Cults of the Dragon Below + freaky thingies [Archive] - Wizards Community

Post/Author/DateTimePost
Gnome_Dragon_Disciple

08-24-05, 12:44 AM
I just got a brilliant idea thinking about Astral Constructs and Aberrations... A completely generic Aberration that's essentially X HD gets X special abilities, and X special abilities can manifest themselves in X physical description trait possibilities (For example, a Beholder's large ammount of HD gets it a fairly potent magical and antimagical arsenal, and its eyes are merely one of many ways that its ability to use those rays manifests itself). So I was thinking that perhaps creating high-versatility Plug and Play Aberrations would be a great utility for us Eberron DM's (what with the Cults of the Dragon Below and the Mournland and all)... Maybe have some CR modifiers for especially potent abilities as well.


Unfortunately, monster creation from scratch has never really been my forte (always been more into NPC combat encounters, really), so I'll kick things off with the Type Requirements of an Aberration. Ideally, the basic stat block should reflect being able to pick abilities from menus a' la the Astral Construct, and these abilities aren't limited to HP boosts or things like that... I'm not talking about just a versitile monster... I'm talking about a monster that will quite literally never be the same creature twice. Menu abilities can include but are not limited to spell/psi-like abilities, ability score boosts, breath weapons, gaze attacks (and gaze attacks don't strictly need eyes... only the viewer does... be sure to post a non-eye-based source organs for gaze attacks!), specific feats, alternate movement traits, poisons, extra limbs, etc. Perhaps we could split the menus into six groups or nine groups rather than the Astral Construct's mere three. Ideas are welcome!

Aberration Type

d8 Hit Dice.
Base attack bonus equal to 3/4 total Hit Dice (as cleric).
Good Will saves.
Skill points equal to (2+Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.


Traits: An aberration posesses the following traits (unles noted otherwise in a creature's entry).
Darkvision out to 60 feet.
Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations are proficient with shields if they are proficient with any form of armor.
Aberrations eat, sleep, and breathe.



Remember, the key here is versatility. If someone experienced with Monster creation could start with the bare-bones basic Build-a-Beast (alitteration not intended ;)), we can get the nasty beasty ideas flowing...
Gnome_Dragon_Disciple

08-25-05, 01:44 AM
To use a Custom Aberration, simply select the creature based on the CR you need for an encounter. Then, decide whether you want a Bite attack, a Slam or a Tentacle attack, a Claw or Sting attack, or a Gore or Tail slap attack. Once you have that settled, pick some abilities from the approrpriate menu, and you're set to go!

For example, here's a creature that is extremely tough, fights dirty, and is so ugly it's hard to bear being near it. I call it a Boilshell, and it attacks by lashing a tentacle from under its shell.

Boilshell
Small Aberration
Hit Dice: 4d8+4 (22)
Initiative: +1
Speed: 20 feet
Armor Class: 18 (Touch 12, Flat Footed 15)
Base Attack/Grapple: +3/-2
Attack: Tentacle +1 (1d3-2 bludgeoning)
Full Attack: Tentacle +1 (1d3-2 bludgeoning)
Space/Reach: 5/5 feet
Special Attacks/Qualities: Goes for the Knees, Disturbing Appearance, and Aberrant toughness.
Saves: Fort +1 Ref +2 Will +4
Abilities: Str 6, Dex 12, Con 12, Int 10, Wis 10, Cha 13
Skills: Intimidate +4, Hide +8, Listen +2, Spot +2
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 2
Alignment: Any (mostly neutral)

You see a dome moving towards you, not unlike an Ogre's pimple, green and yellow and all shades of ugly. Pus oozes from a pore near the apex of the beast. Scores of tentacles writhe out from under it, some more eye stalk than limb, and all searching for food.

Goes for the Knees
The Boilshell has the Improved Trip feat. Moreover, whenever the Boilshell successfully strikes with one of its melee attacks, it may automatically make a trip attempt without making a touch attack or provoking an attack of opportunity. If the attempt fails, the Boilshell will disengage and the target may not attempt a trip attempt in response.

Disturbing Appearance
The Boilshell has max ranks (cross class) in Intimidate, Charisma +2, and characters must make a Will save (Save DC=10 + 1/2 creature's HD + creature's Cha modifier) or recieve a -2 to all checks or attack rolls made while adjacent to the Boilshell.

Aberrant Toughness
The creature gains +2 Con and +4 natural armor.



Alternatively, you may also upgrade or downgrade abilities. A Menu C ability is roughly equal to two Menu B abilities, and a Menu B ability is roughly equal to two Menu A abilities. However, I do reccomend being VERY VERY CAREFUL with this kind of trading. While the system is generally CR appropriate, some abilities might overpower low-level parties. To illustrate a carefully built creature, check out this example, the Blurspike Warpbeast.

Blurspike Warpbeast
Medium Aberration
Hit Dice: 8d8+8 (44)
Initiative: +0
Speed: 30 feet
Armor Class: 10 (Touch 10, Flat Footed 10)
Base Attack/Grapple: +6/+6
Attack: Spikes +7 (1d8+1 piercing)
Full Attack: Spikes +7/+2 (1d8+1 piercing) or Whirlwind Attack +7 (1d8+1 piercing)
Space/Reach: 5/- feet (5/5 if tall)
Special Attacks/Qualities: 3 abilities from Menu B and one ability from Menu A
Saves: Fort +3 Ref +2 Will +6
Abilities: Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 12
Skills: Intimidate +4, Hide +5, Listen +4, Spot +3
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 7
Alignment: Usually CN

You see a creature constantly shifting, with the only rule of thumb in its appearance being its wickedly sharp and barbed spikes. It seems to exert itself on sundering the walls of the corridor, but it's almost impossible to tell what this thing will do if you get too close to it!

Whirlwind Attack
The creature gains the Whirlwind Attack feat, even if it doesn't meet the prerequisites.

Nasty Little Bugger
The creature gains Improved Natural Attack (Spikes).

Spines
The creature is treated as having Armor Spikes, and is proficient in their use in combat.

Unstable
At the top of the innitiative order, roll 1d6. The creature gains the benefit of the indicated ability for 1d4 rounds, and rolls for a new ability at the top of the innitiative order on the round immediately after its ability wears off. The stat block above does not reflect any of the abilities below.
1- Naturally Pushy
2- Aberrant Toughness
3- Aberrant Flight
4- Fast Little Bugger
5- Cleave
6- Acidic Slime


That said, enjoy building the beasties of your dreams... but be careful! There are litterally thousands of different combinations of abilities here, millions if you count Unstable, and not all of these combinations CAN be playtested. Moreover, none of these stat blocks ARE playtested, and I do not vouch for their game balance. The more abilities you have to choose from higher and higher up, the easier it is to "break" a Custom Aberration, and as DM, you are the ultimate arbiter of what you think your party can handle. These monsters are NOT to be thrown haphazardly into combat without consideration of what your party can dish out and what your party can take!



