Acid-blooded psychics [Archive] - Wizards Community

Post/Author/DateTimePost
R.M.G.C.L.F.

07-02-06, 03:51 AM
Zurvath, Female (click for picture) (http://www.deviantart.com/deviation/37239201/)
Large Monstrous Humanoid (Psionic) (Aberration instead?)
HD:8d8+24(60hp)
Init:+6
Speed: 40ft, swim 50ft
AC:20(+2 dex, +2 large shield, +6 natural)
BAB/Grapple:+6/+14
Attacks: Scythe +11 melee, Tail +5 melee, or 2 claw +10 melee tail +5 melee
Damage: Scythe 2d4+4(20/x4), Tail 1d6+2, claw 1d4+4
Face/Reach: 5ft by 5ft/10ft
Special Attacks: Psi-like abilities, improved grab, swallow whole, frightful presence
Special Qualities: Caustic Blood, Darkvision 90ft, SR13, PR18, neckle spines, light sensitivity, amphibious, cold resistance 10
Saves: Fort+5,Ref+6,Will+9
Abilities:Str19,Dex15,Con16,Int21,Wis16, Cha4
Skills: Knowledge(Psionics)+16, Knoweldge(arcana)+16, Knowledge(religion)+16, Knowledge(the planes)+16, Knowledge(nature)+16, Knowledge(history)+16, Spot+9, Sense Motive+8
Feats: Ability Focus(emotion), weapon focus (scythe), lightning reflexes, improved initiative, Ability focus (frightful presence)(B)
______________________
Climate/Terrain: Forests, Swamps, Aquatic, or Underground
Organization: Solitary, mated pair, or club (3-6)
CR:7
Alignment: Any
Treasure: Standard
Advancement: By Class Level

The female zurvath is a tall pear-shaped figure tinted with muscle and covered in saphire scales. Her obsidian-emerald eyes hold a sea of sparks overflowing with sinister knowingness. The face is shapely yet different, the nose two slits, the jaw seeming unsettlingly mobile, the moon-white tongue narrowing to a thin taper and licking disconcertingly. From her head to the back of her hips grows a wide bristle of flexible translucent spines green-blue as the deep sea, her tail ending in a small cluster of them.


Zurvath, Male (click for picture) (http://www.deviantart.com/deviation/35672320/)
Large Monstrous Humanoid (Psionic) (Aberration instead?)
HD:8d8+24(60hp)
Init:+2
Speed: 40ft, swim 50ft
AC:20(+2 dex, +2 large shield, +6 natural)
BAB/Grapple:+6/+15
Attacks: Greataxe+11, tail+5 or gore+11, tail+5
Damage: Scythe 1d12+5(x3), Tail 1d6+2, gore 1d8+5
Face/Reach: 5ft by 5ft/10ft
Special Attacks: Psi-like abilities, eye beam, frightful presence, improved grab
Special Qualities: Caustic Blood, Darkvision 90ft, fire immunity, SR13, PR18, light sensitivity, amphibious, electricity resistance 10
Saves: Fort+6,Ref+4,Will+8
Abilities:Str21,Dex15,Con14,Int19,Wis14, Cha6
Skills:Skills: Knowledge(Psionics)+16, Knowledge(arcana)+16, Knowledge(religion)+16, Knowledge(the planes)+16, Knowledge(nature)+16, Knowledge(history)+16, Hide+4, Survival+7
Feats: Ability Focus(emotion), weapon focus (greataxe), great fortitude, run, ability focus(frightful presence)(B)
______________________
Climate/Terrain: Forests, Swamps, Aquatic, or Underground
Organization: Solitary, mated pair, or club (3-6)
CR:7
Alignment: Any
Treasure: Standard
Advancement: By Class Level

Male zurvaths have deep golden-red scales along their muscular lithe body. Their eyes glint with orange-read like a slow explosion, hints of white-hot light bespeaking hidden depths. A beautiful crest with color ranging from dull red to spasmic yellow is flanked by a pair of retractable fins and two faintly glowing bright orange horns. The long tail juts out like an animated whip.


Zurvaths are a fierce race of psionic people. While they are physically and mentally advanced far beyond most humanoid races, the zurvath's have the social development of an autistic ten-year-old. They are perceptive enough to understand the speech and subtleties of other beings and tell when they are being insulted, but they have very little skill with words on their own. They fumble with the most basic figurative language and struggle to create anything more elaborate than a two-word rhyme or alliteration. They have little creative ingenuity; their greatest epic ballads tie with campfire yarns and the few songs they can concieve would be put to lyrical and melodic shame by "twinkle twinkle little star". They can produce exceedingly accurate and realistic sculptures and representative art, but such creations are either dry and characterless or overly expressive like a small child's finger painting.

Zurvaths are terrible with people. They will sometimes fling other creatures out of their sight with telekinesis because conversation has become to hard or awkward. It's anyone's guess as to how through all of this crippling inadequacy they manage to form lasting relationships, but zurvaths tend to stay monogamously coupled for the majority of their lives.
What zurvaths are good at is knowing things. They exist primarily as vast resivoires of facts, hints, and secrets. They are not particularly miserly with this knowledge, on the contrary, it is one of the few things they can verbally share at length. Knowledge is free, they reason, because no matter how much you give you still have the same amount. Unfortunately, few people think to ask the zuvaths because their verbal mannerisms cause most to underestimate their intellects. Much of their waking life is spent compiling knowledge, from old tomes or words in a tavern or plucked from the mind of an unsuspecting traveller.

