked by these frightful creatures. Inana was overcome, and Raheeb--bless his name, and ascribe no cowardice to him--fled the scene. Fear not, Inana is in no immediate peril; the spiders will keep her for a day or two. But to rescue her from their grip is, hmm, too delicate an operation for such simple folk as us.

      The sultan knows you are a delicate and skilled man, and you, my fine lady, wield arcane might the visiting djinis tell us of! Such a minor matter is almost too little to bring up with you, as we are sure you have more than enough skill to rescue our little Inana from such tiny pests. The sultan will pay you richly for the safe return of his daughter, but, hmm, there is always a catch. Given your great skill, we could only assume treachery if she died, no?

      You may go into his tent now, and when he requests your help with a minor pest problem, you will know what he asks. Our most generous sultan, Ali-Atoyah!

    • The Dark Dungeon
      Spoiler
      Show
      When the party explored a castle from top to bottom, the last door down always lead to the dungeon. They were at that last door now, and as it was opened, the predictable yet vile stink of carrion wafted up the black steps. The party descended into the pit, the flickering torchlight throwing sharp shadows on vile instruments of pain. Cages and racks, pokers and coals--Henry's draconic side showed well enough in his horns and his rule, but this was a little over the top even for him. Corpses and bits of them littered the equipment, but by the firelight nothing seemed alive.

      One corner of the room was clear of equipment, save a single corpse hanging from a pair of manacles on the wall. Rogar approached it curiously. "Wonder what's so special about this corner?" he mused aloud. At that moment, the corpse's head twitched, emitting a hoarse bark of "Haaaa'p" before spasming violently on his chains. "What the devil? His skin . . ." Rogar approached nearer. "It's . . . it's crawling. I think it's alive. And it's . . . it's bunching up to one side?"

      Kira looked over and suddenly emitted a shriek. "Get away, get back you fool! Skin Spiders!" She lurched at Rogar to pull him back, but there was hardly a need. He scurried away of his own accord.

      "The devil! Skin Spiders. What a nasty fight. Poor chap." He looked at the figure pensively. "You know, I think that's Lord Galen Stonehearth. Disappeared from the Paverly Guard three months ago and five hundred miles away. Henry must've been keeping him alive, too--the spiders sure wouldn't. What's he doing here?"

      Kira was busily digging through her potion bag. "If you give me a minute, I'll ask him. Those spiders wouldn't bother Prince Henry, and they're not going to bother me. Just back off, will you? This is a delicate job. You're likely to kill all three of us."

    • The Outbreak
      Spoiler
      Show
      I don't know what to make of it. Fifth case this week, and that's an ugly lot. Skin Spiders, every time I turn around--and let me tell you, it's not a pretty sight. The people are desperate for a solution, and I'm afraid it's more than my men and I can manage. Let me see if I can give you the what's what.

      First case was on Monday, at the Poormen's. Lady Janice woke in the middle of the night--mother's instinct is how they tell it--to find her oldest son crawling with spiders. She rushed toward him all in tears, and the beasts abandoned him in a heap and attacked her. The screaming woke near the whole town, and by the time we got there, most of the family was gone. We got little Elena out, but had to burn the house down to keep down the bugs.

      How do Skin Spiders get into the middle of town like that? The wall is solid stone, and we guards do more than just standing around looking rugged and handsome.

      At midnight on Tuesday, there was an outbreak at the gate. The spiders appeared out of nowhere and were on us before we knew what was what. We lost Luke and Frederick before we had our heads, and let me tell you, it wasn't a pretty way to see 'em go. Miss Turnin our fix-n-bless-it lady showed up, and--heart of steel in that woman--she stood right by Joshua for the next ten minutes, prayin' over him all abustle while we burned the bugsies off with torches. Old Josh ain't been right for days, and not a one of us'll blame him.

      On Wednesday, it was Miss Turnin herself and the orphanage. Lost 'em all, and had to burn the place or we'd lose more men. On Friday, they crawled in from the roof of the Blackleaf Inn--lucky enough old Glindyboodle had a firesprayer set up, and fried not a few of them. They got to him in the end, though, and he turned the contraption on himself. The folks who were there reckon him a hero, and I'm not disagreein.

      And now this. See the bump on my neck? I'm not pretendin' I don't know what that is, and we got none of the healin or the firepower in this town to stop it, especially with Miss Turnin, bless 'er soul, gone to rest. I'm a dead man, and I'm leavin' so I don't take the town with me.

      All I got to ask is, find the foe responsible for it, and make 'em pay. There's folks says it's got to be a demon, and others say we got a dark druid callin nature down on us. I don't know, but I don't want 'em alive if that's clear. The law says death's the penalty, and I can't ask ya more--but some of the men have a pool down at Blackleaf for whoever catches the worm. And there's a bonus in it if he comes to, let's just say, an ironical end.

      That the tale, and if you'll excuse me, I'm bound for an old cabin ten miles out west. Help us, or get out of here and save your own skin. Heh. I gotta git.
    Last edited by Dove; 2007-10-06 at 02:33 PM. Reason: Tweaked stats, Added Lore and Plot Hooks

  6. - Top - End - #6
    Troll in the Playground
     
    BisectedBrioche's Avatar

    Join Date
    Feb 2007
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    Some rainly old island
    Gender
    Female

    Default Re: GITP Monster Competition XIV - Gratuitous Gore

    I'd like to point out I did this all in one sitting (from the initial idea to the write-up) from about 1 in the morning (GMT).

    Cruor Skeleton (AKA Vein Zombie, Blood Spy)
    Medium Undead
    HD 3d12 (19)
    Speed 30 ft. (6 squares); Flow 10 ft. (2 squares, see below)
    Init: +0
    AC 13 (3 natural); touch 10; flat-footed 13
    BAB +1; Grp +5
    Attack Slam +4
    Full-Attack Full attack: Slam +4/+1
    Space 5 ft.; Reach 5 ft.
    Special Attacks Corrupted Blood Transfusion, Clotted lung, create spawn
    Special Qualities Corrupted Blood, Semi-incorporeal, Flow
    Saves Fort +1, Ref +0, Will +3
    Abilities Str 18, Dex 8, Con -, Int -, Wis 10, Cha 1
    Skills none
    Feats none
    Environment Any
    Organization Victim (1), Plague (3-6),
    Challenge Rating 5
    Treasure none
    Alignment Neutral Evil

    You see before you what looks like a humanoid pile of animated blood, however at closer inspection it’s more complicated than that. Thousands of complex branches of still liquid and congealed blood form its shape, tiny capillaries are visible in the head while thicker ones twist around to form limbs, all held up by an eerie fog of ectoplasm-its a "living" blood system!

    A Cruor Skeleton is an undead creature that recreates the entire blood system of the creature it originated from; it is surrounded by a faint fog of incorporeal undead "matter" (known among necromancer's as its "rigging") that helps support the otherwise delicate structure. It is thought that this rigging is the "ghost" of the creature’s muscles, which would at the very least explain its surprising level of strength for such a lightly built, delicate looking creature.

    Corrupted Blood Transfusion (Su) If a target has a cut on their body (assume there is if they have taken more than 5 points or half their maximum HP in damage) the cruor may attempt to infect them. It must first make a successful grapple attempt on the target, if successful they coat them and enter their blood stream through the wound(s), this takes 3 rounds of successful checks, after which there is no trace of the cruor. The victim may make a DC 10 Fortitude save to reverse this, if successful the cruor takes damage equal to 1/4 of their max HP otherwise the character is infected and the cruor seemingly vanishes. This condition is known as Blood Corruption (see below for more details on curing it). They then replace some of the blood in their victim's bloodstream and may (while not directly controlling them) do one of the following each day for the duration of the day;

    {table]d6|Action|Effect
    1|Slow Blood Flow to brain|-1 on concentration and any dex, int or wis checks
    2|Haemophilia|Cuts take longer than usual to heal (1 point of con damage per hour if more than 6 damage dealt unless wound is dressed or healed magically)
    3|Generate Adrenoline|+1 to str, -1 to everything else
    4|Generate Adenosine |Becomes Fatigued
    5|Flush/Pallor|The victim becomes bright red or exceptionally pale
    6|Create Spawn*|See Below[/table]
    *Must have been infecting the body for at least a week

    If the cruor chooses to leave the body (i.e. create spawn) then the result is spectacular, and gory. It will choose to do so at some time during the day (DM's choice). First the victim suffers intense pain (often falling to their knees) as their blood pressure soars. Next the cruor and the victim's remaining blood moves to their head causing it to explode violently and bursting their brain into many pieces. The victim is left with most of their head missing (typically just enough to hold the lower jaw in place) and completely drained of blood. To resurrect them the cruor must first be slain (or the spell cast before it forms, which prevents the cruor from rising) and the pieces of brain gathered up (about half an hour of work), they may then be resurrected as normal.

    A character resurrected after this is immune to this ability. Anyone cured of an "infection" is immune, as are his or her next 10 generations of descendants (except those who were born prior to the infection).

    Clotted lung (Ex) On a successful hit the Cruor may fill its opponent's lungs with blood (if it doesn't have any or does not need to breathe its immune). This congeals and the character takes -1 to all rolls and must make a DC 10 fortitude save to cough this up (they may attempt this every round as a swift action) or be treated as if they are drowning after a number of rounds equal to their con modifier.

    Create Spawn The blood of anyone killed by a cruor which burst out of them will (after exactly 24 hours) rise over the course of 5 rounds to become a new cruor, forming the shape of the victim's blood network. Any creature smaller than medium will not form a Cruor, however the pool formed may use the cruor's Transfusion attack by making a grapple check against an adjacent target (remember to adjust for size). Creatures larger than medium will generate an extra cruor per size category.

    Corrupted Blood The Cruor may heal any unintelligent undead by entering its square and transferring HP on a one-to-one basis (i.e. 1 hp healed = one hp lost from the cruor).

    Semi-incorporeal All attacks made against the Cruor have a 25% chance of missing.

    Flow The Cruor may move through semi pourus surfaces at a rate of 10 ft. per round. They may ignore surfaces with large gaps (e.g. a chain link fence, iron bars. They ignore the AC value of any armour it could conceivably pass through due to holes (e.g. chain mail). If a thin coating of something is applied to a pourous surface (e.g. wax, mud) then the cruor may not pass through.

    Creating Cruor Skeletons

    To create a Cruor Skeleton the blood of one intelligent medium (or larger, though the initial spell will still only create one Cruor Skeleton from each creature) sized creature is needed, they must be dead at the time of creation (the victim may not be resurrected until the Cruor Skeleton is slain). The blood of creatures that have been infected and subsequently cured (and any of their descendants for 10 generations) is not useable. The caster must first study relevant texts (i.e. the most ancient and evil ones from your local chapter of hidden necromancers) for two years to learn what they must do. Once they are able to create Cruor Skeletons they must then obtain the suitable blood. The blood must be mixed with special oils (worth 100gp) and then have Create Undead cast upon it (the material components must be ground up and stirred into the blood).

    Curing Blood Corruption
    If a character is infected with blood corruption (see Corrupted Blood Transfusion) then it is not immediately obvious (unless the PCs saw the attack and understood what was going on). It is often mistaken for a normal (or magical) disease and treated as such. To cure it a simple cure disease may be cast however the result isn't strait forward.

    After Cure Disease is cast the victim appears to drop dead, however their blood starts to flow out of their pores (visibly so after 1d10 minutes). After an hour the blood forms a layer of clotted blood over them (the character is at this point actually dead and their soul in the afterlife). The Cruor controls their body (treat it as if the character had become a zombie, but add 1 to their natural armour because of the clotted blood, this creature is known as a Cruor Zombie). Upon being slain the cruor is destroyed and the character is resurrected at full HP, should they want to be (any ability damage or drain remains, the "caster" of the resurrection spell is considered whoever dealt the killing blow to the Cruor Zombie), the character and the next 10 generations of their descendants are immune to a Cruor's ability. Happy endings all round.

    Combat
    Being mindless the uncontrolled Cruor Skeleton has no goals (not even to reproduce). As a result its actions are random (it is still hostile to the living and attacks them on sight). It will simply attack enemies relentlessly and use whatever ability it gets the chance to (regardless of effectiveness). On infecting a person roll a d6 and consult the table for its Corrupted Blood Transfusion ability to see what it does. If a 6 (create spawn) is rolled and the character has been infected for less than a week then it does nothing for that day.

    Use By Necromancers
    Due to the fact that people in a given population can become immune to the cruor's create spawn ability quickly they are often used sparingly with permission to study the process of creating them only granted to higher level necromancers. They are often used to infect potential enemies while they sleep so the create spawn ability may be used another time to deal with them. Otherwise they are just used to heal more powerful undead. A necromancer can always tell if someone has been infected by a cruor they created.

    Lore
    Spoiler
    Show
    {TABLE=HEAD]DC|Result
    10|This is a cruor skeleton, also known as a Blood Spy or Vein Zombie. It is an undead made up of blood
    15|It recreates the orginal creature's circular system, supported by the ghost of its muscles
    20|Only powerful necromancers are allowed to make them and it takes them a considerable amount of study to learn how
    25|They may infest intelligent creatures and use their blood to reproduce, a victim must be cured within a week or die horribly. A cruor will form fro mtheir blood
    30|They can be cured with a remove diease spell. Anyone cured becomes immune, as do their decendants for many generations.
    35|This creates a creature known as a Cruor Zombie, which must be destroyed to save the victim
    40|The blood of small creatures who succumb to a cruor's infection is dangerous, even though it is not sufficent to create a cruor[/TABLE]


    Plot Hooks
    -One of the party is infected, can they find the cure before a week is up?
    -A mysterious illness appears in a settlement, the PCs arrive 6 days before the first symptoms (headaches, pale/flushed complexion, trouble healing cuts, etc) appeared in sufferers. Maybe the local doctor is there to help, maybe he's behind it all.
    -The 11th generation of a family whose ancestors once defeated a group of necromancers has fallen ill. The decendants of the necrmancers seem to be responsible and the PCs are employed to find out why their revenge was delayed for so long.
    -"What the **** are those things healing his zombies?"
    Last edited by BisectedBrioche; 2007-10-20 at 10:50 AM. Reason: Added lore, corrected a few details
    Hi, I'm back, I guess. ^_^
    I stream LPs of single player games on Twitch! Mon, Wed & Fri; currently playing: Metroid Prime (Mon/Wed) and Ace Attorney (Fri)

  7. - Top - End - #7
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Unholy crap!

    Melth, Wizard of the 7th House: "So, are you sure you have empowered yourself with the correct divine energies for this undertaking?"

    Tarek, Cleric of Pelor: "I have prayed to Pelor for my the spells I usually prepare when expecting to face the undead...."

    Melth, Wizard of the 7th House: "You disappoint me comrade. How could you fail to gain as much as possible of the ability to summon cleansing water to wash the filth from us?"

    Tarek, Cleric of Pelor: "Err... actually those were the FIRST spells I beseeched him for in my devotions... and then again at the end, just to be sure... In truth I was sorely tempted to forgo some of my slightly more powerful spells in favor of additional usages of Create Water, but I chose against it... I trust we all are carrying sufficient soap for this endeavor?"

    Melth, Wizard of the 7th House: "I checked that myself, all are so equiped... it occurs to me that the research of an improved decanter of endless water that is capable of pouring forth soapy, as well as ordinary water might prove a logical endeavor for the future."

    Tarek, Cleric of Pelor: "There may be wisdom in what you say..."