Custom Aberration 1
Tiny Aberration
Hit Dice: 3d8-3 (10)
Initiative: +2
Speed: 20 feet
Armor Class: 14 (Touch 14, Flat Footed 12)
Base Attack/Grapple: +2/-10
Attack: Bite +0 (1d3-4 piercing) or Slam/Tentacle +0 (1-4 bludgeoning) or Claw/Sting +0 (1d2-4 slashing) or Gore/Tail +0 (1d2-4 piercing or bludgeoning)
Full Attack: Bite +0 (1d3-4 piercing) or Slam/Tentacle +0 (1-4 bludgeoning) or Claw/Sting +0 (1d2-4 slashing) or Gore/Tail +0 (1d2-4 piercing or bludgeoning)
Space/Reach: 2 1/2 feet/ 0 feet
Special Attacks/Qualities: 2 abilities from Menu A
Saves: Fort +0 Ref +3 Will +3
Abilities: Str 2, Dex 14, Con 8, Int 10, Wis 10, Cha 10
Skills: Intimidate +2, Hide +12, Listen +2, Spot +1
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 1
Alignment: Any (mostly neutral)


Custom Aberration 2
Small Aberration
Hit Dice: 4d8 (18)
Initiative: +1
Speed: 20 feet
Armor Class: 14 (Touch 12, Flat Footed 11)
Base Attack/Grapple: +3/-2
Attack: Bite +1 (1d4-2 piercing) or Slam/Tentacle +1 (1d3-2 bludgeoning) or Claw/Sting +1 (1d3-2 slashing) or Gore/Tail +1 (1d4-2 piercing or bludgeoning)
Full Attack: Bite +1 (1d4-2 piercing) or Slam/Tentacle +1 (1d3-2 bludgeoning) or Claw/Sting +1 (1d3-2 slashing) or Gore/Tail +1 (1d4-2 piercing or bludgeoning)
Space/Reach: 5/5 feet
Special Attacks/Qualities: 3 abilities from Menu A
Saves: Fort +1 Ref +2 Will +4
Abilities: Str 6, Dex 12, Con 10, Int 10, Wis 10, Cha 11
Skills: Intimidate +2, Hide +8, Listen +2, Spot +2
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 2
Alignment: Any (mostly neutral)


Custom Aberration 3
Small Aberration
Hit Dice: 5d8 (22)
Initiative: +1
Speed: 20 feet
Armor Class: 14 (Touch 12, Flat Footed 11)
Base Attack/Grapple: +3/-2
Attack: Bite +1 (1d4-2 piercing) or Slam/Tentacle +1 (1d3-2 bludgeoning) or Claw/Sting +1 (1d3-2 slashing) or Gore/Tail +1 (1d4-2 piercing or bludgeoning)
Full Attack: Bite +1 (1d4-2 piercing) or Slam/Tentacle +1 (1d3-2 bludgeoning) or Claw/Sting +1 (1d3-2 slashing) or Gore/Tail +1 (1d4-2 piercing or bludgeoning)
Space/Reach: 5/- feet (5/5 if tall)
Special Attacks/Qualities: 4 abilities from Menu A
Saves: Fort +1 Ref +2 Will +4
Abilities: Str 6, Dex 12, Con 10, Int 10, Wis 10, Cha 11
Skills: Intimidate +2, Hide +8, Listen +3, Spot +2
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 3
Alignment: Any (mostly neutral)


Custom Aberration 4
Medium Aberration
Hit Dice: 6d8+6 (33)
Initiative: +0
Speed: 30 feet
Armor Class: 10 (Touch 10, Flat Footed 10)
Base Attack/Grapple: +4/+4
Attack: Bite +5 (1d6+1 piercing) or Slam/Tentacle +5 (1d4+1 bludgeoning) or Claw/Sting +5 (1d4+1 slashing) or Gore/Tail +5 (1d6+1 piercing or bludgeoning)
Full Attack: Bite +5 (1d6+1 piercing) or Slam/Tentacle +5 (1d4+1 bludgeoning) or Claw/Sting +5 (1d4+1 slashing) or Gore/Tail +5 (1d6+1 piercing or bludgeoning)
Space/Reach: 5/- feet (5/5 if tall)
Special Attacks/Qualities: 4 abilities from Menu A
Saves: Fort +3 Ref +2 Will +5
Abilities: Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 11
Skills: Intimidate +2, Hide +4, Listen +3, Spot +3
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 4
Alignment: Any (mostly neutral)


Custom Aberration 5
Medium Aberration
Hit Dice: 7d8+7 (38)
Initiative: +0
Speed: 30 feet
Armor Class: 10 (Touch 10, Flat Footed 10)
Base Attack/Grapple: +5/+5
Attack: Bite +6 (1d6+1 piercing) or Slam/Tentacle +6 (1d4+1 bludgeoning) or Claw/Sting +6 (1d4+1 slashing) or Gore/Tail +6 (1d6+1 piercing or bludgeoning)
Full Attack: Bite +6 (1d6+1 piercing) or Slam/Tentacle +6 (1d4+1 bludgeoning) or Claw/Sting +6 (1d4+1 slashing) or Gore/Tail +6 (1d6+1 piercing or bludgeoning)
Space/Reach: 5/- feet (5/5 if tall)
Special Attacks/Qualities: 5 abilities from Menu A
Saves: Fort +3 Ref +2 Will +5
Abilities: Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 11
Skills: Intimidate +3, Hide +5, Listen +3, Spot +3
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 5
Alignment: Any (mostly neutral)


Custom Aberration 6
Medium Aberration
Hit Dice: 8d8+8 (44)
Initiative: +0
Speed: 30 feet
Armor Class: 10 (Touch 10, Flat Footed 10)
Base Attack/Grapple: +6/+6
Attack: Bite +7 (1d6+1 piercing) or Slam/Tentacle +7 (1d4+1 bludgeoning) or Claw/Sting +7 (1d4+1 slashing) or Gore/Tail +7 (1d6+1 piercing or bludgeoning)
Full Attack: Bite +7/+2 (1d6+1 piercing) or Slam/Tentacle +7/+2 (1d4+1 bludgeoning) or Claw/Sting +7/+2 (1d4+1 slashing) or Gore/Tail +7/+2 (1d6+1 piercing or bludgeoning)
Space/Reach: 5/- feet (5/5 if tall)
Special Attacks/Qualities: 3 abilities from Menu B
Saves: Fort +3 Ref +2 Will +6
Abilities: Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 12
Skills: Intimidate +4, Hide +5, Listen +4, Spot +3
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 6
Alignment: Any (mostly neutral)


Custom Aberration 7
Medium Aberration
Hit Dice: 8d8+8 (44)
Initiative: +0
Speed: 30 feet
Armor Class: 10 (Touch 10, Flat Footed 10)
Base Attack/Grapple: +6/+6
Attack: Bite +7 (1d6+1 piercing) or Slam/Tentacle +7 (1d4+1 bludgeoning) or Claw/Sting +7 (1d4+1 slashing) or Gore/Tail +7 (1d6+1 piercing bludgeoning)
Full Attack: Bite +7/+2 (1d6+1 piercing) or Slam/Tentacle +7/+2 (1d4+1 bludgeoning) or Claw/Sting +7/+2 (1d4+1 slashing) or Gore/Tail +7/+2 (1d6+1 piercing or bludgeoning)
Space/Reach: 5/- feet (5/5 if tall)
Special Attacks/Qualities: 3 abilities from Menu B and one ability from Menu A
Saves: Fort +3 Ref +2 Will +6
Abilities: Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 12
Skills: Intimidate +4, Hide +5, Listen +4, Spot +3
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 7
Alignment: Any (mostly neutral)


