M v. K best Khyber aberration [Archive] - Wizards Community

Post/Author/DateTimePost
ORC_Paradox

09-22-05, 12:59 AM
It's time to see which of our contestants goes on to represent Khyber in this battle of the aberrations. You have the following terrifying creations to choose from:

1: Shalkhaar by ieattrollsforbreakfast

2: Cranial Maw by Kinger

Every vote counts, so get voting - this poll ends Friday at noon EST, and the winner goes on to face the winning Mournland aberration in the second-stage poll, ending mid-day Sunday.


Shalkhaar:
Medium Aberration (Incorporeal)
Hit Dice: 7d8+14 (45 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: Fly 40 ft. (perfect)
Armor Class: 18 (+4 Dex, +4 deflection), touch 18, flat-footed 14
Base Attack/Grapple: +5/+5
Attack: Incorporeal touch +9 melee (1d6 Cha plus soul grapple)
Full Attack: Incorporeal touch +9 melee (1d6 Cha plus soul grapple)
Space/Reach: 5 ft./10 ft.
Special Attacks: Soul grapple, body integration, burst of flesh, deterioration
Special Qualities: Darkvision 60ft.
Saves: Fort +4, Ref +6, Will +7
Abilities: Str -, Dex 19, Con 15, Int 13, Wis 14, Cha 16
Skills: Diplomacy +13, Intimidate +13, Listen +7, Spot +7
Feats: Combat Reflexes, Dodge, Improved Initiative, Weapon Finesse (B)
==================================
Environment: Any land
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral evil
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: -

A ghostly jelly-fish like abomination drifts towards you, masses of long tentacles writhing beneath its body.

The daelkyr that created the shalkhaar was not only a master of fleshcraft, but also a master in shaping the immaterial. As proof of his power in the techniques of incorporeality, the shalkhaar were originally created to infiltrate the houses of, and eventually destroy the leaders that might oppose them. When the war on Eberron began, the shalkhaar were proved to be surprisingly effective.
As immaterial beings, the shalkhaar learnt to respect the power of the mind, and that true flesh is just a vessel for its potency. Becoming master diplomats, cunning and patient, the shalkhaar managed to sew distrust and malice among the Gatekeeper tribes and Dhakaani courts on Khorvaire.
The Shalkhaar left on Eberron at the end of the interplanar war now mostly reside in the depths of Khyber at the right hand of their masters. Some still drift across the swamps of the Shadow Marches eager to regain the glory of their kind at the height of the Daelkyr wars.

Combat
A shalkhaar fights from within, making it a very difficult creature to defend against. The shalkhaar attempts to possess a creature, preferably a spellcaster, as quickly as possible, then leaves to sew discord amongst any unsuspecting acquaintances. If facing particularly important foes that must be dispatched, a shalkhaar will deteriorate a creature’s body to kill it as quickly as possible.
Soul Grapple (Su): A shalkhaar can reach into the mind of creatures it touches and root itself deep in their consciousness. Whenever it is hit by the shalkhaar's incorporeal touch attack, a creature must succeed on a Will save DC 16 or have the shalkhaar grapple with its soul. If the creature fails, the shalkhaar enters the creature's body without incurring an attack of opportunity. A creature in a soul grapple with the shalkhaar automatically takes damage from an incorporeal touch attack each round on the shalkhaar's turn. Each round on the target creature's turn, the creature can make a new Will save, with success expelling the shalkhaar from its body. The save DC is Charisma-based.
Body Integration (Su): When a creature's Charisma score has been reduced to 0 by the shalkhaar's incorporeal touch, the shalkhaar can possess the creature as a free action with no resistance. The shalkhaar's possession is not perfect, however, and the creature's body begins to deteriorate. The target takes 1d6 points of Constitution damage each day the shalkhaar, with no save. The shalkhaar cannot voluntarily leave the target’s body unless it performs a flesh burst (see below).
Flesh Burst (Su): When a creature’s Constitution score is reduced to 0 by the shalkhaar’s possession effect or deterioration ability, it can burst free, creating its own material body from the dead creature’s remains. The shalkhaar loses the incorporeal subtype, its deflection bonus to armour class, and its incorporeal touch attack. It gains a +4 bonus to natural armour, a base Strength score of 12, and six tentacle natural attacks, with a base damage of 1d6+Str bonus. The shalkhaar can maintain this material body for 2d4 days, after which it regains its incorporeal traits. If it so desires, the shalkhaar can leave its material body as a full round action that provokes an attack of opportunity.

