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| the Slayer of Heroes06-16-05, 02:33 PM | "because I'm bored and because I can" NOTE: Ok, here's the deal. This post just got too damn big, so it's been split. All the Information down through the "Farkin" entries is still in this post. The "new" creatures and the player options are now down on a seperate post further down in the thread. Version 1.6.8 Updated 2-19-2006 the Far Realms of Insanity The Far Realm; Outside; Nightmare Dimension; Xoriat; The Realm of Madness “…is a plane—or perhaps a space beyond the planes—that is terrifyingly remote from the standard planar geometry. The entities that abide in the Far Realm are too inchoate, too different, and too alien for a normal mind to accept without being damaged. Where stray illuminations from the Far Realm leak onto another plane, matter stirs at the beckoning of inexplicable urges before burning to ash…” “…But in the Far Realm, titanic creatures swim through nothingness, preoccupied with madness. Unspeakable things whisper awful truths to those who dare listen. For mortals, knowledge of the Far Realm is a triumph of mind over the rude boundaries of matter, space, and eventually sanity…” “…Massive, drifting entities too large to notice visitors to the plane; free-floating rivers of milk-white liquid; rains of blue globes falling from unseen heights, only to burst and, release horse-sized ticks that scuttle off in search of blood. Gelatinous worms wriggle from layer to layer, wending through vegetation encrusted with orange moss, all suspended above an amoebic sea…” Traits: • No Gravity: Entities of the Far Realm float in dark nothingness. The only type of movement is passage between layers, which requires only thought. • Flowing Time: A minute in the Far Realm equals no time on the Material Plane. The Far Realm is outside time, existing both before and after time’s reign, if words like “before” and “after” have any meaning here. When one returns from the Realm of Madness, any amount of time at all may have passed elsewhere. • Infinite Size: The Far Realm contains infinite layers, though the layers themselves are not infinite. • Highly Morphic: The layers continually evaporate, divide, spawn, and breathe at the behest of the alien entities that drift through them. • Sporadic Elemental and Energy Traits: Conditions are always in a state of flux in the Far Realm, and it’s entirely possible that a given layer could burst aflame as it gains the fire-dominant trait. Usually, changes in the elemental energy traits of a layer are seen far off, moving from layer to layer as a storm moves across the face of a normal world. Natives are subject to the ever-changing conditions, but they know to flee or take shelter when they sense a storm coming. • No Alignment Trait: The Far Realm has nothing to do with morals or ethics. • Wild Magic: Casters must roll a level check (DC 15 + the level of the attempted spell). A failed check indicates a result on Table 1-1: Wild Magic Effects in the Manual of the Planes. • Maddening: Moving through the Far Realm is to see, hear, and think in a way that mortal brains are not designed for. Travelers might sprout eyes on their palms, relive a hundred childhoods simultaneously wherein their parents were secretly Far Realm wights, or backward speaking begin. Entry into the Far Realm requires nonnatives to succeed at a Will save (DC 20) to stave off insanity (as the insanity spell). Visitors must make Will saves when they first enter the Far Realm and every hour thereafter. Links and Breaches: “…Sometimes the Far Realm touches the world, and when such contact occurs, reality is stained. When the stain persists, such locations are sometimes referred to as cerebrotic blots…” “…While every cerebrotic blot manifests differently, there are features that every fully manifested blot have in common. For Instance, on the periphery of a blot, only a slight influence is felt. However, as one moves ever closer to the blot’s core, the corrupt nature of the landscape and the creatures that inhabit it become more and more obvious. In this central zone of the cerebrotic blot, called the marrow, the landscape is twisted, and the flora and fauna are dramatically altered. Strange new creatures, born of equal parts nature and madness, fester and hunt in this perverted place. If one could travel so far, one would find that pure madness holds sway at the marrow’s core, where a tiny puncture provides intermittent contact to the Far Realm itself…” Inhabitants: “…Entities of the Far Realm defy ordered classification. Certainly, countless types crawl through the infinite layers. Some are like animals, others vaguely insectoid, many are sentient, and some are as powerful as deities…” Farspawn “…those creatures specifically stated as being native to, or whose origins derive from, the place known aptly as ‘the Far Realm’…” • Aboleth (MM3.5) o “The cool, refreshing water suddenly erupts in a storm of reaching, grasping tentacles. The tentacles connect to a primeval fish, 20 feet in length from its bulbous head to its crescent-shaped tail. Three slit-shaped eyes, protected by bony ridges, are set one atop the other in the front of its head, which remains just beneath the surface as it attacks.” o Worshippers and spawn of the Elder Evils. • Acidic Broadleaf (Gates of Firestrom Peak, New Creature) o “Within the entrance to this cavern, small gray polyps are sporadically congregated. As you move through them into the open, the polyps give way to large, plantlike growths with very large fan-shaped leaves of bright yellow. These growths thickly cover the floor, rising to knee-height on a normal human. The leaves of the plant seem to be pulsating in unison, as if breathing, and each “breath” is accompanied by a warm, moist draft of air.” • Alhoon (LoM) o “This creature possesses the thin, spidery build and squirming face-tentacles of a mind fl ayer, but its fl esh is dry and cracked, and its pale, white eyes emit an abyssal red glow.” o Alhoons, or illithiliches as they are sometimes known, still seek out brains, even though they no longer need them for sustenance. • Amoebic Crawler (Drgn #330) o “A wriggling shape pulses forward, at least 10 feet in length. It is a nauseatingly textured translucent worm whose head gradually narrows into two ominously long, questing tentacles.” • Beholder (MM3.5) o “It floats before you, a bulbous body with a central, unblinking eye, and a large maw filled with daggerlike teeth. Smaller eyes, attached to wriggling stalks, sprout from the top of the orblike body.” o Beholders are the progeny of the Great Mother, an Entity of the Far Realm. • Beholderkin, Bleeder (Dragon Compendium) o “This spherical creature is covered with dozens of armored plates with a single large eye dominating its center. Ten writhing tentacles, ending in small mouths set with dozens of small, bony hooks, gnash and bite.” • Beholder, Death Tyrant (FR) • Beholder, Hive Mother (LoM) o “This massive sphere-shaped monstrocity is covered with spiny, razor-sharp plates of chitin and bone. The creature has a cavernous maw filled with multiple rows of swordlike teeth. A single huge eye prutrudes from above the mouth, and above this eye ten smaller eyes, each recessed in a bony hood, are scattered across the upper surface of the sphere in a radial pattern.” o Rulers of the greatest beholder communities. • Beholderkin, Death Kiss (MoF) o “…around 10 feet wide with leathery, mottled gray skin…single central eye…have ten toothed and blood-draining gullerts, each mounted on the end of a 20-foot-long tentacle…” o Beholder mutants that kill with blood-draining tantacles and electrical auras. • Beholderkin, Director (LoM) o “This bloated sphere of green flesh is armored with hundreds of interlacking chitinous plates. Six stalked eyes writhe atop the sphere, and three cruelly barbed tentacles trail below it. A single eye stares from one side of the sphere, just above a maw filled with needle-sharp teeth.” o Serve as cavalry units for beholder cities. • Beholderkin, Eye of the Deep (LoM) o “This spherical creature floats silently in the murky water. Two stalked eyes writhe atop the sphere, and two large arms ending in crablike claws protrude from the sphere’s underside. Brightly colored plates armor the sphere. A large eye stares from one side of the sphere, above a mouth filled with sharklike teeth. You can see flashes of light roiling deep within the eye.” o Aquatic version of the standard beholder. • Beholderkin, Eyeball (MoF) o “…8-inch-wide…central eye and smaller eyestalks atop their orb…only four smaller eyes…” o Wild relatives of beholders used as familiars by evil spellcasters. • Beholderkin, Gauth (MM3.5) o “…a four-foot wide orb dominated by a central eye. Six smaller eyes on stalks sprout from the top of its body.” • Beholderkin, Gouger (MoF) o “…10 feet wide…crazed appearance…ten spastically twitching eyestalks…four small limbs attached to the underside of the orb…horrible tongues, stretching as far as 15 feet from their body to strike their prey…” o Bred by ancient enemies of beholders to turn the eye-tyrants’ powers back against them. • Beholderkin, Overseer (LoM) o “This creature resembles a black, rubbery tree of undulant flesh. Thick, matted sheets of wiry fungus grow over its surface. The tree’s thirteen gnarled branches each end in a single large eye. Three fanged maws gurgle lower on the tree’s trunk, and it suports itself with a thick, coiling mass of eight long tantacles.” • Beholderkin, Spectator (LoM) o “This spherical creture’s leathery body is crowned with four slender eyestalks, each terminating in a small, lidless eye. A fifth eye, much larger than these, is located on the front of the sphere, above a toothy maw.” • Bloodsipper (Gates of Firestorm Peak, New Monster) o “The lingering scent of copper fills the air. Before you is an expansive, tangled growth of thin yellow vines that resemble arterries, slowly pulsing with a languid, blood-like fluid. Along the vines, fiery red leathern pods sprout profusely like sickly fruit. Most are fist-sized, but a few have grown to menacing proportions.” • Choker (MM3.5) o “A creature perches in the shadows, near the ceiling, in a corner of the chamber. Its body resembles that of a naked halfling with mottled flesh, but its limbs are incredibly spindly and long. It hisses, showing sharp, large teeth an instant before one of its limbs snaps out like a whip.” o Halflings that the daelkyr twisted and mutated into these abberant forms. • Cloaker (MM3.5) o “A long black cloak hangs from the cave wall. Suddenly, the cloak slips from the wall and catches a breeze moving through the cavern. Then it unfolds, the cloak becoming dark wings and a bony, whiplike tail unfurls to stretch out behind it. It flies forward, revealing a toothy maw and piercing red eyes deep in the shadows of its raylike body.” o Cloakers and their relatives originate from the Far Realm but slipped onto the Material Plane via the Vast Gate of Firestorm Peak eons ago. • Cloaker, Shadowcloak Elder (LoM) o “A great menacing shadow hovers in the air, with hateful red eyes and a crooked maw full of needlesharp fangs. Its raylike body ripples in shades of black, gray, and pallid white, and it has a long, lashing whip of a tail.” o Lords over cloakers on the Plane of Shadow. • Cloaker Lord (MoF) o “…appearing either as a black cloak, such as an ogre or a small giant might wear, or unfurling to reveal their batlike form, with ivory-clawed black wings, a flattish body with a white underside, a red-eyed, needle-fanged, horned face, and a lashing, whiplike tail…” o Lords over normal cloaker enclaves. • Cranial Encyster (Drgn #330) o “This ghastly creature crosses a humanoid face with an obscenely bloated tick, with legs each tapering to needle points. From the creature’s back, the face howls, screams, grunts, and gibbers its eager hunger.” • Daelkyr (Eberron) o “This humanoid figure bears an angelic countenance, but his unworldly beauty is marred by a hideous suit of armor formed from chitin and pulsing muscle, and he carries a whiplike weapon that seems to move of its own accord. Something about the creature seems fundamentally unnatural.” o Lifecrafters, these beings think of themselves as the masters of Xoriat, which is only their “kingdom” within the larger whole of the Far Realm. • Daelkyr Half-Blood (MoE) o “Despite being sealed away under the earth, a daelkyr can reproduce, after a fashion. A daelkyr’s corporeal incarnation constantly leaks the virulence of its corrupting spirit. The unborn are especially vulnerable to this influence, and those innocents growing in the wombs of their mothers within the sphere of this beastly influence are born as daelkyr half-bloods.” o Those born to (often human) mothers with a symbiont “twin” and many aberrant traits. • Deepspawn (MoF, LEoF, PGtF) o “A bloated, spherical abomination slithers along on six thick tentacles. Its surface is dotted with dozens of staring yellow eyes. Three of its tentacles grip weapons usually wielded by humanoids, while the other three end in eyeless jaws that snap and slaver.” o Entered onto the Material Plane from the Far Realm via the Vast Gate of Firestorm Peak eons ago. • Dharculus (PH, Gates of Firestorm Peak) o “A swarm of blind, writhing creatures flails through the air, drawing a deeper shadow of menace behind.” • Dolgaunt (Eberron) o “This gaunt figure resembles a pale, emaciated hobgoblin. It moves with eerie grace despite its empty eye sockets. Its skin is covered in a layer of writhing cilia, and a mane of longer tendrils surrounds its head. Two long, whiplike tentacles extend from its shoulders.” o Hobgoblins, mutated to bread true in their new forms by the daelkyr. • Dolghast (MoE) o “This humanoid is messily bisected by a division of boiling flesh running from the tip of its skull down its face, chest, and groin. It is as though one creature has been formed from two halves—one living and one dead. The line where the two meet churns with liquifying flesh, as unholy life constantly fights against necrosis, giving rise to a smell too ghastly to describe. The living half is hunched and emeaciated, while the dead half is partially skeltal and rotted.” o Half-dead soldiers bred by the daelkyr from various races with rapid healing abilities. • Dolgrim (Eberron) o “This squat, hunchbacked wretch has four spindly arms and no head. Forming out of its chest is a twisted visage with two squealing mouths. The creature brandishes a morningstar, a spear, a crossbow, and a shield in its arms.” o Goblins mutated by the daelkyr. • Dragon, Brainstealer (Dragon #337) o Horrific offspring of the illithids. Not even the elder brains can control their god-like power. • Elder Brain (LoM) o “Here lies a great, fiberous mass of fused brain tissue, covered in writhing tendrils. It pulsates and glows like an ember, releasing visible flairs of psychic power.” o The ultimate stage of the mind flayer life cycle. Malevolent beings of godlike intilect, they serve as the center of any mind flayer city. • Gas Spore (LoM) o “A bulbous body floats toward you. It has a central, unblinking eye, and a large maw filled with daggerlike teeth. Smaller eyes, attached to wriggling stalks, sprout from the top of the orb-like body.” o Highly specialized form of plant originally created by ancient bholder mages. • Gibbering Mouther (LoM, MM3.5) o “This unwholesome creature has a body with the form and fluidity of an amoeba. Its surface has the color, but not the consistency, of human flesh. Countless eyes and toothy mouths constantly form and disappear all over the creature, retreating into its body even as they become apparent.” o Progeny of the gibbering orbs. • Gibbering Orb (ELH) o “…a pulsating sphere of grayish flesh, 20 feet or more in diameter. The orb floats above the ground, seeming to writhe and spasm as it moves, as though something inside is throwing itself against the walls of the sphere in a desperate but futile attempt to escape. Hundreds of eyes and mouths of various sizes and shapes swirl around the orb like moons around a planet, partly obscuring the central mass. There is no apparent top and bottom to the orb; eyes and mouths cycle and spin about one another in a never-ending