    Gut Snake
    (Open Spoiler for Stat block table)
    Spoiler
    Show

    {table="head"]~|Gut Snake, Tiny|Gut Snake, Small|Gut Snake, Medium|Gut Snake, Large|Gut Snake, Huge|Gut Snake, Gargantuan|Gut Snake, Colossal
    Size and Type|Tiny Undead|Small Undead|Medium Undead|Large Undead|Huge Undead|Gargantuan Undead|Colossal Undead
    Hit Dice|1/2d12 (3 hp)|1d12 (6 hp)|3d12 (19 hp)|6d12 (39 hp)|12d12 (78 hp)|24d12 (156 hp)|48d12 (312 hp)
    Speed|20 ft. (4 squares), climb 20 ft., swim 20 ft.|20 ft. (4 squares), climb 20 ft., swim 20 ft.|20 ft. (4 squares), climb 20 ft., swim 20 ft.|20 ft. (4 squares), climb 20 ft., swim 20 ft.|20 ft. (4 squares), climb 20 ft., swim 20 ft.|20 ft. (4 squares), climb 20 ft., swim 20 ft.|20 ft. (4 squares), climb 20 ft., swim 20 ft.
    Initiative|+8|+7|+7|+7|+7|+6|+5
    AC|17 (+4 Dex, +2 size, +1 natural); touch 16; flat-footed 13|16 (+3 Dex, +1 size, +2 natural); touch 14; flat-footed 13|16 (+3 Dex, +3 natural); touch 13; flat-footed 13|15 (+3 Dex, -1 size, +3 natural); touch 12; flat-footed 12|16 (+3 Dex, -2 size, +5 natural); touch 11; flat-footed 13|17 (+2 Dex, -4 size, +9 natural); touch 8; flat-footed 15|17 (+1 Dex, -8 size, +14 natural); touch 3; flat-footed 16
    BAB|+0|+0|+1|+3|+6|+12|+24
    Grapple|-4|+2|+8|+15|+25|+39|+59
    Attack|(Grapple attempt +6 melee touch)|(Grapple attempt +4 melee touch)|(Grapple attempt +4 melee touch)|(Grapple attempt +6 melee touch)|(Grapple attempt +10 melee touch)|(Grapple attempt +19 melee touch)|(Grapple attempt +31 melee touch)
    Full Attack|(Grapple attempt +6 melee touch)|(Grapple attempt +4 melee touch)|(Grapple attempt +4 melee touch)|(Grapple attempt +6 melee touch)| (Grapple attempt +11 melee touch)|(Grapple attempt +19 melee touch)|(Grapple attempt +31 melee touch)
    Space/Reach|2 1/2 ft./0 ft.|5 ft./5 ft.|5 ft./5 ft.|10 ft./5 ft.|15 ft./10 ft|20 ft./15 ft.|30 ft./20 ft.
    Special Attacks|Constrict 1, Explosive Diarrhoetic Discharge, Flatulate|Constrict 1d2+3, Explosive Diarrhoetic Discharge, Flatulate|Constrict 1d3+4, Explosive Diarrhoetic Discharge, Flatulate|Constrict 1d6+6, Explosive Diarrhoetic Discharge, Flatulate|Constrict 1d8+10, Explosive Diarrhoetic Discharge, Flatulate|Constrict 2d6+16, Explosive Diarrhoetic Discharge, Flatulate|Constrict 2d8+22, Explosive Diarrhoetic Discharge, Flatulate
    Special Qualities|Dark Vision 60 ft., D.R. 5/Slashing or Piercing, Undead Traits|Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits|Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits|Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits|Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits|Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits|Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits
    Saves|Fort +0, Ref +4, Will +2|Fort +0, Ref +3, Will +2|Fort +1, Ref +4, Will +3|Fort +2, Ref +5, Will +5|Fort +4, Ref +7, Will +8|Fort +8, Ref +10, Will +14|Fort +12, Ref +13, Will +26
    Abilities|Str 10, Dex 19, Con -, Int -, Wis 10, Cha 1|Str 14, Dex 17, Con -, Int -, Wis 10, Cha 1|Str 17, Dex 17, Con -, Int -, Wis 10, Cha 1|Str 19, Dex 17, Con -, Int -, Wis 10, Cha 1|Str 25, Dex 17, Con -, Int -, Wis 10, Cha 1|Str 33, Dex 15, Con -, Int -, Wis 10, Cha 1|Str 41, Dex 13, Con -, Int -, Wis 10, Cha 1
    Skills|-|-|-|-|-|-|-
    Feats|Improved Grapple(B), Improved Initiative(B), Weapon Finesse(B)|Improved Grapple(B), Improved Initiative(B), Weapon Finesse(B)|Improved Grapple(B), Improved Initiative(B)|Improved Grapple(B), Improved Initiative(B)|Improved Grapple(B), Improved Initiative(B)|Improved Grapple(B), Improved Initiative(B)|Improved Grapple(B), Improved Initiative(B)
    Environment|Any|Any|Any|Any|Any|Any|Any
    Organization|Any|Any|Any|Any|Any|Any|Any
    Challenge Rating|1/4|1|2|4|6|10|15
    Treasure|None|None|None|None|None|None|None
    Alignment|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil
    Advancement|None|2 HD (Small)|4-5 HD (Medium)|7-11 HD (Large)|13-23 HD (Huge)|25-47 HD (Gargantuan)|49-96 (Colossal)
    Level Adjustment|~|~|~|~|~|~|~[/table]

    The creature is worm like and reeks like an open sewer. Its motions are that of a writhing coiled snake. It possesses no facial features except what might be a puckered, ring-shaped mouth.

    Gut snakes are the intestines of corpses reanimated through dark and sinister magic. (See "Creation" below)

    Combat
    Because of their utter lack of intelligence, the instructions given to a newly created gut snake must be very simple. They are generally end up simply attempting to grapple whichever foe is nearest to them and crush it to death before seeking a new target.


    Flatulate(Ex): As a full round action once per minute a gut snake may noisily release a cloud of reeking putrid gas centered on itself which can sicken those within it. The radius of the cloud and the Fortitude D.C. (for the unadvanced version in each size class) to avoid being sickened for as long as the victim stays in the cloud plus 1d4+1 rounds afterward are listed on the following table. The DC is strength based. The cloud is invisible and persists for one round per hit die of the gut snake. A moderate wind (11+ mph) halves the duration of the cloud; a strong wind (21+ mph) disperses the cloud in 1 round.
    {table="head"]Size|D.C.*|Radius
    Tiny|10|2 1/2 feet**
    Small|12|5 feet
    Medium|14|7.5 feet***
    Large|15|10 feet
    Huge|19|15 feet
    Gargantuan|27|20 feet
    Colossal|37|25 feet[/table]
    * In the general case (including for calculating D.C.s for advanced gut snakes) the formula for the D.C. is 10+1/2HD+Strength Modifier
    ** The square it occupies in other words.
    *** The square it occupies and all adjacent squares (or cubes) in other words.

    Explosive Diarrhoetic Discharge(Ex): When a gut snake deals constriction damage it may immediately attempt an additional grapple check which does no damage, if it succeeds in this check it sprays the face of the grappled creature forcefully with a Diarrhoetic excrement. So forceful is this that it can sometimes penetrate even between closed lips and eyelids, get far enough into the nasal passages to not be easily removed quickly or even, in extreme cases, individual droplets may acheive sufficient velocity to penetrate the skin slightly. The grappled creature must immediately make a fortitude save (same DC as for the gas from Flatulate) or be nauseated and blinded for 2d4 rounds or until they get cleaned. Regardless of the result of this first save they must make another fortitude save against the same D.C. to avoid contracting Filth Fever with the usual onset time and ongoing D.C.'s for recovery and to avoid ability damage. HOWEVER if they fail 2 days of fortitude saves against the disease in a row there is a 25% chance they go blind until the disease is past and have a -4 penalty to all tasks involving visual acuity from that point forward due to the lingering effects of eye infection. A single Remove Blindness spell will undo both these effects and prevent any further chance of blindness for the duration of the disease. The D.C.'s are the same as for Flatulate.
    {table="head"]Size|D.C.*
    Tiny|10
    Small|12
    Medium|14
    Large|15
    Huge|19
    Gargantuan|27
    Colossal|37[/table]
    * In the general case (including for calculating D.C.s for advanced gut snakes) the formula for the D.C. is 10+1/2HD+Strength Modifier

    Constrict (Ex): On a successful grapple check, a gut snake deals the listed amount of damage.



    Usage:
    Use them alone or mixed in with other mindless undead. They are especially popular for guarding areas against physically weak, or very heavily armored attackers. Some necromancers like to replace gut snakes into the corpses (especially bipedal or winged ones) they came from, which are animated as zombies or other undead. When the larger creature makes a melee attack the gut snake will immediately attempt a grapple against the creature that the larger undead attacked. If the touch attack succeeds the gut snake will leave the belly cavity to attempt to constrict, if it misses the gut snake will return to the belly cavity. The GM may rule that spot and/or heal checks (to notice that the intestine has been severed completely from the other organs and the inter-connective tissue that keeps it coiled up is gone) to avoid being flat footed against this tactic are required. With their good resistance to bludgeoning they also are popular for dropping on foes from above since they are likely to survive the fall... There are even rumors of a few rare individuals (mostly undead) wielding them in the fashion of whips or spiked chains (they deal no damage if wielded in this fashion, but if released upon a successful hit the gut snake may start a grapple as if it had made its touch attack). The size of gut snake that could be wielded in this manner would be one size class smaller than the wielder if wielded as a spiked chain, or two size classes smaller if wielded as a whip.

    Creating a gut snake
    First the intestines of one or more creatures must be harvested (including severing the connective tissues that keep the intestine coiled up, so that it may be laid out straight), each requiring a Heal or Profession(Butcher) check with a DC of 13, a failure ruins the intestine. This process takes 5 minutes per intestine for creatures of up to medium size, 10 minutes for a large creature, 20 minutes for a huge creature, 40 minutes for a Gargantuan creature, and 1 hour 20 minutes for a Colossal creature. The usual rules for taking 10 apply. The intestine(s) must be reasonably undecayed and mostly whole and the creature must have been corporeal and had a digestive tract that included intestines. Undead, and constructs, regardless of anatomy are not valid sources. Then either Animate Dead (provided the caster level is at least 10) or Create Undead, Lesser must be cast. The material components for the spell must be placed inside the anus of each intestine to be animated. Each such casting may create up to 2 HD worth of gut snakes per caster level (The desecrate spell doubles this limit). For intestines harvested from the corpses of herbivores and omnivores the size of the gut snake is equal to the size of the creature the intestines were taken from. If the creature the intestine was taken from was a carnivore then the resulting gut-snake is one size class smaller. Gut snakes have hit dice equal to the minimum listed for a gut snake of that size, plus extra hit dice equal to 1/2 the number of extra hit dice above the minimum that creature needed to achieve its size class whose intestine they are made from had (up to the maximum listed HD a gut snake of the particular size category it is at may be advanced to). Gut Snakes of greater than 20 HD may not be created using Animate Dead.
    The remaining corpse is still suitable for animation into most types of undead. Especially note that with the right skill checks, spells, etc it is possible to generate a skeleton, a gut snake, a pair of Floating Lungs, a Dark Heart, an Empty Skin, and a Hopping Stomach, and a contribution towards a Fat Glob from a single corpse.

    Spellcasting:
    Add 1 Small Gut-Snake to the list of things that may be summoned with Summon Undead I (and multiples for later spells).
    Add 1 Medium Gut-Snake to the list of things that may be summoned with Summon Undead II (and multiples for later spells).
    Add 1 Large Gut-Snake to the list of things that may be summoned with Summon Undead IV (and multiples for later spells).

    EDIT: Linking these for cross-referencing purposes, although I am not sure if the Spell is a good idea at all since it reduces the flavor by bypassing the skill checks.
    Gut spell by The Vorpal Tribble
    Cat Skinning Blade by DM-Ninja
    Last edited by DracoDei; 2010-08-28 at 05:20 PM. Reason: Summon Undead partially covered.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
    Extended Signature
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  8. - Top - End - #8
    Ogre in the Playground
    Join Date
    Apr 2006
    Location
    Akron
    Gender
    Male

    Default Tosurak

    "It wasn't some sort of kyton I fought down there, in that pit. No, it was something else. As if it were the roots of Chaos itself, the thing descended upon me from all angles; its array of chains snapped at my throat like a metal hydra. My companions were lost, but in their wake arose their tortured souls which came after me as well! It was pain incarnate..."

    Tosurak
    Medium Outsider (Evil, Extraplanar)
    HD 15d8 + 90 (157)
    Speed 50 ft. (10 squares); climb 40 ft.
    Init +12
    AC 30; touch 18; flat-footed 22
    (+8 Dex, +12 Natural)
    Base Attack/Grapple +15/+19
    Attack One chain whip +20 (2d6+4 piercing or slashing; 17-20/x2)
    Full-Attack Three chain whips +20 (2d6+4 piercing or slashing; 17-20/x2)
    Space 5 ft.; Reach 10 ft.
    Special Attacks Death rattle, harpoon, spire of pain, improved grab, mass strangle, gore splash, razor charge, baleful chains
    Special Qualities Coat of thorns, painless, tortured existence, DR 10/magic and bludgeoning, spell resistance 25, darkvision 60 feet, outsider traits
    Saves Fort +14 Ref +17 Will +9
    Abilities Str 18, Dex 26, Con 20, Int 6, Wis 10, Cha 10
    Skills Balance +25, Hide +25, Intimidate +18, Jump +22, Move Silently +25, Tumble +25
    Feats Endurance, Power Attack, Improved Toughness, Improved Initiative, Weapon Focus (chain whip), Combat Reflexes, Improved Trip (B)
    Environment Abyss, Pandemonium, or Acheron
    Organization Solitary or flock (one tosurak and 1d4+1 10-HD allips)
    Challenge Rating 16
    Alignment Chaotic Evil
    Advancement By character levels
    Favored Class: Barbarian

    Tosuraks are powerful outsiders who embody all that is pain and suffering in existence; unseen motes of evil radiate from every moment of torture and gather in the Abyss where they create a tosurak. Its features are like those of the creatures that have suffered but the demon-like creature radiates chains of malice from its flesh; these chains seems to be animated on their own, each echoing the particular lash in the Material Plane that spawned it. Many of these hooked tendrils loop around and impale the tosurak, creating a fearsome appearance. These chains will often cover the tosurak completely, creating a fully enclosed bulwark of barbed chains and horribly sharpened edges; attacking a tosurak head on it a sad mistake. The existence of the tosurak fulfill many sentiments that life is pain, and as long as the people of the realms continue to perpetrate horrible acts, these terrors shall stalk the planes as proof to the cruelty of gods and mortals alike.

    One can find tosuraks in the many layers of the Abyss, typically in regions of icy blackness or torturous landscapes; once spawned, however, they may wander the Outer Planes, coming to rest in planes such as Acheron or Pandemonium. Acheron is a particularly good place to find them as they delight in the Blood Wars, fighting whoever comes closest to where they travel. The castles and strongholds of many extraplanar warlords are often times beset by or defended by tosuraks. The fiends have little reasoning capability but understand the chance to be able to inflict more pain when allied with a certain group; the extent of their intelligence is to fulfill this drive, and they are very utilitarian in their decision-making.

    Tosuraks in combat blend their fury with sheer speed and maneuverability; their battle screams, as opposed to their horrific wails while at rest, echo for miles. Pain means nothing to these fiends as they risk their torturous existence to slay yet another doomed traveler; masochism is also another source of pain that has spawned many of these beasts. These creatures can also become uncharacteristically quiet, despite their usual behavior; if one decides to, it can silence its chains and outcries as it stalks a particular foe. Usually this is due from above or from an angle of attack that would seem improbable.

    Tosuraks stand about six feet tall, with twice the reach of a normal creature of its size (Medium), weighting half a ton with all its chains; they speak Abyssal, but rarely.

    Death Rattle (Ex): As a full-round action, a tosurak can begin clashing its chains and scream in a display of its terrible might to wreck havoc among its enemies; any creature within 60 feet must succeed on a DC 21 Fortitude save or become deafened and shaken. After a minute, the victims may make another save to regain hearing; if they fail to do so, the effect is permanent until proper magical treatment is sought. The DC is Strength-based.

    Baleful Chains (Su): The chains of a tosurak are magic and evil-aligned for the purpose of bypassing damage reduction. Any slashing or piercing damage dealt by any of its special attacks or qualities is magic and evil-aligned as well.

    Harpoon (Ex): A tosurak may use a standard action to perform a standard attack at double its normal reach once per 1d4 rounds; if the hit is successful, it may take advantage of Improved Grab and automatically drag the victim to a space within its reach.

    Spire of Pain (Su): As a standard action, the tosurak unleashes a wave of focused agony that blasts through soul, flesh, and mind. All creatures within a 60 foot line must make a DC 17 Fortitude save or become staggered for one round; the save is Charisma-based.

    Improved Grab (Ex): When the tosurak successfully deals damage to a creature with its chain whip attack, it may begin grappling immediately. If the grapple is successful, it may drag the victim to an adjacent square. Whenever it succeeds on a grapple check, it may move the victim one square in any direction as long as they remain in the tosurak's reach.

    Mass Strangle (Ex): A tosurak can grapple one creature per three HD without any difficulty. Whenever the tosurak succeeds on pinning its victims, they are dealt 1d6 piercing damage and must succeed on a DC 10 + 1/2 tosurak's HD Fortitude save or begin to, or continue to, suffocate. The Fortitude save DC increases by one each time, reseting when the victim is let go.

    Gore Splash (Ex): Covered with spikes, a tosurak can impale itself horribly to unleash a wave of acidic blood across a wide area; it might gouge its own eyes out with two massive hooks or rupture its ribcage in order to be that much closer to destroying its enemy. By expending half of its remaining hitpoints, the tosurak deals that much acid damage to all creatures within a 30 ft. cone who fail a DC 22 Reflex save; the save is Constitution-based.

    Razor Charge (Ex): Whenever the tosurak attacks with a charge, any creature it passes adjacent to is dealt 1d6 slashing damage; a creature can only be affected once per charge. The target of the charge is dealt 2d6 additional slashing damage if its attack hits.

    Coat of Thorns (Ex): Any enemy that attacks a tosurak with a melee attack from an adjacent position takes 1d6 slashing or piercing damage per attack, chosen randomly.

    Painless (Su): A tosurak is immune to any spell that works by inflicting pain. It is immune to all forms of fear, nausea, fatigue, and fascination, as well as blindness, and deafness. They are immune to death by massive damage, and are never hindered by extensive damage to any limb; anything lost is subsequently replaced by chains and metal spikes. Even decapitation won't stop a tosurak; stories of the few survivors recount moments where the headless fiend stalked its prey for days, wailing through its gapping neck; they can apparently see as if their chains were eyes, but gain no special vision capabilities.

    Tortured Existence (Su): Any intelligent creature with 3 or more Intelligence, except undead and oozes, slain by a tosurak has a 50% chance of rising as a 10-HD allip within 1d4 minutes. The allip is enslaved to the whims of the tosurak and follows it wherever it goes. A tosurak may control a number of allips equal to one third of its HD. When their master is slain, the tortured souls are allowed to escape into the afterlife.
    Last edited by Maerok; 2007-10-09 at 04:30 PM.

  9. - Top - End - #9
    Dwarf in the Playground
     
    Kai-Palin's Avatar

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    Default Re: GITP Monster Competition XIV - Gratuitous Gore

    Here goes, my first homebrewed monster.

