A Swarm of Small Gods [Archive] - Wizards Community

Post/Author/DateTimePost
Weenie

09-12-05, 11:41 AM
Small God Swarm
Diminutive Outsider (Extraplanar, Incorporeal, Swarm)
Hit Dice: 4d8+4 (22 hp)
Initiative: +2
Speed: Fly 20 ft.
Armor Class: 17 (+4 size, +2 Dex, +1 deflection), touch 17, flat-footed 15
BAB/Grap: +4/-
Attack: Swarm (1d6 sonic plus visions)
Full Attack: Swarm (1d6 sonic plus visions)
Space/Reach: 10 ft./-
Special Attacks: Distraction, visions
Special Qualities: Blindsense 60 ft., immunity to weapon damage, incorporeal traits, spell resistance 13, swarm traits, turning vulnerability
Saves: Fort +5, Ref +6, Will +8
Abilities: Str - , Dex 15, Con 12, Int 3, Wis 15, Cha 13
Skills: Bluff +8, Hide +18, Intimidate +8, Knowledge (religion) +3, Sense Motive +9
Feats: Ability Focus (visions), Iron Will
Environment: Region of Dreams
Organization: Solitary or host (2-4 swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

They came out from under scraps of stone, and from cracks in the rock. They fountained up from the sand, they distilled out of the wavering sky. The air was filled with their voices, as faint as the whispering of gnats ...
The language ... was hardly language at all. It was a mere modulation of desires and hungers, without nouns and with only a few verbs.
... Want...
- Terry Pratchett, Small Gods

"I know how gods begin, Roger. We start as dreams. Then we walk out of dreams into the Land. We are worshipped and loved, and take power to ourselves. And then one day there is no one left to worship us. And in the end each little god and goddess takes its last journey into dreams, and what comes after, not even we know."
- Ishtar

Semi-sentient and maddeningly driven, the so-called small gods are proto-deities, barely imagined divine sparks that hunger for belief. They exist only as first draft concepts in the minds (or even in just a single mind) of potential believers. They manifest in the Region of Dreams as an immaterial presence appealing to a susceptible mortal dreamer, filling his mind with ideas and visions, trying desperately to inspire true faith in order to secure its survival and effective birth. Most fail and disappear in time, but some rise to power and promptly forget their previous status.
Some small gods were once big gods, however. They have been mostly forgotten, and are now mentioned only in stories and dreams. Their shells float in the Silver Void, as the last vestiges of their divine consciousness are forced to join the countless legions of protodeities.
A swarm of small gods does not speak, or rather, it communicates the desperate desires and offers in a pandemonium of various languages, combined with visions of bliss, grandeur, might, or terror.

COMBAT
A small god swarm moves over a single character (never aiming for divine spellcasters that worship a deity) and attempts to affect him with its visions ability, unintentionally dealing sonic damage. As soon as the character succumbs, the swarm is no longer interested in him, and targets another.

Blindsight (Su): A small god swarm can pinpoint the location of any creature within a distance of 60 feet. Opponents the swarm can’t actually see still have total concealment against it.

Distraction (Ex): Any living creature vulnerable to the swarm’s damage that begins its turn with a small god swarm in its square is nauseated for 1 round; a DC 13 Fortitude save negates the effect. The save DC is Constitution-based.
Spellcasting or concentrating on spells within the area of the swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Incorporeal Traits: A small god swarm cannot be physically harmed by weapons, and has a 50% chance to ignore any damage from any corporeal source, except for force effects. It can pass through solid objects, but not force effects, at will. It is technically able to always move silently, but it intentionally makes a noise, chittering and whispering continually, so it can be heard with Listen checks as any other creature.

Swarm Traits: A small god swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single creature. It can occupy the same space as a creature of any size, since it moves all over and through its target, but remains a creature with a 10-foot space. Small god swarms never make attacks of opportunity, but they can provoke attacks of opportunity. Unlike other creatures with a 10-foot space, a small god swarm is shapeable - it can occupy any four contiguous squares.

Turning Vulnerability (Ex): A small god swarm can be turned - but not revuked, commanded, or destroyed - as an undead creature with turn resistance +6 by a Cleric that worships a deity. Furthermore, even Druids and evil Clerics can attempt this turning (as a cleric of equal level) if they worships a deity.

Visions (Su): Any creature that takes sonic damage from the swarm's attack must make a DC 15 Will save or be overwhelmed by the barrage of visions that the small gods project into its mind. If the save fails, the creature is dazed for 2d4 rounds, after which it is compelled to actively start worshiping the single small god that has managed to embed itself in the creature's mind.
An affected creature is forced to take its next level in the Adept class as soon as it accumulates enough experience, and also to actively promote its newfound protodeity's cause by seeking more worshippers. The first part cannot be avoided, and the second functions as lesser geas.
The affected creature can attempt a DC 20 Charisma check every 2d6 days to free itself of the compulsion (if it wants to). The only other way to remove the effect are the limited wish or wish spell (miracle does not work).
Divine spellcasters already worshiping a deity are immune to this mind-affecting compulsion effect.

Sidebar: Newborn Deities

When a character falls under the influence of a small god's visions, the campaign world is on the verge of gaining a new divine power. The entity has an effective divine rank of zero, but if it is rejected by the character before it manages to use him to gain additional worshippers, it ceases to exist. If it does manage to survive, it shares the character's alignment, but it's future portfolio is entirely up to the GM. It is suggested that the newborn deity is not allowed to advance it's divine rank quickly (as in, within the character's lifetime), since divine ascension is an on-going process, and an extremely slow one from a mortal's perspective.
At the GM's option, if a character affected by a small god's visions willingly accepts the divine being, and manages to gather a suitable amount of worshippers, all Adept levels acquired while under the influence of the small god can be instantly exchanged for an equal number of Cleric levels.
Starting a new religion and gathering the faithful should not be taken lightly. When playing this out, both the character and the GM should consider the possible reaction of the existing gods and their worshippers, as well as the "prophet" character's future status within the budding clergy.
Joni-san

09-12-05, 02:48 PM
:clap: Very nice
ShinQuickMan

09-13-05, 07:24 AM
Whoa! That is quite a monster you created there, Weenie! This could lead to a lot of interesting campaigns and characters!
pita

09-13-05, 10:35 AM
Can i steal the form of gods idea? when my characters are of fifth level one of them will dream up a god of hate...... who incidentally, hates all the PCs except for the one who spawned him.
Mirtek

09-13-05, 04:18 PM
Great, just great. I love it :bow:
Weenie

09-13-05, 08:58 PM
Thanks, everyone. I made the SG swarm trying to populate the Region of Dreams with at least a few non-nightmare creatures. Does anyone have any homebrew Dream-natives they'd like to share?

I'm not too sure about the swarm's CR, though. In a way, it's mostly harmless, but in a different way, it can really screw with a PC's plans...