swirling dance. The eyes stare and blink, and the mouths drool, scream, and chant terrible litanies.” o Spawn of the Great Mother, and progenators of the gibbering mouthers and many of the beholderkin. • Gibberling (MoF) o “…are hunchbacked humanoids with pink or gray skin, black furry manes on their beastlike heads, fanged muzzles, and high, pointed ears. Their 3-to-4-foot-tall frames are all muscle, bone, and oily slick fur…” o Progeny of the brood gibberlings. • Gibberling, Brood (Gates of Firestorm Peak, New Monster) o “This humanoid is pale, deformed, and twisted, possessing a gabbering, slavering maw and a mane of filthy black hair. Its eyes stare at you with a malignant cunning and a wicked grin spreads across its features. Insane mutters and whispers from the creature begin to unnerve you, but it is nothing compared to the disturbing way the creature’s flesh moves, as if small things were scurrying just beneath its skin.” • Golem, Brain (FF) o “…appears as a burly humanoid, about 8 feet tall and 5 feet wide, with an oversized brain serving as its entire head. In fact, the whole body is made up of brain tissue that is covered with a thin film of slimy skin.” o A creation of the mindflayers. • Golem, Shaboath (LoM) o “A pool of seething fluid piles up on itself, forming an undulant mass of four large tentacles joined to a central mound of thick, syrupy liquid.” o Ooze-like golems of the aboleth. • Grell (MM3.5, LoM) o “This creature has a large, bulbous body composed of wrinkled, light gray flesh that seems to float in the air of its own volition. Ten long, spiny tentacles hang from the bottom of its body, twisting in the air like ropes. It has a sharp beak in the front of its body, but no other visible facial features.” o Intelligent natives of the Far Realm who travelled to the Material Plane via the Plane of Shadow long ago. • Half-Farspawn [Template] (LoM) o “…are horrible in appearance…extra limbs, writhing cilia, tentacles, translucent flesh, variable coloration, slavering maws, or alien eyes embedded in otherwise normal flesh…” o Progeny of Far Realm entities and mortal flesh… • Half-Illithid [Template] (FF, UD) o “…humans are the only race that can become true illithids thruogh ceremorphosis, but the process still works on other creatures, though it yeilds a half-illithid rather than a true mind flayer…” • Illithidae, Embrac (LoM) o “This hulking creature’s body resembles a big sack. Its slimy skin is blotched with black, gray, white, and a dull red. It has stout limbs that are clawed at the ends, and its large, lumpy head bears a saw-edged beak. Eight tentacles are arrayed more or less evenly across its wrinkled body. Each tentacle is as thick as a man’s thigh at its base and tapers down to three fi ngerlike appendages at the end. The tentacles also have numerous suckers and bony hooks on their undersides.” o Creatures that originated in the same alien and hostile world as the mind flayers, the illithidae are an order of creatures that are related to mind flayers in much the same way that terrestrial animals such as wolves, bears, or apes share some kinship with humans. • Illithidae, Kigrid (LoM) o “Somewhat feline in build, this stocky quadruped has a short tail, muscular legs, a thick neck, and a fl at, broad head. Its fur is stone-gray in color. Its has large eyes of dull red, and its snout and jaws are long and full of small, sharp teeth.” • Illithidae, Saltor (LoM) o “This baboonlike creature has a beard of half a dozen small tentacles hanging from its chin. Its fur is a murky brown color, and it has large, blue-black eyes. It stands about 3 feet high but moves in a crouch, with arms as long as its legs. It has three fi ngers on each hand and three toes on each foot.” • Illithocyte (Dragon #337) o These are illithid tadpoles that survived the destruction of the mind flayer empire. • Kaorti (FF) o “…It is tall and impossibly emaciated, completely swathed in form-fitting black leathery armor. A featureless leathern mask covers its head, sealed down the center with black stitching. There are no obvious eye or breathing holes. At your approach it raises an elongated arm ending in a four-fingered hand, a hand with fingers that writhe like blind, hungry worms…” “Outside its resin suit…decidedly nonhuman in appearance. Its skin, brownish green in color swirled with livid pinks and reds and purples, seems to be almost transparent and liquid as it slithers and runs over the creature’s visible entrails…fingers are little more than boneless tendrils…face looks like a melted spider…Its palms constantly secrete a thick, green resin…” o Spellcasters who travelled to the Far Realm and were remade in its maddening image. • Kaortic Hulk (Drgn #330) o “An armored, horrible hulk, this creature is a mass of resinous armor, organically ribbed and fluted, giving the creature a slick and disturbingly obscene character. Its overall shape, while huge, is like a predatory beast, quadrupedal (each armored limb tipped with terrible claws), and complete with a tooth-filled maw. Eyeless and earless, this creature moves as if it somehow knows when its prey is near.” o Great beasts that found themselves in the Realm of Madness and were remade into its image. • Larval Flayer (Dragon #318) o “This creature appears somewhat like a tadpole, although it is a full two feet in length. It is eyeless, and its ‘tail’ is a squiggling mass of four tentacles, which partially obscure a lamprey-like mouth.” o If tadpoles grow too large for implantation, they are destroyed, but sometimes they escape the briny pool of their birth. Larval flayers eventually grow into neolithids. • Lurking Strangler (MMIII) o “A 3-foot-long strand of striated muscle connects two floating eyeballs. The strand flexes and twists.” o Made by the daelkyr out of boredom. Kept by beholders as pets. • Mind Flayer (MM3.5) o “This strange humanoid-shaped being stands about as tall as a human. Its flesh is rubbery and greenish-mauve, glistening with slime. The creature’s head looks rather like a four-tentacled octopus, made all the more horrible by a pair of bloated white eyes.” o Venerators of the neh-thalggu, servants of the daelkyr, spawn of the Far Realm. • Mind Worm (Dragon #337) • Minion of Chaos (Dngn #99) o “These resemble, from a distance, a large, black oak tree. The trunk is actually five thick legs and the branches are a writhing mass of tentacles covered in a confection of barbs, suckers, and tiny mouths.” o Servants of the Lords of outer Chaos, a group of elder deific beings who dwell in the Far Realms. • Mooncalf (MMII, Heart of Nightfang Spire) o “…combines the body of an immense cephalopod with the wings of a bat. It has six short tentacle-arms that it uses for close combat and two long tentacles that it uses to attack at a distance…The creature’s beak-like mouth is located where the tentacles meet…” o The living tools of beings distant and unfathomable, these flying terrors possess great intellect and even greater powers. Created by the Moongods to seek knowledge on the worlds where they cannot follow. • Moonlord (Dragon #340) o And Advanced, 28 HD Mooncalf that has become a Harbringer of deadly omens unto the land. • Mosslord (www.wizards.com) o “What at first seemed to be a moss covered deadfall suddenly lurches upright into a vaguely humanoid form, except that instead of a head and arms it merely has a writhing nest of six long, powerful tentacles. Its legs are stocky and splay outward, merging with the surrounding vegetation and uprooting with a nauseating wet rip as it moves.” o The first mosslords are the unfortunate result of illithid experiments where they infused surface vegetation with powerful psionic energies. • Mutate [Template] (Gates of Firestorm Peak, New Creature) o “…beings who have spent too much time within the perverted energies Far Realm itself. Their bodies have become warped by the strange effects of the energies in play, and as such they have become substantially weaker and incredibly stronger at the same time…” • Neh-Thalggu (ELH, Gates of Firestorm Peak) o “…Truly hideous in appearance…bloated, yellow-orange, oily bodies that sprout dozens of short, writhing tentacles. Ten slightly longer tentacles frame its lamprey mouth, which is filled with row after row of jagged red teeth. Above the gaping maw are four large, yellow, red-irised, bulging eyes, behind which cluster a number of squirming bulges about a foot across…move with surprising agility on twelve segmented crablike legs…” o The “Brain Collectors”. They travel the planes in search of powerful minds to consume. • Neh-Thalggu, Juvenile (New Monster) o “A truly bizarre creature, this abomination is a bloated, amorphous sack of yellow, oily fat standing upon five armored legs. Tiny, writhing appendages and strange, round bumps cover the creature’s body. It stares at you nonchalantly with its four alien glowing eyes.” • Neogi, Adult (MMII, LoM) o “This spiderlike monster has a long, flexible neck and an eel-like head with tiny, needle-sharp teeth. Its body is covered with stiff hair, dyed in complex designs, and it wears a light leather harness for carrying pouches and weapons. Its small black eyes glitter with intelligence.” o Unbeknownst to themselves, neogi are the culmination of daelkyr-mutated dwarves. They currently have no affiliation with their creators. The neogi trade as slavers of the multiverse. • Neogi, Dwarf (LoM) o Neogi that do not grow to the usual size of their kin. • Neogi, Great Old Master (LoM) o “This huge, bloated, spiderlike monster has a large, eel-like head atop a long neck. Its mouth is filled with sharp fangs, and its eyes burn with ravenous hunger. Its abdomen is huge and distended, and seems to crawl and pulsate horribly.” o Living host to newborn neogi spawn. • Neogio Spawn (LoM) o “This small, scuttling horror seems to be a spider the size of a cat, but it has an eellike head on a long, sinuous neck. Its mouth is full of tiny, sharp fangs.” o Juvenile neogi. • Neolithid (XPH) o “This creature is a slime-covered, tentacled worm of dragonlike proportions. Four 25-foot-long tentacles sprout from its eyeless head, writhing around a lampreylike mouth of nightmareish size. A revolting mucus trail marks the wake of the horror.” o Neolthids are the rare result of the mindflayer reproductive cycle gone wrong. • Nerve Swimmer (Dragon #337) • Nightseed (Drgn #330) o “Hardly distinguishable from the night itself is a vast aerial sack of pulsing, ravenous hunger. A faint glimmer of illumination reveals an irregularity deep in the squamous mass—a sinister collection of ganglia vibrating in time to a vague tonal pattern that somehow promises an unutterable and unendurable vision.” • Odopi (MMIII) o “This creature looks like a giant sphere of hundreds of demonic clawed arms. The center of its body is hidden by the forest of its limbs. Each hand bears a yellow eye in its palm that blinks shut as the behemoth rolls hand-over-hand toward you.” • Odopi, Elder (MMIII) o “…an immense version of the standard…some 48 feet in diameter and weighing 80 tons…” • Pseudonatural Creature [Template] (Dngn#99, CA, EPH, LoM, T&B) o “Past the timeless eons that lie between the stars, pseudonatural creatures dwell beyond the planes as we know them, nestled in far realms of insanity. When summoned to the Material Plane, they often take on the form and abilities of familiar creatures, though they are more gruesome in appearance than their earthly counterparts. Alternatively, they might appear in a manner more consistent with their origins, manifesting as masses of writhing tentacles or other even more terrible-looking forms.” • Psurlon, Average (LoM, MMII) o “This creature resembles a bipedal, man-sized earthworm, with a pink tubular body and a blunt, circular maw for a head. Its arms and legs are long and flexible. Small, dark eye-dots ring its mouth.” o Psurlons and their kin originated in the Far Realm, but slipped onto the Material Plane through Firestorm Peak’s Vast Gate eons ago. • Psurlon, Elder (LoM, MMII) o “This bloated monstrosity has a brick-red body and a blunt, circular maw for a head. Its arms and legs are tipped with vicious-looking claws. Small, dark eye-dots ring its mouth.” • Psurlon, Giant (LoM, MMII) o “A lean, wormlike monster the size of an ogre lurks here. Its tubular body is a light blue color, subtly banded and segmented like the body of an earthworm. It has long, clawed arms and legs, and a blunt, circular maw for a head. Small, dark eye-dots ring its mouth.” • Roper, Prismatic (MMIII) o “This large creature looks like a fleshy tree, with four tentacles waving gently above it. Its skin pulses and dances with a hypnotic, ever-changing range of colors.” o Ropers mutated by the daelkyr. • Rot Reaver (MMIII) o “This apelike creature is completely hairless, and cancerous blemishes and strange disfigurements cover its thick, yellow-green flesh. Two thick tongues, dripping with black ichor, protrude from the thing’s mouth. Each one winds around one of the creature’s thick arms, looping down the limb to lick the blades of the cleavers that it wields.” o Made by the daelkyr, these creatures gain sustinance from devouring undead beings. • Rot Reaver, Necrothane (MMIII) o “At first glance, this creature looks like an ape in jet-black armor. Twin tongues, dripping with disgusting ichor, snake from its helmeted head and loop around its armored arms.” o The warlords of the rot reavers. • Rukanyr (FF) o “…resembles an armor-plated, 15-foot-tall, leafless tree, with one thick branch emerging from the top that ends in a ball of spikes and jagged spines. The numerous smaller branches end in grasping claws. Three large, stalked maws filled with teeth are arrayed at the thing’s base, amid a tangled mess of thick insectoid legs. One large, lidless black eye stares out from the thing’s ‘front’ side…” o Made by the kaorti as guards for their secluded cysts. • Runehound (MMIII) o “The creature before you looks like a large, hairless wolf. Its pale, slimy skin is covered with bizarre, abstract tattoos. As it moves forward, you see that it has no head; instead, a long, serpentine neck extends from the middle of its back, terminating in a grotesquely oversized maw filled with rows of teeth. Though it has no eyes, the mouth unerringly whips around to face you, spewing forth a jet of acidic bile.” o Daelkyr blood hounds. • Seryulin (MMIII) o “This large, sluglike creature measures nearly 9 feet long from its tooth-filled maw to the end of its glistening tail. Its body is a pale green, the color of wave crests, and covered with long, thin, undulating cilia that seem to move of their own accord. Two antennae sprout from the top of its blunted head, probing the air.” o Made by the daelkyr as aquatic mounts. • Seryulin, Greater (MMIII) o “…particularly large specimens are found…capable of taking on whales and dire sharks if the need arises…” • Shrieking Terror, Five-Headed (MMIII) o “This creature looks like a nightmarish flying starfish. Five necks radiate out from a central core capped with wings. At the end of each neck is a hideously distorted humanlike head with scaly skin. The eyes in these heads burn with a menacing green flame.” o Bred by the daelkyr from hydras and vargouilles deep in the depths of Xoriat. • Shrieking Terror, Ten-Headed (MMIII) o “…thankfully rare in the extreme…wingspan of 16 feet and weighs 1,600 pounds…” • Silver Tongue (Gates of Firestorm Peak, New Creature) o “A silvery grass fills the area, slowly thickening in both density and height, until it reaches near twenty-five feet high. Squatting in the center of the brush is a squat, fat bulb, roughly five feet in height and gleaming like wrought silver. It slowly thickens, then thins, distorting like quicksilver in slow motion, in time to the swaying of the silvery grass.” • Skum (MM3.5) o “This creature looks like an abominable crossbreed of human and fish. Its fins have grown into twisted arms and legs, and its bent back is crowned with a long, spiny frill. It has a slender muscular tail and bulbous eyes.” o Bred as a slave race by the aboleths. • Skybleeder (FF) o “…a horrifying tangle of hair and eyes and wormlike tendrils. Its three claws are arrayed around its equator, while its eight yellow tentacles trail below