    Vascula

    Medium Undead
    HD: 6d12 (39)
    Initiative: +4
    Speed: 30 ft. (6 squares), climb 20 ft. (4 squares)
    Armor Class: 16 (+4 dex, +2 natural), 14 touch, 12 flat-footed
    Base Attack/Grapple: +3/+7
    Attack: Claw +7 melee (1d4+1)
    Full Attack: 8 Claws +4 melee (1d4+1)
    Space/Reach: 5 ft./10 ft.
    Special Attacks: Improved Grab, Superficial Rake, Infiltrate, Caustic Splatter
    Special Qualities: Agile Grasp, SR 16, DR 10/slashing, Undead traits
    Saves: Fort (+2), Ref +6, Will +5
    Abilities: Str 13, Dex 18, Con --, Int 6, Wis 10, Cha 1
    Skills: Climb +5, Move Silently +9, Hide +13
    Feats: Weapon Finesse (B)
    Environment: Any
    Organization: Solitary, Infiltration (2-4)
    Challenge Rating: 6
    Treasure: None/ Normal (for host)
    Alignment: Always Neutral Evil
    Advancement: n/a (tales are told of giant vasculas, DM's discretion)
    Level Adjustment: n/a

    A horror appears before you, its writhing net of pulsing red veins dragging it along the ground at a frighteningly swift pace. As it comes it seems to constantly roll, whipping the veins in its rear to the front and pulling itself along. You catch the glint of light off of many tiny sharp claws along the veins.

    Vasculas are the remains of avasculate or avascular mass spells that were animated through the excess dark energy of the spell. While usually loners, when multiple vasculas infiltrate hosts, they attempt to set up crude communities until their hosts expire.

    Combat
    While relatively intelligent, the vascula does not favor overly complex tactics, usually attempting to hide and ambush lone targets, infiltrating and taking over the foe.

    Improved Grab (Ex): If a vascula hits with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. For a vascula, improved grab affects all creatures up to its size. The vascula has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks, but is not considered grappled itself; it does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.

    Superficial Rake (Ex): A vascula gains extra natural attacks when it grapples its foe. The vascula gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple. A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn. These claw attacks are not typical, they deal no damage directly, instead the target bleeds from the wounds inflicted, taking 1 point of bleeding damage for the number of rounds rolled to indicate the damage (1d4+1). A DC 15 Heal check or 1 point of magical healing stops this bleeding damage. When the Vascula hits with at least one of these attacks, it may attempt to use its infiltrate ability as a free action.

    Infiltrate (Ex): A vascula has the ability to intrude itself into the circulatory system of the target (this only affects targets with a working circulatory system, plants are usually included). If the target foe has taken damage or has been wounded by a superficial rake, the vascula inserts itself into the circulatory system through this wound and attempts to control the target's actions as the dominate person spell with a duration of instantaneous. If the target does not succeed on a DC 16 Fortitude save, this affect occurs, and the target must make Will saves as the normal spell to avoid committing suicidal acts. The target's mind is essentially unconscious while under the effect of an infiltration, and the its major veins and arteries bulge, which can be noticed as unnatural with a DC 20 Spot check. After thirty days, the strain on the target's circulatory system is unendurable, it collapses, dead, and the vascula is expelled. If the vascula is removed, by a cure disease spell or an exorcism-type ability (which must succeed against the vascula's SR) before thirty days, the target suffers no lasting physical damage.

    Caustic Splatter (Su): When the vascula is hit by a slashing weapon, any blood that splatters the attacker attempts to bore into the target's circulatory system, causing the attacker 1d6 points of acid damage as its immune system fights off the assault.

    Agile Grasp (Ex): The vascula uses its dexterity modifier in place of its strength modifier in all grapple checks, as its form whips through and around the foe's limbs.

    Spell Resistance 16 (Su): The remnants of the spells that animated the vascula offer it a measure of protection against spells cast by others.

    Damage Reduction 10/slashing (Ex): Both blunt and piercing weapons cause little damage to the springy, ever moving veins and arteries that make up the vascula.

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

    Lore: From Bardic Knowldege, Knowledge: Religion or Arcana
    When called upon to think of the most evil of mages, most would offer the necromancer. But often overlooked is the capacity for savagery that the evil transmuter can present. (DC 15) The avasculate and flensing spells are quite evil and horrible to witness, but transmuters favor such spells when 'shooting to kill.' A particularly enterprising transmuter named Isharac the Morbid gave life (literally) to this creature after repeated experiments on the remains of his avasculate and avascular mass spells. (DC 20) However, the true animation of this horror required a component that he did not forsee: the blood of a mage. The first Vascula arose from Isharac's avasculated corpse after one of his spells rebounded upon himself. (DC 25) Vasculas can take over the bodies of their foes, and may reproduce when two vasculas are in host bodies, normal procreation (for the host species) produces a vascula 15 days later. (DC 30)
    Last edited by Kai-Palin; 2007-10-07 at 09:21 PM.

    Thanks, Shades of Gray, for the avatar!

  10. - Top - End - #10
    Bugbear in the Playground
     
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    Default Re: GITP Monster Competition XIV - Sycophantic Specter

    Sycophantic Specter

    Medium Construct (Incorporeal)
    Hit Dice: 8d10+20 (64)
    Initiative: +3
    Speed:
    fly 60ft. (perfect) (12 squares)
    Armor Class:
    17 (+3 Dex, +4 Deflection), 17 touch, 14 flat-footed
    Base Attack/Grapple: +6/-
    Attack:
    Incorporeal touch +9 melee (No damage; cower for 1d4 rounds)
    Full Attack:
    Incorporeal touch +6 melee (No damage; cower for 1d4 rounds)
    Space/Reach:
    5 ft. / 5 ft.
    Special Attacks:
    Touch of Fear
    Special Qualities:
    Low-Light Vision, Darkvision 60 ft., Arcane Sight, Infest, Fearful Image, Incorporeal Traits, Construct Traits
    Saves:
    Fort +2, Ref +5, Will +3
    Abilities:
    Str -, Dex 16, Con -, Int -, Wis 13, Cha 18
    Skills:
    +14 Hide, +12 Spot, +12 Listen, +12 Survival
    Feats:
    TrackB
    Environment:
    Graveyards or any place with lingering Necromancy
    Organization:
    None
    Challenge Rating:
    8 (Raise the CR of an infested caster by 2)
    Treasure:
    None (Determine the treasure of an infested caster by its new CR)
    Alignment:
    Always Neutral Evil
    Advancement:
    By HD
    Level Adjustment:
    -

    Floating about waist-high, Sycophantic Specters can appear to look like anything, though puffs of fog or ghostly decomposing corpses are most common. They stay near any spooky place until they find their preferred prey: illusionists, most often bards, beguilers and illusion specialist wizards. Once spotted, they typically track their prey until they can infest the illusionists alone.

    Combat

    Touch of Fear (Su): A sycophantic specter's incorporeal touch bestows fear by reaching into the skull of the victim and directly squeezing the adrenal glands and a messing with a few other nodes. Once touched, the creature cowers for 1d4 rounds. This incorporeal touch deals no damage. An injured specter heals 1 point of HP per HD of the cowering creature. This is a Mind-Affecting Fear effect. Should a creature other than the specter threaten, prepare to attack or aid (with the aid another action) the victim, they get a Will save (DC 18, Charisma based) to resist the fear. Victims only get one save per touch.

    Arcane Sight (Su): A sycophantic specter has an arcane sight effect, as the spell, except that the specter need not make spellcraft checks, they automatically know which school of magic the spell is. The specter uses this to find spooky places with traces of necromancy and to find illusionists.

    Infest (Su): A sycophantic specter's goal is to infect an illusionist to sustain itself. As a standard action, a specter may try to enter the body of any creature within 60ft. The creature must make a Will save (DC 18, Charisma based) or is infected. If the creature succeeds on the save, the specter instead placed in the nearest empty square to the creature and is immune to that specter's Infest ability for a day. If the creature fails the save, the specter enters the creature's body.

    Every day the specter remains in the body, the creature takes 1d4 Con damage. The infected creature is under a mind-affecting compulsion effect to try to hide the infestation, resist attempts to remove the specter and to try to cast illusion spells over other types of spells.

    A specter will not willingly leave a creature unless the host dies, Remove Curse will allow the creature to retry the will save to resist the infestation, and Break Enchantment, Heal, Miracle, Lessor Wish and Wish automatically removes the specter from the creature. In either case, the specter is placed in the nearest empty square if removed, nauseated for one round.

    Fearful Image (Su): Any illusion spell that an infested spellcaster casts is automatically more frightful, gory and scary. Any creature other than the caster within 30 ft. of the illusion must make a Will save against the spell's DC (or the DC the spell would have) or become shaken. Already shaken creatures become frightened, already frightened creatures become panicked. This fear lasts for the encounter. Once a creature has made a save against the fear of an illusion, they are further immune to the fear aspect of that illusion. Multiple fearful images overlap, creatures only need to make one will save against fearful images per round, against the highest DC.

    For every creature that becomes afraid due to a fearful image, both the caster and the sycophantic specter gain a number of temporary hit points equal to the caster's casterlevel or the creature's HD, whichever is lower. The max temporary hit points gained in a round is equal to the caster's casterlevel times two. The max temporary hit points that either the caster or the specter can have is eqal to the caster's casterlevel times five. These temporary hit points last until an hour after the last temporary hit point was gained.

    Fearful Image affects all illusion spells, even ones in which the caster normally have no control of the appearance (such as mirror image or invisibility). Players playing infested characters are invited to describe the spooky mirror images with hungry eyes and scary half-smiles or aura of fear and the scariness of a sudden snapping twig that follows your invisible characters. Infested characters are sickly looking people who seem to go out of their way to make their illusions scary (bleeding walls, paintings whose eyes follow your movement, illusionary terrain full of gibbets with rotting criminals or groaning zombies decomposing in a hallway).

    Lore
    Spoiler
    Show

    {table=head]DC|Info
    DC 15|Necromancy and Illusions can interact in odd ways.
    DC 20|Bards returning from fighting necromancy sometimes appear sickly and grim.
    DC 25| The only joy they can feel is in scary illusions.
    DC 30| This is due to the curse of a parasite ethereal creature.
    [/table]


    Plot Hook
    A powerful local bard has recently returned from a crypt and has taken to scaring people with his illusions. (example below)
    The party beguiler, sneaking ahead to scout, returns acting funny... (DC 25 Sense Motive to detect the change isn't natural.)
    After fighting some undead, a party camps in a local grove. A rotting birdlike creature appears in the night, following their tracks.

    Example Encounter (CR 11)
    Players enter a small town and hear reports of a local bard going crazy after visiting a crypt and scaring villagers at night.

    Gather Info
    Spoiler
    Show

    {table=head]DC|Info
    DC 10|Lindrick, a bard, has been scaring people of late.
    DC 15|The bard can be found in a cabin to the northwest of town.
    DC 20|Watch out for his door knocker, it warns him of people.
    DC 25|He collected historical art before he went bad, he should have some things worthwhile for you.
    [/table]


    Encounter
    Spoiler
    Show

    Map (Yes, I know its crude, I've only got Paint available).
    Spoiler
    Show

    Lindrick's cabin.

    Light green squares are grass. Yellow are path.
    Brown lines are wooden walls. Purple are normal doors. Blue are windows. Red are a hidden door [NE of cabin] and three peepholes (DC 20 search to find). Peepholes provide line of sight and line of effect to a cone on other side of wall while providing cover.

    Magic Mouth is cast on the knocker on the front door, set to go off if anyone other than Lindrick comes within 10 ft of the door. The knocker recites this poem:
    The head of a dragon, I blew fire
    Before a mighty bard removed me;
    Unless you wish your funeral pyre,
    Leave here at once, it would behoove ye.
    Then the tongue drops out of the door knocker's skull to writhe and rot on the ground. DC 17 will save against Fearful Image side-effect of magic mouth.

    The two windows can be opened with a DC 25 open lock check (or busted must easier...) The walls are wooden and twenty feet tall and the roof is thatch. Any fire damage to the roof catches the cabin on fire.

    Inside, is living room, with a few paintings, some chairs and a simple kitchen. To the right is a door to a bedroom/study. The bedroom has a bookshelf, a desk and a bed.

    DC 20 search checks finds the peep holes and the hidden doors. The painting and a book on the book shelf are worth money (1,100 gp each) if the players check them out. The door knocker is worth 350 gp as well. There is a peephole to the walkway from the bed.

    The hidden space is a dim hall to retreat to. It's door is hidden in the study under the desk. There is are peep hole to both rooms from there. Lindrick will be in the bedroom/study unless something causes him to leave it.


    The bard, Lindrick.
    Spoiler
    Show

    Small Humanoid (Gnome)
    Hit Dice: 8d6+16 (44)
    Initiative: +2
    Speed:
    20 ft (4 squares)
    Armor Class:
    17 (+4 armor, +2 dex, +1 size), 13 touch, 15 flat-footed
    Base Attack/Grapple: +5/+0
    Attack: Improvisted weapon Fiddle (+1 melee 1d4-2)
    Full Attack:
    Space/Reach: 5 ft. / 5 ft.
    Special Attacks: Fearful Image (Su)
    Special Qualities: Gnome Traits
    Saves: Fort +4, Ref +8, Will +7
    Abilities: Str 6, Dex 14, Con 15, Int 10, Wis 12, Cha 17
    Skills: Bluff +14, Concentration +13, Knowledge (Arcana) +11, Perform (Stringed Instrument) +16, Spellcraft +13, Use Magic Device +17
    Feats: Spell Focus (Illusion), Greater Spell Focus (Illusion) and Skill Focus (Use Magic Device)
    Environment: Cabin in small village or adventuring
    Organization: None
    Challenge Rating: 10
    Treasure: 7500 gp (Wand of lessor restoration, handy haversack with 250 gp of misc stuff in it, mithral shirt, masterwork fiddle, spell component pouch, clothes) + (1,100 gp painting in livingroom, 1,100 gp Songbook of Historic Dirges in study on bookshelf, 350 gp knocker)
    Alignment: Chaotic Evil

    Bard Spells Known:
    0-level spells: Daze, Ghost Sound, Light, Prestidigitation, Read Magic, Summon Instrument; 1st-level spells: Expeditious Retreat, Hypnotism, Magic Mouth, Ventriloquism; 2nd-level spells: Hypnotic Pattern, Invisibility, Minor Image, Mirror Image; 3rd-level spells: Dispel Magic, Slow, Summon Monster III;
    Bard Spells/Day: 3/4/4/2
    Save DCs: 13/14/15/16 (+3 for illusion spells and all illusion spells have Fearful Image).

    Tactics: If alerted by knocker and gets surprise round, will cast Minor Image of walls bleeding to try to scare the intruders away.

    If that doesn't scare them away or doesn't get surprise round, round 1 will begin casting Summon Monster III to summon a Fiendish wolverine.

    Round two, if they have seen him, cast mirror image, if they haven't cast invisibility. Will try to move so that all intruders must make will saves against the Fearful Image ability.

    Round three and on, will cast minor image, then concentrate, of gore, maggots and other such things to try to spoke intruders out of house and to increase coverage of Fearful Image. When wolverine dies, summon a second one.


    After Lindrick is defeated, the Sycophantic Specter that infested him will be released. If anyone in the battle used an illusion, the specter will make a bee line for them to infest them. If no one used illusions, then will try to infest any arcane spellcasters; if no one casted any arcane spells, pick target randomly. Specter should have a good deal of temporary HP from fearful images of the bard's. If one target makes the save, it will try remaining characters. If it runs out of characters, it will leave as best it can, using its touch ability to heal on way out. The specter is mindless so single specters do not try different tactics, however different specters may use different tactics.
    Last edited by Kyace; 2007-10-17 at 01:51 AM. Reason: cleared up formating and make corrections.
    Quote Originally Posted by starwoof View Post
    Your manly chin makes Jay Leno weep.

  11. - Top - End - #11
    Troll in the Playground
     
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    Default Re: GITP Monster Competition XIV - Gratuitous Gore

    Slaughterfreak
    Huge Aberration (Extraplanar)
    Hit Dice: 12d8+48 (102 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 19 (-2 size, -1 Dex, +12 natural), touch 7, flat-footed 19
    Base Attack/Grapple: +9/+24
    Attack: Bite +14 melee (2d6+7)
    Full Attack: Bite +14 melee (2d6+7) and 4 Claws +12 melee (1d8+3)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Frightening presence, rend 2d8+5, slaughtercraft
    Special Qualities: Damage reduction 10/magic, darkvision 60 ft., fast healing 3, unnatural fortification
    Saves: Fort +8, Ref +3, Will +11
    Abilities: Str 25, Dex 8, Con 18, Int 6, Wis 16, Cha 12
    Skills: Intimidate +6, Listen +8, Spot +8
    Feats: Power Attack, Improved Initiative, Multiattack, Improved Bull Rush, Awesome Blow
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Always Chaotic Evil
    Advancement: 13-18 HD (Huge), 19-25 HD (Gargantuan), 26-30 HD (Colossal)
    Level Adjustment: –

    Slaughterfreaks are vestiges of ancient horrors from the Far Realm, the infinite plane of madness. Ages ago, the aberrant pseudodivinities that would become the Slaughterfreaks came to the Material Plane, called by a powerful portal invoked by a council of mages who knew not the true purpose of the spells they worked. However, so anathemic were these beings to the nature of reality that they could not fully exist in the Material Plane–just as a child scratching in the dirt with a stick could never render a true portrait, the very nature of reality could not truly render the nature of those abominations. Instead, they became the Slaughterfreaks, twisted creatures not of the Material Plane or the Far Realm. Slaughterfreaks are massive creatures that appear to be made from the collected musculature and organs of at least five men fused together into a four-armed, vaguely humanoid form. However, most Slaughterfreaks graft the corpses of their slain foes onto their bodies, making them even more hideous–and granting them the abilities of their prey. Slaughterfreaks exist without purpose, no longer remembering the grand plans of invasion their progenitors had. Instead, they exist merely to rip, tear, and destroy, reveling in the slaughter they case.