Custom Aberration 8
Large Aberration
Hit Dice: 9d8+27 (67)
Initiative: -1
Speed: 40 feet
Armor Class: 10 (Touch 8, Flat Footed 10)
Base Attack/Grapple: +6/+14
Attack: Bite +10 (1d8+4 piercing) or Slam/Tentacle +10 (1d6+4 bludgeoning) or Claw/Sting +10 (1d6+4 slashing) or Gore/Tail +10 (1d8+4 piercing or bludgeoning)
Full Attack: Bite +10/+5 (1d8+4 piercing) or Slam/Tentacle +10/+5 (1d6+4 bludgeoning) or Claw/Sting +10/+5 (1d6+4 slashing) or Gore/Tail +10/+5 (1d8+4 piercing or bludgeoning)
Space/Reach: 10/5 feet (10/10 if tall)
Special Attacks/Qualities: 1 ability from Menu B and 1 ability from Menu A
Saves: Fort +6 Ref +2 Will +6
Abilities: Str 18, Dex 8, Con 16, Int 10, Wis 10, Cha 12
Skills: Intimidate +4, Hide +0, Listen +4, Spot +4
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 8
Alignment: Any (mostly neutral)


Custom Aberration 9
Large Aberration
Hit Dice: 10d8+30 (75)
Initiative: -1
Speed: 40 feet
Armor Class: 10 (Touch 8, Flat Footed 10)
Base Attack/Grapple: +7/+15
Attack: Bite +11 (1d8+4 piercing) or Slam/Tentacle +11 (1d6+4 bludgeoning) or Claw/Sting +11 (1d6+4 slashing) or Gore/Tail +11 (1d8+4 piercing or bludgeoning)
Full Attack: Bite +11/+6 (1d8+4 piercing) or Slam/Tentacle +11/+6 (1d6+4 bludgeoning) or Claw/Sting +11/+6 (1d6+4 slashing) or Gore/Tail +11/+6 (1d8+4 piercing or bludgeoning)
Space/Reach: 10/5 feet (10/10 if tall)
Special Attacks/Qualities: 2 abilites from Menu B and one ability from Menu A
Saves: Fort +6 Ref +2 Will +7
Abilities: Str 18, Dex 8, Con 16, Int 10, Wis 10, Cha 12
Skills: Intimidate +5, Hide +0, Listen +4, Spot +4
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 9
Alignment: Any (mostly neutral)


Custom Aberration 10
Large Aberration
Hit Dice: 11d8+33 (82)
Initiative: -1
Speed: 40 feet
Armor Class: 10 (Touch 8, Flat Footed 10)
Base Attack/Grapple: +8/+16
Attack: Bite +12 (1d8+4 piercing) or Slam/Tentacle +12 (1d6+4 bludgeoning) or Claw/Sting +12 (1d6+4 slashing) or Gore/Tail +12 (1d8+4 piercing or bludgeoning)
Full Attack: Bite +12/+7 (1d8+4 piercing) or Slam/Tentacle +12/+7 (1d6+4 bludgeoning) or Claw/Sting +12/+7 (1d6+4 slashing) or Gore/Tail +12/+7 (1d8+4 piercing or bludgeoning)
Space/Reach: 10/5 feet (10/10 if tall)
Special Attacks/Qualities: 3 abilites from Menu B and one ability from Menu A
Saves: Fort +6 Ref +2 Will +7
Abilities: Str 18, Dex 8, Con 16, Int 10, Wis 10, Cha 12
Skills: Intimidate +5, Hide +0, Listen +5, Spot +4
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 10
Alignment: Any (mostly neutral)


Custom Aberration 11
Large Aberration
Hit Dice: 12d8+36 (90)
Initiative: -1
Speed: 40 feet
Armor Class: 10 (Touch 8, Flat Footed 10)
Base Attack/Grapple: +9/+17
Attack: Bite +13 (1d8+4 piercing) or Slam/Tentacle +13 (1d6+4 bludgeoning) or Claw/Sting +13 (1d6+4 slashing) or Gore/Tail +13 (1d8+4 piercing or bludgeoning)
Full Attack: Bite +13/+8 (1d8+4 piercing) or Slam/Tentacle +13/+8 (1d6+4 bludgeoning) or Claw/Sting +13/+8 (1d6+4 slashing) or Gore/Tail +13/+8 (1d8+4 piercing or bludgeoning)
Space/Reach: 10/5 feet (10/10 if tall)
Special Attacks/Qualities: 1 ability from Menu C, 1 ability from Menu B, and 1 ability from Menu A
Saves: Fort +7 Ref +3 Will +8
Abilities: Str 18, Dex 8, Con 16, Int 10, Wis 10, Cha 13
Skills: Intimidate +5, Hide +0, Listen +5, Spot +5
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 11
Alignment: Any (mostly neutral)


Custom Aberration 12
Large Aberration
Hit Dice: 13d8+39 (97)
Initiative: -1
Speed: 40 feet
Armor Class: 10 (Touch 8, Flat Footed 10)
Base Attack/Grapple: +9/+17
Attack: Bite +13 (1d8+4 piercing) or Slam/Tentacle +13 (1d6+4 bludgeoning) or Claw/Sting +13 (1d6+4 slashing) or Gore/Tail +13 (1d8+4 piercing or bludgeoning)
Full Attack: Bite +13/+8 (1d8+4 piercing) or Slam/Tentacle +13/+8 (1d6+4 bludgeoning) or Claw/Sting +13/+8 (1d6+4 slashing) or Gore/Tail +13/+8 (1d8+4 piercing or bludgeoning)
Space/Reach: 10/5 feet (10/10 if tall)
Special Attacks/Qualities: 2 abilites from Menu C, 1 ability from Menu B, and 2 abilities from Menu A
Saves: Fort +7 Ref +3 Will +8
Abilities: Str 18, Dex 8, Con 16, Int 10, Wis 10, Cha 13
Skills: Intimidate +6, Hide +0, Listen +5, Spot +5
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 12
Alignment: Any (mostly neutral)


Custom Aberration 13
Huge Aberration
Hit Dice: 13d8+65 (123)
Initiative: -2
Speed: 50 feet
Armor Class: 13 (Touch 6, Flat Footed 13)
Base Attack/Grapple: +9/+25
Attack: Bite +21 (2d6+8 piercing) or Slam/Tentacle +21 (1d8+4 bludgeoning) or Claw/Sting +21 (1d8+4 slashing) or Gore/Tail +21 (2d6+4 piercing or bludgeoning)
Full Attack: Bite +21/+16 (2d6+8 piercing) or Slam/Tentacle +21/+16 (1d8+4 bludgeoning) or Claw/Sting +21/+16 (1d8+4 slashing) or Gore/Tail +21/+16 (2d6+4 piercing or bludgeoning)
Space/Reach: 15/10 feet (15/15 if tall)
Special Attacks/Qualities: 2 abilites from Menu C, 2 abilities from Menu B, and 3 abilities from Menu A
Saves: Fort +9 Ref +2 Will +8
Abilities: Str 26, Dex 6, Con 20, Int 10, Wis 10, Cha 13
Skills: Intimidate +6, Hide +0, Listen +5, Spot +5
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 13
Alignment: Any (mostly neutral)