like a jellyfish’s tendrils…” o Bred by the kaorti as mounts. • Squamous Spewer (Draconomicon) o “…an evil, amorphous mass of scales, mouths, fangs, and reptilian eyes…” o Draconic cousins to the gibbering mouther. • Symbiont, Backwatcher Carapace (Dragon #308) o These symbionts and others were made by the daelkyr and the mind flayers. • Symbiont, Breed Leech (MoE) • Symbiont, Crawling Gauntlet (MoE) • Symbiont, Fastbreak Carapace (Dragon #308) • Symbiont, Hardy Carapace (Dragon #308) • Symbiont, Living Breastplate (Eberron) o “This hideous breastplate is formed from plates of hard black chitin. Beneath the plates, veins pulse and red sinews glisten wetly.” • Symbiont, Mnemonicus (Dragon #308) • Symbiont, Shadow Sibling (MoE) • Symbiont, Silent Carapace (Dragon #308) • Symbiont, Slippery Carapace (Dragon #308) • Symbiont, Spellwurm (MoE) • Symbiont, Stormstalk (MoE) • Symbiont, Strongarm Carapace (Dragon #308) • Symbiont, Tentacle Whip (Eberron) o “This long, whiplike strand of tough muscle bears a sharp stinger.” • Symbiont, Tongueworm (Eberron) o “At first glance, this creature appears to be a tiny pink cobra. Closer inspection reveals a body formed of strands of raw muscle, and its ‘hood’ has the size and shape of a human tongue. This ‘tongue’ is tipped with a wicked barb.” • Symbiont, Throwing Scarab (MoE) • Symbiont, Winter Cyst (MoE) • Symbiont, Wriggler (Dragon #308) • The Endless One (Dragon #340) o The herald of the Moongods. This 60 Hit Die Moonlord has appeared over numerous epic disasters, many of which it is thought to have manipulated in its masters' names. • Thruock (www.wizards.com) o “The creature resembles an enormous locust or preying mantis, bigger than a draft horse. It has a body clad in thick orange scales. Two glistening tentacles sprout from the thorax, and the monster has two forelimbs equipped with vicious barbs. It has wings covered in sickly pink feathers, but shading to red near the body.” o Bred by the kaorti as troops in their twisted armies. • Tsochar (LoM) o “Before you, a slithering, tangled mess of ropelike tendrils coils and pulsates. It is a glistening blue-black in color, with small pink barbs studding its long tentacles. If the creature has a central body, it is hidden deep in the nest of writhing tendrils.” o Followers of Mak Thuum Ngatha; Living weapons of the daelkyr. • Tsochar Strand (LoM) o An incomplete tsochari that has not joined into a greater being. • Ulitharid (LoM) o “Sinister and regal, this towering humanoid-shaped being stands almost 9 feet tall. Its fl esh is rubbery and mauve in color, glistening with slime. It wears ornate robes that sweep the ground. Its head is octopoidal in form, with four short tentacles and two much longer ones where its mouth should be. Its eyes are blank orbs of silver-white.” o An ulitharid is in all ways a bigger, stronger, nastier mind flayer. • Urophion (LoM) o “This creature strongly resembles a natural stalagmite almost 10 feet tall. A single red eye glares above a huge maw fi lled with jagged teeth, and thin, fl exible strands or tendrils whip around its rocky body.” o A urophion is the result when an illithid tadpole is implanted into a roper’s brain. • Uvuudaum (ELH) o “…Lords of a realm far removed from our multiverse…trailing madness in their wake…a humanoid creature with two standard human arms that protrude from the torso where expected, but whose lower body has six arms instead of legs, splayed spiderlike below it, though loose clothing somewhat drapes its grotesque legs. The real horror is the taillike appendage replacing what would be a head on a normal creature. At the very end of the appendage is an iron-hard spike…” o The true lords of madness, these entities rule the lesser beings of the Far Realm, bowing only to the ancient deific beings of that plane. • Voidmind Creature [Template] (MMIII) o “…only when illithids proposed leaving a portion of the brain intact…was the first voidmind creature created…” “…into the near-empty skull, through the holes…is poured a quantity of…charged, translucent green goo…” o Created by neh-thalggu, mind flayers, and the daelkyr. • Wyste (MMII, Speaker in Dreams, Gates of Firestorm Peak) o “…an alien creature much like a giant worm that inhabits fetid pools of alien slime…skin is translucent, showing strange, twisted strands of pulsing organs underneath. The creature has no face, just a large sucker hole fringed by long, claw-tipped tentacles…” Farkin “…those creatures that are not native to the Far Realm, but worship its entities, live in its confines, or traffic with its natives…” • Chaos Beast (MM3.5) o “Foul and terrible, the creature before you has no set form. It constantly melts and reforms, apparently drawing each shape from every nightmare that has ever plagued humankind. It chaotically shifts through a dozen forms before shaping itself into a bulbous thing with ten eyes swimming in a viscous sac at the top of a body that is surrounded by a ring of smacking mouths.” o Would just fit nicely into a Far Realm setting… • Horrid Animal [Template] (Eberron) o “…are dire animals that have been reshaped and bred for battle…” “…with crimson scales and razor-sharp claws roars menacingly. Bony spikes protrude from its shoulders, and sharp barbs line its tail. Its fangs are overly large, and a single horn juts from its fierce brow…” “… covered with bony armored plates, and caustic saliva drips from its nasty fangs…” o Created by Druids to combat the creatures of the Far Realm. • Malgoth, Abyssal Entity (Dngn#119) o “…the unnatural fog condenses into a vast undulating cloud of shadowy mist, 30 feet in diameter and 15 feet high. Three misty appendages like tentacles emerge from the top of the cloud and writhe grotesquely. Swirling within the mist and barely visible are several large, silvery ovoids that appear to be eyes…” o Works with kaorti sorcerers. • Nilshai (UE) o “…is a horrid-looking creature with three clawed legs, a ropy body, and three long whiplike tentacles that divide at the end into stubby, strong fingers. Its head is a bulbous case atop its trunk, crowned by three stalked eyes. Its three membranous wings fold tightly against its torso when not in use. Its hide is a slick, mottled blue and black color, soft and slimy to the touch, but its flesh is iron-hard beneath its skin…” o Followers of Mak Thuum Ngatha. • Pandemonium Beast (Dngn#124) o “The room fills with discordant and blaring sounds, like thousands of noises made by inharmonious singers and musicians…There is silence for a split second and the scene repeats, but accompanying…are ghostly figures that appear…and swirl around the room, mouths agape… with a blast of noxious light and soul-blighting stench they flow inward and amalgamate into a beast of pandemonium…” o Greater cousins of the chaos beast. • Rukarazyll (MMII) o “…a loathsome creature. Its body a bulbous mass of seething fungoid matter, studded with eyes and gasping orifices that leak stinking, black drool. It has six long, hook-studded tendrils that extrude from various random points on its body. Three serve as legs, the others serve as hands. Extending from the top of its body is a long scaly tentacle, atop which sits a head that resembles a ram’s skull, complete with horns. Great fangs stud the lipless mouth, from which bubbling acid froth constantly dribbles. Writhing nests of pale fungal filaments fill its eye sockets, as well as other random spots all over its body…” o Would fit well in a Far Realm setting, by suggestion of Bruce R. Cordell himself. (Continued in a Later Post) |
| sciborg206-17-05, 09:43 PM | :D wow, thanks. i'm going to put this in the FAQ so people can reference it. Great Job! |
| the Slayer of Heroes06-18-05, 12:27 AM | Edits/Updates Updated with all the info from Dragon #332 with the Cult of the Dragon Below article. Actually got ahold of a copy of Gates of Firestorm Peak and retranslated all the "new" creatures from the ground up except for the Neh-Thalggu, Juvenile, credit for which still goes to Psychotic Jim. Also made a writeup for the Acidic Broadleaf, which didn't have one, even in the module. I'll get around to translating the Silver-Tongue tomorow. Comments and Feedback welcome and appreciated, as always. |
| OpheliaWhispers06-18-05, 03:15 AM | the Slayer of Heroes... good work! I liked your compilation very much and will be emailing you for the full version of it. :D |
| Ouranos Harpy06-18-05, 12:12 PM | Wow, thank you for putting your time and effort into that Slayer. Now you mentioned the original document (10,000 word one), albiet I don't want the whole thing, have you described the deities to a greater extent? I mean out of the gods you mentioned I only know, and hardly any information on; Blood Mother, The elder eye, The great Mother and Tharizdun. can you perhaps eloborate on the other deities? *or atleast point to us in a direction where we can gain info about the 'gods'. P.s, who no Illisene <=sp? (God of the Illithids) |
| Quarterstaff06-18-05, 12:58 PM | wow impressive, and i dont mean this to be a flame so dont take it as one but the idea of compiling the far realms is fundamentaly flawed. you cant catalogue somthing like it. it is endless with an endless number of maddening creatures. it just dosent work unfortunatly. |
| the Slayer of Heroes06-18-05, 02:27 PM | had the wrong email on the previous post. it's been fixed now, so if you've emailed prior to this, you might want to do so again to make sure i get it... And about the gods... I hadn't expanded that section at all as of yet, but I suppose i could Put in descriptive text about them. The next update will include: 1.Beholders and Beholderkin have been added to "Farspawn." reasoning being: mouthers are from the Far Realm, so Gibbering Orbs must be from Far Realm, which Means that Beholderkin and Beholders must be from Far Realm, meaning Great Mother has at lest something to do with Far Realm... 2.Expanded information on the deities and deific beings, as per request. 3.Breif descriptions of how the Farspawn and Farkin relate to each other. It's all well and good to know what they look like, but you really need more info than that. 4.More player options. will probably finish and upload the update late tonight (as in it will technically be tomorow morning)... |
| The nameles one06-18-05, 02:32 PM | :bow: :bow: :bow: Abosolutely fantastic! Thank you for all of your hard work. |
| Ouranos Harpy06-18-05, 02:52 PM | Slayer, I noticed how the deities are more or less of evil inclinations, atleast here upon the Material plane, So I was wondering if you'd to Include a few 'material Plane' gods with a bit of a far realsm twist to them. Maybe something like Sehanine Moonbow; since she is patron of dreams and shadowy stuff of the sort? Or what about Labelas Enoreth because he is God of time and immortality and both are factors that are absent from the beyond? I would expect these deities to show some intrest in these realms? Something for your mind to think about... maybe...>_> |
| the Slayer of Heroes06-18-05, 03:08 PM | Actually, I was going to include at least 4 of the regular D&D pantheon in there, can't remember which four at the moment. These four gods, the Quadrepartite, have been waging an unseen war against the Lords of Outer Chaos since the dawn of Oerth. I'm missing that issue of Dungeon Mag (iss #99), so the info will be a bit sparse, unless someone wants to chip in some info, or scan me a copy of that particular adventure. |
| the Slayer of Heroes06-22-05, 10:59 AM | “New” Creatures Note: The following creatures are not actually new to Dungeons and Dragons, but have been translated into the 3.5th edition from the original Gates of Firestorm Peak module. The Bloodsipper and Pod Denizen have been adjusted and condensed into a single stat-block; The Brood Gibberling has sustained minimal alterations from its AD&D form; The Troll Mutate has been changed to the Mutated Creature template; And the Neh-Thalggu has been adjusted to fit the Epic Level Handbook’s description of the juveniles of that race. The Silver-Tongue, a plant from the original Gates of Firestorm Peak, has been translated by me, and the Acidic Broadleaf has been given a full writup as a creature based on its description in the original module. ACIDIC BROADLEAF Colossal Plant (Extraplanar) Hit Dice: 15d8+135 (202 hp) Initiative: +0 Speed: 0 ft. Armor Class: 2 (-8 size), touch 2, flat-footed 2 Base Attack/Grapple: -- Attack: Pollen Spore Full Attack: Pollen Spore Face/Reach: 80 ft/0 ft Special Attacks: Pollen Spores Special Qualities: Plant traits, Acid Immunity Saves: Fort +31, Ref +15, Will +11 Abilities: Str --, Dex --, Con 28, Int --, Wis 3, Cha 2 Climate/Terrain: Any non-cold land and underground Organization: Plant (1 main plant plus 20-40 seedlings) Challenge Rating: 11 Treasure: None Alignment: Always neutral Advancement: 21-40 HD (Colossal), 41-80 (Colossal Plus) Level Adjustment: -- Within the entrance to this area, small gray polyps are sporadically congregated. As you move through them into the open, the polyps give way to large, plantlike growths with very large fan-shaped leaves of bright yellow. These growths thickly cover the floor, rising to knee-height on a normal human. The leaves of the plant seem to be pulsating in unison, as if breathing, and each “breath” is accompanied by a warm, moist draft of air. The gray polyps are seedling versions of the larger yellow vegetation. They pose no threat to players, and in fact taste like baked bread if sampled. Unfortunately, they contain no nutrients, so substituting them for rations is a bad idea. The main plant grows so thick that is impossible to avoid moving through it. Medium creatures attempting to move through the plant must succeed on a Dexterity check DC 15 to move five feet through the vegetation without disturbing the larger leaves. Small creatures require a DC 20 check, and Large or larger creatures cannot help but disturb the plant. COMBAT If one of the large leaves is disturbed, that leaf emits a cloud of pollen spores centered on itself. Creatures attempting to cut their way through the vegetation are bombarded by pollen spores, as the closest 2d4 leaves begin spewing the acidic spores at them. Pollen Spores (Ex): When disturbed, acidic broadleaf will release its namesake in an attempt to ward off creatures that might be dangerous to it. Each leaf has the ability to release a cloud of acidic pollen in a 10-foot radius from the leaf. After its initial release of pollen spores, each leaf must wait 1d4 rounds before it has enough pollen stored up to release another gaseous cloud. A cloud of pollen spores deals 4d6 points of acid damage, with a DC 25 Reflex save for half-damage. BLOODSIPPER Colossal Plant (Extraplanar) Hit Dice: 20d8+180 (270 hp) Initiative: +1 (Dex) Speed: 0 ft. Armor Class: 19 (-8 size, -5 Dex, +22 natural), touch 1, flat-footed 19 Base Attack/Grapple: +3/+4 Attack: Bite +5 melee (1d4+1 and blood drain) Full Attack: Bite +5 melee (1d4+1 and blood drain) Face/Reach: 80 ft/0 ft (20 ft with its pod denizens) Special Attacks: Pod denizen, stench Special Qualities: Plant traits, salt vulnerability Saves: Fort +21, Ref +2, Will +2 Abilities: Str 12, Dex 13, Con 28, Int -, Wis 6, Cha 2 Climate/Terrain: Any non-cold land and underground Organization: Plant (1 main plant and 2-12 pod denizens) Challenge Rating: 10 Treasure: None Alignment: Always chaotic neutral Advancement: 21-40 HD (Colossal), 41-80 (Colossal Plus) Level Adjustment: -- The lingering scent of copper fills the air. Before you is an expansive, tangled growth of thin yellow vines that resemble arterries, slowly pulsing with a languid, blood-like fluid. Along the vines, fiery red leathern pods sprout profusely like sickly fruit. Most are fist-sized, but a few have grown to menacing proportions. A bloodsipper is a gigantic growth of skinny yellow vines beating with a yellow fluid resembling blood. All over the vines of a blood-sipper are strange red pods. These pods hold inside them the means that a bloodsipper gets its meals. Inside the largest pods are pod denizens, ugly eyeless tadpole-like creatures with sharp-toothed maws and four clawed arms. The smaller pods hold pod denizens that are not fully grown, resembling weird organs connected to the main