    Combat
    Most Slaughterfreaks will take to melee combat immediately, using the first round to charge at the most threatening foe facing them. Once engaged in melee, they typically make a full attack each round if possible. If a Slaughterfreak is badly wounded in melee, it will use its awesome blow feat to knock its foe back, allowing it time to regroup and recover. In addition, individual Slaughterfreaks may adapt different tactics, depending on the abilities they have acquired through slaughtercraft.

    Frightful Presence (Su)
    Whenever a Slaughterfreak attacks, charges, or uses its slaughtercraft ability, all creatures within 30 ft. of it must make a DC 17 Will save. Those that fail the save are shaken for 2d6 rounds. The save is Charisma-based.

    Rend (Ex)
    A Slaughterfreak that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d8+5 points of damage.

    Slaughtercraft (Ex)
    A Slaughterfreak can improve itself, augmenting its abilities by grafting the flesh of its slain foes onto it. A Slaughterfreak can spend one minute to graft the flesh from a dead creature onto itself. The creature cannot have been dead for more than ten minutes, or its flesh is useless. By grafting a creature’s flesh onto itself, a Slaughterfreak may gain one of the following benefits: It may gain one of the creature’s natural attack forms (with damage die adjusted for its size), it may gain one of the creature’s extraordinary abilities, it may gain a permanent +1 bonus to one ability score that the creature had a racial bonus to, or it may replace its natural armor bonus with the creature’s own.

    However, there are limitations to this ability. The total number of benefits a Slaughterfreak may gain with this ability is equal to ½ its HD, rounded up. If it tries to add another benefit when it is at is maximum, then it must replace a previous one. In addition, it can never gain more than two additional natural attack forms, and the total of its ability score bonuses cannot exceed one-quarter its HD, rounded up. A Slaughterfreak can only graft the flesh of aberrations, animals, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, plants, and vermin, and it cannot graft the flesh of creatures whose HD exceed its own.

    The Slaughterfreak above has not used its slaughtercraft to gain any extra abilities. However, additional abilities gained from slaughtercraft do not affect the CR of a Slaughterfreak. A DM should feel free to customize a Slaughterfreak with special abilities from slaughtercraft as he wishes.

    Unnatural Fortification (Ex)
    By grafting additional vital organs onto itself, a Slaughterfreak can more easily resist attacks that target its vitals. Whenever a Slaughterfreak would be dealt extra damage from a critical hit, sneak attack, or similar source of precision-based damage, there is a cumulative 5% chance for each graft it has added to itself through slaughtercraft that it ignores the extra damage.

    Lore
    Players can learn information about Slaughterfreaks with Knowledge (Dungeoneering), Knowledge (Forbidden Lore) or Knowledge (The Planes) checks. The information revealed depends on the result of the check.

    {table=head]Check|Information
    20|This is a Slaughterfreak, an extraplanar aberration. It prefers to engage in melee, using its powerful bite and rending claws.
    25|Slaughterfreaks can regenerate over time, and are impervious to non-magical weapons. They can cause fear in there enemies by attacking.
    30|Slaughterfreaks can graft the flesh of their foes onto themselves to gain their abilities and protect themselves. This also reveals in abilities that the particular Slaughterfreak has gained through slaughtercraft.
    35|Slaughterfreaks are remnants of pseudodivine invaders from the Far Realm that were not able to fully manifest in the Material Plane.[/table]

    Plot Hooks

    A Slaughterfreak has been attacking the laboratory of a wizard studying the biology of various magical creatures, breaking in and killing creatures each night. The wizard seeks out the aid of the PCs in guarding his lab from the now-augmented Slaughterfreak.

    The PCs discover that an old ally of theirs has been killed and harvested by a Slaughterfreak. They must hunt it down and salvage his corpse if they are to resurrect him.
    Last edited by The Demented One; 2007-10-17 at 03:19 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

  12. - Top - End - #12
    Pixie in the Playground
    Join Date
    Jun 2007

    Default Re: GITP Monster Competition XIV - Gratuitous Gore

    This is a modified version of a godly avatar I have in one of my campaigns. It is all about causing very large amounts of damage. Enjoy.

    Violence

    Large Outsider (Chaotic, Evil, Extraplanar)
    Hit Dice: 15d8+45 (hp 105)
    Initiative: +4
    Speed: 40ft. (8 squares)
    Armor Class: (24), touch 13, flat-footed 20 (+4 dex, +11 natural, -1 size)
    Base Attack/Grapple: +15/+29
    Attack: +23 hooked bastard sword (melee, 1d10+8/19-20 plus 1 constitution plus bleeding)*, or +23 claw (melee, 1d8+8 plus 1 constitution plus bleeding)*
    *benefit of special abilities calculated in
    Full Attack: +23/+23/+23/+23/+18/+18/+18/+18/+13 4 hooked bastard swords (melee, 1d10+8/19-20 plus 1 constitution plus bleeding)*, or +23 4 claws, (melee, 1d8+8 plus 1 constitution plus bleeding)*, +21 bite (melee, 1d10+4)
    *benefit of special abilites calculated in
    Space/Reach: 10 ft./ 10 ft.
    Special Attacks: eviscerate, rend, spell-like abilities, vorpal strike
    Special Qualities: battle master, blood lust, blood rage, chaotic subtype, damage reduction 20/+2 or good, darkvision 60ft., evil subtype, extraplanar subtype, immunity to ability damage, ability drain, disease, fear and poison, low-light vision, murderous momentum, outsider traits, rending weapon, resistance to acid 10, spell resistance 25, unholy vistage
    Saves: Fort +9, Ref +9, Will +9
    Abilities: Str 25, Dex 18, Con 20, Int 13, Wis 13, Cha 15
    Skills: Balance +13, Bluff +11, Craft (Weaponsmithing) +10, Escape Artist +13, Hide +9, Intimidate +11, Jump +17, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (religion) +10, Listen +10, Move Silently +9, Spot +10, Tumble +10, Use Magical Device +11
    Feats: Cleave, Great Cleave, Improved Multiweapon Fighting, Multiattack, Multiweapon Fighting, Power Attack
    Environment: Abyss
    Organization: Solitary
    Challenge Rating: 16
    Treasure: double standard
    Alignment: Chaotic Evil
    Advancement: by character class
    Level Adjustment: -

    Description
    Before you stands a cloaked figure, about 9 feet tall. Its features are indistinguishable beneath the cloak and the stench of death is heavy about the creature. From beneath the cloak hang four long, hooked swords, each dripping with blood and other bodily fluids. A pang of fear runs through you as you gaze upon this monstrosity, turning your blood to ice. Its breathing is shallow and raspy and when it speaks, the sound seems to rasp from deep within the darkness of the cloak.

    Violence is a malevolent entity from the abyss that is the embodiment of violence. Violence only has one true goal and that is to wreak havoc, carnage, and mayhem. This is accomplished through a number of ways. Often survivors of an attack by violence describe horrendous scenes of disembowelments, eviscerations, and generally a very bloody mess.

    Combat
    Violence revels in combat, killing anything and everything it sees. Legends speak of this monstrosity descimating entire armies that converged against it. In combat, Violence wields four hooked bastard swords, which it uses to eviscerate its foes. When deprived of its swords it will attack with the nearest weapon on hand or simply lash out with its four sharp claws. When attacking with its natural weapons, Violence will also bring its powerful bite into play, an attack that is concealed by the cloak. Violence has no preferences in combat and does not select targets or single out characters, unless they happen to be clerics or paladins of a good-aligned god. Violence never retreats and never leaves a battle if it can help it. If forced to leave by magical means, it will attempt to return as soon as possible.

    Tactics, Round by Round
    Prior to Combat: Violence never prepares for combat, preferring to simply wade in.
    Surprise Round: Violence rarely every lays an ambush or trap. On the rare occasion that it does, Violence will simply attack the closest flat-footed foe it can find, hoping to kill them in one round.
    Round 1: Violence will use blood rage and proceed to take a full-round attack on the closest enemy within reach. If it drops that foe on any given attack, it will cleave into the next closest foe. Violence will attack any good-aligned cleric or paladin first, hoping to destroy the do-gooder.
    Round 2: Violence will continue making full round attacks. If it kills everyone around it, it will make use of its Murderous Momentum ability to move to the next batch of victims. If presented with a particularly resilient target that has not yet fallen, Violence will use its divine might spell-like ability.
    Round 3: Violence will now continue to make full round attacks until it either dies or is victorious.

    Eviscerate (Ex.): When Violence successfully rends an opponent, or hits with four different weapons on a single target, it may continue its rampage, ripping into its foe and tearing out their organs. Eviscerate deals weapon damage plus 1-1/2 strength bonus plus any magical modifiers and also deals 1d4 points of constitution damage. Victims of an eviscerate must make a Fortitude Save (DC 22) or have 1 point of the constitution damage become constitution drain due to the grevious nature of the wound. A creature damaged by eviscerate is also subject to Violence's bleeding effect.

    Rend (Ex.): When violence hits with two separate claw attacks, it may perform a rend, tearing its foe limb from limb. Creatures that are subject to a rend are also subject to eviscerate (see above). Rend deals 1d8+12 points of slashing damage to the unlucky victim, as well as causes 1 point of constitution damage.

    Spell-like Abilities (Sp.): Violence has the following spell-like abilities: at will- bane, death knell (DC 14), doom, divine might, fear (DC 16). Caster Level 15. 1/day- blade barrier (not stationary, ring wall form only) (DC 18), mass inflict moderate wounds, unhallow. Caster Level 15. All DCs are 12 + charisma modifier.

    Vorpal Strike (Su.): Five times per day Violence may attempt a melee attack at normal bonuses. The critical threat range of the weapon used doubles and the attack is treated as though it were a vorpal weapon should it be successful. Violence may only declare a vorpal strike before it makes an attack roll, but may declare it at any time during its attack sequence. Violence may only declare one attack a vorpal strike per round. If the attack misses, the benefit is wasted.

    Battle Master (Ex.): Violence is proficient will all simple, martial, and exotic weapons. Violence counts as a fighter of level equal to its hit dice for the effects of any spells or abilities that specifically affect the fighter class.

    Blood Lust (Su.): Violence is driven by blood and suffering. Whenever violence deals hit point damage to any number of targets, it restores 3 hit points of damage to itself. This effect only triggers once per damaging effect and it will only trigger once regardless of the number of creatures damage. Violence may recover no more than 15 hit points this way in a single round.

    Blood Rage (Ex.): As a free action Violence may send itself into a beserk frenzy, improving its strength and constitution but making it reckless. When enraged, Violence gains a +6 circumstancial bonus to strength and constitution and suffers a -4 penalty to its AC. The bonus to constitution grants Violence 45 temporary hit points. The blood rage lasts 7 rounds before subsiding. After the rage subsides, Violence is exhausted for 1 minute, suffering a -2 penalty to attack rolls, saving throws, and skill checks. Violence cannot enter a blood rage while it is exhausted or fatigued. Violence may enter a blood rage three times per day.

    Chaotic Subtype: Violence's natural weapon and any weapons Violence wields count as chaotic in addition to their other damage types.

    Damage Reduction (Su.): Violence is highly tolerant to damage and automatically regenerates the first 20 points of physical damage dealt to it every attack. The exception to this rule is when the attack is from a weapon with a +2 or better enhancement bonus, or if the weapon is "good". Violence's natural weapons and weapons violence wields count as having a +2 enhancement bonus and as evil for the purposes of overcoming damage reduction.

    Darkvision (Ex.): Violence can see up to 60ft. in situations with no light. Violence cannot see in darkness generated by magical or supernatural means, such as a deeper darkness spell. Violence cannot see in color while using darkvision.

    Evil Subtype: Violence's natural weapons and weapons violence wields count as evil in addition to their other types.

    Extraplanar Subtype: Violence is not native to this plane. This being the case, violence may be banished back to its home plane by special means, such as spells like abjure or dismissal. Violence may also be summoned through magical means and may perform a service for the summoner as elaborated by the spell or ritual description.

    Immunites (Ex.): Violence is immune to all forms of ability damage, ability drain, disease, fear, and poison.

    Low-Light Vision (Ex.): Violence may see up to twice as far as normal in poor lighting conditions. This does not allow Violence to see in the dark, although it can see in color while using low-light vision.

    Murderous Momentum (Ex.): Violence can easily be caught up in the revelry of slaughter and gains strength as it cleaves through its enemies. Violence counts as having the Combat Momentum feat as described in the Fighter Chain Feats article by Rich Burlew in the Gaming section of www.giantitp.com even if it does not meet the requirements. Furthermore, Violence may take a free 10 ft. step between cleaves every time it drops 10 or more creatures from a single cleave attack and there are no other creatures left to cleave. This 10 ft. step must be toward more creatures and they must be within reach of Violence to make a continuing cleave attack. Violence may only take a maximum of three 10 ft. steps gained this way per round.

    Outsider Traits: Violence is not from the Prime Material Plane and therefore has traits common to all outsiders. Violence does not need to eat, sleep, or breath and is immune to spells that would otherwise affect humanoids (such as charm person). Violence also has darkvision 60ft. Because violence has no phyiscal or metaphysical tie to the Prime Material Plane, it cannot be ressurected or otherwise brought back to life, nor may it be raised as any sort of undead. When Violence dies, its body fades in 1d4 hours, its spirit washed back to the chaotic abyss.

    Rending Weapon (Su.): Anything that Violence uses as a weapon can inflict grevious wounds. Whenever a creature is struck by a natural attack or a weapon wielded by Violence, that creature takes 1 point of constitution damage, as if it were struck by a wounding weapon. Creatures who have no constitution score (such as oozes or undead), have no physical form (such as incorporeal creatures), or are immune to ability damage are not affected by this constitution damage. Furthermore, if Violence hits with a slashing weapon of any kind the creature struck begins bleeding. Bleeding causes 1 hit point of damage at the beginning of a bleeding creature's turn and continues until the creature recovers hit points (either by a heal check or by a spell or other such ability). Temporary hit points do not stop bleeding. Bleeding effects are cumulative and occur once per successful weapon hit. A creature may not take bleeding damage that exceeds its constitution score in any given round.

    Resistances (Ex.): Violence ignores the first 10 points of acid energy-type damage it suffers per exposure.

    Spell Resistance (Su.): Violence's extraplanar nature makes it partially immune to magic. Casters targeting Violence with a spell or attempting to affect violence with a spell with an area of effect must succeed a caster check DC 25 or the spell will fail (if Violence is the sole target) or simply not affect Violence (if it is a spell with an area of effect). Violence's spell resistance is equal to 10 + Violence's HD.

    Unholy Vistage (Su.):
    The mere appearance and presence of violence is disturbing to all creatures that dwell on the Prime Material Plane. Non-outsiders that are simply within 30ft. of Violence must make a Will Save DC 19 against fear or be shaken for 2d4 rounds. Creatures that are immune to fear or creatures with no mind (such as vermin, undead, plants, and oozes) are not affected by this ability. A successful saving throw mean that the creature is immune to Violence's aura for 24 hours. Violence may suppress this aura as a free action.

    Plot Hook
    - An insane wizard has made a deal with Violence in order to clear the land within a fifty mile area in order to build a keep.
    - By some horrible mishap, Violence has been summoned into this world and the heroes must defeat the creature before it causes too much damage.
    Last edited by Runeir; 2007-10-09 at 10:59 AM. Reason: forgot skills :P

  13. - Top - End - #13
    Bugbear in the Playground
     
    Kellus's Avatar

    Join Date
    Feb 2007
    Location
    The Frozen North
    Gender
    Male

    Default Re: GITP Monster Competition XIV - Gratuitous Gore

    The Headhunter:



    Tiny Aberration
    Hit Dice: 6d8 (27)
    Initiative: +3
    Speed: 20ft. (4 squares), climb 30ft. (6 squares)
    Armor Class: 16 (+2 size, +1 natural armor, +3 Dex), touch 15, flat-footed 13
    Base Attack/Grapple: +4/+12
    Attack: Tentacle touch +9 melee (1d4-2)
    Full Attack: 4 tentacles touch +9 melee (1d4-2)
    Space/Reach: 2-1/2ft./0ft.
    Special Attacks: Anemic gaze, foul breath, improved grab, decapitation, intrusion, spell-like abilities
    Special Qualities: Aura of mutability, blindsense 30ft., damage reduction 10/gold, darkvision 60ft., extradimensional stomach, gold allergy, racial hatred, numbing bite, uncanny grip
    Saves: Fort +2, Ref +5, Will +8
    Abilities: Str 6, Dex 16, Con 10, Int 24, Wis 16, Cha 10
    Skills: Bluff +17, Climb +15, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Hide +12, Listen +12, Move Silently +12, Spot +12, Survival +12
    Feats: Ability Focus (numbing bite), Improved Grapple, Weapon Finesse
    Environment: Underground
    Organization: Solitary or pair
    Challenge Rating: 8
    Treasure: None
    Alignment: Always chaotic evil
    Advancement: By character class (favored class: ranger)
    Level Adjustment: -

    Headhunters are monstrosities which live to feed on blood. By employing their special talents, they swallow a victim’s head and infest his body... All without raising any suspicion. An insidious horror, headhunters impersonate their victims in order to follow their companions so they will always have a fresh source of blood available. Headless, bloodless zombies follow in the wake of a headhunter.

