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| The Ethereal Wickerman01-24-05, 03:45 PM | APHERAXI Large Aberration Hit Dice: 9d8+36 (76 hp) Initiative: +8 (+8 Dex) Speed: 60 ft. (12 squares), climb 40 ft. (8 squares) Armor Class: 19 (-1 size, +8 Dex, +2 natural), touch 17, flat-footed 11 Base Attack/Grapple: +6/+13 Attack: Bastard sword +8 melee (1d10 +3) Full Attack: Bastard sword +8/+3 melee (1d10 +3) Space/Reach: 10 ft./10 ft. Special Attacks: Frightful presence, crimson fountain, terrifying scream Special Qualities: Darkvision 60ft., i see you, absorb colour, color bane Saves: Fort +7, Ref +11, Will +9 Abilities: Str 17, Dex 26, Con 19, Int 13, Wis 16, Cha 13 Skills: Hide +4, Intimidate +11, Jump +15, Listen +5, Spot +5, Tumble +20 Feats: Acrobatic, Alertness, Cleave, Power Attack Environment: Any land or underground Organization: Solitary, Murder (2), Ambush (2-5), or Massacre (5-20 plus 5-10 Wulferexi) ________________________________________ ___________________ Challenge Rating: 9 Treasure: None Alignment: Always chaotic evil Advancement: 10-18 HD (Large); 19-27 HD (Huge) Level Adjustment: - Dressed in ragged yet once formal clothing stands a being whose very presence seems to be draining the colour from the enviroment, including yourselves. It weilds a shining katana in one of its bony hands and has long, straight black hair obscuring its face. It suddenly looks up and its hair parts slightly without the creature even touching it. A single unblinking eye peers through at you as it raises its blade to your face. You just about dodge its unnaturally rapid attack and then the creature starts to retreat, yet still it manages to gaze at you. It has its back turned towards a wall and you assume it has no escape. However its arms and legs make painful snapping noises as they swivel all the way round in their sockets. It starts to climb the wall, even though its torso and head are still facing you, and lets out a scream that sounds like a girl being slaughtered... Apheraxi are a force of destructive terror. They seem to understand nothing but death and see any being other than the Wulferexi as enemies. Age, gender or creed mean nothing to them, all in their path will be massacred. Apheraxi (like their Wulferexi kin) have the ability to absorb the colour from their surroundings. Many sages believe they are from a universe of terror, perhaps inhabitants of a particulary vile layer of the Far Realms. It is widely believed that they can only exist in a black and white world, as colors appear to harm them. Those who have survived their attacks have claimed that magical colors harm them in the same way sunlight harms vampires. Unlike vampires however, the Apheraxi have far greater protection. Perhaps one of their most terrifying aspects is the fact they never speak, infact the only sound they've ever been known to make are distorted breathing noises, and a terrifying scream that many compare to the sounds of their female victims. Their methods of escape are just as vile, if they want to scale and surface their arms and legs twist around in their sockets. That way an Apheraxi's knees and hands are behind itself whilst it's still facing and watching you. The only colour the Aphereaxi seem to be able to tolerate (though thrive in seems more appropiate) is blood red, the crimson river that runs through us all. In their world it is the only natural color that shows. Their unnatural speed and precision in combat leave nothing but dismembered limbs and pools of gore in their wake. They speak no languages that anyone knows of, nor seem to understand others. COMBAT Apheraxi have no tactics. They fuction as individuals even when in groups. They dont fight over spoils, they simply move onto the nearest living thing they can find. Even they can get hurt however, so they will retreat for a few moments by scaling surfaces in their own horrible way. Frightful Presence (Ex): Whenever an opponent is within 30 foot of an Apheraxi, they must make a Will save (DC 18) or become panicked for the next 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the Apheraxi has. An opponent that succeeds on the saving throw is immune to that same Apheraxi's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect. Crimson Fountain (Su): When an Apheraxi makes a charge and sucessfully hits an opponent, the opponent must make a reflex save (DC 18) or suffer losing a limb and having their blood erupt from their wounds in a ferocious fountain of blood. Until the opponent is stabilized or healed he'll continue to lose 1d10 HP every round. Terrifying Scream (Su): Once every 5 rounds an Apheraxi can realease a terrifying