When the shalkhaar performs a flesh burst, change the statistics block above as follows:

Shalkhaar, material
Armor Class: 18 (+4 Dex, +4 natural armour), touch 14, flat-footed 14
Attack: Tentacle +9 melee (1d6+1)
Full Attack: 6 tentacles +9 melee (1d6+1)
Abilities: Str 12, Dex 19, Con 15, Int 13, Wis 14, Cha 16

Deterioration (Su): If a shalkhaar wishes to perform a flesh burst earlier, it can attempt to damage its host’s body using its own psionic power. As a full round action, the shalkhaar floods the host’s body with psychometabolic energy, forcing it to make a DC 16 Fortitude save, taking 1d6 points of Constitution damage if it fails. The save DC is Charisma-based


CRANIAL MAW
Tiny Aberration
Hit Dice: 3d8 (13 hp)
Initiative: +1
Speed: 10 ft (2 squares)
Armor Class: 14 (+2 size, +1 dex, +1 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/-8
Attack: Claws +2 melee (1d4-2)
Full Attack: Claws +2 melee (1d4-2) and Bite -3 melee (1d3-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Pounce, Leaping Pounce, Rake (1d4-2), Skull Bore, Animate Body
Special Qualities: All-Around Vision, Darkvision 60ft, Scent
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 6, Dex 13, Con 11, Int 1, Wis 10, Cha 3
Skills: Jump +6, Search +4, Spot +4
Feats: Dodge, Mobility
Environment: Underground
Organization: Solitary, pair, gang (3-4), brood (2-13), nest (6-26 and 2-7 Maw Zombies)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil
Advancement: 4-6 HD (tiny)
Level Adjustment: -

This odd creature has a bulbous, spherical body not much bigger than a human head that it drags across the ground on four spidery legs. Its pale skin bears no features of note, not even eyes. With sudden agility, the creature pounces into the air, lashing at you with all four legs and revealing a terrible, crimson, lamprey-like maw that appears to take up its entire belly.

The Cranial Maw is a horrid organic creation of a novice daelkyr that sought a reliable way to sow horror and despair amongst the mortal races. The Cranial Maw is an abomination that possesses little but the basest animal instincts, and is driven by nothing but the desire to reproduce and feed, which fortunately for the Maw is generally a welcome side effect of reproducing.
The Cranial Maw is so named because it feeds by enveloping a host's head with its terrible mouth and boring into its skull, sucking out the brain within for nourishment. While this is horrible in and of itself, the Cranial Maw is feared not for this ability, but for what happens afterwards. If a Maw is so inclined (and it generally is), it remains latched onto the body of the unfortunate (and now slain) creature, burying into its nervous system and reanimating it, forming a horrible Maw Zombie. The Maw lays its disgusting brood in the corpse, turning it into a walking incubator and source of food that can defend itself. After a week, the parent and matured offspring abandon the corpse and seek out new, separate prey.
Cranial Maws are not intelligent enough to understand any language. They possess no loyalty to their masters, having not the intelligence to understand what loyalty is in the first place, though they know Aberrations to make poor hosts, so they refrain from attacking them. They are used as living biological weapons by the daelkyr, dropped at locations of importance and left to sow havoc.
With their masters reclusive in Khyber, the majority of Cranial Maws inhabit the darkened depths of the world, seeking unlucky victims. They possess incredibly slow metabolisms, and can live for years between feedings. This does not discourage them from gorging should the opportunity arise, however.
Rumors exist of alternate breeds of Cranial Maw, possessing terrible venom or speed. These have not been confirmed.
(I'm only allowed to submit 1 monster, after all, so I won't submit stats for other breeds. The Maw Zombie, however, is part of this, so I hope that's forgiven, since this is all one entry.)

