| Post/Author/DateTime | Post |
|---|---|
| Space_Dragon04-29-08, 01:33 PM | For several years, I've had ill-defined ideas for a series of fantasy stories floating around in my head. There are multiple universes or planes connected by "dimensional tunnels," magic is a branch of science, and there are CRAZY monsters from the mad cellars of my imagination. Some of the creatures are fairly easy to stat out as d20 monsters, but others are just too weird and mind-bending for me to figure out how to stat. Here are some of the tougher customers, described in all their pseudo-scientific splendor. Anyone have any advice? Here's the first (and hardest) one; the Elemental. Elemental There are basically two types of life forms; tangibles, and intangibles. Tangible creatures are composed of electromagnetic particles (like baryonic matter), and play host to a dependent consciousness. Intangible creatures are capable of maintaining a stable consciousness without need of a material host. There are various methods for organisms of one type to cross over to the other state of being (like a dead human becoming a ghost, or a splicer engineering a biomechanical host for itself), but this is rarely a natural process. Changing from one to the other takes science, or an extremely well evolved metabiology. As far as we know, only one species seems to be exempt from this dichotomy. Transient Morphogenic Consciousnesses (also known as TMC's, or Elementals) are neither physical nor spiritual. In fact, no one is sure how the hell they exist at all. Elementals are wandering minds that use space and time themselves as a physical body. An elemental moves through reality like electricity moving through a copper wire, transferring its consciousness from one region of spacetime to an adjacent one like information being passed from neuron to neuron in a human brain. The presence of an elemental has no inherent effect on the workings of physics or the properties of matter within its occupied space; aside from being (temporarily) alive, its host space/time region behaves as usual. While at rest, an elemental occupies a sphere, measuring anywhere from 0.05 to 450 meters in diameter, and stretching a proportionate distance forward and backward in time (for every cubic meter of area, an elemental extends 19.8 seconds forward and backward from its temporal nucleus). The closer a given area of space is to the center of the elemental's three dimensional area, the further the elemental's control over that region goes in time. Thus, an elemental's "body" is a sphere in time just as it is a sphere in space. Technically, an elemental is a 4D organism. It is unknown how an elemental is able to be intelligent (as it lacks any apparent thought center, tangible or otherwise), but somehow it is. The prevailing theory is that an elemental can arrange its "essence" in an intricate pattern within temporal space that mimics a brain of sorts. Since it is unknown what substance or energy really constitutes an elemental, this hypothesis cannot be tested (since we wouldn't know what to look for). In its natural state, an elemental is inscrutable. It is only when they take on additional features that they can interact meaningfully with other species. There are two ways an elemental can modify its own intelligence. One is to "piggyback" on any excess brain matter or intangible thought bubbles within its area, using parts of other creatures' thought centers in a form of distributed awareness. Another method is creating a synthetic thought organ out of tangible or intangible material, and using its granted perspective to interact with others on their own terms. To do this, an elemental uses its greatest power; that of matter/energy conversion. An elemental can redirect energy within its occupied space/time, and can convert matter and energy while producing very little entropy. In essence, an elemental can create or destroy objects within its radius as long as it has access to sufficient energy reserves. Elementals are especially fond of draining thermal or kinetic energy to power their transformations, extinguishing fires, sucking geothermic power from the ground, or snuffing out the life energy of living creatures. When denied an abundant energy source, an elemental begins to weaken and starve, eventually going into hibernation until a big enough power source is brought within its space/time radius. Due to their self-regulated thought system, elementals are extremely intelligent, and tend to see all other creatures as inferior. |
| nytemare370104-29-08, 01:49 PM | Teleport (without error) at will Major Creation at will casting MC causes a (X)ft burst of negative energy, consuming (X)HP from the surrounding living beings. If (X)HP is not available, then the remainder is taken from the Elemental. |