    A headhunter is a terrible foe, almost guaranteed to bring death. But of course, the real fun doesn’t start until after it’s taken its first victim in the party...

    Combat

    A headhunter in combat is never there by accident. These monsters feed on living blood, and actively hunt out ideal targets. They generally dwell in caverns and other subterranean areas, where adventurers are sure to pass. When it finds a group of potential targets, it will generally turn invisible and follow them silently along the cavern walls while it uses its detect thoughts ability to find the best victim. Ideally, a victim should have a strong body and strong physical abilities, and have low mental abilities. Many have wondered why the headhunter seeks out powerful prey when it can derive blood from practically anything. Popular consensus is that it just likes inflicting pain.

    When it has found the desired victim, the headhunter attempts to infest him as quickly as possible. A deeper darkness spell-like ability, followed by the headhunter dropping onto the victim’s head is often the most ideal plan. With the darkness surrounding him, the victim is unable to see the headhunter, and the paralytic poison that it exudes numbs the facial muscles. Thus, often a victim does not realize that he is the victim of a headhunter until his neck is severed by gnashing teeth and tentacles. Even when the victim does realize the attack is happening, the headhunter will use its control over local sound to mask the cries for help or shouts of rage.

    Once the head has been severed, the headhunter invades the body, sealing into the old head’s location. Using its ability to change its appearance, it will take on the appearance of the victim, dropping the old head into its extradimensional stomach. From that point on, it slowly digests the living blood from the victim’s body, which it keeps alive artificially through its intimate connection with the muscles, organs, and tendons. When the body is nothing more than a dried-up husk devoid of blood, the headhunter will use its guise to find another suitable target, often a fellow party member.

    Another common tactic used by headhunters is to follow adventurers until they make camp, at which point only one member will stay awake. This target is easily infested without waking other members, and negates the need for alerting its presence through magical darkness. Ambushing sleeping individuals is another common practice.

    For all their cunning tactics, headhunters have several weaknesses. First and foremost, they loathe gold. The substance curdles their skin and disrupts their controlling tendrils. Secondly, although skilled liars, they do not retain their victims’ memories or languages that they know. Their extradimensional stomachs, although useful, are also a liability if they encounter a portable hole or bag of holding. Finally, as the degradation of their host body continues, they must go to greater and greater lengths to mask their control from suspicious allies.

    Bloodless husks left behind by the headhunter gain a semblance of life from the unnatural practices they go through. These headless husks remain under the control of the headhunter, and are doomed to follow it and do its bidding for as long as they walk the earth.

    A headhunter who has been discovered as what it truly is while in control of a victim reacts defensively. It begins with a surprise blast of its bloody breath weapon or its anemic gaze. While its targets are disoriented, it runs away, abandoning its host body if things look too dire. A body is never worth dying over, since a headhunter can always get another one.

    Headhunters and illithids are thought to have originated from the same protoaberration. The two races loathe each other, and are sworn enemies. Illithids are immune to the paralytic poison and intrusive mind spying of the headhunter, while headhunters are unaffected by the illithids’ most potent weapon, their incapacitating mind blast.

    Anemic Gaze (Su): A headhunter has a gaze attack which causes blood to explode violently from every orifice of the target. The victim is entitled to a Will save (DC 20) to avoid this attack. If successful, blood spews outwards and mists into solid fog (as the spell, but bright red). The target takes 8d6 damage and 2d6 Constitution damage from the blood loss. The target and all other beings within the area of the fog (radius 20ft.) must make a Will save (DC 20) or become nauseated so long as they remain in the blood. The headhunter can see perfectly through the fog and is not affected by the nauseation. The save DC is Intelligence-based.

    Using this gaze attack is tiring for a headhunter if they are not attached to a source of fresh blood. A headhunter who is not attached to a host body becomes fatigued after using this attack, and remains so for one hour. If they use it again within this hour, they instead become exhausted for a twenty-four hour period, and cannot use this attack or their breath weapon for the duration of this period unless they attach to a host body.

    Aura of Mutability (Su): A headhunter can control nearby space with its mind. It constantly radiates an aura with a radius of 3ft. centered around itself. Within this aura, it can use the following spell-like abilities at will (caster level 7th): alter self and silence. Using one of these effects within the area of the aura is a free action.

    Decapitation (Ex): A headhunter who begins the round with at least one tentacle attached to a victim deals 1d6 points of Constitution damage per tentacle attached to the target. If the target falls to 0 Constitution or lower, its head is ripped off and it is vulnerable to the headhunter’s intrusion ability (see below).

    Extradimensional Stomach (Su): A headhunter holds trophies and excess blood in an extradimensional space, accessed through its maw. This allows it not only to store blood, but also to release it with its breath weapon (see below). Headhunters are trophy collectors, and this extradimensional space is also where they store the decapitated heads of their previous victims.

    This stomach dimension causes problems if a headhunter enters another extradimensional space. A headhunter who enters physically into a portable hole, bag of holding, or similar spaces is instantly destroyed as a portal to the Astral Plane opens, sucking the headhunter and anything within 10ft. into it.

    If a headhunter dies, its extradimensional stomach is ripped open, spewing blood and foul magic everywhere. All beings within 60ft. are affected by both the foul breath ability (see below) and the anemic gaze ability (see above). On such an occasion, the heads of all of the headhunter’s former victims are scattered in a 20ft. radius in the explosion.

    Foul Breath (Su): A headhunter has one breath weapon, a cone of bloody mucus. This cone has a range of 30ft., and causes all targets within the area to make DC 20 Will saves or become panicked for 1d4 rounds. In addition, the weapon deals 5d6 acid damage (Reflex 20 half). If the target fails this save, they receive a -8 penalty to grapple checks for ten minutes. After using this ability, a headhunter must wait 1d4 rounds before using it again. The save DC is Intelligence-based.

    Using this ability is tiring for a headhunter if they are not attached to a source of fresh blood. A headhunter who is not attached to a host body must wait 1d12 rounds before they can use it again.

    Gold Allergy (Ex): A headhunter has an acute vulnerability to the alchemical makeup of gold. If they come in contact with gold, they take 3d6 points of damage every round they are in contact with it. In additon, every round it must make a Fortitude save with a DC equal to the weight in lb of the gold object or be stunned for 1 round.

    Weapons forged of alchemical gold do not deal this extra damage or cause stunning, but do overcome the headhunter’s damage reduction. In addition, the headhunter must make a Fortitude save when struck (DC equal to the damage dealt) or be dazed for 1 round.

    Improved Grab (Ex): To use this ability, a headhunter must hit with its tentacle touch 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 and can begin to decapitate its victim (see above).

    Intrusion (Ex): A headhunter who has successfully decapitated a victim may take control of the body as a standard action. It spreads tendrils throughout the body, and the two become one creature, as described in the cranitaur template (see below).

    Numbing Bite (Ex): A headhunter who succeeds on a grapple check delivers a paralytic poison through its tentacle. A target who fails a DC 22 Fortitude save is unable to feel the headhunter and subsequently does not realize that it is attached to its head. Elves are immune to this poison, as are illithids. The save DC is Intelligence-based.

    Racial Hatred (Ex): Headhunters receive a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks against illithids. They are also immune to an illithid’s mind blast. Illithids, however, are immune to the detect thoughts spell-like ability of headhunters and also their paralytic poison.

    Skills: Headhunters have a +8 racial bonus on Bluff and Climb checks.

    Spell-Like Abilities: Caster level 7th. The saves are Intelligence-based.

    At will - deeper darkness, detect thoughts (DC 20), invisibility

    Uncanny Grip (Ex): Headhunters have a +12 racial bonus on Grapple checks.

    Headhunters speak Common, Draconic, Elven, and Illithid.

    Cranitaurs:

    Spoiler
    Show
    A cranitaur is created when a headhunter merges with a host body. The result is an abomination which stays in the guise of the host while the headhunter slowly drains it of blood.

    Creating a Cranitaur

    “Cranitaur” is an acquired template that can be added to any corporeal creature with a head and a neck of Small or Medium size (referred to hereafter as the base creature) and any headhunter (referred to hereafter as the headhunter).

    Abilities: A cranitaur uses the physical ability scores (Strength, Dexterity, and Constitution) of the base creature and the mental ability scores (Intelligence, Wisdom, and Charisma) of the headhunter.

    Size and Type: A cranitaur has the size of the base creature and the type of the headhunter (ie. aberration).

    Hit Dice: A cranitaur has the hit dice of the base creature. These are not recalculated into d8 hit dice if it did not previously have d8 hit dice.

    Supernatural Abilities: A cranitaur has all the supernatural abilities of the headhunter, with the following changes:

    Anemic gaze no longer fatigues or exhausts the headhunter. It does, however, immediately progress the cranitaur to the next stage of bloodletting (see below).

    Foul breath only requires 1d4 rounds to be used again. It does, however, immediately progress the cranitaur to the next stage of bloodletting (see below).

    The cranitaur does not have any of the base creature’s supernatural abilities.

    Extraordinary Abilites: A cranitaur has all of the extraordinary abilities of the base creature, unless they require a head to function. The cranitaur does have any of the extraordinary abilities of the headhunter while it is bonded, except as noted here. It retains its racial hatred of illithids, its darkvision and DR 10/gold, and a version of its gold allergy, as described here:

    Gold Allergy (Ex): A cranitaur has an acute vulnerability to the alchemical makeup of gold. If it comes in contact with gold, the tendrils controlling the muscles and tendons of the host recoil slightly in that area, imposing a -4 penalty to Dexterity checks and Dexterity-based skill checks for 1 minute. Prolonged contact (longer than a round) deals 3d6 damage per round, and forces the cranitaur to make a Fortitude save (DC equal to the weight of the gold in lb) or be stunned for one round.

    Weapons forged of alchemical gold do not deal this extra damage or cause stunning, but do overcome the cranitaur’s damage reduction. In addition, the cranitaur must make a Fortitude save when struck (DC equal to the damage dealt) or be dazed for 1 round.

    Spellcasting and Spell-like Abilities: A cranitaur does not retain any spellcasting or spell-like abilities that the base creature posessed, but retains those of the headhunter.

    Alignment: Always chaotic evil.

    Special Qualities: In addition to its gold allergy, a cranitaur has the following special qualities.

    Bloodletting (Ex): A headhunter slowly feeds on the living blood of its host. Every day the cranitaur undergoes progressive physical changes, as described in the following table. The changes do not impose penalties, but make it progressively harder for the headhunter to hide the infestation.

    {table]Day|Physical Changes|Effects
    1|No visible changes.|None
    2|Mouth drools blood slightly.|Can be easily hid with the aura of mutability.
    3|Stench of rotten meat.|Anyone within 30ft. of the cranitaur with the scent ability can detect this scent. This cannot be hid by the headhunter.
    4|Skin bulges slightly from engorged tentacles.|This is visible to anyone who examines the body carefully (Search DC 20), but can be generally hid with bulky clothing.
    5|Skin becomes ice-cold.|Anyone who touches the body can feel this if they are normally able to feel temperature. This cannot be hid by the headhunter.
    6|Face gushes blood continually.|The headhunter can hide this with its aura of mutability, but cannot conceal the trail of blood this leaves behind the body. Thus, the body leaves pools of blood wherever it steps.
    7|Skin pales to dark gray.|Easily visible to anyone who can see the body’s skin. However, at this point the body is devoid of blood. Past this point, if the headhunter leaves the body it rises after twenty-four hours as a headless husk.[/table]

    Curative Bane (Ex): A cranitaur is vulnerable to attempts to regrow the head of the still-living body it has taken over. Any ability, such as a regeneration spell, which would regrow a lost body part forces the headhunter to make a grapple check against a caster level check for the regenerative ability. If the headhunter succeeds, it remains on the body with no problems. If it fails, the headhunter is forcibly ejected from the body and lands in an adjacent space. In such a case, it is stunned for 1 round. The base creature drops to -1 hp (or lower, if it was at lower health prior to the regenerative ability) and is stable. It does not benefit from any of the other effects of the regenerative ability.

    Special Attacks: A cranitaur has the following special attack.

    Detach (Ex): As a move action, a headhunter may detach from its host body, retracting its tendrils. A vorpal weapon decapitation has this same effect, although it also stuns the headhunter for 1 round and deals the weapons normal damage to it.

    If the cranotaur had progressed to the final stage of bloodletting (see above), the base creature rises after twenty-four hours as a headless husk (see below) under the mental control of the headhunter. If the base creature had not progressed to the final stage of bloodletting, it instead drops to -9 hp, and dies the following round.

    Skills: A cranitaur retains all of the skill points of the headhunter which are invested in skills based off of mental abilities. It loses all skill points of the base creature, as well as the other skill points of the headhunter.

    Feats: A cranitaur retains all feats of the headhunter, and none of the feats of the base creature.

    Challenge Rating: CR 14, plus a value as determined on the following table:

    {table]CR Modifier|Base Creature’s HD
    +1|1-7
    +2|8-15
    +3|16+[/table]

    Level Adjustment: -


    Headless Husks

    Spoiler
    Show
    The headless husk is the result of a body drained of blood by the headhunter. These mindless undead follow the headhunter forevermore, and are under its perfect mental control.

    Creating a Headless Husk

    “Headless husk” is an acquired template that can be added to any corporeal creature with a head and a neck (referred to hereafter as the base creature).

    A headless husk is created as if it were a zombie, with the following distinctions:

    Headless (Ex): Headless husks are immune to gaze attacks and automatically fail Spot checks.

    Head Sense (Su): Headless husks know exactly where their head is, and follow it as long as they are able. They are under the perfect control of the being who posesses their head. Their master can command a single headless husk as a swift action. Once it has been given a command, a headless husk continues to follow the order to the best of its abilities until it is given a new command or reduced to 0 or fewer hp.

    Headstrong (Su): Headless husks are bound to the earth so long as their head is not their own. A headless husk reduced to 0 or fewer hp is destroyed, leaving behind a pool of blood which cannot be removed by any means short of a wish, miracle, reality revision, or similar effect.

    Twenty-four hours after destruction, the blood spontaneously coagulates into the headless husk, with full hp. The husk then continues to move unerringly towards the being who has its head. It continues to follow its newest command to the best of its ability. For most headless husks, this is a standing order to come to the headhunter’s side and kill anything in the way which is not the headhunter.

    A headless husk can only be permanently destroyed if it retrieves its own head. At this point it vanishes forevermore, finally at rest. Otherwise, it will continue to follow its oldest order to the best of its ability, even if its master is dead.

    A character who comes into posession of a headless husk’s head can command the husk by succeeding on a DC 25 Concentration check as a swift. On a failure, the husk immediately ignores any previous order and attempts to kill the character. On a success, the character can then command the husk as a swift action without making a check. Headless husks count towards the limit of hit dice of undead that can be controlled at any one time.


    New Items

    Spoiler
    Show
    New Special Material

    Alchemical Gold: A complex process involving metallurgy and alchemy can produce an item which is especially dangerous to headhunters.

    A weapon which is made of gold forces the wielder to take a -2 penalty on damage rolls, or risk damaging the weapon because of its malleability. If the wielder chooses to forgo this penalty, the weapon takes 5 hit points of damage instead.

    When attacking with a gold weapon, however, an Appraise check can be made as part of the attack. If the result exceeds the attack roll, the attack roll gains a +2 bonus as the wielder knows perfectly how to hold and balance the weapon. A successful check applies to all attacks made in that round.

    Golden armor is highly impractical and is only used against headhunters. Any headhunter who attempts to grapple a target in golden armor takes a -4 penalty to the roll and also suffers 1d6 damage as part of a grapple attempt. If it remains in contact with the gold, it begins to suffer from its gold allergy special quality. Gold armor and shields have their armor or shield bonus to AC reduced by 1. Gold shields provide no benefit, unless one plans to shield bash a headhunter.

    Equipment not made out of metal cannot be made of gold.

    Gold has 20 hit points per inch of thickness and hardness 0.

    Golden items cost an additional 50 gp per lb.

    New Wondrous Item

    Gleaming Helmet

    Price: 4,000 gp
    Body Slot: Head
    Caster Level: 5th
    Aura: Faint (abjuration)
    Activation: Continuous
    Weight: 4 lb.

    This helmet is forged of glittering gold. Despite the wear it sees, it never seems to grow dirty, and never stops exuding a faint shimmer into the air.

    A gleaming helmet offers great protection for those wary of headhunters. It grants the benefits of golden armor against a headhunter, and also blocks the wearer from a headhunter’s detect thoughts spell-like ability.

    Prerequisites: Craft Wondrous Item, nondetection.
    Cost to Create: 2,000 gp, 160 XP, 4 days.


    New Spells

    Spoiler
    Show
    Midas Touch
    Transmutation
    Level: Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: 1 metal object, weighing no more than 10 lb/level
    Duration: 1 min./level
    Saving Throw: Will negates (see text)
    Spell Resistance: Yes

    You snap your fingers and touch the dull goblet. At once the metal shimmers and warps... In a few seconds, the cup is made of a deep gleaming gold.

    You perform a magical alchemical process, turning metal into gold. Any unattended object receives no saving throw against this spell. A creature posessing the object may make a saving throw on behalf of the object if they wish.

    A metal creature targeted by this spell must make a Will save or be turned to gold, so long as it is within the weight restrictions of the spell. For the duration of the spell, the creature takes a -1 penalty to AC, and has all of the qualities of alchemical gold instead of its original material.

    A DC 10 Appraise or Craft (alchemy) check reveals this to be false gold.

    Material Component: A gold piece.