sonic attack. An opponent that succeeds on the saving throw is immune to that same Apheraxi's terrifying scream for 24 hours. This is a mind-affecting, sonic effect. It takes a while for the horror of the sound to leave ones mind, so those exposed to it become somewhat absent-minded out of fear. I See You (Su): When an Apheraxi spots a single opponent, it may choose to concentrate its efforts on it. As a free-action it gains a temporary +20 spot and search bonus against that particular opponent. The effect can only end if the Apheraxi decides to stop (again a free-action) or is attacked, suffers and accident, or is otherwise distracted. Absorb Color (Su): Everything within 100 foot of an Apheraxi loses its color, similar to how a Dwarve see's when using Darkvision. Other than making colors harder to discern, this affects nothing. Color Bane (Su): If an opponent use's the spell colorspray through any means (eg. being a spellcaster, through a scroll or a supernatural ability) any Apheraxi within 30 feet suffers 2d10+ spellcasters level damage. ---------------------------------------------------------------------- ---------------------------------------------------------------------- WULFEREXI Huge Aberration Hit Dice: 15d8+150 (217 hp) Initiative: +1 (+1 Dex) Speed: 20 ft. (4 squares) Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 Base Attack/Grapple: +11/+30 Attack: Huge Heavy Mace +20 melee (2d8 +11) Full Attack: Huge club +20/+15/+10 melee (2d8 +11) or bite +20 melee (2d6 +5) Space/Reach: 15 ft./15 ft. Special Attacks: Frightful presence, primal roar Special Qualities: Darkvision 60ft., scent, smell your fear, absorb colour, color bane Saves: Fort +15, Ref +6, Will +11 Abilities: Str 33, Dex 13, Con 30, Int 11, Wis 15, Cha 5 Skills: Concentration +20, Intimidate +7, Jump +15, Listen +12, Spot +2 Feats: Alertness, Awesome Blow, Endurance, Improved Bull Rush, Power Attack, Track Environment: Any land or underground Organization: Solitary, Murder (2), Ambush (2-5), or Massacre (5-10 plus 5-20 Apheraxi) ________________________________________ ___________________ Challenge Rating: 16 Treasure: None Alignment: Always chaotic evil Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan) Level Adjustment: - Wearing torn and tattered clothes that may have once been formal, a truly huge humanoid stands before you. Its frame is lanky and lean and its extremities long. All of the colors of world surrounding it are rapidly fading away, including your skin and clothes. Its emiting a horrible noise like pack of wolves tearing apart its prey, as its head thrashes around so rapidly that the only feature you can make out is the occasional flash of teeth. This is made even worse by the fact its body doesn't match its alarmingly alacritic head, as it shambles lethargically towards you. It wields a huge rusty crowbar in its hands which it is dragging along the ground and making a horrible, metallic scraping noises. It suddenly stops in its tracks and its head instantly stops thrashing, revealing a head of rotting dog. It sniffs the air then lets out a bellowing roar. Then without warning the moment its face begins to thrash again it picks up pace, swinging its crowbar like an animal. Wulferexi are the next level of horrific power that are the Apheraxi. Their behaviour is just as (if not more) imcomprehensible as their smaller brethren. If they aren't any more alien in nature, they are certainly more abominable. Not only are they far bigger and stronger than the Apheraxi, but they seem to be able to track down their prey over huge distances. Very little except the whim of the beast itself or powerful enchantments will distract it enough to lose its scent. Wulferexi (like their Apheraxi kin) have the ability to absorb the colour from their surroundings. Many sages believe they are from a universe of terror, perhaps inhabitants of a particulary vile layer of the Far Realms. It is widely believed that they can only exist in a black and white world, as colors appear to harm them. Those who have survived their attacks have claimed that magical colors harm them in the same way sunlight harms vampires. Unlike vampires however, the Wulferexi have far greater protection. Perhaps one of their most terrifying aspects is the fact they never speak, infact the only sound they've ever been known to make are distorted animal noises like a pack of rabid dogs feeding of a still-living human, and a bellowing roar that many believe would burst the blood vessals of a normal being. The only colour the Wulferexi seem to be able to tolerate (though thrive in seems more appropiate) is blood red, the crimson river