| ArochanoX04-29-08, 07:04 PM | Maybe incorporeal flying (perfect) swarm (because it can alter it's form), that has alternate movement as per dimension door spell (cast techincally as a move action). Swarm attack = some sort of negative energy + cold (absess of energy) damage. Maybe even energy drain for high CR creatures. Inflicting damage gives it temporary hit points up to 50% more than maximum hit points. It can cast several conjuration (creation) spells (like major creation, fabricate) with a cost of spell level x2 + caster level hit points (or something like that). Because it can also convert energy, some evocation spells like fireball (also other elements) and cone of cold (also other elements) fit very well. Some abilities to think of: Blindsight (quite good range like 120ft), sense of magic and energy (heat and electricity especially). Also positive energy (all living creatures could emit a faint aura of it for example). Base skeleton of a 10 HD elemental (with above adjustments) Elemental Fine Elemental (Swarm, Incorporeal, Electricity, Fire) Hit Die: 10d8+50 (95 Hp) Initiative: +9 Speed: Fly 60 ft. (perfect) (12 squares), Dimension Door 200 ft. Armor Class: 23 (+4 size, +5 dexterity, +4 defl ection), touch 23, flat-footed 18 Base Attack/Grapple: +7/— Attack: Swarm (4d6, half of which is negative energy damage, half of which is cold damage) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, Spell-Like Abilities, Energy Drain Special Qualities: Blindsight 120 ft., Darkvision 120 ft., immune to weapon damage, incorporeal traits, swarm traits, elemental traits Saves: Fort +6, Ref +12, Will +6 Abilities: Str —, Dex 20, Con 16, Int 22, Wis 17, Cha 18 Skills: something Feats: Energy Substitution (sla): electricity, Energy Substitution (sla): fire, Improved Initiative Environment: Space and Time Organization: Solitary Challenge Rating: something Treasure: Maybe something Alignment: Based on what is does, this is NE or CE elemental. Advancement: Swarms typically don't advance Level Adjustment: Swarms typically don't have LA Energy Drain: For every 3 damage the elemental deals with its swarm attack, it heals one hit point. If the elemental is already at maximum hit points it gains temporary hit points that last for an hour. Elemental's temporary hitpoints can't exeed half of elemental's normal hit point maximum (42). Spell-like abilities: Elemental can cast spells blah blah blah at will for a hit point (or temporary hit point) cost of 3Hp per spell level. Elemental must cast all his spells that have an energy subtype as fire or electricity spells (energy substitution feats). Just my 2cp |
| Space_Dragon04-30-08, 06:43 AM | Incorporeal Swarm, eh? I guess that fits better than anything else, since that allows it to occupy the same space as other things. Smart man. I'm not sure why teleport/dimension door is in there. Perhaps you misunderstood my post; teleportation is the one power it DOESN'T have. Arachnox's statblock captures pretty much everything I imagined it doing, except for the 4d aspects of it. Any ideas for mechanics for a creature that occupies multiple concurrent instances in time? Once this is done, I'll post the next (fortunately somewhat less confusing) creature concept. |
| Space_Dragon04-30-08, 09:55 AM | Nightleech Native to a distant and alien world, the nightleech is an intelligent micropredator that feeds on life force. Unlike most energy-draining organisms, a nightleech is tangible; however, it is made of exotic matter. The material it is made of is capable of manipulating intangible forces to a limited extent, which is how it siphons life energy using tangible organ systems. Nightleeches are one of the most hostile extradimensional organisms to be frequently encountered. Unlike elementals, who can use any source of energy (organic or inorganic) to sustain themselves, nightleeches are limited to preying on living things. They prefer intelligent victims, because they have more spiritual energy. A nightleech is amoeba-like in appearance. Its outer membrane is pitch black, and is constantly being stretched into different shapes by the constantly shifting internal skeleton. Like the cytoskeleton of a cell, a nightleech's bones are only sometimes connected to one another, and can quickly rearrange themselves like tinkertoys. Because of this, a nightleech can stretch itself into any three dimensional shape. Their prefered shape is usually puddle or pancake like, so they do not have to fight gravity as much (in a zero-G environment, they would probably form a sphere). They are capable of levitation, but flying is strenuous in our atmosphere; they can only fly slowly and for short distances. Usually, they seep across the ground and climb walls and ceilings like some horrific slime-mold. A