plant. COMBAT If a bloodsipper is stepped on or otherwise manhandled, the plant releases 3d4 mature pod denizens with a nauseating pop sound to attack the intruders. The pod denizens remained connected to the main plant via small vines at all times and can drift way up to a 20 ft away from it. The pod denizens attempt to bite opponents in order to drain their blood and pump it back into the bloodsipper. A pod denizen can be separated from the main plant by dealing 10 points of slashing damage to the vine that connects the pod denizen to the plant. However, this only frees the denizen from its pod; it continues to attack regardless and must be dealt with separately from the main plant. Disconnected pod denizens have 2d8 +18 (27) Hit Points and a fly speed of 40 feet (good) but otherwise keep the statistics of the main plant. A bloodsipper with no pod denizens attached may not attack. Stench (Ex): Should an immature pod be destroyed, it releases a disgusting odor, causing surrounding creatures within a 30 ft radius of that particular pod to make a Fortitude Save (DC 29) or become nauseated for 1d4 rounds. Improved Grab (Ex): To use this ability, a pod denizen must hit an opponent of any size with its bite 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 automatically do bite damage and use its blood drain attack if its tether is still intact. Blood Drain (Ex): A pod denizen can suck blood from a living victim with its bite by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each successful drain attack, the bloodsipper gains 5 temporary hit points. Salt Vulnerability (Ex): Salt presented in large quantities causes a bloodsipper to flex away from the salt instinctually. A handful of salt thrown at a bloodsipper or a pod denizen does 2d4 damage to it. No save is allowed. GIBBERLING, BROOD Small Monstrous Humanoid (Extraplanar) Hit Dice: 4d8+4 (22 hp) Initiative: +2 (Dex) Speed: 30 ft. (6 squares) Armor Class: 15 (+2 Dex, +1 size, +2 natural), touch 13, flat-footed 13 Base Attack/Grapple: +3/+1 Attack: bite +6 melee (1d4+3 and gibberslug) Full Attack: bite +6 melee (1d4+3 and gibberslug) Space/Reach: 5 ft/5 ft Special Attacks: Gibberslug, gibber Special Qualities: Darkvision 90 ft, control gibberlings, immunities, light vulnerability Saves: Fort +4, Ref +4, Will +4 Abilities: Str 14, Dex 15, Con 12, Int 15, Wis 12, Cha 8 Skills: Hide +12, Intimidate +8, Listen +8, Search +8, Sense Motive +8, Spot +8, Survival +8 Feats: Weapon Focus (bite), Precise Shot Climate/Terrain: Temperate Forest and Underground Organization: Solitary or Clan (1-4 brood gibberlings and 20-100 gibberlings) Challenge Rating: 3 Treasure: None Alignment: Always Chaotic Neutral Advancement: 5-6 HD (Small); 7-8 HD (Medium-size) Level Adjustment: +3 This humanoid is pale, deformed, and twisted, possessing a gabbering, slavering maw and a mane of filthy black hair. Its eyes stare at you with a malignant cunning and a wicked grin spreads across its features. Insane mutters and whispers from the creature begin to unnerve you, but it is nothing compared to the disturbing way the creature’s flesh moves, as if small things were scurrying just beneath its skin. Gibberlings gibber. They also jabber, scream, howl, and chitter. It is now believed that they are unholy remnants of unfortunate humanoids who have been altered by insane agencies not of this world; they are the progeny of brood gibberlings. Small creatures, called gibberslugs, writhe and move beneath a brood gibberling’s skin. It is with these creatures that brood gibberlings are able to proliferate their race. COMBAT Brood gibberlings usually let their clan of gibberlings rush opponents and grapple them, making it easier for the brood gibberling to deliver its bite attack in an attempt to “convert” the subject into one of its own. When seen in the open, a gibberslug resembles a bloated leech, the color of newborn mice, with a round, totth-filled maw. Gibberslug (Ex): On a successful bite attack, the subject makes a Fortitude Save DC 14 or is implanted with a gibberslug. Failing a direct injection, a brood gibberling can, once every 1d4 rounds, spit a gibberslug at an opponent up to a distance of 15 feet as a ranged attack at +5 to hit. Targets of the spit attack still receive the Fortitude Save to avoid being injected with the gibberslug. On a failed save, the gibberslug bores its way to the victim’s brain dealing 1d4 points of damage each round. After 1d6+5 rounds, the gibberslug reaches the gray matter, and melds itself to the victim’s brain stem. Applying fire to the entry wound or ingesting darkscape fungus before the gibberslug reaches the brain kills the creature instantly. After the creature reaches the brain, the victim falls unconcious, and begins to suffer nightmares of ghoulish intensity as the gibberslug begins to digest the host’s brain, and then his body, from the inside. At this point, only a properly worded wish spell can save the victim. After 1d20+4 hours have past, a fully formed gibberling emerges from the husk of skin left behind by the victim. It possesses no memory of its former life, but does slightly resemble the victim. Gibber (Ex): Like normal gibberlings, the mad mumblings of a brood gibberling are disturbing, causing creatures with less than 4 HD to make a Will save (DC 13) or become shaken. Creatures with more than 4 HD within 200 ft face a –2 penalty on all Concentration rolls. Control Gibberlings (Su): A brood gibberling can mentally control any gibberlings it has personally created. This effect is similar to a Dominate Monster spell, caster level 15th. This bypasses the gibberlings’ immunity to mind-influencing effects. Gibberlings never attack the brood gibberling that gave them life. Immunities (Ex): Immune to all mind-influencing effects. Light Vulnerability (Ex): Being exposed to sunlight or a daylight spell causes a brood gibberling to suffer a –2 penalty to attack rolls and Reflex saves. MUTATE Mutates are creatures who have spent too much time within the perverted energies Far Realm itself. Their bodies have become warped by the strange effects of the energies in play, and as such they have become something glorious and horrifiying at the same time. TROLL MUTATE Large Aberration Hit Dice: 3d8+18 (31 hp) Initiative: +2 Speed: 30 ft (6 squares) Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 Base Attack/Grapple: +2/+10 Attack: Claw +5 melee (1d6+4) Full Attack: 3 claws +5 melee (1d6+4), bite +0 melee (1d6+2) Space/Reach: 10 ft/10 ft Special Attacks: -- Special Qualities: Darkvision 90 ft, low-light vision, regeneration 5, scent, spontaneous mutation Saves: Fort +9, Ref +3, Will +2 Abilities: Str 19, Dex 14, Con 23, Int 6, Wis 9, Cha 4 Skills: Listen +4, Spot +5 Feats: Alertness, Iron Will Climate/Terrain: Any land, aquatic, and underground Organization: Solitary or gang (2-4) Challenge Rating: 3 Treasure: Standard Alignment: Always Chaotic Evil Advancement: By character class This ugly, wretched giant has a gaunt, gnarled, and haggard appearance. It boasts three protruding arms. Although much taller than a normal man, the creature’s lengthy arms and legs droop with a sluggishness unusual to this breed of creature. Its filthy hair seems to be falling out, and its rubbery hide seems to be flaking off. Troll mutates are the victims of exposure to the foul magical energies from the Far Realm. Warped by this, a troll becomes much weaker and greatly deformed, sporting extra (usually useless) limbs and other bizarre deformities. In addition to its body, a transformed troll’s regeneration ability has been tainted as well, giving the mutate the ability to spontaneously grow extra limbs in addition to whatever normal limbs it would normally regenerate. The only thing that links the varied-looking troll mutates together is that there always seems to be an extra arm (complete with a claw) present. COMBAT Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. CREATING A MUTATE “Mutate” is an inherited template that can be added to any creature, other than aberrations, constructs, oozes, or undead, that has either the “regeneration” or “fast healing” special qualities (referred to hereafter as the “base creature”). The creature's type changes to “Aberration”. It uses all of the base creature’s statistics and special abilities except as noted below. Hit Dice: The creature looses half of the Hit Dice it had prior to gaining the Mutate template, except for HD gained via advancement in a Class. Speed: Same as the base creature. AC: Same as the base creature. Attacks: The mutate retains all the attacks of the base creature, plus it gains an extra claw attack at its normal claw attack bonus. The mutate may have additional attacks as well. Damage: Same as base creature. Special Attacks: A mutate retains all of the base creature’s special attacks except for the Rend ability. Special Qualities: A mutate has all of the base creature’s special qualities. It also gains the special qualities listed below. Regeneration (Ex): A mutate looses any fast healing it may have had and gains Regeneration equal to it's new HD+1. If the base creature already has Regeneration, use the better of the two scores. Spontaneous Mutation (Ex): When a mutate heals a total of 20 points of damage via its Regeneration ability, their is a percent chance equal to their regeneration score that they spontaneously grow a body part off of the following table over the course of the next round. This spontaneous mutation is a possibility for each increment of twenty damage healed with regeneration. Roll 1d10 1. Normal Arm (Extra Attack) 2. Clawed Arm (Gain claw attack). 3. Leg. (+5 Speed, +2 to Reflex, +2 AC) 4. Tail (Gain tail slap) 5. Eye (+2 to search and spot checks) 6. Tentacle (Melee reach of 10 feet) 7. Internal organ (+1 Con) 8. Head (With an additional bite attack, +2 spot and listen) 9. Wings (Giving a fly speed of 20 ft, clumsy, or improve fly speed by 10 feet) 10. Roll again twice on this table. Saves: Recalculated for the creature's new number of hit dice. Abilities: Same as the base creature except that the mutate's Strength score is decreased by -4 (to a minimum of 1) and its Charisma score is decreased by -2. Skills: Recalculated for the creature's new Hit Dice. Feats: The number of feats is recalculated for the creature's new Hit Dice. Climate/Terrain: Same as base creature. Organization: Same as base creature. Challenge Rating: Halved (Rounded up). Treasure: Same as base creature. Alignment: Same as base creature. Advancement: Same as base creature. Level Adjustment: +2 NEH-THALGGU, JUVENILE Large Aberration (Extraplanar) Hit Dice: 10d8+30 (75 hp) Initiative: +4 Speed: 50 ft. (10 squares) Armor Class: 20 (-1 size, +2 deflection, +9 natural), touch 11, flat-footed 20 Base Attack/Grapple: +7/+16 Attack: Bite +11 melee (1d10+7) Full Attack: Bite +11 melee (1d10+7) Space/Reach: 10 ft/5 ft Special Attacks: Spell-like abilities Special Qualities: Extract brains, amorphous physiology, SR 20, darkvision 60 ft. Saves: Fort +9, Ref +5, Will +11 Abilities: Str 21, Dex 11, Con 17, Int 16, Wis 14, Cha 15 Skills: Concentration +16, Knowledge (arcana) +16, Knowledge (the Planes) +16, Heal +15, Spellcraft +16 Feats: Combat Casting, Great Fortitude, Improved Initiative, Iron Will, Power Attack (B) Climate/Terrain: Any land and underground (Far Realms Gate) Organization: Solitary Challenge Rating: 10 Treasure: None Alignment: Usually chaotic neutral, neutral evil, or chaotic evil Advancement: 11-31 HD (Large) Level Adjustment: +10 A truly bizarre creature, this abomination is a bloated, amorphous sack of yellow, oily fat standing upon five armored legs. Tiny, writhing appendages and strange, round bumps cover the creature’s body, framing a gaping maw filled with enormous, needle-like teeth. It stares at you nonchalantly with its four alien glowing eyes. Neh-Thalggu are beings from the Far Realms seemingly here to harvest the brains of humanoid life, from which they can draw out arcane power. Lesser races often refer to these strange horrors as “Brain Collectors”. The mentality of a brain collector is completely alien to our own. The prominent bulges behind its eyes store any brains that the creature may have harvested. A creature whose brain has been harvested by a brain collector cannot be raised, reincarnated, or resurrected while the brain is in the creature, because the collector preserves and draws upon the soul and basic personality of the creature for as long as it retains the brain. Neh-thalggus’ own language is a silent sign language “spoken” with their writhing head-tentacles. COMBAT Spell-like Abilities (Sp): A brain collector has 1d 12 spell-like abilities, each emulating an arcane spell chosen randomly from spell levels 1-3 in sorcerer/wizard spell-list (roll 1d3 to determine the spell level). The brain collector uses these spell-like abilities as the spells cast by a 12th level sorcerer, each useable once per day (Save DC 13+Spell Level). Extract Brains (Sp): Once every 1d4 rounds, as a full-round action, a brain collector can extract the brain from a target creature with a succesful bite attack. The target gets a Will save (DC 31) to resist the extraction. The save DC is Intelligence-based. If the save fails, his or her brain is drawn out intact through the skull by and sucked up by the brain collector, lodging in an unused storage sac above and behind its eyes. If the save succeeds, the subject takes 5d6 points of Damage and is stunned for 1d4 rounds. When encountered, assume a brain collector has a full retinue of twelve stolen brains. Each brain less than the full twelve bestows one negative level on the neh-thalggu (though these never convert to actual level loss). A neh-thalggu is free to draw on all the Knowledge skills of each brain it currently stores, using the base ranks in a skill possessed by each brain, and adjusted by the neh-thalggu’s own skill modifiers for the Knowledge skill in question (or its Intelligence modifier, for a skill it has no ranks in). Amorphous Physiology (Ex): A brain collector does not have fixed organs. As such, it is immune to critical hits, death from massive Damage, sneak attacks, and coup de grace. SILVER TONGUE Colossal Plant (Extraplanar) Hit Dice: 10d8+120 (165 hp) Initiative: +0 Speed: 0 ft. Armor Class: 2 (-8 size), touch 2, flat-footed 2 Base Attack/Grapple: +7/+39 Attack: Grapple +39 Full Attack: Grapple +39 Face/Reach: 1000 ft/5 ft Special Attacks: Acid, Engulf Special Qualities: Plant traits, Acid, DR 15/- Saves: Fort +27, Ref +10, Will +6 Abilities: Str 42, Dex 10, Con 35, Int -, Wis 3, Cha 2 Climate/Terrain: Any non-cold land and underground Organization: Plant Challenge Rating: 10 Treasure: standard gems and money Alignment: Always neutral Advancement: 6-10 HD (Colossal), 11-20 (Colossal Plus) Level Adjustment: -- A silvery grass fills the area, slowly thickening in both density and height, until it reaches near twenty-five feet high. Squatting in the center of the brush is a squat, fat bulb, roughly five feet in height and gleaming like wrought silver. It slowly thickens, then thins, distorting like quicksilver in slow motion, in time to the swaying of the silvery grass. This silvery pod is actually the root organism that ties together every blade of “grass” together. The plant derives its name from its silver “tongues” of grass which extend into a lawn around it in a 500 foot radius. It is rumored that advanced specimens have been found covering thousands of feet, but this may merely be an amalgamation of several of the plants, considering the main pod’s ooze-like nature. Moving through a silver tongue’s lawn is difficult, reducing movement to half-speed. A silver tongue’s stalks do not share the main pod’s damage reduction or acid. COMBAT The silver tongue will ignore passers-by unless they in any way agitate the main bulb. Those standing next to the bulb while agitating it must make an imidiate opposed grapple check or be subject to the main pod’s engulf attack. All those standing anywhere within the lawn of silvery grass are subject to repeated grapple attempts each round as the lawn of tongues tries to herd anything within its reach into the main pod. Grappled creatures and objects are moved 5 feet towards the main pod each round that they are grappled. Destroying