    Midas Touch, Mass
    Level: Sor/Wiz 5
    Range: Close (25ft. + 5ft./2 levels)
    Target: One metal object per level, no two of which can be more than 30ft. apart.

    In the blink of an eye, the squadron of warriors are no longer wearing tarnished iron plate, but gleaming golden armor.

    This spell functions as Midas Touch except as noted above.


    Lore

    Spoiler
    Show
    Players can learn about headhunters with Knowledge (dungeoneering). The information revealed depends on the result of the check.

    {table]Check|Information
    16|This is a headhunter. They’re cunning and disgusting monsters that take over bodies.
    21|Headhunters feed on blood. They’re always on the lookout for fresh sources.
    27|They try to hide themselves, but you can always tell a headhunter. For one thing, they hate gold.
    35|The only way to lay a headhunter’s victim to rest is to give ‘em his head back. Otherwise it’ll just keep coming back.
    45|A headhunter’s biggest weakness is their stomach. It’s on another plane, see, and you can blow it up with any old extradimensional whatchamacallit.[/table]


    Plot Hooks

    Spoiler
    Show
    1. A kingdom is in dire straits as members of the royal family keep dropping dead. A murder a week, and the bodies keep disappearing soon afterwards. In reality, a headhunter is working with a terrorist organization in exchange for their help destroying a nearby clan of mind flayers. The prince hires the party to avenge his father’s death, and the group must search the city for clues while being endlessly pursued by the headless husks of the royal family.

    2. On the hunt for a magical amulet, the party winds up in a dank dungeon. Narrowly fending off a group of headless husk guards, they meet up with an illithid dungeoneer tracking a headhunter who allegedly lives in the dungeon. He’s willing to team up with the party to retrieve the amulet if they’ll help him kill the headhunter. Of course, he plans a double-cross, but the party may still need his help if they hope to escape from the resident headhunter alive.

    3. Alone in the wilderness, the party comes across a lad with awful grey skin who lies close to death. Taking him in and trying to nurse him back to health, he dies anyway. However, soon afterwards his headless body returns to plague them. A few days later, one of the party members contracts grey skin and then winds up as another headless corpse. The party needs to solve the mystery of the grey skin illness quickly before another body is added to the count...
    Last edited by Kellus; 2007-10-20 at 04:07 PM. Reason: Vorpal Tribble's advice. Thanks!

  14. - Top - End - #14
    Dwarf in the Playground
     
    Jaerc's Avatar

    Join Date
    May 2007
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    Salt Lake City, UT
    Gender
    Male

    Default Re: GITP Monster Competition XIV - Gratuitous Gore

    EMPRESS OF ROT

    Huge Outsider (Extraplanar)
    Hit Dice: 36d8+576 (738)
    Initiative: +13 (+9 Dex, +4 Improved Initiative)
    Speed: 70 ft (14 squares), fly 120 ft. (perfect)
    Armor Class: 43 (+9 Dex, +13 natural, -2 size, +13 deflection) touch 30, flat-footed 34
    Base Attack Bonus/Grapple: +36/+54
    Attack: Slam +45 melee (6d8+10/19-20x2 plus Rot)
    Full Attack: Slam +45/+40/+35/+30 melee (6d8+10/19-20x2 plus Rot)
    Space/Reach: 15 ft./ 15 ft.
    Special Attacks: Aspect of Pestilence, Embrace of Decay, Spell-like abilities
    Special Qualities: Blindsight 90 ft., darkvision 120 ft., damage reduction 20/cold iron or wood and epic, Aspect of the Night, Aspect of Sludge, Aspect of the Swarm, fast healing 5, immunity to petrification, polymorph, form-altering attacks, energy drain, ability drain, ability damage and mind-influencing effects, immunity to fire and sonic, not subject to death from massive damage, resistance to acid 20, and electricity 20, spell resistance 49
    Saves: Fort +36, Refx +33, Will +34
    Abilities: Str 31, Dex 28, Con 42, Int 26, Wis 37, Cha 30
    Skills: Bluff +49, Climb +55, Concentration +47, Diplomacy +49, Heal +52, Hide +48, Intimidate +49, Knowledge (nature) +57, Knowledge (religion) +47, Listen +52, Move Silently +48, Sense Motive +52, Spellcraft +47, Spot +52, Survival +52, Use Magic Device +47
    Feats: Ability Focus (Rot), Combat Reflexes, Improved Critical (slam), Improved Initiative, Power Attack, Quicken Spell-like Ability (greater dispel magic), Weapon Focus (slam)
    Epic Feats: Dire Charge, Epic Ability Focus (Rot), Epic Skill Focus (Knowledge: Nature), Epic Reflexes, Epic Will, Spell Stowaway (heal),
    Environment: Ladinion or The Depths of Despair,
    Organization: Solitary
    Challenge Rating: 26
    Treasure: Double Standard
    Alignment: Often neutral evil.
    Advancement: 44-86 HD (Huge)
    Level Adjustment: N/A

    The woman striding through the winter forest is simply stunning. As you look in awe, she horridly changes; skin sloughing away and festering sores appearing across her body. She surges in size and you see a disgusting, rotted creature where the woman should be. Now, before you towers an empress of rot, boils and lesions bubbling across her expanse. Her faces withers in on itself, a single milky eye falls twenty feet to the carpet of pine beneath with a sickening splash.

    Aspect of Pestilence (Su): Should the empress of rot present its aspect of pestilence (a swift action for the empress of rot if changing from another aspect), she becomes a representation of plague, skin crumbling away like rotting wood. All enemies within 90 feet that can see the empress of rot must make a Will save (DC 36) or become frightened for 4d6 rounds and suffer a -4 morale bonus on attacks, damage, saves and checks. The empress of rot becomes immune to fear and gains a +1 moral bonus of attacks, damage, saves and checks for each enemy so affected. Finally while in this aspect an empress of rot can pounce.

    While in its Aspect of the Pestilence, an empress of rot's slam attacks carry it's Hand of Pestilence ability
    Hand of Pestilence (Su): With a touch, the empress of rot transforms a being into a carrier of horrible disease. An unwilling being gets a Will save (DC 39) to resist. The creature gains immunity to disease and poison. However, this comes with a price, creatures that come within 10 feet of the being must make a Fortitude save once every nine rounds or be afflicted with a random disease. Only a miracle cast by a divine spellcaster who can succeed on opposed caster level check (DC 36) can remove the hand of pestilence, however this requires touching the victim, which may afflict the spellcaster as well.

    Aspect of Night (Su): Should the empress of rot present its aspect of the night (a swift action for the empress of rot if changing from another aspect), it is able to appear much like a regular hag, shrouded in an aura of shadow. A dank pallor flows from the empress of rot in a 90-foot radius, so powerful is the darkness that it exudes that light is swiftly consumed, dealing 4d6 points of damage each round to any all creatures with no save. The oppressive darkness also grants the empress of shadow total concealment. As a standard action, an empress of rot can focus its shroud into a beam; if it hits a creature within 140 feet with a ranged touch attack, that creature takes 13d6 damage and must make a Fortitude save (DC 36) or die. An empress of rot can only focus its Aspect of the Night into such an attack 4/day.

    Aspect of Sludge (Su): Should the empress of rot present its aspect of the night (a swift action for the empress of rot if changing from another aspect), an empress of rot comes to embody slime. It gains a +9 inherent bonus to Dexterity, and is treated as if it were one size larger whenever this increase of size would prove advantageous. 4/day as an immediate action whilst in its Aspect of Sludge, an empress of rot can immediately reroll a failed saving throw or a missed attack with a +9 bonus taking the better result. An empress of rot cannot continue to use its Aspect of Sludge for the same situation after the first reroll.

    While in its Aspect of Sludge, an empress of rot gains the following ability, which is extraordinary.
    [i]Adhesive Slime[i/] : An empress of rot is covered in the sticky, nasty waste. It gains a +13 bonus to grapple and disarm and any weapon striking it is stuck fast unless the wielder succeeds on a Reflex save (DC 35). Prying off a stuck weapon is a full round action that requires a Strength check (DC 36) and provokes attacks of opportunity. Physical contact with this slime is extremely dangerous. Those struck by an empress of rot's natural weapons must make a Fortitude save (DC 36) or be nauseated for 4d6 rounds. Additionally an empress of rot's slimy touch deals 13d6 points of damage per round to wooden objects. Wooden armor, weapons, or paper that an empress of rot strikes dissolve immediately unless the owner makes a Reflex save (DC 35).

    Aspect of the Swarm (Su): Should the empress of rot present its aspect of the swarm (a swift action for the empress of rot if changing from another aspect), she transforms into a lithe woman surrounded by a number of venomous, biting and stinging spiders, scorpions, beetles, and centipedes equal to the empress of rot's current hit point total. Each vermin bites a creature who enters the area occupied by the empress of rot for 1 point of damage, and then dies. Victims get a Reflex save (DC 35) each round to avoid the full press, and if successful, take only 5d10 bites and thus 5d10 points of damage. The total of amount of damage that can be dealt to those who fall prey to the aspect of the swarm is equal to the empress of rot's current hit point total. When this damage is done, the empress automatically shifts back into her base form, with the same number of hit points as when she entered her Aspect of the Swarm.The vermin cannot be wrested from the character’s control through any means. They vermin gain a saving throws against spells that would otherwise automatically slay vermin.

    While in its Aspect of the Swarm, an empress of rot gains the following ability, which his extraordinary.
    Infectious Flesh (Ex): Striking an empress of rot with a slashing weapon causes chunks of it's flesh to fall off and form random swarms or oozes (see table below [forthcoming]). Striking an empress of rot with a piercing weapon causes blood to spray outwards, dealing 4d6 acid damage to the attacker and weapon as well as forcing a Fortitude save (DC 36) against being infected with a random disease (as the contagion spell).

    Black Thumb (Su): The empress of rot can scourged the plant kingdom with suffering and undeath. Any plant that the empress of rot touches becomes undead unless it succeeds on both a Fortitude save (DC 36) and Will save (DC 39). If it is not a creature, it automatically fails its saves and dies, but only has a 9% chance of rising as an undead. In Tiny and smaller plants, death is instantaneous. Small plants linger for 1 round; Medium, 1 minute; Large, 1 hour; Huge, 1 day; Gargantuan and larger, 1 week. Plants are in considerable pain (as per symbol of pain, even if they are immune) for as long as they linger, or for an instant if they do not linger. Cloth is a sufficient barrier to prevent the empress from affecting a plant. A plant that succeeds on its Fortitude save is unaffected by this ability except to feel a momentary stab of sharp but not harmful pain. A plant that fails its Fortitude save dies, but if it succeeds on its Will save it does not rise as undead. Undead created by this ability are described elsewhere.

    Embrace the Decay (Su): If an empress of rot spends a full round action to channeling rot into an individual (requiring a touch attack), that creature's mind is strained by the intimate contact with the very embodiment of decay. The creature imagines his flesh withering, rotting, and turning to dust. Unless the creature succeeds at a Will save (DC 39), it suffers 36d6 points of damage and is stunned for 4d6 rounds. A creature that successfully saves against this effect is immune to the embrace of decay of that empress of rot for 24 hours. This is a mind-affecting phantasm effect. The save DC is Charisma-based.

    Forevermore (Ex): The empress of rot can only be destroyed in a unique set of circumstances. If an empress of rot is reduced to -10 or less hit points from an attack that does not destroy their body, or from a death attack is incapacitated, but is not truly dead. The empress of rot seems destroyed but actually falls into stasis until the next new moon while it restores itself. Only by removing all of the diseases from the empress of rot's body on the winter solstice it truly be killed.

    Regeneration (Ex): An empress of rot takes normal damage from, epic wooden or cold iron weapons.

    Rot (Ex): Beings that are struck by an empress of rot must make a Fortitude save (DC 45) or lose any form of fast healing, regeneration, and immunity to ability point damage, disease and poison for the following 24 hours.

    Spell-like Abilities:
    Always active: detect magic, detect snares and pits, freedom of movement, nature watch, pass without a trace, see invisibility, tongues, true seeing;
    4/day— animate plants, blasphemy, briar web, circle of nausea, contagion, control weather, creeping doom, curse of the putrid husk, dancing lights, dawn, deadfall, deep slumber, entangle, faerie fire, giant vermin, greater dispel magic, ghost sound, greater dispel magic, improved invisibility, insect plague, liveoak, mass charm monster, nature’s avatar, panacea, phantasmal disorientation, plant growth, poison, plague of rats, ray of clumsiness, reincarnate, seething eyebane, shambler, shriveling, spell turning, summon swarm, suspend disease, tree stride, unholy blight, vigorous circle, wall of thorns; wither limb
    1/day— freedom, unhallow, la'anatullah, mass awaken vermin
    1/ week— miracle (related to rot)
    Caster level 24th, DC 39+spell level.

    Wild Empathy (Ex): An empress of rot can use wild empathy as a druid of 36th level. An empress of rot has a +9 racial bonus on wild empathy checks.

    Thanks to WarDragon, Selah, MythMage and Kain Darkwind for assistance and inspiration..

    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~~=~=~=~=~=~=~=~=~=~ =~


    STRATEGY AND TACTICS
    Empresses of rot relish combat as it is one of the swiftest ways to spread decay in Faerie or the Mortal and assert dominance in the Depths of Despair. When they have a few moments to prepare, empresses of rot usually cast enhancement spells on itself and allies if any are present. Depending on what it is faced with the empress of rot will either launch a quickened dispel magic and then dire charge into combat or fly out of reach, assume and appropriate aspect and after suitable spell-like abilities have been hurled return to the fray . If the battle lasts long enough for the empress of rot to be seriously wounded, it will flee into hiding, until it's fast healing has restored it and then hunt down it's foes with a vengeance.

    An empress of rot's slam attacks are considered epic wooden weapons for the purpose of overcoming damage reduction. Note that they do not count as cold iron weapons.

    SAMPLE ENCOUNTER
    Empresses of rot are usually driven to madness by their exile and curse, and it is sometimes possible for PCs to talk their way out of conflict with one.
    EL 26: An empress of rot's coming and subsequent endless reformation is foretold by a Seer of Cambiare on his deathbed, on midsummer's day. The PCs must discover from whence it will come and how to stop it for good.
    EL 28: An empress of rot with three shator is chasing down the an epic druid clan that dared to slay powerful cult that had been lead aspect of the Three-Sided One . If the party gets in the way even inadvertently, they are likely to be warm-up victims. If the party is helpful, the empress of rot asks if the PCs would infiltrate the druids and create a distraction for the assault.

    ECOLOGY
    Empresses of rot are solitary creatures avoiding each other both by chance and choice. Bardic tales say that only nine of these dire ladies can exist at any one time, so this should come as no surprise.
    Environment: Empresses of rot go anywhere through the Nether realms and on the Mortal Coil and everywhere in Ladinion that they can without censure. They like to wander and rarely make a lair.
    Typical Physical Characteristics: Bad.
    Alignment: Empresses of rot pay little attention to alignment, their exile has not changed that at least. Some however embrace their curse and sell their services to Powers of decay or might Nether lords.

    EMPRESS OF ROT LORE
    Characters with ranks in Knowledge (the planes) can learn more about empresses of rot. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Characters with Knowledge (nature) or Bardic Knowledge can also ascertain this information, though the DCs are increased by 5.

    {table=head]Knowledge (the planes) Check|Information
    36|This creature is an empress of rot. It is a master of decay and pestilence, with four distinct aspects. This reveals outsider traits
    41|An empress of rot's touch can impede healing, and carry other effects based on the aspect it has assumed.
    46|Empresses of rot are exiled fey, and still retain grand power over the natural world they despise.
    51|An empress of rot is extremely difficult to permanently kill. This also identifies everything about the creature's current aspect.[/table]

    SAMPLE LAIR
    Typically an empress of rot is mobile and has no lair, though a deadland or swamp might be a suitable location for the rare stationary one.

    TYPICAL TREASURE
    Empresses of rot accumulate treasure as is twice the normal for a creature of its Challenge Rating, normally possessing the equivalent of about 160,000 gp. An empress of rot rarely uses this treasure, preferring to save either horde it or use it to bargain with those that would aide them.

    EMPRESSESS OF ROT WITH CLASS LEVELS
    An empress of rot's favored class is druid. An empress of rot with with druid levels adds 3/4 its racial Hit Dice to its druid levels to determine its class features. Empresses of rot rarely, become fighters or enter spellcasting prestige classes that focus on disease, rot, or decrepitude.

    ADVANCED EMPRESSESS OF ROT
    Empresses of rot can advance by Hit Dice through age or experience, exactly like other horned hunters.

    EMPRESSESS OF ROT IN URSOULE
    Information on The Nine Decrepit Women is forthcoming.
    Last edited by Jaerc; 2007-10-17 at 02:56 PM. Reason: update with VTs catches p1
    Whatsoever that be within us that feels, thinks, desires, and animates, is something celestial, divine, and, consequently, imperishable.