Custom Aberration 14
Huge Aberration
Hit Dice: 14d8+70 (133)
Initiative: -2
Speed: 50 feet
Armor Class: 13 (Touch 6, Flat Footed 13)
Base Attack/Grapple: +10/+26
Attack: Bite +22 (2d6+8 piercing) or Slam/Tentacle +22 (1d8+4 bludgeoning) or Claw/Sting +22 (1d8+4 slashing) or Gore/Tail +22 (2d6+4 piercing or bludgeoning)
Full Attack: Bite +22/+17 (2d6+8 piercing) or Slam/Tentacle +22/+17 (1d8+4 bludgeoning) or Claw/Sting +22/+17 (1d8+4 slashing) or Gore/Tail +22/+17 (2d6+4 piercing or bludgeoning)
Space/Reach: 15/10 feet (15/15 if tall)
Special Attacks/Qualities: 3 abilites from Menu C, 2 abilities from Menu B, and 1 ability from Menu A
Saves: Fort +9 Ref +2 Will +9
Abilities: Str 26, Dex 6, Con 20, Int 10, Wis 10, Cha 13
Skills: Intimidate +6, Hide +0, Listen +6, Spot +5
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 14
Alignment: Any (mostly neutral)


Custom Aberration 15
Huge Aberration
Hit Dice: 15d8+75 (142)
Initiative: -2
Speed: 50 feet
Armor Class: 13 (Touch 6, Flat Footed 13)
Base Attack/Grapple: +11/+27
Attack: Bite +23 (2d6+8 piercing) or Slam/Tentacle +23 (1d8+4 bludgeoning) or Claw/Sting +23 (1d8+4 slashing) or Gore/Tail +23 (2d6+4 piercing or bludgeoning)
Full Attack: Bite +23/+18 (2d6+8 piercing) or Slam/Tentacle +23/+18 (1d8+4 bludgeoning) or Claw/Sting +23/+18 (1d8+4 slashing) or Gore/Tail +23/+18 (2d6+4 piercing or bludgeoning)
Space/Reach: 15/10 feet (15/15 if tall)
Special Attacks/Qualities: 4 abilites from Menu C, 1 ability from Menu B, and 2 abilities from Menu A
Saves: Fort +10 Ref +3 Will +9
Abilities: Str 26, Dex 6, Con 20, Int 10, Wis 10, Cha 13
Skills: Intimidate +6, Hide +0, Listen +6, Spot +6
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 15
Alignment: Any (mostly neutral)



Menu A

Unstable
The creature's being is highly volatile and chaotic.
Benefit: Choose six abilities from this menu and assign each a number 1-6. Once every 1d4 rounds at the top of the innitiative order, roll 1d6. the creature gains the benefit of that ability for 1d4 rounds, after which (at the top of the innitiative order immediately following), the creature re-rolls for its Instability.
Example: The creature is Unstable and it has been deemed that it shall gain
Fast Little Bugger (1), Nasty Little Bugger (2), Naturally Pushy (3), Hard to Corner (4), Brawl (5), and Tunneller (6). At the top of the first Innitiative order, the DM rolls 1d6 with a result of 3, then rolls 1d4 with a result of 3. The creature gains Naturally Pushy for three rounds. At the top of the fourth round, the DM rolls 1d6 again with a result of 4, and rolls 1d4 with a result of 1. For this round, the creature is Hard to Corner, but is no longer Naturally Pushy.
Special: This ability can be taken multiple times, although only three abilities can be common to more than one itterration of Unstable. Therefore, while an Aberration could have Naturally Pushy, Nasty Little Bugger, and Brawl on three of three different Unstable lists, it could not also have Tunneller on more than one.
Special: The creature's allignment shifts to "Usually Chaotic".

Longarm
The creature has a remarkably long reach for its size.
Benefit: The creature's reach improves by 5 feet.

Amorphous
The creature has no discernable anatomy, but likely has a tough but elastic membrane covering its flesh. It is also likely quite muscular, much like an elephant's trunk, although that doesn't make it stronger than other creatures without this ability... merely that the extra muscles are needed to keep its internal organs safe and not sloshing around.
Benefit: This creature has no discernable anatomy and therefore is immune to critical hits and other forms of precision based damage. Versions that do not have eyes are immune to gaze attacks but do have blindsight. It is capable of dealing with challenges on all sides, and is therefore not vulnerable to flanking.

Fast Little Bugger
The creature is abnormally fast. This may have no outward manifestation of this ability, or perhaps it is lean and muscular. If it swims, it might have a squidlike jet that can boost its speed. If it flies, it may well have smaller wings that beat faster or some sort of fan appendage that helps thrust it forward.
Benefit: The creature's speed increases by 10 feet. In addition, the creature gains a +2 inherant bonus to its Dex score.

Cleave
The creature's claws are sharper, its blows more powerful, and its follow-through is exquisite.
Benefit: The creature gains the Cleave feat even if it does not meet the prerequisites.

Aquatic
The creature is streamlined and bears the physical traits of numerous aquatic animals.
Benefit: The creature gains a swim speed equal to its base speed.

Naturally Pushy
The creature has excellent footing and presents no weakness when it attempts to bull rush an opponent. Its natural instinct is to shove, so shove it will.
Benefit: The creature gains the benefit of the Improved Bull Rush feat.

Tunneller
The creature has a specialized digging claw/flipper/teeth/snout/tail/horn that enables it to dig quickly through earth.
Benefit: The creature gains a dig speed of 10 feet.

Nasty Little Bugger
One of the creature's natural attacks is more potent than its size would otherwise indicate. Its jaws may be larger, its claws may be sharper, or its slams may merely have better technique.
Benefit: The creature gains the Improved Natural Attack feat for one of its natural attacks.
Special: This ability may be taken once for every three HD the creature has.

Hard to Corner
The creature is paranoid and is quite tricky to keep in one place.
Benefit: The creature has the Mobility feat and has maximum cross-class ranks in Tumble.

Brawl
The creature's fighting style is crude at best. Throwing all of its strength behind its blows, its precision is more than lacking.
Benefit: The creature gains the Power Attack feat, and will always take as great a penalty as it is able to on its attacks and apply that penalty as a bonus to damage. As with Power Attack, this penalty (and bonus) cannot exceed 5.

Touch of the Elements
Somewhere along the line of this creature's spawning or creation, an elemental influence made itself felt. At the time of its creation, the creature has been touched by either fire, cold, electricity, or sonic energy. Its coloration is indeed more vivid, but it is not necessarily linked to its energy type.
Benefit: The creature gains either fire, cold, electricity, or sonic resistance 5.

Goes for the Knees
The creature fights dirty and goes for the legs of its target, hoping to bring down its target. The creature is often fairly short for its size, but it could very well just be an instinctively dirty fighter.
Benefit: The creature has the Improved Trip feat. Moreover, whenever the creature successfully strikes with one of its melee attacks, it may automatically make a trip attempt without making a touch attack or provoking an attack of opportunity. If the attempt fails, the creature will disengage and the target may not attempt a trip attempt in response.