a stalk only invokes a negligible amount of damage to the silver tongue, but a succesful hit with a slashing weapon will deal normal damage to the silver tongue as it destroys a large amount of stalks. Acid (Ex): A silver tongue’s main pod contains an acid that dissolves organic material and metal quickly, but does not affect stone. A metal or wooden weapon that strikes a silver tongue’s main pod dissolves immediately unless it succeeds on a DC 22 Reflex save. The save DCs are Constitution-based. The pod’s acidic touch deals 1d10 points of damage per round, but the pod must remain in contact with the creature or object for 1 full round to deal this damage. Engulf (Ex): Those who do not resist the silver tongue’s grapple by the time they reach the main pod are engulfed. Engulfed creatures are subject to the pod’s acid, and are considered to be grappled and trapped within its body. Those who overcome the silver tongue’s grapple may escape from being engulfed, even if they are already engulfed. Player Options “…there are things sane creatures are not meant to experience…” Adventures & Settings Cradle of Madness (Dungeon #87) Istivin, City of Shadows Adventure Path (Dungeon #117, 118, 119) Eberron Campaign Setting Forgotten Temple of Tharizdun Lord of the Scarlet Tides (Dungeon #85) Magic of Eberron Night Below Return to the Temple of Elemental Evil The Gates of Firestorm Peak The Speaker in Dreams The Styes (Dungeon #121) The Temple of Elemental Evil Quadripartite (Dungeon #99) Rules and Variants The Taint variant rules from Unearthed Arcana are highly suggested for use in Far Realm campaigns. The taint rules have been updated in Heroes of Horror (now with actual in-game mechanics, not just flavor text!) Also, much of the rules for horror campaigns from said book would do well in a Far Realm campaign. Races Daelkyr Half-Blood (Magic of Eberron) Dolgaunt (Eberron) Dolgrim (Eberron) Half-Farspawn (Lords of Madness) Kaorti (Fiend Folio) Mindflayer (Monster Manual) Deities & Deific Beings The Elder Evils “…they also know that the Elder Evils existed before the deities of the current world, and they know that the Elder Evils will remain after the world has come to an end. They are beyond eternity.” Note: These five Elder Evils are those whose activities and dimensional wanderings bring them most often in contact with the Material Plane. As opponents, all of these Elder Evils should be on par with the mightiest of demon lords or even deities themselves; meeting an Elder Evil in combat should make even the greatest of epic heroes quail. A better use for these beings is to keep them as abstract concepts lurking in the roiling darkness beyond the edge of sanity, perpetual terrors whose existance threatens life but can never be defeated. Bolothamogg (Him Who Watches From Beyond The Stars) “More of a primal force than a physical entity, Bolothamogg is said to be the darkness between the stars, the guardian force or entity that exists to ensure that nothing in the multiverse can escape to taint the true reality of the outer dimensions.” Holashner (The Hunger Below) “Holashner is one of the few Elder Evils to exist fully in the phhysical world. Appearing as part squid and part centipede, this massive creature burrows through the deepest reaches of the world, driven only by its unending hunger. It eats stone, magma, creatures, and anything else in its path.” Piscaethces (The Blood Queen) “Piscaethces, the source of the aboleth race, is depicted as a vast aboleth with no tentacles and with mucus the color of blood. The aboleths believe that the Blood Queen travels the currents of probability between infinite realities, spreading her seed almost as an afterthought as she moves from one world to another.” Shothotugg (Eater of Worlds) “Shothotugg is one of the few Elder Evils to exist entirely within the realm of the Material Plane. Shothotugg dwells in a distant corner of the multiverse, physically far removed from the world itself. An undulant mass of seething fluid the size of a mountain, Shothotugg travels through the gulfs of space from world to world, poisoning and parasitizing any world on which it alights.” Y’chak (The Violet Flame) “Y’chak is unique among the Elder Evils in a terrible way—it is actively interested in the development of life or, to be more precise, in the development of the destruction of life. Its true form is said to be a brilliant pillar of violet flames that conceal an inner form so horrifying that to see it clearly is to invite utter destruction upon the body and soul.” The Lords of Outer Chaos “When [the world] was newly formed and the gods themselves werebut young upstarts in the cosmos, certain powerful but alien intelligences sought dominion over this plane of existance. These elder entities, which existed in the timeless insanity of the Far Realms, sent their grouping tentacles to the material plane…” Other Deities and Deific Beings of the Far Realm Ghaunadaur (That Which Lurks, the Elder Eye) “Ghaunadaur is a primordial deity of Faerun. It is lord of oozes, slimes, and nameless underground monstrocities that slither and seep through the lightless places of the world. Ghaunadaur is nominally considered part of the drow pantheon, but in truth the Elder Eye is simply a dark power of the deep underground. All who venture there would be wise to respect its hunger.” Ghaunadaur’s symbol is a purple eye on a black circle. Great Mother “Progenitor of beholders, gibbering orbs, and less weel-known aberrations, the Great Mother exists to fill the multiverse with its offspring. By replacing all other creatures with monsters spawned in its own image, the Great Mother intends to remake the multiverse.” The Great Mother’s symbol is an eye in an egg. Khyber (The Dragon Below) “On the world of Eberron, Khyber is the dragon of madness that composes the form, or at least essence of the Underdark. Within its bowls, mad cults worship insanity and other-worldly monsters plan to infect sanity with their ‘perfection’.” The Dragon Below’s Symbol is twisted mark in the form of a draconic head. Mak Thuum Ngatha (the Nine-Tongued Worm) “The Nine-Tongued Worm is an entity of the Far Realm. Unlike many of the terrible and powerful creauters that dwell in the mindless chaos of the Far Realm, Mak Thuum Ngatha is interested in the Material Plane. No being outside the Far Realm can say what the Nie-Tongued Worm’s desires or goals might be, but they are certainly inimical to every creature on the the Material Plane. Several other entities of similar power and disposition exist in the Far Realm, some with their own cults and adherents.” Mak Thuum Ngatha’s symbol is a fan-shaped glyph of nine squiggly lines. The Patient One (the Dark Watcher) “Although never actually pictured in its entirety, this strange an elien divine entity is known to have many eyes, many mouths, and many clawed arms around its bulbous body. It waits and watches in the darkness, whispering sibilant secrets to the shadows, until it is time to feed on the humanoid sacrifices its worshipers offer. The Patient One is an old and alien divinity, and elder power similar to Ghaunadaur or Tharizdun. It is possible that these terrible powers are somehow related, but no human has plumbed their secrets and survived to tell the tale.” The symbol of the Patient One is a mouth surrounded by eyes, always in dark colors. Tharizdun The Moongods From the airless voids between worlds, titanic things of immense power known only as "moongods" dwell. The symbol of the moongods is a moon shrouded by tentacles. The Quadripartite Kord Nerul Obad-Hai Pelor Player Classes Note: The Touched by Madness article in Dragon #332 presents many options and flavor for playing Far Realm or Cult of the Dragon Below inspired characters for all of these classes. Adept (DMG) Barbarian (DMG) Cerebrant (Drgn#330) Cleric (DMG, Lords of Madness, Eberron, Complete Divine) Favored SOul (Complete Divine) Psychic Warrior (Expanded Psionics Handbook) Sorcerer (DMG) Soulknife (Expanded Psionics Handbook) Warlock (Complete Arcane) Wilder (Expanded Psionics Handbook) Prestige Classes Aberrant Paragon (Dragon#332) Alienist (Complete Arcane) Chaotician (Planar Handbook) Doomdreamer (Complete Arcane?, RttToEE) Eldritch Master (Dragon#220) Fleshwarper (Lords of Madness) Impure Prince (Magic of Eberron) Tainted Sorcerer (Unearthed Arcana) Tainted Warrior (Unearthed Arcana) Feats Cerebrosis (General) [Dragon#330] “You have discovered the secret of manipulating and creating interfaces between the sane world and the Far Realm.” Comforting Madness (General) [Dragon#332] “You have learned to live with the chaos of your own mind, and no mortal magic can match the disturbing visions of Xoriat.” Compelling Madness (General) [Dragon#332] “Your tormented psyche weakens your willpower, but you are able to project maddening visions upon your victims to lower their resistance to your mental powers.” Disturbing Spell (General) [Dragon#332] “You can channel the power of Xoriat to enhance your spells, but this takes a terrible toll on your mind.” Far Look (General) [Dragon#330] “You have looked deep into the Far Realm, and power has answered… but at what cost?” Giet of Xoriat (General) [Dragon#332] “You are a vessel for the power of the plane of Madness and you can use this gift to twist the minds of others.” Khyber’s Fury (General) [Dragon#332] “Your insane rage increases your Strength to astonishing levels, but you pay no heed to your own safety.” Resinbond (General) [Dungeon#118] “Your ability to manifest arcane magic interacts with items made of kaorti resin, causing the resin to become both more comfortable to wear and more difficult to remove. Weapons made of resin are more difficult to disarm, and armor made of resin acts almost like a second skin.” Touch of Madness (General) [Dragon#332] “Your bond with Xoriat strengthens your madness-spawned magic. If you touch your victim, you can let this power flow into it, enhancing the effect of your spells.” And the Harbringer Feats (For Moonlords Only) Featured in Dragon#340 Equipment Weapons Ribbon Dagger (Fiend Folio, Dungeon#118, www.wizards.com) Armor Resin Suit (Fiend Folio, Dungeon#118, www.wizards.com) Magic Items Daelky Items (Magic of Eberron) Husk of Infinite Worlds Monocle of Tolerance Shirt of the Leech Truth Lens Dream Keys (Dragon#330) Key of the Call Key of Surpassing Dismay Key of the Traveler New Material Kaorti Resin (www.wizards.com) Symbionts Breed Leech (MoE) Crawling Gauntlet (MoE) Living Breastplate (Eberron) Shadow Sibling (MoE) Spellwurm (MoE) Stormstalk (MoE) Tentacle Whip (Eberron) Tongueworm (Eberron) Throwing Scarab (MoE) Winter Cyst (MoE) Magic & Spells The Domains and Spells of the Deity and Deific Beings presented in Lords of Madness The Dragon Below Domain and Spells presented in the Eberron Campaign Setting The Cerebrotic spells for Cerebrants presented in Dragon#330 “Voice of Madness” Warlock Invocation presented n Dragon#332 Various spells and magics found within the Magic of Eberron supplement Note: material and text quoted and compiled from the following sources: www.wizards.com; Monster Manual 3.5; Monster Manual II; Monster Manual III; Lords of Madness; Fiend Folio; Unapproachable East; Monsters of Fearun; Dragon Magazine #220 #330 #332; Dungeon Magazine #99 #118 #119 #124; Planar Handbook; the Eberron Campaign Setting; Complete Arcane; Book of Vile Darkness; Complete Divine; Epic Level Handbook; Tome & Blood; Draconomicon; Expanded Psionics Handbook; Unearthed Arcana; Magic of Eberron; the Systems Refference Document; and countless other victo... er, sources. Comments and feedback always appreciated... |
| the Slayer of Heroes06-22-05, 11:01 AM | UPDATE Beholders and Beholderkin put in Farspawn Descriptions of deities and beings added. Added the Quadripartite of Gods to the list. Added short descriptions of how some creatures interact with the general heirarchy of the Far Realm. Added more Player Options. |
| catsclaw22710-30-05, 01:06 AM | Awesome! I will take this and run with it! CC |
| the Slayer of Heroes10-30-05, 09:35 AM | wow, people are actually showing an interest in this again..... |
| saucercrab10-30-05, 09:54 AM | Don't know if this is worth it to mention, & I didn't see it above, but the Far Realm is mentioned very briefly in City of Splendors: Waterdeep, under the Wands noble family. It mentions another alien god, the Dragonking. |
| Erik Mona10-30-05, 07:34 PM | Where does the concept of the Elder Evils come from, and what are the sources for the specific Elder Evils referenced in your long post? Very interesting work, here. --Erik Mona |
| ripvanwormer10-30-05, 07:38 PM | The Elder Evils are from the aboleth chapter of Lords of Madness. |
| Melpomene10-30-05, 10:46 PM | I would also include (the d20 version of) Call of Cthulu in all of this. The Elder Gods and thier servants are some of the most Far-Realmy beings around. |
| OpheliaWhispers10-31-05, 12:13 AM | Slayer... is this Update in the materials that you emailed out? If not then I must bookmark this page. |
| the Slayer of Heroes10-31-05, 09:30 AM | >OpheliaWhispers this thread has NOT been updated with current material. since the version posted above, i have found a copy of Dungeon #99 and updated info in the comp about the Lords of Outer Chaos and the Servent of Chaos, and have also purchased a copy of Magic of Eberron and updated (mostly) the comp with daelkyr magic, the Daelkyr Half-Blood player race, the impure prince PrC, daelkyr items and a few other things.... >Melpomene I do not include Call of Cthuluh (with an h at the end) because; 1: Call of Cthuluh is its own mythos in its own right filled by the stories and tales of H P Lovecraft, and 2: Most of the Far Realm material is based off of the Cthuluh mythos, so most of the creatures and deities therin already apear in the comp under different names. >saucercrab :OMG! .....I think that's the first time the Far Realm has been specifically mentioned in a Realms-specific product...... I'll update the comp with that info as soon as i can find a copy of the book and jot down the apropriate material.... |
| saucercrab10-31-05, 06:34 PM | >saucercrab :OMG! .....I think that's the first time the Far Realm has been specifically mentioned in a Realms-specific product...... I'll update the comp with that info as soon as i can find a copy of the book and jot down the apropriate material....Glad you liked that. :) Kuje31 first mentioned it to me over in the FR section, so when I picked up the book, I was able to go straight to it to read it myself. Not only that, but after I posted here, I thought a bit more about the Dragonking & remembered where I first read about it. The Dragonking also appears (imprisoned in an artifact) in 2nd Ed.'s Volo's Guide to All Things Magical. Both sources seem to tell the same tale, albeit with a different focus. |
| the Slayer of Heroes10-31-05, 07:21 PM | Glad you liked that. :) Kuje31 first mentioned it to me over in the FR section, so when I picked up the book, I was able to go straight to it to read it myself. Not only that, but after I posted here, I thought a bit more about the Dragonking & remembered where I first read about it. The Dragonking also appears (imprisoned in an artifact) in 2nd Ed.'s Volo's Guide to All Things Magical. Both sources seem to tell the same tale, albeit with a different focus. hmm.... I hapen to have that Volo book.... let's see if i can find it..... :thinks: on a side note.... I'll be updating the comp with all the various Illithid races/cousins/forms/whatever, as well as their god and moving the whole lot of them into the Farspawn catagory..... the Illithiad mentions something about them having origins in the Far Realm, but it may just have been talking about the Kaorti..... |
| James Jacobs10-31-05, 08:50 PM | Cool thread! I've been a fan of the Far Realm since it was first mentioned back in Firestorm Peak, and it's really cool seeing some of the stuff I've come up with for it (kaorti & the aboleth elder evils in particular) seem to be taking on lives of their own as well. Good times! |
| Old Sage10-31-05, 10:31 PM | hmm.... I hapen to have that Volo book.... let's see if i can find it..... :thinks:It's the Dragonking's Eye... 'tis on pg. 105. |