that runs through us all. In their world it is the only natural color that shows. Their unnatural strength and wrath in combat leave nothing but crushed carcasse's and pools of gore in their wake. They speak no languages that anyone knows of, nor seem to understand others. COMBAT Wulferexi have no tactics. They fuction as individuals even when in groups. They dont fight over spoils, they simply move onto the nearest living thing they can find. They are very short-tempered, and an angry monster who understands nothing but violence is a truly terrible thing. Frightful Presence (Ex): Whenever an opponent is within 30 foot of a Wulferexi, they must make a Will save (DC 20) or become panicked for the next 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the Wulferexi has. An opponent that succeeds on the saving throw is immune to that same Wulferexi's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect. Primal Roar (Su): A Wulferexi can realease a cacophonous roar that strains its feral mind and boils its blood. A Wulferexi can effectively rage as a level 15 Barbarian. It gains +6 bonus to Strength and Constitution, +3 morale bonus to will saves, but its AC suffers a penalty of -2 for 8 rounds. Unlike a normal barbarian however a Wulferexi is never fatigued after a rage and its speed increases to 80 foot (16 squares), but it cannot stop once until the end of the rages duration. It can do this 5 times day and because it constantly howling and screaming whilst in this state, any opponent within 30 foot of the Wulferexi suffers -2 penalty to Concentration and Listen checks. Smell Your Fear (Su): When a Wulferexi uses its scent ability to locate a single opponent, it may choose to concentrate its efforts on it. As a free-action it gains a temporary +10 to any trail it's chosen victim leaves behind. The effect can only end if the Wulferexi decides to stop (again a free-action) or if an enchantment spell of level 8 or higher is sucessfully cast upon them. Absorb Color (Su): Everything within 100 foot of an Wulferexi's loses its color, similar to how a Dwarve see's when using Darkvision. Other than making colors harder to discern, this affects nothing. Color Bane (Su): If an opponent use's the spell colorspray through any means (eg. being a spellcaster, through a scroll or a supernatural ability) any Wulferexi within 30 feet suffers 2d10+ spellcasters level damage. ---------------------------------------------------------------------- ---------------------------------------------------------------------- What do think?. They were just a really warped idea I had for a campaign I might be running soon. I wanted a group like the Crazy 88's from Kill Bill volume 1 (I think thats what there called), but I wanted to add my own, scary pseudonatural twist. What do you think?. Any constructive criticism, have I made any mistakes I might not of noticed... :confused: :D You best like them, the amount of *X@#~?! editing i've had to do!... |
| The Ethereal Wickerman01-25-05, 06:05 AM | SHADOROXI Medium Aberration Hit Dice: 10d8+50 (95 hp) Initiative: +6 (+6 Dex) Speed: 40 ft. (8 squares), climb 40 ft. (8 squares) Armor Class: 22 (+6 Dex, +6 natural), touch 16, flat-footed 16 Base Attack/Grapple: +7/+11 Attack: Shortsword +11 melee (1d6 +4) Full Attack: Shortsword +11/+6/+1 melee (1d6 +4), Kama +11/+6/+1 melee (1d6 +4) Space/Reach: 5 ft./5 ft. Special Attacks: Frightful presence, psionics Special Qualities: Darkvision 60ft., telepathy, unhindered by gravity, absorb colour, fear the spectrum, detect thoughts, guarded thoughts Saves: Fort +8, Ref +9, Will +12 Abilities: Str 19, Dex 22, Con 20, Int 19, Wis 20, Cha 22 Skills: Balance +16, Bluff +16, Climb +14, Escape Artist +16, Intimidate +16, Jump +14, Listen +5, Sense Motive +15, Spot +5 Feats: Combat Expertise, Exotic Weapon Proficiency, Improved Unarmed Strike, Stunning Fist Environment: Any land or underground Organization: Solitary, Murder (1 plus 2 Apherexi) Ambush (1 plus 2-5 Apherexi), or Massacre (1-5 plus 5-20 Apherexi and 5-10 Wulferexi) ________________________________________ ___________________ Challenge Rating: 14 Treasure: Standard Alignment: Always chaotic evil Advancement: 11-20 HD (Medium); 21-30 HD (Medium) Level Adjustment: - Emerging from shadows a humanoid who was hanging of the wall falls with unnatural and obscene slowness, its feet gently stepping down the vertical surface. As it descends all the colours around you fade into a disturbing shade of grey. It lands softly without a sound and its form is revealed. A man in very well-presented formal clothing stands before you, seemingly normal except for his highly shadowed face. Infact