typical adult nightleech covers twenty to thirty square feet of ground, and is about one and a half feet thick. Without gravity, they typically form three to five foot diameter spheres. The black, fluid-like membrane of a nightleech is broken by five round, puckered orifices, each about the size of a human mouth, that constantly give off a harsh, green light. Looking through an open mouth, one can see hundreds of redundant organ systems of incomprehensible shape and color moving around inside the organism, including the recombining endoskeleton. The organism uses these orifices to latch onto the vital energy nodes of its prey in order to feed. When feeding on a human, a nightleech would use three of its mouths; one on the victim's forehead, another on the solar plexus, and the third on the genital region. Creatures with more or fewer nodes use a proportionate number of mouths. If a creature has more than five nodes, the nightleech cannot feed on it. Feeding causes weakness, infirmity, tiredness, lethargy in its prey. Repeated feedings can cause tissue necrosis and death. A nightleech's skin is completely impenetrable, making it largely immune to conventional weaponry. However, it does possess some vulnerabilities. Striking the creature with sufficient force (usually with a bludgeoning instrument) can crush the internal organs before they have a chance to rearrange themselves around the blow, dealing considerable damage. Furthermore, inserting an inorganic object (such as an arrowhead) rapidly into one of its open mouths can harm it. Finally, the matter nightleeches are made of is weakened by exposure to high levels of ultraviolet radiation, including sunlight; the creature gets its namesake from its fear of the sun. It is not known why certain electromagnetic wavelengths are harmful to its otherwise indestructable membrane; research of this phenomenon is currently underway. A nightleech's energy manipulation grants it certain magical powers as well. A nightleech is capable of limited telikinesis and thermokinesis, and can communicate telepathically with any sentient creature. It can only project these energy fields for a limited distance (averaging twenty to thirty feet in radius), but can use them in numerous ways, moving objects, manipulating other beings, or even starting small fires or freezing things by means of thermokinesis. Although not social creatures, nightleeches can bargain to get what they want, and might make deals with human kidnappers to provide victims in exchange for some reciprocal service. They reproduce asexually, by budding, and seem rather territorial toward others of their kind. Several nightleeches may work together against a common threat, but otherwise tend to avoid each other. A nightleech can form razor sharp pseudopods to use in combat, and can also change its skin color for limited time periods. Theoretically, a nightleech could reshape and color itself to look like a human, although it is doubtful it could maintain this for long. It would also be limited by its inability to change its texture or internal anatomy. |
| Orchomenos04-30-08, 01:42 PM | Check out the Temporal Drake (http://www.wizards.com/default.asp?x=dnd/mm/20031122a) for your Elemental. Its Special Attacks and Special Qualities would most likely fit your concept. |
| Orchomenos04-30-08, 02:05 PM | The Nightleech looks like a phasm (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersOtoR.html#phasm), but with Change Shape instead of Polymorph. I would either give them a slow magical or psionic fly speed, or Levitation at will. In low gravity environment, the speed would naturally be faster. They would also have a climb speed. For it's feeding habits, it's similar to the Dire Weasel: Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature. Blood Drain (Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached. Constitution damage could be translated to weakness, infirmity, tiredness, lethargy in its prey. Repeated feedings can cause tissue necrosis and death. I'm not sure what you mean by Creatures with more or fewer nodes use a proportionate number of mouths. Let's forget it for now... Then I'd give it Damage Reduction 5/Bludgeoning or 10/Bludgeoning. I'm not sure how we could make stats for the weakness of the orifices. For the weakness to UV light, we can use the Bodak: Vulnerability to Sunlight (Ex): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature. Let's add Mage Hand at will (a limited form of Telekinesis) and telepathy within a short distance (30'? 100'?). I'm not sure for thermokinesis. Perhaps the psionic power Energy Ray (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersDtoF.html#energy-ray)? |