| the Slayer of Heroes11-01-05, 08:49 AM | yeah, found it. I also have the Marco Volo trilogy, so i did a quick read-thru of those. I'm making an assumption here that City of Splendors states that the Dragonking is a Far Realm entity? That's rather interesting.... Also, it was mentioned over in another thread on the En-World forums (about this comp, as it happens) that the Blood Mother and Blood Elementals may be from the Far Realm. Anyone got a definate "yes" or "no" on this? I know it could be interpreted that way, but i just wanted to make sure before i added them in. I will probably be editing the behemoths above with new info so that their all up to date once more sometime later today. |
| Wolfen Fenrison11-01-05, 09:27 AM | the mention that the elder evils are from far realm is in Lords of Madness in the aboleth section. |
| the Slayer of Heroes11-01-05, 09:54 AM | updated the "new creatures and player options" post |
| da beast11-01-05, 04:54 PM | Thanks, I love the far realms! Is the alienist presteige class mentioned here? Just wondering seeing as how it's based off the far realms (And can be found in Complete arcane). |
| saucercrab11-01-05, 06:02 PM | yeah, found it. I also have the Marco Volo trilogy, so i did a quick read-thru of those. I'm making an assumption here that City of Splendors states that the Dragonking is a Far Realm entity? That's rather interesting....The text doesn't directly say "the Dragonking is a deity from the Far Realm," no. But it strongly infers that, to me. Here's a short, direct quote, from CoS:W: "In the years since its release, creatures from the Far Realm have begun appearing in the immediate vicinity of individual members of House Wands at random..." The Dragonking escaped the Eye, got housed by Corellon, Sune & Tyr, got re-imprisoned, then this stuff started happening. Savvy? ;) |
| the Slayer of Heroes11-01-05, 06:11 PM | >saucercrab shweetness. will definately try to find a copy of the book. I finally got around to putting in the Silver Tongue into the "new creatures" section. man, i said i'd do that forever ago.... well, it's finally there. :cool: |
| Corwyn Burlisk11-01-05, 09:01 PM | Great list, I'll have to see about you hitting me with that compilation sometime. But I noticed you didn't include the Khen-Zai (Ethergaunt) from the Fiend Folio in your list, any particular reason? |
| ripvanwormer11-01-05, 09:19 PM | I don't know what the Slayer of Heroes' reasons are, but Khen-zai aren't Far Realm creatures. They're from the Material Plane originally, and for thousands of years they've been living in the Ethereal. No Far Realm in their history at all. |
| Erik Mona11-03-05, 02:15 AM | As the guy who invented the ethergaunts I can confirm that they have no Far Realm ties. --Erik |
| the Slayer of Heroes11-03-05, 08:49 AM | there's something quite honering about having Erik Mona visit my thread. :coolcthul Version 1.6.3 is being added to. Inserting all the illithid stuff is taking longer than expected.... :shifty: After I'm all up to date with them brain eaters, I'm going to update all the symbiont entries, add in the illithid symbionts from whatever dragon magazine article that was, add in a section on Aboleth and Illithid grafts, and tweak the stats and CR's on the new creatures.... |
| The Painter11-03-05, 08:51 AM | "You're dead at recess, Mona!" :Chuckle: |
| the Slayer of Heroes11-04-05, 02:20 PM | Just got the latest Dragon Magazine. Will be adding the "Monsters of the Mind" to the comp. I'm thinking that i might just update the big lists in the posts at the beginning the month; every month. edit: eek. just realized that i haven't editted that first post since way back before they even did the whole "how to use Lords of Madness in your Eberron campaign" |
| the Slayer of Heroes11-07-05, 12:27 AM | updated both the big posts. the entirety of the word document is now included in both of those posts, so there's not much reason to email me asking for the word document at the time being. probably won't update those posts again until the beginning of november. in the mean time, i suppose you'll want to know what got added.... Added roughly a bajillion creatures to the Farspawn section, including the entirety of the illithid empire as has been published by wizards. Updated the "New Creatures" into 3.5, after realizing that they were all in 3.0. |
| the Slayer of Heroes11-17-05, 10:03 AM | okay, so i updated before next month... :whatsthis Put in the creatures from Dragon #337 (without full descriptions. sorry) I'll get the descriptions in later, i'm at work right now..... :shifty: When i do go update the descriptions, I'll get the descriptions of all the symbionts in, and possibly the few other creatures i'm missing. :cool: |
| beckyg02-16-06, 12:53 PM | Thank you SO much for posting this. I've been looking for more information on the Far Realm for some time now. The MoP and LoM just weren't enough. I feel like I just stumbled upon some Lost Lore! :D |
| the Slayer of Heroes02-19-06, 01:45 PM | wow.... looks like it's time for an update...... added the mooncalf stuff and moongods from Dragon 340. added the Bleeder Beholderkin from Dragon Compendium. will be periodically adding in descriptions of creatures as i get around to it, but i don't think that really warrents a post, so i'm not going to go out of my way to notify everyone about those little things. I think that i'm going to start compilling together a list of Region of Dreams stuff also, because the two realms are so closely linked (mayhaps because Cordell did both of them. :P ) |
| tryco06-23-06, 11:00 AM | Great thread just love it, i'm a big far realm fan. just the info i needed. Great. |
| the Slayer of Heroes10-23-06, 11:09 PM | holly crap, been awhile. I'm in college now. how the time flies. >_> I'll update sometime in the next week or so, as soon as i find my list. things to add to the main list: Garbler from ToM Some monster from MMIV Ethergaunts due to some recent publication (after all that talk up there about how they aren't turns out they are):embarrass Horrors of Daelker from Dragon 348 article |
| Sorcen_Anenooata10-23-06, 11:53 PM | Tomorrow (afternoon likely) I'll do a in depth search of the archives of the Monster's Lair and find all the far realms creatures in there for you. EDIT: Heres the links: Psailtar [Far Realms] http://boards1.wizards.com/showthread.php?t=664924 Vresup [Far Spawned Undead] http://boards1.wizards.com/showthread.php?t=664904 Conkakaka [Far Realms] http://boards1.wizards.com/showthread.php?t=664865 http://boards1.wizards.com/showthread.php?t=643885 Far Realm Creature Request, very useful links http://boards1.wizards.com/showthread.php?t=535702 Critters from the Far Realms http://boards1.wizards.com/showthread.php?t=508773 Far Realm Monsters http://boards1.wizards.com/showthread.php?t=500063 Mellethdak http://boards1.wizards.com/showthread.php?t=467666 Living Bracer http://boards1.wizards.com/showthread.php?t=461915 Half-Far Realm Template http://boards1.wizards.com/showthread.php?t=434850 Muusi http://boards1.wizards.com/showthread.php?t=425339 Enter the Far Realm http://boards1.wizards.com/showthread.php?t=402667 Morphiarch http://boards1.wizards.com/showthread.php?t=400467 Windrith http://boards1.wizards.com/showthread.php?t=358068 Agriag http://boards1.wizards.com/showthread.php?t=362620 Blasphester http://boards1.wizards.com/showthread.php?t=231283 Lemon Cr'ry http://boards1.wizards.com/showthread.php?t=228002 Skyreaver http://boards1.wizards.com/showthread.php?t=227249 Galgiton http://boards1.wizards.com/showthread.php?t=218890 Naga'uth http://boards1.wizards.com/showthread.php?t=218796 Shananananana'o http://boards1.wizards.com/showthread.php?t=218600 Tokolakitoko http://boards1.wizards.com/showthread.php?t=218511 Spirit Taker http://boards1.wizards.com/showthread.php?t=218506 Worldbreaker http://boards1.wizards.com/showthread.php?t=193767 Zethid Fluke http://boards1.wizards.com/showthread.php?t=140708 Gynikith http://boards1.wizards.com/showthread.php?t=136518 Slorgmath't http://boards1.wizards.com/showthread.php?t=135372 The Far Realms Creature Contest http://boards1.wizards.com/showthread.php?t=133108 Opisthotonos and Carnimorph http://boards1.wizards.com/showthread.php?t=133475 Far Realms Animals http://boards1.wizards.com/showthread.php?t=121885 G'pin-yow http://boards1.wizards.com/showthread.php?t=119292 K'gryne $@ http://boards1.wizards.com/showthread.php?t=113105 Far Realms Oozes http://boards1.wizards.com/showthread.php?t=99223 K'Brok http://boards1.wizards.com/showthread.php?t=87618 Mugluk http://boards1.wizards.com/showthread.php?t=81906 Gibbondra http://boards1.wizards.com/showthread.php?t=81856 Mu'gluth'nef'ftarn'zotz http://boards1.wizards.com/showthread.php?t=58048 Grasping Cluster |
| Sorcen_Anenooata10-24-06, 06:21 PM | Ok I searched the archives and posted my results. I only serached for things with Far Realm in the thread title so I'm sure there are more out there. Psailtar [Far Realms] (12 replies) page 4 Conkakaka [Far Realms] (5 replies) page 4 far realm creature request (17 replies) page 6 dark phoenix here too Critters from the Far Realms (33 replies) page 15 far realm monsters (7 replies) page 17 Insane far realms monster (6 replies) page 18 page 20 Living Bracer (Far Realms Creature) (29 replies) Half-Far Realm Template (8 replies) page 20 Straight from the far realm, might I introduce... (16 replies) page 22 Enter the Far Realm!! (22 replies) page 23 Life-warping Far Realm Entity (6 replies) page 24 Joy from the Far Realm of Insanity (10 replies) page 24 Watchacallit: Looks like something from the Far Realms??? *SHAPES* (1 replies) page 26 Scientific Names of Monter Manual Monsters (115 replies) Indestructable blue goo from the far realm (24 replies) Dark spawn of Azathoth (5 replies) page 27 A new Far Realms critter, and a feat, too! (5 replies) page 36 Far Realms Monster: Skyreaver (1 replies) page 36 Completely sane, low-LA race from the Far Realms. (5 replies) page 36 Naga'uth entering the Far Realms (4 replies) Shananananana'o: A Far Realms creature (2 replies) page 37 Tokolakitoko: A Far Realms creature (4 replies) page 37 New far realms monster: Spirit Taker (4 replies) New Far Realms monster: the Worldbreaker (3 replies) page 37 Soul-eating Terror from the far realms (3 replies) page 39 Symbiote from the far realms (8 replies) page 43 Fungal super-intelligent technichians from the far realms (37 replies) page 44 Now Voting: Creature contest (The Far Realms) (26 replies) page 44 Animal from the Far Realms (11 replies) page 44 Far Realms Contest Entries: The Opisthotonos and Carnimorph (12 replies) page 44 light-fearing, cheese-hating, mucus-spewing monster from the far realms (28 replies) page 44 Kgryne $@, a Far Realms Creature (9 replies) page 44 ooze from the far realms (14 replies) page 44 Reason-theiving outsider from a place near the far realms (3 replies) page 45 Far realms creature (4 replies) page 46 More low-CR far realm creatures (10 replies) Far Realm Monster, need CR (2 replies) page 46 Far Realm Creature that manipulates space (7 replies) |
| the Slayer of Heroes10-24-06, 09:34 PM | holly cow! are those all the homebrews? o_O unfortuneately, right now, I'm at college and my books are at home, so it may take me some time to update some of these. If anyone wants to grab the Italicized text off of creatures and rovide a breif description of how they relate to the far realms, I'll add them to the lists in the appropriate sections. |
| ripvanwormer10-24-06, 09:50 PM | farspawn (Dragon 248): Akleu (CR 8) NE Medium This grotesque, hunched creature has a transluscent body such that only the outlines of its bones, a few purplish organs, and its beady black eyes are easily spotted. Emaciated and skeletal, its long arms and legs seem to contain too many joints, bending at odd angles with an eerie fluidity. The creature's hands and feet each end in four long clawed digits and its h ead is shaped like that of a shark - flat and wedge-shaped. Originally native to forests of writhing trees in Xoriat. Kyra (CR 11) NE Huge This bizarre creature is a massive brain, buoyed on eight twitching membranous wings and covered in vibrating cilia. A long tentacle in the shape of a spinal cord dangles from the brain-thing's base, and four smaller tentacles, nestled among its wings, writhe constantly. Humanoid figures appear on its surface, pulsing slightly as if struggling to break free. Native to the membranous seas of Xoriat. Xorbeast (CR 7) NE Large This slimy, corpulent hulk stands twice as tall as a human and glistens with a sickly rainbow of colors. It stands on four appendages that could charitably be called legs, each ending in sucker-tipped stumps. Two more appendages grow from its back, each cumulating in a sphincterlike mouth. Bred by the daelkyr to bring them fodder for experimentation. Byshek Weaponry: This rare, purplish metal is prized for use in jewelry and weapons. |
| Sorcen_Anenooata10-24-06, 11:13 PM | holly cow! are those all the homebrews? o_Ounfortuneately, right now, I'm at college and my books are at home, so it may take me some time to update some of these. If anyone wants to grab the Italicized text off of creatures and rovide a breif description of how they relate to the far realms, I'll add them to the lists in the appropriate sections. Yep all homebrew. I did the flavor for each of them for you since I have nothing better to do at the moment. Psailtar [Far Realms] (http://boards1.wizards.com/showthread.php?t=664924) CR7 Moving in front of you is a mass of arms and legs that seem to continually kick and flail about while hovering through the air. In the center of the orb-like creature is a large opening of gaping darkness. Coming from it is a agonizing moan that sends shivers down your spine. Vresup [Far Spawned Undead] (http://boards1.wizards.com/showthread.php?t=664904) CR2 Slowly moving towards you is a mass of bulbaceous flesh. It seems to continually twist and morph itself. Sprouting from the flesh sack is a thin neck that goes about 3ft up until it sprouts into a deformed head. The head resembles that of a human, except that it seems barely soluble, with bits of flesh dripping off and it's face in a constant state of moan. Conkakaka [Far Realms] (http://boards1.wizards.com/showthread.php?t=664865) CR8 Hovering in front of you is a hideous amorphous batch of gray matter. It seems to flash in and out of existence as it slowly moves. A high pitched ear-piercing scream of pure madness seems to radiate from it, seemingly collapsing the fabrics of space and time as it moves. Far Realm Creature Request, very useful links (http://boards1.wizards.com/showthread.php?t=643885) Alot of links. Critters from the Far Realms (http://boards1.wizards.com/showthread.php?t=535702) Alot of links. Far Realm Monsters (http://boards1.wizards.com/showthread.php?t=508773) Alot of links. Mellethdak (http://boards1.wizards.com/showthread.php?t=500063) CR7 A two eyeless heads rear out of nothingness, their jaws flickering with an ultraviolet glow. They are followed by a loathesome twist of pulsating tubes and throbbing tissue that passes for a body, and a long barbed tail. They ground around churns and ripples like a boiling lake. Time itself seems to fluctuate wildly. For a merciful moment the creature is gone, then flashes back again, the two heads biting each other, tail whipping randomly, and its claw ripping out massive hunks of its own flesh. Living Bracer (http://boards1.wizards.com/showthread.php?t=467666) CR8 You are walking along and you spot what appears to be a expensive bracer. It appears to be made of expensive black leather and the ends etched in gold. It has three onyx gems on each side in a row and a red ruby on the top. As you put it on, you hear a voice say, "Hello Friend! I am sure we are going to get along just fine." Living Bracers are from the Far Realms, but make thier way to the Material Plane to make friends with the backwards and unusual natives there. They will lay still and pass themselves off as an expensive bracer in order to get someone to put them on. Even though they travel on other beings, they are not symbiotic, because they do not affect the host in any way, except maybe annoying them from time to time when the Living Bracer decides