Disturbing Appearance
The creature's appearance is especially disturbing. May be covered in pustules, boils, transparent skin, or features that appear to be an insult to humanoids by the creature's mere existance (has a seemingly normal human face, but its body is little more than a mass of writhing tentacles; a completely normal body from the neck down, but has a single massive eyeball the size of a head where its head should be).
Benefit: The creature has max ranks (cross class) in Intimidate, Charisma +2, characters must make a Will save (Save DC=10 + 1/2 creature's HD + creature's Cha modifier) or recieve a -2 to all checks or attack rolls made while adjacent to the creature.

Aberrant Flight
The creature flies. It may have wings or some form of air-mover to propel itself aloft, although it may simply be neutrally buoyant. This option may well not change the creature's outward anatomy, although having several air-thrusting organs projecting out of the creature or gas-sacks attached to the creature via cartilaginous tendrils are perfectly viable.
Benefit: The creature gains a fly speed equal to its base speed with Poor maneuverability.

Acidic Slime
The creature is coated with an acidic slime. This may be a part of external digestive processes or merely a natural defense. The slime may be a thin fluid that the creature generates in vast quantities (great for creatures created for the "milking" of the slime) or a part of a thick gel. Consider wether the creature has one or two large acid-producing orifices from which the creature manually spreads the acid (good for the thick gel variety) or is covered with many fine pores which produces the acid (better for the thin variety).
Benefit: Anything that comes in conctact with the creature must make a reflex save (DC=10 + 1/2 creature's HD + Con modifier) or take acid damage equal to 1d4 per 4 hit dice, minimum 1d4. This damage is added to all melee damage rolls made with natural weapons.

Aberrant Toughness
The creature is tougher than normal. This may be due to abnormally thick skin or chitnous plates... or the thing could just be quite tough.
Benefit: The creature gains +2 Con and +4 natural armor.
Special: This ability may be taken more than one time, but may only take it once for every 4 HD (minimum once) the creature has after its first. For example, a 1 HD custom aberration could take this ability only once and the same goes for a 4 HD version, but a 5 HD aberration could take this ability twice.

Smells Bloody Awful
The creature emits a stench that may well overpower a latrine in a Hobgoblin encampment, and well nigh nothing finds it pleasant (not even other Aberrations). This stench may be its breath (or other expelled gasses), the product of a musk-producing organ, or even an oily mucus produced in the creature's pores.
Benefit: All creatures within 30' of the creature must make a Fort save (DC = 10 + 1/2 creature's HD + Con modifier) or become sickened for 10 rounds.
Creatures that successfully save against the stench cannot be affected by it for 24 hours. Creatures resistant to poison may use their normal bonuses to this effect, and those immune to poison are immune to the creature's stench. The spells neutralize poison and delay posion neutralize the effect of this stench.

Blindsight
The creature seems to have no sensory organs and yet acts as though it is aware of its surroundings.
Benefit: The creature has Blindsight out to 60 feet.


Spines Submitted by Rechan
Hard quills coat the abberation's body. They could be long and hollow like a porqupine's quills or short and spikey like a hedgehog, pyramid-shaped, or even sharpened bone ridges.
Benefit: The creature is treated as having Armor Spikes, and is proficient in their use in combat. A person or creature using an unarmed attack or natural weapon on the creature takes damage equivalent to the standard die for armor spikes of the creature's size (1d6 for medium creatures).

Tanglephlegm Submitted by Rechan
The creature produces a sticky phlegm-like goo, either in its throat or in special organs that can launch it as though spit. It could be a silk, natural glue, or even the half-digested contents of the creature's stomach.
Benefit: The creature may make a ranged touch attack with a range of 10'+5' for every 2 HD the creature has. A struck target receives a -2 to attacks and a -4 to dexterity, and must make a reflex save (DC 10+1/2 creature's HD + con modifier) or be stuck to the floor. This attack can be made every 1d4 rounds. The goo/slime/silk/phlegm is treated in all ways as a Tanglefoot Bag for purposes of removing it.





Menu B


Unstable
The creature's being is highly volatile and chaotic.
Benefit: Choose six abilities from this menu and assign each a number 1-6. Once every 1d4 rounds at the top of the innitiative order, roll 1d6. the creature gains the benefit of that ability for 1d4 rounds, after which (at the top of the innitiative order immediately following), the creature re-rolls for its Instability.
Example: The creature is Unstable and it has been deemed that it shall gain
Fast Little Bugger (1), Nasty Little Bugger (2), Naturally Pushy (3), Hard to Corner (4), Brawl (5), and Tunneller (6). At the top of the first Innitiative order, the DM rolls 1d6 with a result of 3, then rolls 1d4 with a result of 3. The creature gains Naturally Pushy for three rounds. At the top of the fourth round, the DM rolls 1d6 again with a result of 4, and rolls 1d4 with a result of 1. For this round, the creature is Hard to Corner, but is no longer Naturally Pushy.
Special: This ability can be taken multiple times, although only three abilities can be common to more than one itterration of Unstable. Therefore, while an Aberration could have Naturally Pushy, Nasty Little Bugger, and Brawl on three of three different Unstable lists, it could not also have Tunneller on more than one.
Special: The creature's allignment shifts to "Usually Chaotic".

Extra Limbs
The creature has multiple appendages useful for attacking at the same time (two mouths, a third arm, another tail, or if the creature has a bite attack it may also have a tentacle or perhaps a stinger, etc.).
Benefit: The creature gains the benefit of the Multiattack feat and may select another attack from the attack options. This may or may not be the same as the creature's innitial attack.

Incredibly Resilient
The creature heals damage at a visible rate. Wounds seal before one's eyes at a rate that seems almost unreal.
Benefit: The creature gains Fast Healing 2. If the creature falls below 0 HP, the creature resumes conciousness immediately when its HP rises above 0 again. Its regenerative processes cease when it reaches -10. Once dead, it stays dead. Damage dealt by fire or acide does not regenerate.
Special: If the creature has Energy Resistance, this fast healing is halted ONLY by the energy type opposite its resistance. For this purpose, Fire is the opposite of Cold, and Acid is the opposite of Electricity.

Tough as Hell
The creature seams to soak attacks like a sponge soaks water. Blows that seem like they should shatter bone and stabs that seem like they should be followed by gouts of blood instead seem to bounce off or sink in harmlessly.
Benefit: The creature gains DR 5/Magic.
Special: The creature may gain DR 5/Byshek instead of DR 5/Magic, but may not mix and match between the two DR types (for example, it could not have DR 3/Magic and DR 2/Byshek).
Special: This ability may be taken once for every 2 HD the creature has. If taken multiple times, the creature must take the same type of damage reduction as the first time it has taken Tough as Hell.

Beefy
The creature doesn't seem to tire as easilly as it should, and it seems to be remarkably resistant to physical damage and effects. Even the most potent of poisons seem to be shrugged off like a common cold. Moreover, it's stronger than its size and shape would otherwise indicate.
Benefit: The creature gains +4 to Con and +2 Str.

Armor Plating
The creature is covered with a sort of thick armored plating. This could be chitin, bone, or natural mineral deposits.
Benefit: The creature gains a +6 armor bonus to its AC with an Armor Check penalty of -1 and a 15% Arcane Spell Failure chance. Also, should some insane wizard decide to do so, its armored plating may be enhanced.

Greater Flight
The creature is exceptionally well adapted for flight. Complete with everything it needs to guide itself through the air with excellent skill, it is almost graceful in any and every way that an afront to all that is and should be could be.
Benefit: The creature gains a fly speed equal to its base speed with average maneuverability.

