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| R.M.G.C.L.F.08-25-07, 11:26 PM | Pestilor Huge Aberration HD:14d8-14 (49hp) Init: +4 dex Speed: 60ft, swim 70ft, climb 40ft AC:20(+4 dex, -2 size, 8 natural) BAB/Grapple:+10/+24 Attacks: 4 claws+14 melee, sting+9 melee Damage: claw 1d8+6, sting 1d6+3 plus poison and disease Face/Reach: 15ft by 15ft/15ft Special Attacks: disease, caustic effluvia, poison Special Qualities: toxic blood, fast healing 3, death curse, low-light vision, darkvision 90ft, light sensitivity, amphibious Abilities:Str23,Dex19,Con8,Int10,Wis14,C ha17 Skills: Spot+, listen+, (+3 racial search, -2 racial to spot) Feats: Ability focus(poison), ability focus(disease), _______________________________________ Climate/Terrain: swamps, forests, mountains, aquatic and underground Organization: Solitary or fester (1-3 plus 2-7 monstrous centipedes and 2-4 other poisonous or disease-bearing monsters) CR:8? Alignment: Often Neutral Evil Treasure: Standard Advancement: 15-18HD(huge), 19-26HD(gargantuan) A pestilor has a mottled grey-green skin with brightly colored spots or stripes. The head is a rough ovoid, ridged on both sides with chitinous protrusions, and a single three-pupiled eye bulges in the middle of the face. A small array of hairy mandibles round a sucker-like oriface beneath the eye. Its torso is a shrunken chest, overlayed by crusted-over scabs and gnarled cancerous growths, from which protrude long triple-jointed arms. A short flat tail protrudes from bony abdomen, lined with two pairs of flippers. A nest of weed-like skin-flaps hang flaccidly off its joints. Huge lengthy legs end in narrow arched feet, each of which is flanked by a pair of asymmetrical fins. A pestilor is a living vessel for misfortune and toxins. It’s entire body is loaded with venom and sickness, and its very blood gives rise to abominable life. Pestilors usually pick some landmark, such as a sunken ship, unusual rock formation, a twisted pine, etc. Nonevil ones tend to choose remote spots, away from sapient civilizations. Malevolent pestilors try to hold populated areas ransom with their infectious eminations. Pestilors speak undercommon. Combat: A pestilor tries to keep fighter-types engaged in melee with claws while it targets weaker opponents with it’s sting and apparent spellcasters with effluvia. It is likely to retreat when faced with fire, sonic attacks, bright light, or hammer-type weapons, or a combination of the above elements. Poison(ex): initial damage 1d6 dex, secondary damage 1d8 con. Caustic Effluvia(ex): Every other round, a pestilor can expel a wad of toxic mucus at a single target. This deals 1d12 acid damage upon contact, exposes the target to the poison, and deals 1d6 acid damage each round for the next two rounds. The mucus can be removed by wiping it away with any fibrous plant material (full-round action), or by a wash of soapy or salt-water (standard action). Light Sensitivity(ex): sudden exposure to bright light blinds a pestilor for one round. It is continuously dazzled (House Rule: dazzled creatures suffer -1 to attack rolls and AC, and -2 to spot and search, instead of the traditional -1 to attack rolls) in bright light. Disease (ex or su): There are a variety of ways a pestilor can transmit disease, regardless of the normal transmission means of the illness. If a pestilor makes its lair in a partially submerged or underwater area, it pollutes the body of water in question with the disease, provided it is not salt-water. Flesh of the creature consumed will expose the creature consuming it to the disease. If struck by the pestilor’s stinger, they must also save against the disease. The save dc to avoid contraction is 18 (con-based). Each pestilor has two symbiotic contagions, and any exposure has an equal chance of transmitting either disease, but does not transmit both. Choose two diseases from the list below for a given creature. Filth Fever Slimy Doom Shakes Clot Cough (homebrew disease) Pustulence (homebrew disease) brain seizures (homebrew disease) Toxic Blood(su): whenever a pestilor is dealt slashing or piercing damage, the blood sprays out, exposing the attacker to the poison. When it meets the ground this blood begins to bubble and writhe, and at the same turn next round will form into a fully grown monstrous centipede. The size depends upon the damage dealt; 25 or more damage dealt with a single blow creates a gargantuan-sized centipede, 13 or more damage creates a huge centipede, 7 or more creates a large centipede, and any smaller amount of piercing or slashing damage creates a medium sized monstrous centipede. Death Curse(sp): when a pestilor is slain, the individual who dealt the final blow is afflicted with a curse, as if by the bestow curse spell. Caster level 14th, save dc:20 (cha-based). See this thread ( http://forums.gleemax.com/showthread.php?p=13551628#post13551628) for the specifics of the homebrewed diseases. |