Combat
Cranial Maws are not blessed with mental faculties, being little more than vermin. They are well aware of their capabilities, however, and attack only those they know to be suitable carriers for their progeny, which they discern via their incredible sense of smell. While they do not possess any eyes, their entire body acts as a crude visual organ that allows them to see in all directions.
When they smell prey, Cranial Maws attack single-mindedly. They approach as quickly as they can and charge when within range, leaping at their prey with belly exposed and claws slashing. They do not possess the intelligence, social structure, or desire to cooperate with their horrid kin, each wanting the host for themselves.
Though they have four legs, their claws are divided amongst 2 attacks.
All-Around Vision (Ex): The skin of a Cranial Maw acts as a crude visual organ, allowing it to see in all directions at once. This gives it a +4 racial bonus to Spot and Search checks, and prevents it from being flanked.
Pounce (Ex): If a Cranial Maw charges, it can make a full attack, including a rake attack.
Rake (Ex): Attack bonus +2, damage 1d4-2.
Leaping Pounce (Ex): A Cranial Maw may make a Charge attempt with no minimum distance.
Skull Bore: If a Cranial Maw kills a small or medium creature with a Coup de Grace with a Bite attack, it extracts its brain and may Animate Body. Undead, Constructs, Elementals, Plants, and other creatures without flesh-and-blood biological processes are not susceptible to Skull Bore. Creatures with unorthodox cranial structures (no head or brain, for example) are likewise immune. A Cranial Maw typically attacks only creatures susceptible to Skull Bore. Though many creatures are susceptible, Cranial Maws prefer humanoid prey and will attack those first.
Animate Body (Ex): If a Cranial Maw successfully uses Skull Bore, it burrows into the corpse's nervous system and reanimates it as a Maw Zombie, applying the Maw Zombie template below. The parent then lays 2d4 grubs in the corpse, which devour the corpse for two weeks, after which the parent and matured offspring abandon the corpse (if anything remains) and seek new hosts. While animating a corpse, a Cranial Maw uses the Maw Zombie's dexterity bonus to AC rather than its own (retaining its natural armor and size bonuses), being effectively part of the host body. It remains a distinct creature, however, and can be targeted separately. While attached to a Maw Zombie Cranial Maw can take no actions other than detaching from the Maw Zombie, which is a full-round action.
Skills: Cranial Maws have a +10 racial bonus to Jump checks. In addition, they may make Jump checks at no penalty without needing a running start.

MAW ZOMBIE
This disgusting creature lurches out of the shadows. It appears to once have been human, though a pale, fleshy blob has enveloped its head, and its hands have grown long, sharp claws. It emits a mournful wail, almost a sob, and shambles towards you.

Maw Zombies are the unfortunate reanimated hosts of Cranial Maws, and serve as protection for the Maws' broods, which are nested within them. The name "Zombie" is a misnomer, for though they share many traits with true zombies, they are not undead. Maw Zombies are animated by the Cranial Maws that ride them, their biological processes no longer functioning but their nervous systems maintained by the aberration.
Maw Zombies possess none of the knowledge or experience they possessed in life, being simply fleshy shells kept animate by their killers. They are objects for most intents and purposes. Killing the Cranial Maw "kills" the Maw Zombie, in that it removes the source of animation, and though killing the Maw Zombie does kill the brood within it, it does not kill the original Cranial Maw, which is free to resume its life as it was before parenthood. A Cranial Maw may detach from a Maw Zombie as a full-round action, which kills the Maw Zombie.
The sorrowful noises made by a Maw Zombie have led many to believe that the soul of the deceased lingers in the body animated by the Cranial Maw even after death. The wails made by a Maw Zombie sound much like sobbing, as if the tortured soul weeps for the state its earthly body has been put in by the aberration. This is believed by most scholars to be simple superstition, as even Maw Zombies that were not intelligent prior to death, such as former animals, make similar noises.

Creating a Maw Zombie
"Maw Zombie" is an acquired template that can be added to any creature animated by a Cranial Maw's Animate Body (referred to hereafter as the base creature).
Size and Type: The creature's type changes to Construct. It retains any subtypes except alignment subtypes (such as good) and subtypes that indicate kind (such as goblinoid or reptilian). It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here. Size is unchanged.
Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), and raise them to d10s. It gains additional hitpoints based on its size (see the Construct entry to the MM glossary, page 307).
Speed: The base creature retains only its base land speed, losing all other forms of locomotion, even if this renders it immobile.
Attacks: A Maw Zombie retains all the natural weapons it possessed in life, minus any that the presence of the Cranial Maw prevents (such as a bite attack). If it has hands (but not claws), these sharpen into claws that deal 1d4 damage (or 1d3 for small creatures). It loses all manufactured weapon attacks and weapon proficiencies.
Special Attacks: A Maw Zombie retains none of the base creature's special attacks.
Special Qualities: A Maw Zombie retains none of the base creature's special qualities. It gains the following special qualities:
Single Actions Only (Ex): Maw Zombies have poor reflexes and can perform only a single move action or attack action each round. A Maw Zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
Controlled Corpse (Ex): A Maw Zombie is as close to an object as a creature can be, being a corpse animated by the Cranial Maw. It is immune to all spells and effects that do not affect objects, even if they normally target constructs.
Saves: Base save bonuses are all +1/3 HD.
Abilities: A Maw Zombie's Strength increases by +2, its Dexterity decreases by 2, and it has no Constitution or mental ability scores.
Skills: A Maw Zombie has no skills.
Feats: A Maw Zombie loses all feats of the base creature, though it benefits from the feats possessed by its Cranial Maw if it meets the prerequisites.
Environment: Underground
Challenge Rating: Same as base creature, minus that for class levels, minus 2.
Treasure: None
Alignment: Same as Cranial Maw
Advancement: -
Level Adjustment: -
Tek