you cant see it behind the intense darkness, but then it opens its mouth which seems to conceal a dim, grey light that flare up its sharp fangs. It wields a small katana in one hand, and a curved exotic blade in the other. You then hear a voice inside your minds... "the rivers will run red with your mortality"... If there is one species that are the undisputed leaders of the Apheraxi and Wulferexi then it is the Shadoroxi. Standing amongst a pack of those two monsters, they only look vaguely sinister. However the Shadoroxi show an intelligence and personality that the Apheraxi and Wulferexi wouldn't even be capable of. Shadoroxi have the ability to absorb the colour from their surroundings. Many sages believe they are from a universe of terror, perhaps inhabitants of a particulary vile layer of the Far Realms. It is widely believed that they can only exist in a black and white world, as they hate colours just as much as their lesser brethren. Those who have survived their attacks have claimed that magical colors frighten and disorientate Shadoroxi, but unlike the Apheraxi and Wulferexi they dont sem to be harmed by them. Another disturbing feature they posess are their abilities to speak, albeit through telepathic means. There are many reports of Shadoroxi pushing obscene images and words into their victims minds. Even those that survive find it difficult to destroy the memories they were burdened with. Shadoroxi seem to be far more calculating and manipulative than their relatives, but like them their main overriding goal is the destruction of all life they come across, it Shadoroxi are just crueler and more artistic in their methods of killing. They are also paragons of scaling vertical or steep surfaces, running up walls but barely landing a single fingle or toe upon it. If they fall or jump of a wall, they descend as though they were sinking in water. The only colour the Shadoroxi aren't frightened of is blood red, the crimson river that runs through us all. In their world it is the only natural color that shows. Their inhumanly ingenious minds and martial expertise leave nothing but a path of destruction, far worse than what the Apheraxi and Wulferexi could achieve alone. Shadoroxi do not speak physically, though they understand Common and seem to be able to communicate with the Apheraxi and Wulferexi. COMBAT Shadoroxi prefer to invent diabolical shemes and truly horrific acts of holocaust through rigourous planning, if forced into a fight however they would never hesitate to utilize their psionic powers and vicous fighting skills. Frightful Presence (Ex): Whenever an opponent is within 30 foot of a Shadoroxi, they must make a Will save (DC 18) or become panicked for the next 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the Shadoroxi has. An opponent that succeeds on the saving throw is immune to that same Shadoroxi's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect. Psionics (Sp): At will- aversion, biofeedback, body adjustment, burst, combat precognition, demoralize, hammer and recall pain. These abilities are as the powers mannifested by a 10th level psion. Attack/Defense modes (Sp): At will- Ego Whip, Mind Thrust/Mental Barrier, Thought Shield. Telepathy (Su): Shadoroxi can communicate telepathically with any creature within a 100 feet that has a language. Infact this is the only way Shadoroxi can communicate with other intelligent beings. Detect Thoughts (Su): A Shadoroxi can continuously detect thoughts as the spell cast by a 9th level sorceror (DC 15). This ability is always active. Guarded Thoughts (Ex): Shadoroxi are immune to any form of mind reading. Unhindered By Gravity (Su): Whenever a Shadoroxi use's its climb movement, it gains a temporary +10 bonus to dexterity. Also its body is under a constant feather fall effect with personal range, even whenit isn't climbing. Absorb Color (Su): Everything within 100 foot of a Shadoroxi loses its color, similar to how a Dwarve see's when using Darkvision. Other than making colors harder to discern, this affects nothing. Fear The Spectrum (Ex): If an opponent use's the spell colorspray through any means (eg. being a spellcaster, through a scroll or a supernatural ability) any Shadoroxi within 30 feet must make a will save (DC 22) or suffer a -2 morale penalty to all saving throws, attack rolls, and skill checks for the duration of the spell. ---------------------------------------------------------------------- Wallah! What do you think?... :cool: |
| The Ethereal Wickerman01-25-05, 04:14 PM | BUMP Anyone have any oppinions about them?... |