Zurvaths mainly differ in how they cope with the difficulty of social interactions and garnering information. Chaotic ones are quicker to revert to anger, lashing a subdual-slap with tails or hurling objects and or people, but are then easily placated and calm down if not hit with retaliation. The lawful ones are less likely to lash out, but once they have labeled another as friend or foe they tend to stick to the conviction. Evil ones will resort to torture, and/or killing rather than deal with the annoyance of communication, while good ones are more likely to broadcast friendly intentions from the start and offer aid (such as an emotion(hope) as a show of goodwill). All zurvaths however lack a concept of personal and mental privacy, and it is a perceptive zurvath indeed that figures out people are upset by having their thoughts read. They also have a nasty habit of standing way too close to people, especially when talking, and do not pick up much on the taboo of nudity either.

Zurvaths speak undercommon, common, draconic, ignan, aquan, and hyngur (http://boards1.wizards.com/showthread.php?t=610718).

Combat: Zurvaths have a moderate disdain for melee combat, and prefer to fight by telekinetically flinging objects. Some females will engage in melee to attempt to eat opponents, which some xenopsychologists interpret as a misguided expression of attraction.

Psi-like abilities(Ps): Twice per day read thoughts, emotion(as per spell), at will Telekinesis (as per spell). Manifester level 8th, save dc int based.

Frightful Presence(ex): range 30ft, save dc:15 (male 16), creatures with 8 or fewer hit dice are shaken, those with 4 hd or less are frightened, those with 2hd or less are panicked, those with 1hd or less are paralyzed with fear.

Swallow Whole(ex): a female zurvath can swallow a grappled opponent of medium size or less by making a second grapple check as if to pin. The swallowed creature takes 1d12+3 acid damage per round, 2d4+5 bludgeoning, and 1d8 electric damage per round (zurvaths have special electrically reactive chemicals in their digestive juices). The stomach is so tight that no attack roll to escape is needed, but the gullet has 21 hp and can be damaged only by use of a light peircing or slashing weapon. Two rounds afterwards a muscular action closes the hole, preventing future escapes through the same opening. Until then the wound created by this bleeds in a stead stream, dealing 1 point of con damage to the zurvath for each round it is open.
A female zurvath can store up to one medium sized creature, three small creatures, or five tiny creatures in its gullet.

Eye Beam(pi): as a swift action, once every three rounds, a male zurvath can unleash a blaze of pure light energy from its eyes as a ranged touch attack with a 90ft range or a 90ft line (save dc:19, int-based), that deals 2d8+2 points of light energy damage and forces the creature struck to make a fortitude save (same dc) or be dazzled for two rounds.

Neckle Spines(ex): any creature grappling or being grappled by a female zurvath takes 1d12 damage from the flexable spines lining her back.

Caustic Blood(ex): whenever a zurvath takes 5 or more damage from a percing or slashing attack, a spurt of its caustic blood strikes the attacker. The presence of a continuously bleeding wound (such as from a sword of wounding) sprays all creatures within the zurvath's reach as long as it persists. A creature or object struck by a zurath's corrosive blood (weapons take damage automatically while creatures are allowed a reflex save dc:17(16 male) con-based) takes 1d6 acid damage, and then must wipe it off with something (move action) before they take 1d12 acid damage the following round (at the end of their turn).
R.M.G.C.L.F.

07-12-06, 01:32 AM
Bump
R.M.G.C.L.F.

07-14-06, 03:04 PM
:bump: Feedback? >> :bump:
R.M.G.C.L.F.

07-18-06, 09:25 PM
:bump: Bump :weep:
Echoes of Deception

07-19-06, 03:10 AM
It really seems to me like a large portion of your creatures are inspired by some fashion of insanity... even not-withstanding your Far Realm-themed creatures. Sorry for the lack of feedback, though. An acid-blooded psychic doesn't really fit that well into my game.

However, now that I've skimmed over them once, I am inclined to read it again. I think I may have just found something that fits the "Forest of Strangeness" area of the game; a wood that encompasses a rift to the nightmare dimension...

Good job, really. I do like the creature concept. Do they have a level adjustment?
lugnut71

07-19-06, 12:14 PM
I gotta admit you always come up with orginal intresting ideas.
savant_warlord13

07-20-06, 10:40 AM
Human blood is acidic.
lugnut71

07-20-06, 12:19 PM
You can also increase the acidity of it by breathing higher amounts of oxygen. You can make it more basic by holding your breath too.
savant_warlord13

07-20-06, 06:33 PM
You can also increase the acidity of it by breathing higher amounts of oxygen. You can make it more basic by holding your breath too.
the correct term is more alkaline
R.M.G.C.L.F.

07-20-06, 10:37 PM
The term "basic" is also acceptable.

I'm not sure about this, but I think that human blood is always basic and if it becomes acidic the result is fatal. Or maybe it was the other way around?

Warlord Savant, it may be true that human blood is, technically speaking, acid. However, when the term "acid" is used in the DnD context or general language, it is assumed that you are referring to an acid of a caustic nature, low PH, and relatively dangerous caustic properties.

"Acid-Blooded Psychics" is mainly a hook, a way to catch attention so people will read.
R.M.G.C.L.F.

07-20-06, 10:42 PM
It really seems to me like a large portion of your creatures are inspired by some fashion of insanity... even not-withstanding your Far Realm-themed creatures. Sorry for the lack of feedback, though. An acid-blooded psychic doesn't really fit that well into my game.

However, now that I've skimmed over them once, I am inclined to read it again. I think I may have just found something that fits the "Forest of Strangeness" area of the game; a wood that encompasses a rift to the nightmare dimension...

Good job, really. I do like the creature concept. Do they have a level adjustment?
I suppose it's not so much insanity as different thought. I imagine that creatures with vastly different bodies, mental abilities, and spiritual nature would tend to have different mentalities. Or do you mean that they seem to be made up by a person who is insane? >.>