that it knows better in a situation than the host. Half-Far Realm Template (http://boards1.wizards.com/showthread.php?t=461915) CR+3 Across the vast breaches of unknowable distance in space and time, beyond the planar borders as we understand them, lies an endless realm where incomprehensible beings and ethers swim and churn at unknowable behest. On rarest of rare occasions, beings of this realm take on similar enough forms to breed with a more familiar entity. More often however, the alien essence of the far realm somehow comes to meet with matter and spirit of our own. For example, an earth elemental spirit that gets caught up in a particularly remote transitive portal on its journey and mixed with the far realms will result in a half-alien golem. These creatures are possessed of great variation. Some are outwardly indistinguishable from their material multiverse kin, perhaps bearing some minor hint of their parentage such as an odd mark, an uncomfortable feeling, or strangely colored eyes. Others are barely recognizable things, possessing only the slightest of vague superficial resemblance to their local cousins. Muusi (http://boards1.wizards.com/showthread.php?t=434850) CR5 A muusi in its standard form appears vaguely felinoid, with huge, billowy ears though without mouth, tail and claws, and covered in off-white, silken threads. Removed of the silk the skin is a dark golden brown covered in thousands of spinerettes like that of a spider. It is from these organs the threads grow, covering it in a coat of webs. It does not possess any visible eyes in any form, but seems perfectly capable of vision. Muusi are parasites that infest the Far Realm but many have over the untold millenia come to infiltrate many of the planes. They form massive sacks of hundreds of eggs on high mountain peaks, or the tops of towers in a pinch, and then leave it, never to return. They eat nigh anything organic, merely having to be in direct contact with the substance to digest it. Their thought processes are wholey alien and though many seem to vaguely understand speech it is not even certain they speak one amongst themselves. A typical muusi weighs around 300 lbs and stands around 4 foot at the shoulder in quadruped form, and around 6 and a half feet in humanoid form. Enter the Far Realm (http://boards1.wizards.com/showthread.php?t=425339) Links. Morphiarch (http://boards1.wizards.com/showthread.php?t=402667) CR13 A Morphiarch appears as a massive cloaked figure with a single large gloved hand, rippling with unseen power and alien form. The Morphiarch is a powerful entity from the far realms that seeks to transform and distort living beings as a kind of aesthetic recreation, the way a sculpture shapes and squeezes clay. Its own form is mind-blowing to behold, and even when not assuming the guise of another being it prefers to remain hidden by its glove and cloak. Windrith (http://boards1.wizards.com/showthread.php?t=400467) CR5 Windriths appear as a miasma. They have faces to gaze with, beautiful novas to dazzle with, and three ribbons of coelescing colors to grasp. The windrith is a benevolent entity from the Far Realm that brings peace and unearthly bliss to those it encounters. The windriths are believed to hail from the ardereal joyscape. Agriag (http://boards1.wizards.com/showthread.php?t=358068) CR5 An agriag appears as a glowing clay-like glob floating in the air. A geyser of light and color moves about its fluctuating body. Agriags are otherworldly entities radiating a constant wave of energy, which they seem to have some ability to control. These entities are known for their amazing recuprative abilities and many believe them to be truly immortal. Agriags hail from the far realms of insanity where the frolick and blaspheme pondering ancient secrets of existance and dark lore. They seem to view fights as forms of lesser entertainment or even introduction and most fail appear to not understand the concept of death, as they themselves are all but indestructable. Agriags speak blink dog, english(unless taken as bonus language english takes 2 skill points to learn and another skill point to read and write, spoken almost exclusively by far realm entities), either undercommon or draconic, and their own twisted burbling tongue that is impossible to speak without an amorphous body. Blasphester (http://boards1.wizards.com/showthread.php?t=362620) CR1 A blasphester resembles a thick glop of bubbling black goo. The orb-like bubbles that rise, fall, and burst within it glow with an unhealthy cold green or blue light. It's body is constantly extending and retracting a myriad of probing wiry tendrils and chord-like tentacles. Blasphesters are abominable things. Generated from Azathoth they are near-mindless entities that delight in death, decay, and destruction. They prefer harming living things but if none are readily available they will be content to hammer and smash at any objects around, the more intricate, beautiful, or delicate, the more fun it is to break. Lemon Cr'ry (http://boards1.wizards.com/showthread.php?t=231283) CR1 Before you, a yellowish blob floats about a foot off the ground. It extends a pseudopod shaped roughly like a humanoid hand toward you in greeting. Its other hand holds a simple club, and a sling hangs from a belt around the lower portion of the ooze. As you shake its "hand," a voice says, "Hello." The lemon cr'ry (pronounced "Leh-mon cur-ry") is an ooze from the Far Realm. They live a peaceful existance similar to the Yurians of the Prime, and enjoy befriending birds. They fly with astounding manuverability at the same speed a human walks, but are unable to move on the ground and are hindered as walking creatures are by rough terrain. They have a mild fear of heights. Lemon cr'ries do not speak, but can communicate telepathically. They usually know Blink Dog and Common. Skyreaver (http://boards1.wizards.com/showthread.php?t=228002) CR11 The Invasion is coming. Worldbreakers move slowly across the land. Spirit Takers steal people away to the Far Realms. We can fight back against them, but the warriors of the Far Realms ate dire opponents. They come on land. They come on the seas. They rain from the skies. The Skyreavers are the first of the invaders that any realm sees. They come and they rain death and destruction. Many Skyreavers have been seen to gang up on and bring down even the strongest dragons. Skyreavers seem to be cylinders, one end pointed and split for a head and the other elongated into a whip-like tail, with leathery wings. And razor bladed claws. Galgiton (http://boards1.wizards.com/showthread.php?t=227249) CR2 A humanoid creature about 5 feet high that appears to be made of purple crystal stands before you. Its legs bend backward at the knees and it leans on a staff with a crescent-shaped blade at each end. It has a wickedly sharp-looking tail. Galgitons are humanoids from the Far Realm with a love for exploration and a fascination with the material known as Galgit Crystal. Galgitons appear to be made of galgit crystal, with legs that bend backward at the knees and a tail that actually is a galgit crystal scimitar. This tail can be removed after death. Galgitons often mount expeditions to far-off places, or to discover hidden puddles of galgit crystal, which is liquid in its natural state (if it spends any time in the common multiverse, galgit crystal becomes tough as steel, solid, yet pliable and silky). They have a love of exploration of all kinds, and are intensely curious about the common multiverse. Galgitons are uncomfortable in hot conditions, and don't like water much. Some sages suggest that galgitons are related to the psionic beings called thri-kreen, because of their preference for the strange double weapons called gythka. Like most such claims, these are simply the idle speculation of people with too much time on their hands, but everyone's entitled to their opinion. Galgiton speak Blink Dog, Common, Elven, and their own language which sounds vaguely like Undercommon. Naga'uth (http://boards1.wizards.com/showthread.php?t=218890) CR3 Before you floats a tiny shimmering ball the size of a sling bullet. Its body seems to be covered with tiny multicolored gems. It zips around you seemingly interested and suddenly drops to the ground and rolls around in circles before soaring back upwards again. As you go to touch it, the shimmering ball zips backwards out of reach and bombards your body with pinpoint thin rays of light. Each of these rays of like creates a new effect. You see sparkling lights, a blast of cold, a small singe of acid, and a flash of blinding light. As you regain your sight you look around and the tiny ball of light is gone. These small globe like Beholder-kin are extraplanar versions of their much larger cousins. They have no mouths or nose and require no food, water, or air in order to live. They do not carry the large central eye of their cousins either, in fact that are literally covered with gem-like eyes each of a different color. It has been said that these creatures eventually grow up to be True Beholders but this has never been proven. Naga-uth understand Beholder and Common but do not speak. Shananananana'o (http://boards1.wizards.com/showthread.php?t=218796) CR3 Floating in the air is a gigantic sphere of liquid substance. The creature is covered in all types of energy, from acid to fire. The creature begins vibrating, and the sound of a “shananananana’o” reaches your ears. The shananananana’o is one of the fiercer oozes of the Far Realms. Though it does not need to eat or sleep, it has a genetic desire to feed, causing it to seek one target for days, even months. Tokolakitoko (http://boards1.wizards.com/showthread.php?t=218600) CR7 An odd spider-like creature lumbers toward you. It is at least 8 feet tall and 16 feet long. 8 lime-green tendrils are atop its back, whirling around like trees in the wind. Its twenty segmented eyes glare at you. Finally, the creature’s most menacing feature is its massive, toothed maw. It snarls and leaps at you. Tokolakitokos are one of the few creatures of the Far Realms able to leave the insanity of the plane. Their venomous sacs of poison contain substances of planes: they carry the Material Plane’s reality while in the Far Realms, and they contain the Far Realm’s insanity while on any other plane. Tokolakitokos do not speak. Spirit Taker (http://boards1.wizards.com/showthread.php?t=218511) CR10 In preparation for taking the multiverse back, the powers of the Far Realms have created servants that will bring the living of the planes body and soul to the Far Realms, where they shall become one with the nothingness. These are the Spirit Takers, skeletally gaunt humanoids with an ever-changing number of limbs (Always at least ten, the number it can attack with in a round). Soul takers are usually a pale white. Worldbreaker (http://boards1.wizards.com/showthread.php?t=218506) CR? Long ago, before time its self, all of creation was the Far Realms. From the primordial chaos were born overgods, beings of rules and reason alien to that which spawned them. They created the planes and all that reside within, and all the natural laws for their creations to exist by. The posers of the Far Realms raged at the overgods and their creations, but could do nothing, for the existence of the multiverse barred them from entering, lest they be destroyed. So the far powers began to create things akin to what the overgods had made, but in the image of their birthplace. They readied an invasion to draw the multiverse back into the womb of nothingness. These beings have solid and stable forms, and can survive in our world once they breach it. Among them are the massive, slug-like Worldbreakers. They trail slime that devours the very fabric of reality behind them. When the invasion comes, it is their purpose to draw the worlds back to entropy. Zethid Fluke (http://boards1.wizards.com/showthread.php?t=193767) CR12 Gerran paused when he saw the stranger. It was good to see another elf in a strange and terrible place as this extraplanar dungeon. "Hail friend!" he called out to the stranger. "Hail storm!" the stranger replied. That inside joke was known only by him and his 3 closest friends, but 1 of those was dead, the other was a human, and this stranger did not look at all like the third. Perplexed, he drew closer. As he did the elven form beform him seemed to disintegrate, or rather unfold, like a puzzle being connected or a retractable bench snapping into place. He found himself surrounded by a coiling, color-changing, flat worm-like creature. The head lunged from out of nowhere(literally) and engulfed him. As he passed down the gullet he felt himself being chopped up and rearranged, mismatched and dissolved chemically, physically, and metaphysically. The agony seemed to stretch into an eternal moment, without time, without beginning or end. When it finally stopped found out something good, and something bad. The good news was that he was now dead. The bad news was he was still inside the creature. Gynikith (http://boards1.wizards.com/showthread.php?t=140708) CR1/3 When looking at a gynikith the first impression one has is of an orange-colored mouse. This odd as gynikith resemble mouses in no way, and they are generally a dark purple in color. Gythiniks have a curved ridge of cartiliginous skin at the front of their body covered with a patch of very fine hairs. Behind this main ridge is an oblong body segment containing three large structures that inflate and deflate with a curious rythm. The body ends in a translucent, semi-corporeal tail that starts upward and back but curves so that the tip is pointing in the same direction as the frontal ridge. Beneath the main body is a pulsating sticky sack of mucus-covered flesh that is always extending and retracting pseudonpods. Gynikith are symbiotic entities from the far realms bearing an odd mutation that caused them to have a need for mental symbiosis with material-plane creatures and allowed them to enter our multiverse. These strange entities draw sustenence and protection from their hosts, providing heightened intellect, magical abilities, and psionic powers in return. Slorgmath't (http://boards1.wizards.com/showthread.php?t=136518) CR4 At first glance the slorgmath't resembles a massive, tan, slug with a curving mantle, whale-like body shape, waving cluster of moth-like antennae and two long tentacles ending in dripping flat pads. The creature moves along with use of the reddish cillia that coat its underside. Some are hidden by fluctuating energy shields projected from metallic devices and some are covered in a shining armor coat. The slorgmath't are a race of highly evolved mobile fungi with intellegence on a level far higher than that of humanoids but little common sense, perception, communicative skills or spiritual power. They use large amounts of advanced technology and psychic powers to combat their foes, and are generally non-agressive towards humans unless ready to reproduce (asexually performed and refered to as "seeding") or hungry. They generally prefer dead flesh or plant matter although some have developed a taste for humanoid flesh (they consider humanoids to be wild animals with an odd variety of abilities and powers). The Far Realms Creature Contest (http://boards1.wizards.com/showthread.php?t=135372) Links Opisthotonos and Carnimorph (http://boards1.wizards.com/showthread.php?t=133108) Opisthotonos CR14- These bizarre creatures (actually fairly typical of Far Realms physiology, if ‘typical’ can even be applied to a plane of madness incarnate) feed off emotion and are instinctively drawn to expressions of pain- especially that of their own kind. Those who have dealt with them know the opisthotoni as living plagues, each single creature an entire swarm, blinking from one alternate reality to another almost too quickly to see. Opisthotoni resemble bloated yellow-green ticks the size of small dogs, with an endless multitude of hairy, spider-like legs (only four of which are long enough for attacks, although all are quite sharp) and seven glistening eyes of varying size and color. From the center of the mass of legs comes an enormous tongue, proportioned like that of a human but more than a foot long