Snatch
A creature with this ability generally attacks with its mouth, claws, or a prehensile tail or even tentacles, and most often with the intention of taking firm hold of its opponent.
Benefit: A creature with this ability gains the Improved Grapple feat, and may automatically make a grapple attempt when it hits with one of its attacks. The creature may only use this ability on creatures one size category smaller than itself.

Cesspool Swimmer
The creature is streamlined and almost perfectly adapted for a life spent in the most filthy waters there ever were.
Benefit: The creature gains a swim speed equal to its base speed +20.

Venomous
The creature is naturally toxic. Wether through bite, sting, or just contact with its flesh from a slam attack, this creature's business end is something to be avoided.
Benefit: The creature employs a poison with a save DC equal to 10 + 1/2 its HD + its Con modifier and is transmitted by injury (even its slam attacks sort of "pulp" the venom into its target's skin). It has an initial damage of 1 Constitution damage and a secondary damage of 1d2 Con damage one minute later.

Pounce
The creature pounces on a charge.
Benefit: The creature can make a full attack on the same round it charges.

Powerful Strike
The creature may make a mighty effort to slay its opponent when it needs to, calling on reserves from overactive adrenaline glands.
Benefit: Once per day, the creature may make a mighty attack with damage equal to 1/2 its hit dice plus its Constitution modifier.

Overbearing
The creature will run over anything that gets in its way.
Benefit: The creature may take a standard action during its turn each round to literally run over an opponent at least one size category smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + the creature's Strength modifier. The target may attempt a Reflex save (DC 10 + 1/2 creature's HD + creature's Str modifier) to negate this damage, OR it can instead choose to make an attack of opportunity at a -4 penalty (see Trample, page 316 of the Monster Manual)
Special: This ability may only be taken by creatures of Large size or larger.

Putrid Swarm
The creature is not one specific life form, but rather a swarm of some of the most unnatural creatures there ever were.
Benefit: The creature gains the Swarm subtype with all effects as written on page 316 of the Monster Manual except where otherwise noted here.
Traits: It has no front or back and no common anatomy so it is immune to both critical hits and flanking. Since a Putrid Swarm is composed of mixed creature sizes between Tiny, Diminutive, and Fine, it has a 50% chance of taking weapon damage at all, and if it does take damage from a conventional weapon, it takes only half of the total ammount. The Putrid Swarm breaks up when it reaches 0 HP, though damage taken up to that point does not reduce its abilities in any way. It may never be staggered or reduced to a dying state by damage. It cannot be tripped, grappled, or bull rushed, although it may also not trip, grapple, or bull rush an opponent. A Putrid Swarm is immune to any spell that has a maximum number of affected creatures (including single-target spells like disintegrate with the exception of mind-affecting spells (like charms, compulsions, phantasms, etc.) since all Putrid Swarms have an Int score and a hive mind. For purposes of determining how a Putrid Swarm is affected by wind effects, the swarm loses 25% of its remaining HP if it fails the save for a Fine creature to be blown away but makes its save for Diminutive, 75% if it fails the save for a Diminutive creature to be blown away but makes it for Tiny, and is completely dispersed if it fails the save for all three. Wind effects also deal 1d6 nonlethal damage per spell level (or HD of originating creature) to the Putrid Swarm, regardless of if it makes all of its saves. The Putrid Swarm takes half again as much damage from spells or effects that affect an area, such as spalsh weapons (like Alchemist's Fire) or area-of-effect spells (such as fireball. The space it occupies is generally continuous but not necessarily square. As such, a Putrid Swarm does not take penalties for squeezing or confined spaces, and may also shape its "square footprint" as it sees fit, creating L-shapes or lines as often as squares or circles.
Swarm Attack: The Putrid Swarm does not make normal melee attacks. Instead, it does automatic damage to any creature who occupies the same space as the swarm or passes through it at any point through the turn with no attack roll needed. Swarm attacks are not subject to miss chances from concealment or cover. Replace all attacks in the Attack and Full Attack entries for the creature with "Swarm". It deals 1d6 damage per every 5 HD the Putrid Swarm has (1-5 HD deals 1d6, 6-10 deals 2d6, 11-15 deals 3d6, etc.). A Putrid Swarm's attacks are nonmagical unless it takes an ability that states otherwise. For purposes of overcoming damage reduction or incorporeality and other abilities, treat this damage as normal. If a standard weapon can't hit a ghost, the scratch from an eyeball with claws and wings sure as hell isn't going to, either. The Putrid Swarm does not threaten squares, even the one it is in, and therefore cannot take attacks of opportunity.
Distraction:Any living creature vulnerable to a swarm's damage that begins its turn within a swarm is nauseated for 1 round unless it makes a Fort save DC 10 + 1/2 HD + the Putrid Swarm's Con modifier. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check at DC 20 + spell level.
Special: Unlike normal Swarms, Putrid Swarms may be smaller in size than 100 square feet (a 10 foot square).

Elemental Attack
The creature's strikes bear the essence of an elemental attack.
Benefit: The creature gains 1d6 extra damage with either fire, cold, electricity, or acid damage.
Special: The creature may only take this ability if it also takes the Touch of the Elements ability. The type of damage it deals is the same as its energy resistance.

Constrict
The creature's attacks are not made with the intention of killing but to grab... To grab and to crush the life from its victim.
Benefit: The creature has the improved grab ability with one of its attacks. In addition, on a successful grapple check, the creature deals damage equal to the damage of the attack that made the grapple.



Menu C

Unstable
The creature's being is highly volatile and chaotic.
Benefit: Choose six abilities from this menu and assign each a number 1-6. Once every 1d4 rounds at the top of the innitiative order, roll 1d6. the creature gains the benefit of that ability for 1d4 rounds, after which (at the top of the innitiative order immediately following), the creature re-rolls for its Instability.
Example: The creature is Unstable and it has been deemed that it shall gain
Fast Little Bugger (1), Nasty Little Bugger (2), Naturally Pushy (3), Hard to Corner (4), Brawl (5), and Tunneller (6). At the top of the first Innitiative order, the DM rolls 1d6 with a result of 3, then rolls 1d4 with a result of 3. The creature gains Naturally Pushy for three rounds. At the top of the fourth round, the DM rolls 1d6 again with a result of 4, and rolls 1d4 with a result of 1. For this round, the creature is Hard to Corner, but is no longer Naturally Pushy.
Special: This ability can be taken multiple times, although only three abilities can be common to more than one itterration of Unstable. Therefore, while an Aberration could have Naturally Pushy, Nasty Little Bugger, and Brawl on three of three different Unstable lists, it could not also have Tunneller on more than one.
Special: The creature's allignment shifts to "Usually Chaotic".

Damned Hard to Kill
The creature is a living tank, almost created for the sole purpose of being durable. It is covered with thick skin and armor plating, and any wounds it recieves seem to dissapear as though they had never been.
Benefit: The creature gains +4 Con, +8 natural armor, and DR 10/Magic.
Special: The creature may gain DR 10/Byshek instead of DR 10/Magic, but may not mix and match between the two DR types (for example, it could not have DR 5/Magic and DR 5/Byshek).
Special: This ability may be taken once for every 4 HD the creature has. If taken multiple times, the creature must take the same type of damage reduction as the first time it has taken Tough as Hell or Damned Hard to Kill.