09-22-05, 01:32 AM
Being a half-life 2 fan, I voted for the headcra.... err, Cranial Maw. Good work!
polt

09-22-05, 12:20 PM
Yeah, I don't like rip offs :P Although I'm a huge Half-Life fan, I liked the Shaalkar better.
Thrasher

09-22-05, 12:32 PM
Yeah, I don't like rip offs :P Although I'm a huge Half-Life fan, I liked the Shaalkar better.

i am a halflife fan to but the Shaalkar has it beat. sorry.
Kinger

09-22-05, 02:54 PM
Hey, hey, don't be apologizing. Everyone's entitled to vote the way they want. Troll's submission is great, and well worth voting for!

I still voted for mine though. :)
Solarious

09-22-05, 04:42 PM
The Headcrab imitation is cute, but ieattrollsforbreakfast's shalkhaar has all of that, and more, plus in disgusting and insidious flavours as neccessary. He gets my vote. :)
Kinger

09-22-05, 07:04 PM
I've never heard an aberration described as "cute" before.
Solarious

09-22-05, 09:51 PM
I've never heard an aberration described as "cute" before.Then you clearly have never meet the Floomph, cute little floating, bottom-spiked Aberrations who are LG, speak Celestial, and are utterly helpless when flipped upside down. Oh, and they're a vivid mix of yellow, white, and a light blue for some reason. Retina-searing colours, no doubt.

Of course, the Cranial Maw is by no means "cute", but the copy-cat concept that you based them off is.
Save-vs-DM

09-22-05, 10:07 PM
Then you clearly have never meet the Floomph, cute little floating, bottom-spiked Aberrations who are LG, speak Celestial, and are utterly helpless when flipped upside down. Oh, and they're a vivid mix of yellow, white, and a light blue for some reason. Retina-searing colours, no doubt.

Of course, the Cranial Maw is by no means "cute", but the copy-cat concept that you based them off is.

Actually, they're called Flumphs :P

Cheers,
Save vs DM
Solarious

09-22-05, 10:19 PM
Actually, they're called Flumphs :P

Cheers,
Save vs DM
Floomph, Flumph, what does it matter? :P
Plots to unleash high level Sorcerors and Warlock Flumphs...
As long as the name sounds dorky and/or cute. :plotting: STOP LOOKING AT MY INVISITEXT!!!
Arden Blackleaf

09-22-05, 10:21 PM
"Eyes the monsters" Cranial Maws definitely. you rarely see rampant killing machines. Cept for the Terminator.
Kinger

09-22-05, 10:56 PM
you rarely see rampant killing machines. Cept for the Terminator.

And the Terrasque.

And the Warforged Juggernaut.

And a PO'ed dragon.

And most demons.

And most undead.

And the Planetar. (Just cause he's good doesn't mean he can't be a killing machine, rampant or otherwise.)

And... Well, you get the idea. This be D&D, friend. Rampant killing machines are the norm. :)
MarkB

09-23-05, 01:08 PM
Voting is now closed.

Congratulations, Trolls - the Shalkhaar wins this heat, and you'll be up against the Weeping Willow in the final.
ieattrollsforbreakfast

09-23-05, 01:34 PM
Voting is now closed.

Congratulations, Trolls - the Shalkhaar wins this heat, and you'll be up against the Weeping Willow in the final.

Excellent :D

Well done to Kinger too. Though it may not have won, the cranial maw is a fantastic conversion :)
polt

09-23-05, 02:43 PM
Gratz trolls :)
Save-vs-DM

09-23-05, 05:11 PM
Good luck trolls. May the best...err...monster win!

Cheers,
Save vs DM
jjellison

09-23-05, 06:26 PM
Gratz trolls. Good luck in the next round.
Kinger

09-23-05, 06:36 PM
Well fought, Trolls.

It's okay, Crabby. *snuggle* You're still the best monster to m- AUGH! IT'S ON MY HEAD! WHERE'S MY CROWB- *crunch*

Brains...