| Space_Dragon04-30-08, 02:48 PM | Constitution damage could be translated to weakness, infirmity, tiredness, lethargy in its prey. Repeated feedings can cause tissue necrosis and death. Agreed. I was torn between constitution and int damage (to reflect its preference for sentient prey), but since the symptoms are more physical, con is probably the best choice. Needing intelligent victims can just be a fluff thing. Also, do you think it should be con damage, or con drain? I'm not sure what you mean by Creatures with more or fewer nodes use a proportionate number of mouths. Let's forget it for now... Its a fluff thing, has to do with kabbalism. Then I'd give it Damage Reduction 5/Bludgeoning or 10/Bludgeoning. 10/bludgeoning, probably. These things cannot be hacked open. Its not physically possible. If it takes more than 10 points of slashing or piercing from a single attack, I can assume that its been hit hard enough to crush some organs, explaining why it still takes partial damage. I should probably give it elemental resistances as well. Resist (all energy types) 5 or 10 as well as DR. These things are supposed to be impossible to kill unless you know what you're doing. I'm not sure how we could make stats for the weakness of the orifices. Agreed. When I stat bigger creatures with weak spots (like when I statted kraid from Metroid) I have a called shot mechanic I use. But I don't think that would work for tiny little mouths. Maybe you can bypass its DR on a confirmed critical? For the weakness to UV light, we can use the Bodak. Agreed. The vampire's sunlight vulnerability is a bit much. Bodak's "1 damage per round of sunlight" thing is much closer to what I had in mind, as the radiation slowly eats through the membrane. Let's add Mage Hand at will (a limited form of Telekinesis) and telepathy within a short distance (30'? 100'?). I was thinking stronger TK than that. I think telekinesis at will would fit better, since I see them pushing people and furniture around. Thirty feet sounds reasonable for both TK and telepathy. I'm not sure for thermokinesis. Perhaps the psionic power Energy Ray (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersDtoF.html#energy-ray)? The more I think about it, the less its thermokinesis seems like something it would use in combat. I included it because I wrote a short story in which a nightleech causes a small fire to start (to burn the evidence), but it wasn't a big, fiery attack; more like dropping a lit torch on the floor. Prestidigitation should cover it. |
| Space_Dragon04-30-08, 02:52 PM | Check out the Temporal Drake (http://www.wizards.com/default.asp?x=dnd/mm/20031122a) for your Elemental. Its Special Attacks and Special Qualities would most likely fit your concept. Thanks! Recurrence and Progressive Initiative are perfect for the elemental! I'll have to tweak Recurrence a bit to reflect its spherical space/time presence, but its a great starting point. Thank you. |
| Space_Dragon04-30-08, 05:28 PM | With your helpful suggestions, I've tried to stat these two up. The elemental's statblock is based on the one ArachnoX provided. I'll have more concepts posted soon. In the meantime, please PEACH away. Elemental Fine Elemental (Swarm, Incorporeal) Hit Die: 16d8+64 (136 hp) Initiative: +5 Speed: Fly 60 ft. (perfect) Armor Class: 25 (+4 size, +5 dexterity, +6 deflection), touch 25, flat-footed 20 Base Attack/Grapple: +11/— Attack: Swarm (6d6, half cold, half untyped) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, Spell-Like Abilities, Siphon Special Qualities: Blindsight 120 ft, immune to weapon damage, incorporeal traits, swarm traits, elemental traits, progressive initiative, temporal recall Saves: Fort +8, Ref +16, Will +9 Abilities: Str —, Con 18, Dex 20, Int 22, Wis 20, Cha 22 Skills: Knowledge (arcana) +26, Knowledge (biology) +20, Knowledge (the planes) +26, Knowledge (nature) +26, Survival +13, Bluff +26, Intimidate +26, Diplomacy +20, Sense Motive +21 Feats: Quicken Spell Like Ability (major creation, disintegrate), Ability Focus (distraction, disintegrate), Maximize Spell Like Ability (disintegrate) Environment: Any Organization: Solitary Challenge Rating: 16 Treasure: Any Alignment: Any chaotic Advancement: 17-32 HD (cover additional square per 5 extra HD) Level Adjustment: No. Distraction (Ex): Anyone subjected to an elemental's swarm attack must succeed at a fortitude save (DC 24) or be nauseated for one round. The save DC is constitution based. Siphon (Ex): For every 3 damage it deals via its swarm attack, an elemental heals one hit point. It can also heal itself using abiotic energy sources; it heals 2 extra hit point per round when in hot or heavily electromagnetic conditions (ie, enough to do at least subdual lightning or fire damage). Spell Like Abilities (Sp): By expending 3 hit points, an elemental can cast major creation or disintegrate (DC 