Spell Resistance
Magic seems to rebound harmlessly away from this creature.
Benefit: The creature gains Spell Resistance 10 + HD.

Rending
The creature's claws are wickedly barbed and dangerous.
Benefit: If the creature hits with two claw attacks in one round, it rends its foe, which deals extra damage equal to 2d6 + 1.5 times the creature's Str modifier.
Special: A creature must have at least two claw attacks to use this ability.

Spring Attack
The creature's attacks are fleeting, mostly based on hit-and-run tactics.
Benefit: The creature gains the Spring Attack feat, even if it doesn't meet the prerequisites.

Whirlwind Attack
The creature's tactics consist of wading into the thickest of the melee... And going psychotic.
Benefit: The creature gains the Whirlwind Attack feat, even if it doesn't meet the prerequisites.
Rechan

08-25-05, 02:14 AM
This idea is very unique and interesting. I also love the powers you've presented - I am making a unique choker for an adventure, and translucent skin and acidic body secretions sound perfect for it.

Any idea how much these abilities will effect CR?

A few ideas from me:

Spines
Hard quills coat the abberation's body. They could be long and hollow like a porqupine's quills or short and spikey like a hedgehog, or even pyramid-shaped. A rather long, sturdy row runs up the creature's back. Any creature making an unarmed attack, natural attack, or grapple attempt takes 1d6 points damage from the creature's quills. In addition, the creature may be able to "throw" its spikes. A ranged attack would throw a barrage of spines that would deal 1d6+1. This attack can be made every 1d4 rounds.

Viscus Phlegm
By bile building up in the creature's throat, a mass of silk-like fluid for catching prey, or a byproduct of some biological function, the creature can spit a wad of sticky gunk forth. The creature makes a ranged touch attack. A struck target receives a -2 to attacks and a -4 to dexterity, and must make a reflex save (DC 10+1/2 creature's HD + con modifier) or be stuck to the floor. This attack can be made every 1d4 rounds.
Gnome_Dragon_Disciple

08-25-05, 02:30 AM
Generally, the special qualities shouldn't effect the creature's CR (it already includes them in the CR based on the ammount of abilities the creature can take). As such, they should be balanced against each other for the level of menu the ability is meant for (for example, the Astral Construct has three separate menus of abilities, each successively stronger on an ability-to-ability basis). The two you posted look like Menu A abilities, definitely :P


Personally, I'd make the damage for someone using an unarmed attack against a creature with the Spines ability equivalent to Armor Spikes for a creature of its size.

The Phlegm rocks. Do you mind if I add them both to the Menu A list? I'd just need to edit them a little bit for format (but I'll wait for your take on the Spines).


As for applying these abilities to the Choker (or any other aberration, for that matter), a much greater project would be needed to convert the basic D&D creatures to Custom Aberration format (blank stats, select abilities from the menus). For the time being, I was just hoping to get CR's 1-20 covered with monsters that you could - quite literally - build from near-scratch in five minutes or less. That's why I dropped the Feats entirely in favor of more special abilities... since some of the abilities may well BE feats.
Rechan

08-25-05, 02:51 AM
By all means, add. :) And handle the spines as you see fit. It just popped into my head, so the mechanics and fluff aren't pretty.

Hmmm. I'm looking at the choker, and I think its feats are fine. I'm contemplating if adding the disturbing appearance would hurt the CR any. I may just add the descriptiona nd leave the effect out.

The choker I have in mind would be something that has snake-like appendages for hands, and is vaguely reptilian.
Gnome_Dragon_Disciple

08-25-05, 02:55 AM
On a standard-as-printed Choker, the Disturbing Appearance would easilly bump the CR by 1...


And check the original post for your submissions ;)
Rechan

08-25-05, 03:00 AM
On a standard-as-printed Choker, the Disturbing Appearance would easilly bump the CR by 1...


And check the original post for your submissions ;)

They don't seem to be added.

And yeah, I'll have to leave that out - the party is 1st level. However, the choker will be in a room in a situation where they can decide not to investigate/**** it off.
Gnome_Dragon_Disciple

08-25-05, 03:44 PM
Sorry about that... Had to go to sleep. Anyways, they're both up now both in this thread and Custom Aberrations in Five Minutes or Less! (http://boards1.wizards.com/showthread.php?t=489942) over in the Monsters board.


And it COULD work on a Choker if you dropped the Swiftness ability (or whatever it's called... the one that lets it take more actions)... Maybe having translucent skin means it's film-thin and must move slower and with more care than a normal Choker, perhaps?
Gnome_Dragon_Disciple

09-01-05, 03:44 AM
Okay, major update to the listing. There's now five stat blocks to start off with covering CR's 1-5, and the list of abilities is now much larger, with many of the ones from the Astral Construct simply ported over with new names, more detailed descriptions, and slightly modified mechanics than the Astral Construct's version (Flight and Swim come to mind). In any case, feel free to submit more abilities for Menu A, and any feedback on the stat blocks and the CR appropriateness would be muchly appreciated.
Rechan

09-01-05, 11:22 AM
I think now you need to start on a menu B.

I have no suggestions for that, as I'm not sure what might qualify for powers of that magnitude.
Gnome_Dragon_Disciple

09-02-05, 05:04 AM
Menu B started, CR 1-7 covered, and CR's 8-20 coming this weekend along with more Menu A and B abilities. Menu C will be started, and I plan on getting some spell-like abilities for all menus up as well.
Rechan

09-02-05, 09:35 AM
Cesspool Swimmer
The creature is streamlined and almost perfectly adapted for a life spent in the most filthy waters there ever were.
Benefit: The creature gains a swim speed equal to its base speed +20.


Gives me an idea for an ability. I can't write it out right now, but essentially the aberration is a disease carrier. Select a disease from the Contagin list, and apply it to the creature's natural attacks (like an otyug).
MysticTheurge

09-02-05, 03:40 PM
Another good source for things like this is the Symbiotic Creature template from Savage Species. Basically you fuse two creatures together so the base creature gets a lot of the attached creatures special attacks and such. Great for that Bugbear with a Choker's arms thing.
Crystalforged

09-02-05, 04:27 PM
This thread is giving me all sorts of evil ideas for some sort of Psionic PrC with ties to Xoriat. :plotting:

I'll have to think about that but in the meantime maybe you should change the Tough as Hell ability so it give DR verses Byeshk instead of magic since that is usually how it works with other Eberron Abberations.
Gnome_Dragon_Disciple

09-02-05, 07:34 PM
Tough as Hell has been changed to allow the flexibility between DR 5/magic and DR 5/byshek. On a side note, I'm glad to see this is finally catching on...
Gnome_Dragon_Disciple

09-03-05, 02:26 AM
Added a CR 8 basic creature, and the first Large of the set! Also added Smells Bloody Awful in Menu A and Elemental Attack and Putrid Swarm in Menu B.
Tek

09-03-05, 04:57 AM
This thread is a great idea. Keep up the good work!
taski

09-03-05, 05:58 PM
I've got some ideas for spell-like abilities using 2nd-level and lower spells:

Sleep
Cause Fear
Disguse Self
Silence
Shatter
Blur
Doom
Entangle
Pass without Trace
Spider Climb
Heat Metal
Magic Fang
Ghost Sound
Hypnotism
Mirror Image
Darkness
Deafness/Blindness
Invisibility
Shas'O

09-03-05, 06:47 PM
omigosh, I'm using the daelkyr as a major villian in my campaign, and this will prove hideously usefull, I'll use them tonight, and tell you how they worked against the Pcs, thank you so much!
Gnome_Dragon_Disciple

09-04-05, 04:57 AM
Basic stat blocks from 1-15 covered, with sizes up to Huge. Coming tomorrow: Menu C, CR's 16-20, and if I get around to them, spell-like abilities and more Menu B abilities.