and dripping with the creature’s own thick, milky blood. Carnimorph CR19- Carnimorphs, named for their habit of turning anything and everything they encounter into twisted monstrosities, are the colonists of the Far Realms, bringing that special bit of home plane insanity to the multiverse at large. To those able to see invisible creatures, carnimorphs resemble nothing so much as an enormous mass of bloody intestines, with a sharp claw terminating one end. The creature hurls through the air as if bouncing off a multitude of barriers present only to itself, with the clawed end out front and the rest of the guts trailing behind like the tail of a snake. Each ‘bounce,’ each shift in direction, leaves a splatter of blood, eyeballs, and disembodied mouths. While the creature itself is invisible, its airborne trail of gore is not, so this is usually all one sees of a carnimorph’s presence. Far Realms Animals (http://boards1.wizards.com/showthread.php?t=133475) Plinka CR1 Plinka have small, plump, dog-like bodies with short soft fur, six strong smooth flippers, and two wide and beautifully colored wings. The sport three inquisitive slug-like stalk eyes, and a longish retractable snout ending in some jagged irregular teeth. The creature has a single flat, muscular, mucus-secreting foot at the bottom of it and a short grasping three-clawed arm on either side near the front with a waving tail adorned with a feathered antenna and ending in a wide fin. The color of the strange beast varies from a light blue to a dark ultraviolet. A Plinka is one of the few entities of the far realms with a morphology and mentality similar enough to beings of the material plane to be validly considered an "animal". The plinka tend to be fairly empathetic and by some strange token apply to both the cuteness stimuli and the gag reflex of most humanoids, sometimes simultaniously. Plinkas are generally good-natured fungivores, feasting on lichens, mushrooms, and molds. Some have a hateful or agressive streak and will attack creatures without provocation, not for nutrients or territory but simply to cause unhappiness. Others will actively aid and protect weaker (or what they percieve as weaker) organisms. Some simply fly and sing for the joy of it and roam about while others will stay in one area that they meticulously and compulsively maintain. G'pin-yow (http://boards1.wizards.com/showthread.php?t=121885) CR2 A G'pin-yow resembles a small sack of strange discolored flesh with throbbing spidery veins, pulsating growths and puss-oozing boils and a throng of seemingly unconnected legs, tentacles, pseudopods and cillia. The creature has three very large stalk eyes and a hood of branching feelers. Most notably at the very front of the entity is a lobster-like claw, a muscular protrusion, a barbed tentacle, and a dripping, mist-spewing, flickering mouth-like oriface. A G'pin-yow is a simple kind of far-realm entity that occasionally makes its way to the material plane through a special loop-hole in the planar boundries. Why they come to the material plane in the first place is widely unknown. K'gryne $@ (http://boards1.wizards.com/showthread.php?t=119292) CR13 K'Gryne are a race of nebulous entities from the far realm that defy the normal laws of geometric formation and material qualities. They generally prefer to assume a form that material-native minds can more easily comprehend and that does not get eroded away at by the local space-time flow. It is impossible to truly explain what a K'Gryne looks like to a human-like observer. The best way to put it is that it appears as a swirl of utraviolet quivering, shifting, humming, vibrating goo that shifts in and out of phase with its surroundings, but this is not enought. The glob is of a shape and twists in a manner that defies imagination, and to merely gaze upon it is an invitation to madness. Far Realms Oozes (http://boards1.wizards.com/showthread.php?t=113105) Metaxenorth CR8 The metaxenorth is a shimmering glob of high-energy protoplasm adorned with 5 long jagged tentacles and a multitude of eye-spots and pulsating sacs or globdules and electricity-discharging membranes. K'Brok (http://boards1.wizards.com/showthread.php?t=99223) CR5 If you combines the collected works of H.P. Lovecraft and Dr. Seuss and pulled a character out at random you might get something like the ~K'Brok. These manical entities have a red and black striped jumpsuit, curling jester shoes with a jingle bell at the tip of each one, long curved slivers of shadow that pass as fingers, and most noticibly a smooth featureless face composed entirely of a reflective black fluid that somehow implies a sadistic smile. The ~K'Brok hails from a distant plane similar to the far realm known as the Vice Realms. Unlike the far realms which are merely hostile and alien to mortals this universe actively seeths intimidation and malevolence. This particular being comes to the material plane to steal awareness and lock away sentient minds into eternal nightmares. Some sages speculate that the darkness of the a ~K'Brok's "face" is a reflection of of its inner darkness, others believe it is a portal to the negative energy plane through which only light can pass, still others think it is the natural color of the creature's flesh beneath it's garments. As the case often is with theories of magical sages, they are all nothing more than random speculations by people with too much time on the hands. The truth of it is that the "face" is actually the ~K'Brok's pupil. This paired with it's ability to transform it's face into a mouth filled with razor-sharp teeth gives new meaning to the name "eyebite". Mugluk (http://boards1.wizards.com/showthread.php?t=87618) CR4 Mugluk are sometimes called flying saucers, as that is basically what they are, silvery disks that fly at incredible speeds with almost unheard of manueverability. Mugluks are made of goo. Mugluk tend to try and find creatures with subtypes to absorb them. Mugluk speak Aztec, Anasazi, and Ancient Egyptian. some Mugluk also speak common. Gibbondra and other low-CR creatures (http://boards1.wizards.com/showthread.php?t=81906) Mu'gluth'nef'ftarn'zotz (http://boards1.wizards.com/showthread.php?t=81856) CR? Mu'gluth'nef'ftarn'zotz, more simply known as mindwarpers, are beings from the far realm, that, unlike their cousins, enjoy traveling the planes in our reality Mindwarpers appear as whatever they want to appear as. Most often the choose the guise of a child. evil mindwarpers sometimes use the guise a succubus or incubus would. though they technically don't have a gender as a far realm creatures, each individual mindwarper may take only male or female guises, and it does not choose which, but rather that is set when it first comes into what we know as reality. Mindwarpers speak, read, write, and comprehend all languages, even secret languages like drudic. Grasping Cluster (http://boards1.wizards.com/showthread.php?t=58048) CR4 No flavor text, persay, but it is described throughout the rest of the text. |
| Count Arioch the 28th10-25-06, 12:11 AM | I'm going to be honest, I don't like how you shoved most of the abberations into the far realms. For example, Aboleths and Mind Flayers are 100% prime creatures, they just existed/will exist when the world is a very different place. |
| the Slayer of Heroes10-25-06, 08:58 PM | I'm going to be honest, I don't like how you shoved most of the abberations into the far realms. For example, Aboleths and Mind Flayers are 100% prime creatures, they just existed/will exist when the world is a very different place. actually, Mindflayers are from the future, and in resources such as the Illithiad and Lords of Madness it suggests they may be from the Far Realm. As for Eberron, it specifically states, that yes, they are from there. As for the Aboleths, Their creators are from the Far Realms, as is specifically stated in the Lords of Madness. Seriously, nothing on that list is there without some source saying so. I've tried to list how many of them are related to the far realms, be they experiments of the Dealker, Natives of the plane, or some other link. So, yeah, I do actually know what I'm talking about here. |
| TheWanderingAlchemist01-29-07, 02:18 PM | this is an amazing resource! |
| Shemeska the Marauder01-30-07, 08:51 PM | You should remove Beholders from the list, or else cite a source for the claim in the list that they have a link to the Far Realm. They were the creations of the Abyssal deity/entity the Great Mother, and as such are rather solidly beings of this multiverse and not the Far Realm or any other multiverse. As far as I'm aware there has never been a suggestion in a published source that the Great Mother was linked to the Far Realm. |
| ripvanwormer01-30-07, 11:48 PM | Slayer of Heroes included beholders in that list because the Eberron setting makes beholders creations of the daelkyr, who are natives of that campaign's equivalent of the Far Realm, Xoriat. Slayer of Heroes conflates Xoriat with the Far Realm. It might be useful to distinguish between Xoriat entities and Far Realm entities. While the two planes are nearly identical in most respects, and most Xoriat natives work fine in the Far Realm, they are slightly different. |
| Mercurius01-30-07, 11:53 PM | Considering the description of Xoriat in the Eberron source book is pretty much a copy/paste of the Far Realms from Manual of the Planes, I'd say they're basically the exact same plane, for all intents and purposes. Nevertheless, it does seem that it would be appropriate to note when a "far realms" monster is associated only via Eberron. |
| ripvanwormer01-31-07, 01:50 AM | Considering the description of Xoriat in the Eberron source book is pretty much a copy/paste of the Far Realms from Manual of the Planes It is, but Xoriat has the evil alignment trait and the Far Realm doesn't. And the position it holds in its cosmology is somewhat different, because most of the aberrations of Eberron are associated with Xoriat in some way, while the aberrations of core D&D have many different origins. |
| sciborg202-01-07, 03:15 AM | If the Far Realm is alien, Rip, how do you see its place in the scheme of a planar game? I've thought of it as the true Other, the foreign that isn't a reflection of the Self like the Outer Planes are. But does it then have metaphorical value? Is it just a place for wacky monsters to come out of? One has to wonder, seeing as the freakiness of the Far Realms rests on creatures that resemble the human often times, either in humanoid shape or some aspect of our organs and such. This isn't an attack, I'm just curious as to the role you (or anyone really) feels the Far Realm plays in a philosophical, Planescape-esque game? |
| ripvanwormer02-01-07, 04:09 AM | This is off-topic here, Sciborg. I replied in the other thread (http://boards1.wizards.com/showthread.php?p=11352380#post11352380). |
| Cthulhudrew02-08-07, 11:36 AM | Just finding this thread now, and thought I'd add something that might be worth mentioning. The Ecology of the Diabolus article in Dragon #327 mentions a connection to the Far Realms- something about the Far Realms beginning to intrude in the Demiplane of Nightmares, IIRC. I'll try and find the exact information later tonight, if it seems relevant to this compilation. |
| Aquarius Alodar02-08-07, 05:02 PM | Ok I searched the archives and posted my results. I only serached for things with Far Realm in the thread title so I'm sure there are more out there. Psailtar [Far Realms] (12 replies) page 4 Conkakaka [Far Realms] (5 replies) page 4 far realm creature request (17 replies) page 6 dark phoenix here too Critters from the Far Realms (33 replies) page 15 far realm monsters (7 replies) page 17 Insane far realms monster (6 replies) page 18 page 20 Living Bracer (Far Realms Creature) (29 replies) Half-Far Realm Template (8 replies) page 20 Straight from the far realm, might I introduce... (16 replies) page 22 Enter the Far Realm!! (22 replies) page 23 Life-warping Far Realm Entity (6 replies) page 24 Joy from the Far Realm of Insanity (10 replies) page 24 Watchacallit: Looks like something from the Far Realms??? *SHAPES* (1 replies) page 26 Scientific Names of Monter Manual Monsters (115 replies) Indestructable blue goo from the far realm (24 replies) Dark spawn of Azathoth (5 replies) page 27 A new Far Realms critter, and a feat, too! (5 replies) page 36 Far Realms Monster: Skyreaver (1 replies) page 36 Completely sane, low-LA race from the Far Realms. (5 replies) page 36 Naga'uth entering the Far Realms (4 replies) Shananananana'o: A Far Realms creature (2 replies) page 37 Tokolakitoko: A Far Realms creature (4 replies) page 37 New far realms monster: Spirit Taker (4 replies) New Far Realms monster: the Worldbreaker (3 replies) page 37 Soul-eating Terror from the far realms (3 replies) page 39 Symbiote from the far realms (8 replies) page 43 Fungal super-intelligent technichians from the far realms (37 replies) page 44 Now Voting: Creature contest (The Far Realms) (26 replies) page 44 Animal from the Far Realms (11 replies) page 44 Far Realms Contest Entries: The Opisthotonos and Carnimorph (12 replies) page 44 light-fearing, cheese-hating, mucus-spewing monster from the far realms (28 replies) page 44 Kgryne $@, a Far Realms Creature (9 replies) page 44 ooze from the far realms (14 replies) page 44 Reason-theiving outsider from a place near the far realms (3 replies) page 45 Far realms creature (4 replies) page 46 More low-CR far realm creatures (10 replies) Far Realm Monster, need CR (2 replies) page 46 Far Realm Creature that manipulates space (7 replies) And indeed there are........http://boards1.wizards.com/archive/index.php/t-81431.html |
| Pitiless_Interfector05-26-07, 12:32 AM | I don't know what the Slayer of Heroes' reasons are, but Khen-zai aren't Far Realm creatures. They're from the Material Plane originally, and for thousands of years they've been living in the Ethereal. No Far Realm in their history at all. Maybe that's what they want you to think. :evillaugh |
| GuesssWho07-05-07, 08:20 PM | Maybe that's what they want you to think. :evillaugh Nah-they aren't weird enough. |
| sciborg207-07-07, 09:35 PM | This is off-topic here, Sciborg. I replied in the other thread. I did have a feeling of deja vu when asking you here.:embarrass |
| GuesssWho07-23-07, 11:08 PM | Do you have these yet? Layers (http://boards1.wizards.com/showthread.php?t=224880) Far Planar Traits (http://boards1.wizards.com/wotc_archive/index.php/t-143503) Encounters (http://boards1.wizards.com/wotc_archive/index.php/t-81431.html) A Beastie (http://boards1.wizards.com/wotc_archive/index.php/t-58048.html) Wow, there are a lot of pages about the Far Realm in the archives . . . |
| Lunasson08-23-07, 03:38 AM | Do you have these yet? Layers (http://boards1.wizards.com/showthread.php?t=224880) Far Planar Traits (http://boards1.wizards.com/wotc_archive/index.php/t-143503) Encounters (http://boards1.wizards.com/wotc_archive/index.php/t-81431.html) A Beastie (http://boards1.wizards.com/wotc_archive/index.php/t-58048.html) Wow, there are a lot of pages about the Far Realm in the archives . . . It is so! It is so! Cthulhu waits in R'lyeh! |
| Sigfried10-10-07, 03:54 PM | Forgive me, this is slightly off topic, but I think still relevant. I've posted some pieces of my favorite homebrew campaign here (http://forums.gleemax.com/showthread.php?p=14046614#post14046614). The campaign is Lovecraft inspired, centers around Aberrations and the Far Realms, and makes use of BoVD, LoM and HoH. CoC also fits in well. I hope fans of Lovecraft and/or the Far Realms enjoy. Ia Shub-Niggurath! |
| lord_xarallon10-23-07, 02:56 PM | Anything new? |
| GuesssWho11-25-07, 11:44 PM | Not really. Have anything to add? Edit: an important thing that people forget is that the Far Realm is not meaningless. It's just that we can't make sense of its meaning any more that an ant can understand Einstein. |
| the Slayer of Heroes01-17-08, 11:43 AM | people still pay attention to this!? :eek: wow.... just to let everyone know, I've fallen out of D&D. I now attend the Digipen institute of technology in Redmond, WA and take a full course load (which here at D'Pen is a 20 cred minimum) so don't expect me to be around much, if at all.... |