| Khalarak Ironclaw01-26-05, 10:30 AM | Very, very nice. Haven't looked at the stats in depth, but the concepts are pretty near perfect. They seem like they'd fit well into a Ravenloft or Oriental Adventures campaign. Mind if I use them? |
| The Ethereal Wickerman01-26-05, 03:21 PM | Very, very nice. Haven't looked at the stats in depth, but the concepts are pretty near perfect. They seem like they'd fit well into a Ravenloft or Oriental Adventures campaign. Mind if I use them? Thanks dude. I simply wanted to make something that would make a Silent Hill fan proud, but still have phenomenal martial prowess. The campaign i'm gonna use them is heavily inspired by Kill Bill, so the PC's are gonna kick as. Its me thats going to have to keep up!. I'm flattered that you'd want to use them. Feel free to make any stat changes to yours... :D |
| Korone01-26-05, 04:04 PM | Oh my.. :eek: these creatures are really great !! The descriptions you gave are insane ! But now what I want, is a LA. :D |
| The Ethereal Wickerman01-26-05, 04:36 PM | Oh my.. :eek: these creatures are really great !! The descriptions you gave are insane ! But now what I want, is a LA. :D Thanks. The reaction to these abominations is better than I thought it would be. As for their LA's, heres my (highly inaccurate) calculations... :P Apheraxi: HD 9d8 + LA +8 = ECL 18 (Apheraxi 17/Ranger 1) Wulferexi: HD 15d8 + LA +8 = ECL 24 (Wulferexi 23/Barbarian 1) Shadoroxi: HD 10d8 + LA +9 = ECL 20 (Shadoroxi 19/Rogue 1) I'm not sure if they are correct. Feel free to point out any mistakes i've made. Sorry if they are so high but the'yre powerful beings... :eek: I guess their LA could be lower, you could knock a 1 off for their weakness against colorspray... |
| Darkness_Falls01-26-05, 05:09 PM | Cool! And freaky! They'd work great as the 'end of level boss' in dungeons. Imagine, you fight your way down to the Chief Torturer of an evil cult, only for him to open the pit gates and one of these things come shambling out... excellent work! :schemes: D.F. |
| The Ethereal Wickerman01-26-05, 05:31 PM | Cool! And freaky! They'd work great as the 'end of level boss' in dungeons. Imagine, you fight your way down to the Chief Torturer of an evil cult, only for him to open the pit gates and one of these things come shambling out... excellent work! :schemes: D.F. Thanks, but I wouldn't think that these guys would ever work for any cult. Their mind is so set on their own desire to slaughter all life they come across that wouldn't be capable of making deal, even the ultra smart Shadoroxi. Of course there are always exceptional individuals, such as one of the first BBEG NPC's who happens to be a NE Shadoroxi, who has herded the near mindless Aphers and Wulfers into a far worse and more cunning scheme than the destruction of all life. He will be making deals with other badguys, but only to trick them into his plan of ultimate visceral terror. I just want to see the expression on the avaricous villains faces when they realize they've been betrayed by a true monster who cares for nothing more than his epic masterpieces of terror and pain!... :devil: One of my players is going to play a CG Apheraxi. Probably the first of his kind to enlighten and realize what he was doing was so heartless. Because of his sudden moral shift he lost his ability to absorb light and to terrify those he came across. He had to bear the most agonizing moments in his entire existence, but not just from the unkind and divine lights, but from suddenly being capable of feeling guilt and remorse for the innocents he slew. Dedicating his life to the slaying of his kin and redeeming those who might show promise, there are moments when an Apheraxi might hesitate to kill, but these moments are often fruitless attempts at transcendence and last no longer than one takes to exhale. However he is always watching, for it is still possible to change their ways yet; just as he did. Now, the colours which he is immune to have bleached his once jet black hair to a pure white, and darkened his once clouded eye to a shining black orb. What do you think?. His character might be one of coolest i've ever DM'ed... :D |
| Deekin01-26-05, 08:19 PM | Psionics (Sp): At will- aversion, biofeedback, body adjustment, burst, combat precognition, demoralize, hammer and recall pain. These abilities are as the powers mannifested by a 10th level psion. Attack/Defense modes (Sp): At will- Ego Whip, Mind Thrust/Mental Barrier, Thought Shield. wWHY HAVE YOU NOT USE XPH 3.5!!!!one!!!! |
| The Ethereal Wickerman01-27-05, 04:22 AM | wWHY HAVE YOU NOT USE XPH 3.5!!!!one!!!! :mymy: Gee', sorry dude, I dont have the 3.5 PsiHB, I cant be arsed to buy the update books... :rolleyes: |