    -The Gates of Heaven-
    -A community design project-

  15. - Top - End - #15
    Dwarf in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Oct 2007

    Default Re: GITP Monster Competition XIV - Gratuitous Gore

    Gorshk - Eye Eater

    Large Fey
    Hit Dice: 9d6+36 (67 hp)
    Initiative: +3 (-1 dex, +4 Improved Initiative)
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (+8 natural armour, -1 size, -1 dex, +4 insight), 12 touch, 20 flat-footed
    Base Attack/Grapple: +4/+18
    Attack: Slam +9 d8+2 + Giskl Swarm (2d6+4)
    Full Attack: Slam +9 d8+2 + Giskl Swarm (2d6+4)
    Space/Reach: 5 ft./ 5 ft.
    Special Attacks: Spell-Like Abilities, Giskl Swarm, Veil of Terror, Heads of Panic
    Special Qualities: Damage Reduction 10/magic, Eye Invincibility, Eye Absorption, Low-Light Vision, Darkvision 60 ft.
    Saves: Fort +7, Ref +5, Will +9
    Abilities: Str 15, Dex 8, Con 18, Int 25, Wis 16, Cha 13
    Skills: Spellcraft +19, Knowledge (History, Geography, Arcane, Religion, Nature, Nobility) +19, Appraise +19, Disguise +19 (+29 using Permeanent Image to appear as a Gypsy), Bluff +19, Decipher Script +19, Craft (Surgery) +19, Profession (Fortune Teller) +19, Spot +13, Listen +5, Search +17
    Feats: Spell Focus (Illusion), Greater Spell Focus (Illusion), Improved Initiative, Extend Spell
    Environment: Any with intelligent humanoids
    Organization: Solitary + Giskl Swarm (See Below)
    Challenge Rating: 10
    Treasure: None except for their bag of heads, and their carving knife, which is the most powerful dagger they can find. (At minimum a masterwork dagger)
    Alignment: Any Evil
    Advancement: 10-14 HD (large), 15-27 (huge)
    Level Adjustment: N/A

    A small bundled up gypsy woman walks down the road. Many layers of shawls and blankets cover her back, protecting her features from prying eyes, and her body from the elements. She carries a bag with a large spherical object; from the rumours about this woman, it is undoubtedly her crystal ball. Plying her trade for many years, the fortune teller is wrinkled and aged, but reknowned for the wisdom she shares to those who but ask her.

    The small woman in front of you starts to be engulfed by her shawls and blankets. Her arms and legs bulge, and eyes start to pop out of her clothy flesh. The transformation continues until 'she' is a bloated beast, covered in eyes. It begins to stand, but it's atrophied white muscles cannot hold it up straight. You estimate it to be about 10 feet tall, but with it's hunch it only reaches about 8 feet. It's entire body is covered in eyes. Small eyes, big eyes, monstrous eyes, human eyes, baby eyes; from every concievable spot they glare, radiating hatred; many of the eyes also seem to be filled with terror, almost as if the original owners are still inside, still feeling everything the Gorshk is doing, still feeling the pain of having the eye cut out.

    And suddenly, hundreds of little blobs, mistaken for tumorish gobs of flesh, start to move on the Gorshk's skin. Some of them grow to be upwards of 6 inches long, and all of them start to move and jiggle. Rivulets of brackish olive green blood start oozing down the Gorshk's skin, apparently from underneath the blobs. The eyes on the blobs continue to stare in all directions, aimlessly projecting hatred and anger at everything around them, including the Gorshk, and the other gobs. Suddenly, one of the mounds of flesh flips upside down, and you see a flesh of fearsome fangs as the creature, a parasite of eyes and teeth, reattaches itself to the Gorshk. The Gorshk empties it's bag in front of you, and half a dozen eyeless heads roll to your feet.


    Below is fluff and lore on the background of the Gorshk:

    Spoiler
    Show

    The Gorshk were once faerie-folk. They acted as fortune tellers for all who came to them.. But long ago they took the proffession too far. One amongst them learned that 'to eat the eyes of your enemies is to see through the eyes of your enemies'. And this individual wanted to know more, to be the best fortune teller there was, so she murdered and killed many innocent people, and then ate their eyes, acquiring the knowledge of her victims. Other Gorshk heard of her success and pried into her secrets; and when it was discovered eating the eyes of others was providing her with insight, the other Gorshk began to eat eyes too.

    When these habits were discovered, a witch cursed the whole species. The Gorshk became dependant on eyes for nourishment, and could only grow when they ingested eyes. Every time they ate an eye, the eye would grow back upon their body, and their muscles began to atrophy and stiffen. They became known as Eye Eaters. The males, forever the lesser fortune tellers were repulsed and eventually died away. The female Gorshk were determined to use this curse and grow. They delved into forgotten magics and forbidden secrets and eventually found a way to procreate without males, and to use the eyes to pass on knowledge to their offspring.

    The Gorshk of today are the few who have survived the harrowing processes used to ensure the survival of their species. They have but one goal in life; to eat more eyes, to garner more knowledge, in order to become the ultimate sage of what will happen. Their repugnant bodies would not allow them to approach anyone, and so the Gorshk use part of their magic to cloak themselves in illusion, disguised as a simple gypsy fortune teller. And most of the time, fortune telling is exactly what they do. But they must feed to survive, and only eyes provide them nourishment. So they often find hermits, travellers, lost folk, or solitary farms to prey upon, in order to eat the eyes they so crave. Adventurers are their preferred diet, as they gain the knowledge of those whose eyes they eat; and most ordinary folk simply don't know much. A mighty wizard, or battle ready warrior on the other hand, provides succulent information to the Gorshk.

    The most disturbing thing about the Gorshk is their habit of eating eyes. This activity has 3 main effects. First, it provides the Gorshk with knowledge, that allows it to become more profficient in combat. Every 50 hit dice or levels worth of eyes that a Gorshk eats (and that means it ate all the eyes of the creature in question) increase it's hit dice by 1. Only creatures with at least 1/3rd the hit dice of the Gorshk count for increasing it's level. (This can affect it's insight bonuses in addition to the normal increases that come from gaining fey hit dice.)
    Secondly, most eyes regrow somewhere upon the Gorshk's body within 24 hours of being eaten. After an eye has regrown upon the Gorshk, the being the eye came from can no longer be ressurected by any means short of divine intervention until the Gorshk is killed. (As such, some wizards are investigating the possible use of a Gorshk as a living soul gem for use with spells such as Magic Jar and Soul Bind. So far they have not been successful.)
    The last effect comes from the eyes that do not regrow upon the Gorshk's skin. About one in five eyes instead regrow upon one of the Giskl, the parasitic creatures that live upon the Gorshk's body. Which Giskl recieves the eye seems to be almost completely randomly determined.

    The Giskl are in fact the young of the Gorshk; they, like the Gorshk host, only gain sustenance from eyes. However, unlike the Gorshk, the Giskl also eat any other flesh (and anything attached to the flesh, such as bone or clothing) that they can reach. Luckily Giskl also seem to require the presence of the living Gorshk host to survive. Every attempt to bring Giskl away from a Gorshk for more than a minute or so has resulted in the death of the Giskl parasite.
    The Gorshk also seems to be able to inherently control it's own personal Giskl swarm, so that while it poses as a fortune teller, only victims of it's choosing get eaten. The Giskl aid the Gorshk in two primary ways; first, they are a potent combat force. Secondly, they eat bodies, in their entirety, thus dealing with the problem of the headless corspes the Gorshk would otherwise leave behind.
    When a given Giskl parasite grows it's 100th eye, it grows two extra sets of teeth with which to hang on to the Gorshk host, and all of it's eyes film over, and it stops moving. (At this time the Giskl parasite is usually about 8 inches long) After it grows 2 more eyes, it falls off the Gorshk host, and starts to grow rapidly. When it reaches about 4 feet in length, it has the features of a bloated albino dog. At this point it goes into a killing spree, usually lasting around one month, where it feeds on all the small wildlife in the area until it reaches 500 eyes. Anything it can catch (and it moves very quickly, about the speed of a fully grown cheetah) it devours completely.
    At the end of this spree it goes again into a 2 day coma, and when it awakens, it is a fully grown Gorshk, with all the knowledge and abilities listed herein. Usually at this point the Gorshk young has acquired about 80 Giskl eyes, so it has it's own small Giskl swarm started already upon awakening (usually between 50 and 70 Giskl parasites have been started, though for combat purposes, the exact number never really seems to matter.) What happens to the flesh consumed by a Giskl, or a Gorshk young, has never been discovered as they do not appear to have a digestive tract. Eyes simply go straight to the skin.

    After a Gorshk has killed someone, and the Giskl have eaten the body until only the head remains, the Gorshk adds the head to it's collection in it's gypsy bag. At an appropriately safe time, the Gorshk takes the head out, and very neatly removes the eyes. It does not wish to lose any portion of it's food, so there is no beserk gouging at the eye (as the Giskl swarm might like to do). Often this is the only clue that someone has been killed by a Gorshk, as the eye sockets will be very meticulously cleaned during the process. Treasure other than a creatures head or knowledge simply does not interest a Gorshk, and so is rarely carried by them. Generally speaking, a Gorshk will carry between two and eight heads with it, and only rarely will any of the heads have any eyes left in them.


    Gorshk speak elven, infernal and abyssal.

    Combat

    Once combat has begun (either because the Gorshk is found out, or because the Gorshk has decided it is time to eat), the very first thing a Gorshk does is drop the illusion of being a gypsy woman. It then empties out it's bag of previous victims heads. After these two prepared activities it fights in the most intelligent manner it can. When melee combat is required, it releases the vengeance of the Giskl swarm, and for the rest of the fight it uses it's spell-like abilities to distract and isolate it's enemies until the Giskl swarm has a chance to eat them. The Gorshk has only one purpose once combat has begun; to gain edible eyes. As such, the Giskl swarm is never allowed to eat a creatures head for fear of damaging an eye, and any area affect abilities or enviromental conditions that might hurt the victims eyes are avoided at all costs.

    Veil of Terror
    Each Gorshk has a Permeanent Illusion cast upon itself and it's bag of heads to make it appear as if it is a gypsy woman with a bag holding a crystal ball. This illusion can be reformed at will. Whenever the illusion is lowered or disrupted, everyone within 60' must make two Will saves (DC 21 and 19): first against Fear (caster level 4th), and second against an Extended Suggestion that asks the victim to come and investigate whether or not the Gorshk really looked that awful.

    Heads of Panic
    When a Gorshk empties the heads out of it's bag, all creatues within 60' are affected as if by a modified Phantasmal Killer that causes paralysis (1 round/level, 4 rounds) instead of death if both saves are failed (Fort and Will, DC 23). The heads appear as loved ones, family or friends.

    Spell-like Abilities:
    Caster level 4th level wizard , save DCs based on Int. The spellcaster level is equal to half the Gorshk's hit dice.

    Continous: Read Magic, Comprehend Languages
    At will: Arcane Eye, Detect Magic, Detect Poison, Detect Secret Doors, Detect Undead, Detect Thoughts, Detect Scrying, Greater Prying Eyes, and Spectral Eye (as Spectral Hand, but an eye and as they literally send out one of their many eyes, they take no hit point loss).
    1/day: Bestow Curse (Will DC 20), Enervation, Feeblemind (Will DC 22), Foresight (With a range of one other living creature touched), Identify, Ghoul Touch (Fort DC 19), Maze, Rainbow Pattern (Will DC 23), Ray of Enfeeblement, Speak with Animals, Speak with Plants and Speak with Dead
    1/Week: Analyze Dweamor and Legend Lore

    Giskl Swarm: The Giskl swarm presence adds a +4 racial modifier to the Gorshk's grapple checks. Whenever the Gorshk is in combat, the Giskl swarm spreads out to cover everything within 5 feet of the Gorshk; anything in this area during the Gorshk's turn takes 2d6+4 damage (2d6 is the base damage for a swarm of a large size Gorshk, and would change if the size of the Gorshk changed; the +4 is an insight bonus provided by the knowledge inherent in the eyes eaten by the Gorshk and passed on to the Giskl, and is based on half the hit dice of the parent Gorshk). The Giskl swarm counts as having any damage reduction the Gorshk has for purposes of overcoming damage reduction, and also counts as being an outsider of the Gorshk's alignment for overcoming damage reduction. (So a basic Lawful Evil Gorshk would overcome damage reductions magic, law and evil.)
    Every round that a creature is damaged by a Giskl swarm, the creature must make a Will save (DC 20) or be affected by a curse compelling them to seek out and eat an eye of any creature at least once a week. The creature must also make a Fort save (DC 18) or contract a disease called the bleeding eye. Each day the victim must make a fort save or take 1 Con damage, which will not heal naturally until the disease is gone; 3 successful saves will cure the disease. Each day the victims eyes bleed a little bit worse, until the victim has lost half his base constitution score to the disease. At this point, the victim's eyes explode, causing the victim to lose half his remaining constitution permeanently. The eyes can only be restored by a combination of a Remove Curse and a Heal spell. After the eyes explode, the disease dissipates. (Note: normally victims who contract this disease are killed and have their eyes eaten, so normally it is not a problem.) The curse save is based on the third level spell bestow curse modified by the Gorshk's intelligence, and the disease save is based on half the Gorshk's hit dice modified by the Gorshk's constitution.

    Eye Absorption: The most fundamental advantage that eating the eyes of their enemies provides the Gorshk is added proficiency in combat. This advantage comes as a +4 insight bonus to AC and attacks (including grapples). (The insight bonus is equal to half of the Gorshk's Hit Dice.)
    The second advantage is mostly fluff:
    Spoiler
    Show
    The ability to acquire special qualities. If a Gorshk eats 50 eyes from creatures that have the same special quality, then they acquire that special quality. If some of those creatures had some special qualities (say some were dwarves), and some had other ones (some of the other eyes were ogre-magi), then only the special qualities common to all the eyes will be passed on. The only typical special quality that seems to be absorbed by all Gorshk is darkvision (and only at the 60 foot range). Other special qualities have been found, but are not regarded as typical for the species.


    Eye Invincibility: A very curious quality noted about the Gorshk, is the apparent invincibility of it's eyes. Regardless of what happens to a Gorshk, whether it be exposed to a fireball, or slashed by a whirling dervish, the eyes never seem to be hurt. Additionally, no gaze attacks seem to affect a Gorshk. This has also granted the main Gorshk body some defenses, in the form of it's damage reduction. This invincibility also protects the Giskl swarm; apart from removing them from their Gorshk host, no known method will kill an individual Giskl.

    Ancient Knowlege: The Gorshk pass on intimate knowledge of how people react, and how to manipulate people to their will. This art has been passed down through many ages, and so the Gorshk have turned it into a science. Bluff, Diplomacy, Intimidate, Disguise are all based on Int rather than Cha.

    Skills: The Gorshk still have the innate senses of their long-ago elven kin, and thus recieve a +2 racial bonus to listen, search, and spot. The multitude of eyes all over thier bodies increase the bonuses on spot and search to +6, and the knowledge gathered from eating the eyes grants the Gorshk a +4 insight bonus on spot and search checks. (This insight bonus, as all others with the Gorshk is based on half of their Hit Dice.)
    Last edited by Nelphine; 2007-10-21 at 11:26 AM.

  16. - Top - End - #16
    Eldritch Horror in the Playground Moderator
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    Default Re: GITP Monster Competition XIV - Gratuitous Gore

    Butchery Golem

    Large Construct
    10d10+30 HP (85 HP)
    Initiative: +2
    Speed: 40ft. (8 squares), climb 20ft.
    Armor Class: 26 (-1 size, +2 Dex, +15 natural), touch 11, flat-footed 24
    Base Attack/Grapple: +7/+19
    Attack: Savage Armament +15 melee (2d6+8 plus Savage Wounds)
    Full Attack: 6 Savage Armaments +15 melee (2d6+8 plus Savage Wounds)
    Space/Reach: 10ft./10ft.
    Special Attacks: Savage Armament, Savage Wounds, Whirling Death, Butchery
    Special Qualities: Construct traits, DR 10/adamantine, darkvision 60ft., immunity to magic, low-light vision, Squad Tactics, stability
    Saves: Fort +3, Ref +5, Will +3
    Abilities: Str 26, Dex 14, Con -, Int -, Wis 10, Cha 1
    Skills: -
    Feats: -
    Environment: Any
    Organization: Solitary or hunting squad (2-5)
    Challenge Rating: 12
    Treasure: None
    Alignment: Always Neutral
    Advancement: 11-15 HD (Large), 16-20 HD (Huge)
    Level Adjustment: -

    Clattering and clanking, a nightmarish figure of rusted and bloodstained metal emerges out of the mists. It is vaguely humanoid in appearance, but mounted on four scuttling spiderlike legs, and bristling with a myriad of vicious weaponry in all shapes and sizes. A narrow, skull-shaped head rotates back and forth, smoothly scanning the battlefield for targets.

    Butchery golems are what result when a war goes on so long that those fighting it forget that their enemies are people too. Designed for efficient and brutal slaughter, they are relentless in the pursuit of whatever prey they fixate upon, rapidly turning anything in their path into a fine mist of blood and dismembered body parts. On rare occasions, a butchery golem wanders away from its creator’s army, or may be forgotten and left functional after the war is over. In such cases, they can lie dormant for years or decades until some unfortunate soul disturbs them and awakens their latent programming, sending the golem on a murderous rampage.

    Butchery golems never speak. They can understand any languages spoken by their creator, though they will ignore any orders not spoken by their creator or another being authorized to give it orders when the golem was created.

    Combat:

    Alone, a single butchery golem is mindless, lacking any form of strategy or tactics and simply charging headlong towards the nearest foe to rip them into shreds. In groups, their Squad Tactics ability comes into play, and they become capable of increasingly complicated maneuvers (see Squad Tactics, below).

    Savage Armament: A butchery golem is festooned with countless hammers, claws, hooks, needles, razors, and sawblades attached to its many arms. Simple physics prevents it from employing all of its weapons at once, but it still carries enough to break though most physical defenses. A butchery golem’s savage armament attacks are treated as piercing, slashing, and/or bludgeoning simultaneously, whichever would be most injurious to the target.