And thank you all for your praise, but the BEST praise would be more nasty abilities that I can plug into the listing. As-is, there's about 16 pages of material in that one post. I'm hoping to break 50 with full material, 70 if I do alternate sizes for the intermediate size range CR's. 90 if I do Lower-than-CR-1 blocks, and over 100 if I do any CR 21-and-up. There's almost no limit to what can be done with the concept, but it's too much for me to do it alone... Even WotC dev teams work in threes :P
Save-vs-DM

09-04-05, 06:37 AM
Excellent work! I highly like this thread. Once we have things a bit more settled I'll drop it all into a nice pdf and host it on my site (provided no one objects).

Keep it coming. I'll post some more suggestions once I have some mental brainpower.

Cheers,
Save vs DM
Shas'O

09-04-05, 04:03 PM
just some ideas....

a hideous transformation, IE:The creature starts off as 'normal' looking, a rat, a human, an elephant, but can 'morph' into its aberration form, making the Pcs that view this roll a will save, or be frightened...

And of course, Symbionts are always good, but would require a whole new table as well...

Maybe an 'unstable' ability, where once every few round you can roll randomly for a new ability as well?

Can't think of too many ideas.

EDIT:Also, a way to extend one of its natural weapons would be swanky.

and also, last night worked great, I used 3 CR 5 aberrations against the party, each with different abilities, worked great against the Pcs.
Gnome_Dragon_Disciple

09-05-05, 03:02 AM
Glad to hear it worked great! For the Hideous Transformation, that would probably happen with what I was going to surprise everyone later on to have a Custom Aberration template... With various benefits gained based on subject's HD (definitely NOT for players ;)). Unstable could work, too... I think I know just how to handle it. Unfortunately, I'm fairly tired as of now, so I'll have to hunker down and get a bit done tomorrow. BTW, I'd advise everyone to be fairly careful in using anything CR 10+... I generally play under level 10, so anything higher than that is a bit foreign to me. That said, I'm also going to scale access to the different menus to accomodate a four menu system rather than just three, with the Menu shift coming once every five levels. Reach will be coming with menu C, but you'll be able to get it at CR 10. I'll also be coming up with a way to shift high-menu abilities down and vice-versa... likely with a big red WARNING label with it ;)
Gnome_Dragon_Disciple

09-05-05, 11:43 PM
Added Reach as a Menu A ability, and included a handy-dandy tutorial as well (along with that warning label I was talking about) along with rules for trading abilities up or down through the menus. Menu C is up, but it needs some shoring up and I'm a little brain-fried on what to add to it. I'm fairly comfortable with CR 1-15. Coming soon (I know, I keep saying this...) are CR's 16-20, Menu D, and Spell-like abilities, along with some diseases for these things to spread.


And yes, if you roll Putrid Swarm for something that is Unstable, that creature then splits up into a Putrid Swarm for the duration until it can recoagulate into one sole organism. Nasty, I know ;)

And as far as putting it up somewhere as a .PDF, it's fine by me just so long as it's credited to me and anyone else who submits an ability like Rechan did. If an artist somewhere can contribute their talents to create some wierd things based off of these abilities and maybe the corresponding creature combo that goes with it, that'd be GREAT.
taski

09-06-05, 02:41 AM
I drew a picture of a Boilshell (http://www.deviantart.com/deviation/22612708/) for ya, GDD.
Flame_Drake

11-13-05, 01:39 PM
The first of a bunch that I'm working on, great work GDD:

Sheshmak
Small Aberration
Hit Dice: 4d8 (18)
Initiative: +2
Speed: 30 feet; fly 30 feet (poor)
Armor Class: 15 (Touch 13, Flat Footed 11)
Base Attack/Grapple: +3/-2
Attack: tail +5 (1d4-2 bludgeoning) or ranged touch +3 (special)
Full Attack: tail +5 (1d4-2 bludgeoning) or ranged touch +3 (special)
Space/Reach: 5/5 feet
Special Attacks/Qualities: fast little bugger, Tanglephlegm, Aberrant Flight
Saves: Fort +1 Ref +3 Will +4
Abilities: Str 6, Dex 14, Con 10, Int 10, Wis 10, Cha 11
Skills: Intimidate +2, Hide +8, Listen +2, Spot +2
Feats: Weapon finesse, Hover
Environment: any
Challenge Rating: 2
Alignment: Any (mostly neutral)

You see what looks like a giant sack bubble of leathery skin floating in the air in front of you, with a large vine-like tail hanging below it. As you approach, the bottom half of the tail opens up like an umbrella and sprays a rain of sticky threads at you. As you struggle to free yourself, vents all over the creature begin to open, and it floats towards you.

Fast Little Bugger
The creature is abnormally fast. This may have no outward manifestation of this ability, or perhaps it is lean and muscular. If it swims, it might have a squidlike jet that can boost its speed. If it flies, it may well have smaller wings that beat faster or some sort of fan appendage that helps thrust it forward.
Benefit: The creature's speed increases by 10 feet. In addition, the creature gains a +2 inherant bonus to its Dex score.

Tanglephlegm Submitted by Rechan
The creature produces a sticky phlegm-like goo, either in its throat or in special organs that can launch it as though spit. It could be a silk, natural glue, or even the half-digested contents of the creature's stomach.
Benefit: The creature may make a ranged touch attack with a range of 20’. A struck target receives a -2 to attacks and a -4 to dexterity, and must make a reflex save (DC 10+1/2 creature's HD + con modifier) or be stuck to the floor. This attack can be made every 1d4 rounds. The goo/slime/silk/phlegm is treated in all ways as a Tanglefoot Bag for purposes of removing it.

Aberrant Flight
The creature flies. It may have wings or some form of air-mover to propel itself aloft, although it may simply be neutrally buoyant. This option may well not change the creature's outward anatomy, although having several air-thrusting organs projecting out of the creature or gas-sacks attached to the creature via cartilaginous tendrils are perfectly viable.
Benefit: The creature gains a fly speed equal to its base speed with Poor maneuverability.

Drake
Gnome_Dragon_Disciple

11-15-05, 12:42 AM
Wow... I'm surprised this is still going. I really should update it this week... Still, I'm glad it's proving helpful for everyone who reads it ^_^
Flame_Drake

11-15-05, 01:23 AM
I actually found it from your sig on the Hecatomb boards quite recently. Anyhow, I'm going strat cranking out some monseters using this if Save vs DM still wants to make a pfd. I also might start posting them on the Monsters board to check the balance on some of them.

In other news:

GO FLAMES GO
Drake
Rechan

02-01-06, 02:30 AM
These critters should all have x/byshek.