| R.M.G.C.L.F.09-12-07, 09:18 AM | :bump: |
| R.M.G.C.L.F.11-19-07, 02:33 AM | bump |
| ArgulFraster11-19-07, 11:29 AM | Looks interesting, but you haven't posted anything about where they come from, how they're created, or why exactly they ARE gigantic semianthropoid piles of filth. I'm sorry, but I'm a fluff addict... |
| locustechpriest11-19-07, 08:57 PM | Read My Glowing Claw-Like Finger, this thing is pretty darn vile. I like it. Unfortunately I had some trouble following the description, which upsets me, because I really did want to get a good image of what this thing looks like. A pestilor has a mottled grey-green skin with brightly colored spots or stripes. The head is a rough ovoid, ridged on both sides with chitinous protrusions, and a single three-pupiled eye bulges in the middle of the face. A small array of hairy mandibles round a sucker-like oriface beneath the eye. Its torso is a shrunken chest, overlayed by crusted-over scabs and gnarled cancerous growths, from which protrude long triple-jointed arms. A short flat tail protrudes from bony abdomen, lined with two pairs of flippers. A nest of weed-like skin-flaps hang flaccidly off its joints. Huge lengthy legs end in narrow arched feet, each of which is flanked by a pair of asymmetrical fins. I'm taking it this is kind of almost humanoid-ish... so I'm imparting that impression to the head. Cyclopian, kind-of-human head, then we have something akin to an Ethereal Marauder/Lamprey mix for a mouth, except hairy. Now, do the arms (four of them, considering the stat block) protrude from the cancerous growths (as the sentence structure mandates) or simply the torso? We suddenly got an Ethereal Flitcher feel to this guy with the four tripple-jointed arms... is it a cousin, I wonder? And in comes the mutant beaver! But I'm flexible, I'll deal. ;) And the Flitcher resemblace goes out the door as the creature has one too many legs... darn. I'm still somewhat confused as to where all of these flippers are. Do we have four sprouting off of the (short) tail and one on either hip? Actually, running through that did help me out a bit. Wicked awsome beast, any way you skew it. I'll take a look at those diseases coming up here. |
| Orchomenos11-20-07, 02:13 PM | If this thing is Huge, the size/reach should be 15'/15', no? Anyway, I suggest to make it Large instead, but giving it a 15' reach with its three-segmented arms... The Sting would be harder to use. Here's a suggestion for Death Curse: this final curse affect only humanoids and monstrous humanoids. It acts like a disease, dealing 1d6 point of charisma and dexterity damage. Each day, the limbs wither a bit more, while gnarled cancerous growths form on all the body. Unlike normal disease, one can not naturally heal by succeeding on making two or more successful saving throw. Instead, the only way to heal the curse is by casting a Remove Curse, Limited Wish, Wish or Miracle spell on the victim while in the limits of an Hallowed area. When the Charisma reach 0, the victim is no longer conscious of itself, and cannot be healed by nothing short of a Wish spell, and even this only has 50% chances of working. When the Dexterity reach 0, the creature limbs completely wither and fall, while the cancerous growths enlarge, and long, three-segmented arms sprout from four of these tumors. The victim become a new Pestilor. |
| R.M.G.C.L.F.11-27-07, 01:40 AM | Hey locustechpriest. I'm sorry the description doesn't translate that well. Maybe I can do a drawing of it. There are four flippers on the tail, and two fins on each foot, to clarify a bit. As for hairy mouth-parts, think spider mandibles. Not hairy legs, not exactly fangs, but something in between. Either that or the lobster mouth-bits. The arms protrude from the torso. Understandable miscommunication. >.> Maybe part of the reason for the confused imagery is that I wrote the description peicemeal. I had a vague idea before-hand, but I mainly went body part by body part, adjusting as need be to match up with the various crunchy bits. (Huge swim speed means lots of flippers, low con and high natural armor = tiny chest with scabs and growths) Orchomenos: Thanks for the correction. I always have trouble working out face/reach in sizes above Large. As for the alternate death curse option, I'm okay with what I have now. I tend to shy away from the more virulant, unstoppable diseases, especially contagious effects that create big powerful hard-to-kill things. Something about it offends my sense of balance. |