    Savage Wounds: Designed for the rapid incapacitation of enemy troops, a butchery golem’s weaponry is enchanted and crafted to cause horrific injury. Whenever a creature is damaged by the butchery golem’s natural attacks or its Whirling Doom ability, they must succeed on a DC23 Fortitude save or suffer a random effect from the following chart. The Save DC is Strength-based.

    1 - Concussion: Dazed for 1d6 rounds
    2 – Facial Slash: Blinded for 1d6 rounds.
    3 – Distracting Pain: -3 on attack and damage rolls for 1d6 rounds.
    3 – Hamstring: Speed reduced to 5ft./round for 1d6 rounds.
    4 – Arm Slash: One random arm is crippled and rendered useless for 1d6 rounds. Multiple Arm Slashes stack, and if a creature suffers an Arm Slash while all of its arms are currently crippled, one random arm is permanently severed.
    5 – Arterial Strike: Creature bleeds for an additional 1d6 damage each round until a DC20 Heal check or at least 1 point of magical healing is applied. Multiple
    6 – Horrifying Blow: Creature flees in terror for 1d4 rounds or until out of sight of the butchery golem for 1 full round.

    Whirling Doom: In battle, a butchery golem’s many weapons are constantly stabbing and flailing about around its body, creating a mobile zone of death. Any creature that starts its turn within the butchery golem’s reach must succeed on a DC23 Reflex save or take 2d6+8 damage, as if struck by the butchery golem’s natural weapons, and save against a Savage Weaponry effect. The save DC is Strength-based.

    Butchery: A butchery golem is adept at efficiently finishing off disabled enemies. It may make a Coup De Grace attempt as a free action once during each of its turns.

    Immunity to Magic: A butchery golem is immune to all spells that allow spell resistance, with the following exceptions:

    A spell that would deal electricity damage instead slows the golem for 3 rounds, with no save.

    A spell that would deal fire damage instead heals the golem for 1 hit point per 3 points of damage that would have been dealt to the golem.

    A butchery golem is affected normally by rust metal and a rust monster’s touch.

    Squad Tactics: Individually, butchery golems are mindless assault weapons. However, multiple nearby golems can link up and perform increasingly complex tactics. When 2 more more butchery golems are within 100 feet of each other, they are treated as having an Intelligence score of 2 per golem participating in the link, though they retain all benefits of otherwise remaining mindless (though they still do not gain feats or skill points). As the group of golems grows larger, their strategies and maneuvers increase in sophistication as follows:

    Individual – Mindless, will engage the closest enemy until slain or the golem is destroyed.
    2-3 golems – Can formulate simplistic tactics, such as flanking, ignoring enemies who have been proven unable to damage them, and ignoring enemies they cannot damage.
    4-5 golems – More advanced plans and tactics, including the recognition of more lightly armored foes and the higher danger presented by a ranged opponent.
    6+ golems – Butchery golems are almost never found operating in units of larger than five at a time. If they do manage to group together in this density, their effective combat intelligence continues to increase, employing strategies such as ambush and application of defensive cover.

    Stability: A butchery golem recieves a +4 bonus to resist being tripped, bull rushed, or any similar effect.

    Butchery Golem Lore:
    Spoiler
    Show

    Characters with sufficient ranks in Knowledge: Arcana or Knowledge: War can identify a butchery golem and determine its abilities according to their check result:

    DC20: This is a butchery golem, a merciless construct created to fight and kill on battlefields. This check results reveals all construct traits.

    DC25: A butchery golem’s assortment of weaponry can be employed to slash, stab, or club its opponents variably. It can also strike out instinctively at nearby foes, and a hit from any of its weapons can rapidly cripple or incapacitate enemies.

    DC30: Butchery golems can be easily dismantled with weapons of adamantine, and their metallic structures are vulnerable to electricity and rusting attacks. In groups, they are much more dangerous and capable of formulating increasingly complicated tactical plans.


    Plot Hooks:
    Spoiler
    Show

    EL 11: Two neighboring kingdoms are in the middle of a terrible war, and are at the point of employing butchery golems. A golem from one of the factions has lost its way and wandered across the border into a third, neutral country, but still programmed for battle, and has massacred the population of several small villages that it encountered. The PC’s must hunt down and destroy the machine before it slaughters any more innocents.

    EL 15: During the excavation or exploration of a long-abandoned military fort, a team of four butchery golems from an ancient war were accidentally awakened from their storage chamber. Killing their releasers, they have escaped into the surrounding wilderness and now stalk the area, murdering anyone they come across as part of their guerilla warfare protocols.
    Last edited by The Glyphstone; 2007-10-20 at 07:12 PM.
    Quote Originally Posted by Red Fel, on quest rewards View Post
    "Is a stack of ten pancakes too many pancakes to give to the party, even if most of them fell on the floor and one or two were stepped on? I wanted to give my party pancakes as a reward but I'm unsure if it's too much. The pancakes are also laced with blowfish poison so the party would have to get an antitoxin before they could eat the ones which weren't pulverized by shoes."

    I don't think anyone would want those pancakes even if you paid them to eat them.

  17. - Top - End - #17
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    The Vorpal Tribble's Avatar

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    Default Re: GITP Monster Competition XIV - Gratuitous Gore

    This month's contest has come to a close. A voting thread has been posted here.

    Good luck!

  18. - Top - End - #18
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    Default Re: Unholy crap!

    Quote Originally Posted by DracoDei View Post
    Melth, Wizard of the 7th House: "So, are you sure you have empowered yourself with the correct divine energies for this undertaking?"

    Tarek, Cleric of Pelor: "I have prayed to Pelor for my the spells I usually prepare when expecting to face the undead...."

    Melth, Wizard of the 7th House: "You disappoint me comrade. How could you fail to gain as much as possible of the ability to summon cleansing water to wash the filth from us?"

    Tarek, Cleric of Pelor: "Err... actually those were the FIRST spells I beseeched him for in my devotions... and then again at the end, just to be sure... In truth I was sorely tempted to forgo some of my slightly more powerful spells in favor of additional usages of Create Water, but I chose against it... I trust we all are carrying sufficient soap for this endeavor?"

    Melth, Wizard of the 7th House: "I checked that myself, all are so equiped... it occurs to me that the research of an improved decanter of endless water that is capable of pouring forth soapy, as well as ordinary water might prove a logical endeavor for the future."

    Tarek, Cleric of Pelor: "There may be wisdom in what you say..."


    Gut Snake
    (Open Spoiler for Stat block table)
    Spoiler
    Show

    {table="head"]~|Gut Snake, Tiny|Gut Snake, Small|Gut Snake, Medium|Gut Snake, Large|Gut Snake, Huge|Gut Snake, Gargantuan|Gut Snake, Colossal
    Size and Type|Tiny Undead|Small Undead|Medium Undead|Large Undead|Huge Undead|Gargantuan Undead|Colossal Undead
    Hit Dice|1/2d12 (3 hp)|1d12 (6 hp)|3d12 (19 hp)|6d12 (39 hp)|12d12 (78 hp)|24d12 (156 hp)|48d12 (312 hp)
    Speed|20 ft. (4 squares), climb 20 ft., swim 20 ft.|20 ft. (4 squares), climb 20 ft., swim 20 ft.|20 ft. (4 squares), climb 20 ft., swim 20 ft.|20 ft. (4 squares), climb 20 ft., swim 20 ft.|20 ft. (4 squares), climb 20 ft., swim 20 ft.|20 ft. (4 squares), climb 20 ft., swim 20 ft.|20 ft. (4 squares), climb 20 ft., swim 20 ft.
    Initiative|+8|+7|+7|+7|+7|+6|+5
    AC|17 (+4 Dex, +2 size, +1 natural); touch 16; flat-footed 13|16 (+3 Dex, +1 size, +2 natural); touch 14; flat-footed 13|16 (+3 Dex, +3 natural); touch 13; flat-footed 13|15 (+3 Dex, -1 size, +3 natural); touch 12; flat-footed 12|16 (+3 Dex, -2 size, +5 natural); touch 11; flat-footed 13|17 (+2 Dex, -4 size, +9 natural); touch 8; flat-footed 15|17 (+1 Dex, -8 size, +14 natural); touch 3; flat-footed 16
    BAB|+0|+0|+1|+3|+6|+12|+24
    Grapple|-4|+2|+8|+15|+25|+39|+59
    Attack|(Grapple attempt +6 melee touch)|(Grapple attempt +4 melee touch)|(Grapple attempt +4 melee touch)|(Grapple attempt +6 melee touch)|(Grapple attempt +10 melee touch)|(Grapple attempt +19 melee touch)|(Grapple attempt +31 melee touch)
    Full Attack|(Grapple attempt +6 melee touch)|(Grapple attempt +4 melee touch)|(Grapple attempt +4 melee touch)|(Grapple attempt +6 melee touch)| (Grapple attempt +11 melee touch)|(Grapple attempt +19 melee touch)|(Grapple attempt +31 melee touch)
    Space/Reach|2 1/2 ft./0 ft.|5 ft./5 ft.|5 ft./5 ft.|10 ft./5 ft.|15 ft./10 ft|20 ft./15 ft.|30 ft./20 ft.
    Special Attacks|Constrict 1, Explosive Diarrhoetic Discharge, Flatulate|Constrict 1d2+3, Explosive Diarrhoetic Discharge, Flatulate|Constrict 1d3+4, Explosive Diarrhoetic Discharge, Flatulate|Constrict 1d6+6, Explosive Diarrhoetic Discharge, Flatulate|Constrict 1d8+10, Explosive Diarrhoetic Discharge, Flatulate|Constrict 2d6+16, Explosive Diarrhoetic Discharge, Flatulate|Constrict 2d8+22, Explosive Diarrhoetic Discharge, Flatulate
    Special Qualities|Dark Vision 60 ft., D.R. 5/Slashing or Piercing, Undead Traits|Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits|Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits|Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits|Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits|Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits|Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits
    Saves|Fort +0, Ref +4, Will +2|Fort +0, Ref +3, Will +2|Fort +1, Ref +4, Will +3|Fort +2, Ref +5, Will +5|Fort +4, Ref +7, Will +8|Fort +8, Ref +10, Will +14|Fort +12, Ref +13, Will +26
    Abilities|Str 10, Dex 19, Con -, Int -, Wis 10, Cha 1|Str 14, Dex 17, Con -, Int -, Wis 10, Cha 1|Str 17, Dex 17, Con -, Int -, Wis 10, Cha 1|Str 19, Dex 17, Con -, Int -, Wis 10, Cha 1|Str 25, Dex 17, Con -, Int -, Wis 10, Cha 1|Str 33, Dex 15, Con -, Int -, Wis 10, Cha 1|Str 41, Dex 13, Con -, Int -, Wis 10, Cha 1
    Skills|-|-|-|-|-|-|-
    Feats|Improved Grapple(B), Improved Initiative(B), Weapon Finesse(B)|Improved Grapple(B), Improved Initiative(B), Weapon Finesse(B)|Improved Grapple(B), Improved Initiative(B)|Improved Grapple(B), Improved Initiative(B)|Improved Grapple(B), Improved Initiative(B)|Improved Grapple(B), Improved Initiative(B)|Improved Grapple(B), Improved Initiative(B)
    Environment|Any|Any|Any|Any|Any|Any|Any
    Organization|Any|Any|Any|Any|Any|Any|Any
    Challenge Rating|1/4|1|2|4|6|10|15
    Treasure|None|None|None|None|None|None|None
    Alignment|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil
    Advancement|None|2 HD (Small)|4-5 HD (Medium)|7-11 HD (Large)|13-23 HD (Huge)|25-47 HD (Gargantuan)|49-96 (Colossal)
    Level Adjustment|~|~|~|~|~|~|~[/table]

    The creature is worm like and reeks like an open sewer. Its motions are that of a writhing coiled snake. It possesses no facial features except what might be a puckered, ring-shaped mouth.

    Gut snakes are the intestines of corpses reanimated through dark and sinister magic. (See "Creation" below)

    Combat
    Because of their utter lack of intelligence, the instructions given to a newly created gut snake must be very simple. They are generally end up simply attempting to grapple whichever foe is nearest to them and crush it to death before seeking a new target.


    Flatulate(Ex): As a full round action once per minute a gut snake may noisily release a cloud of reeking putrid gas centered on itself which can sicken those within it. The radius of the cloud and the Fortitude D.C. (for the unadvanced version in each size class) to avoid being sickened for as long as the victim stays in the cloud plus 1d4+1 rounds afterward are listed on the following table. The DC is strength based. The cloud is invisible and persists for one round per hit die of the gut snake. A moderate wind (11+ mph) halves the duration of the cloud; a strong wind (21+ mph) disperses the fog in 1 round.
    {table="head"]Size|D.C.*|Radius
    Tiny|10|2 1/2 feet**
    Small|12|5 feet
    Medium|14|7.5 feet***
    Large|15|10 feet
    Huge|19|15 feet
    Gargantuan|27|20 feet
    Colossal|37|25 feet[/table]
    * In the general case (including for calculating D.C.s for advanced gut snakes) the formula for the D.C. is 10+1/2HD+Strength Modifier
    ** The square it occupies in other words.
    *** The square it occupies and all adjacent squares (or cubes) in other words.

    Explosive Diarrhoetic Discharge(Ex): When a gut snake deals constriction damage it may immediately attempt an additional grapple check which does no damage, if it succeeds in this check it sprays the face of the grappled creature forcefully with a Diarrhoetic excrement. So forceful is this that it can sometimes penetrate even between closed lips and eyelids, get far enough into the nasal passages to not be easily removed quickly or even, in extreme cases, individual droplets may acheive sufficient velocity to penetrate the skin slightly. The grappled creature must immediately make a fortitude save (same DC as for the gas from Flatulate) or be nauseated and blinded for 2d4 rounds or until they get cleaned. Regardless of the result of this first save they must make another fortitude save against the same D.C. to avoid contracting Filth Fever with the usual onset time and ongoing D.C.'s for recovery and to avoid ability damage. HOWEVER if they fail 2 days of fortitude saves against the disease in a row there is a 25% chance they go blind until the disease is past and have a -4 penalty to all tasks involving visual acuity from that point forward due to the lingering effects of eye infection. A single Remove Blindness spell will undo both these effects and prevent any further chance of blindness for the duration of the disease. The D.C.'s are the same as for Flatulate.
    {table="head"]Size|D.C.*
    Tiny|10
    Small|12
    Medium|14
    Large|15
    Huge|19
    Gargantuan|27
    Colossal|37[/table]
    * In the general case (including for calculating D.C.s for advanced gut snakes) the formula for the D.C. is 10+1/2HD+Strength Modifier

    Constrict (Ex): On a successful grapple check, a gut snake deals the listed amount of damage.



    Usage:
    Use them alone or mixed in with other mindless undead. They are especially popular for guarding areas against physically weak, or very heavily armored attackers. Some necromancers like to replace gut snakes into the corpses (especially bipedal or winged ones) they came from, which are animated as zombies or other undead. When the larger creature makes a melee attack the gut snake will immediately attempt a grapple against the creature that the larger undead attacked. If the touch attack succeeds the gut snake will leave the belly cavity to attempt to constrict, if it misses the gut snake will return to the belly cavity. The GM may rule that spot and/or heal checks (to notice that the intestine has been severed completely from the other organs and the inter-connective tissue that keeps it coiled up is gone) to avoid being flat footed against this tactic are required. With their good resistance to bludgeoning they also are popular for dropping on foes from above since they are likely to survive the fall... There are even rumors of a few rare individuals (mostly undead) wielding them in the fashion of whips or spiked chains (they deal no damage if wielded in this fashion, but if released upon a successful hit the gut snake may start a grapple as if it had made its touch attack). The size of gut snake that could be wielded in this manner would be one size class smaller than the wielder if wielded as a spiked chain, or two size classes smaller if wielded as a whip.

    Creating a gut snake
    First the intestines of one or more creatures must be harvested (including severing the connective tissues that keep the intestine coiled up, so that it may be laid out straight), each requiring a Heal or Profession(Butcher) check with a DC of 13, a failure ruins the intestine. This process takes 5 minutes per intestine for creatures of up to medium size, 10 minutes for a large creature, 20 minutes for a huge creature, 40 minutes for a Gargantuan creature, and 1 hour 20 minutes for a Colossal creature. The usual rules for taking 10 apply. The intestine(s) must be reasonably undecayed and mostly whole and the creature must have been corporeal had a digestive tract that included intestines. Undead, and constructs, regardless of anatomy are not valid sources. Then either Animate Dead (provided the caster level is at least 10) or Create Undead, Lesser must be cast. The material components for the spell must be placed inside the anus of each intestine to be animated. Each such casting may create up to 2 HD worth of gut snakes per caster level (The desecrate spell doubles this limit). For intestines harvested from the corpses of herbivores and omnivores the size of the gut snake is equal to the size of the creature the intestines were taken from. If the creature the intestine was taken from was a carnivore then the resulting gut-snake is one size class smaller. Gut snakes have hit dice equal to the minimum listed for a gut snake of that size, plus extra hit dice equal to 1/2 the number of extra hit dice above the minimum that creature needed to achieve its size class whose intestine they are made from had (up to the maximum listed HD a gut snake of the particular size category it is at may be advanced to). Gut Snakes of greater than 20 HD may not be created using Animate Dead.
    The remaining corpse is still suitable for animation into most types of undead. Especially note that with the right skill checks, spells, etc it is possible to generate a skeleton, a gut snake, an Empty Skin, and a Hopping Stomach(which I have now posted) from a single corpse.
    Dude, you really take hte scary gross thing to hte max don't you, great job.

    Just one question, how is the quotes at the top relevent?

    Oh and these guys make a great swarm
    from,
    EE

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