25) within its occupied space. For the cost of another 3 hit points, it can use a metamagic feat an extra time. CL 16. The save DC's are charisma based. Progressive Initiative (Ex): At the beginning of every consecutive round of battle, an elemental's initiative increases by 4. Temporal Recall (Ex): An elemental can draw health from an earlier moment in time, improving its life expectancy. An elemental that takes damage does not actually lose any hit points until the next round. Furthermore, negative status effects (such as slow) suffer one round of lag before they take effect. Nightleech Medium Aberration Hit Die: 7d8+7 (38 hp) Initiative: +2 Speed: 30 ft./climb 30 ft./fly 10 ft. (perfect) Armor Class: 18 (+2 dexterity, +6 natural), touch 12, flat-footed 16 Base Attack/Grapple: +5/+12 Attack: slam +9 melee (1d8+4 and improved grab) Space/Reach: 5 ft./10 ft. Special Attacks: Improved Grab, Constitution Drain, Spell Like Abilities Special Qualities: damage reduction 10/bludgeoning or critical, resist fire, lightning, cold, sonic, and acid 10, telepathy (30), shapeless, sunlight vulnerability Saves: Fort +6, Ref +3, Will +6 Abilities: Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 14 Skills: Hide +15,* Disguise +12*, Escape Artist +12*, Move Silently +10, Spot +6, Diplomacy +9, Knowledge (the planes) +8 Feats: Weapon Focus (slam), Improved Grapple, Combat Reflexes Environment: Any dark Organization: Solitary Challenge Rating: 6 Treasure: Half standard Alignment: Usually neutral evil Advancement: 8-14 HD (Medium), 15-21 HD (Large) Level Adjustment: Not likely Improved Grab (Ex): Slam. If it gets a hold against a creature the same size or smaller than itself, the night leech pulls its prey into its square, and can drain its constitution the next round. Furthermore, it can choose to deal automatic slam damage each round the hold is maintained. Constitution Drain (Ex): Whenever it starts its turn with a victim held, a night leech inflicts one point of constitution drain, no save. Spell Like Abilities (Sp): At will-telekinesis (DC 17), ray of frost, ray of fire. CL 7. The save DC's are charisma based. Shapeless (Ex): A nightleech can fit through spaces as narrow as one foot in diameter, and can change its shape and color to hide itself. This grants it a +10 bonus to Hide, Disguise, and Escape Artist checks (included above). No matter what its shape, a nightleech can be identified by its cold, mercurial skin texture. Sunlight Vulnerability (Ex): Whenever exposed to sunlight (or another source of heavy UV radiation), a nightleech takes one point of damage and is sickened for one round. |
| Space_Dragon04-30-08, 07:48 PM | Next critter. Those two were the hardest, but these next couple also have some quirks. After this one and the one (maybe two) that come after, everything I've made up should be simple and conventional enough for me to figure out on my own. Thanks again for the advice so far. Splicer While many intangible organisms are capable of inhabiting or creating a tangible vessel for themselves to use temporarily, the splicer is unique in requiring to do this as part of its life cycle. Splicers must inhabit a DNA based host body in order to reproduce, the young emerging from their parents' hosts in intangible form, ready to seek hosts of their own. Splicers earned their namesake from their ability to manipulate the genetic blueprint of their host bodies, making them more fit for possession. In its natural form, a splicer is intangible, being made up of similar thought and energy processing bubble-node networks (basically, a system of incorporeal energy bodies that act like organ systems) as a human ghost. Spectro-imaging analysis reveals them to be wormlike in shape, made up of multiple "segments" of concentric bubble-node chains, with a pair of cloudlike appendages at the anterior end that serve as sensory organs, seeking out potential hosts. The worm measures about a foot and a half in length, with a consistent diameter of four inches. The sensory spheres attached to the "head" measure half an inch in diameter each. The fluctuations occuring within the interior nodes indicate advanced thought, making their intelligence apparent to those trained in the study of intangible bioforms. When it detects a viviparous, DNA-based creature of sufficient biomass (109.6 pounds seems to be the threshold) that appears to be in the early stages of pregnancy, the splicer enters a concurrent area of space and attaches itself to the host-mother's vital energy nodes; in this stage of its life cycle, the splicer can be seen curled up inside of the host-mother's uterus by using spectro-imaging or aura-perceiving sensory devices. While integrated with the host-mother, a splicer can telecommunicate with her, and can cause various, irrational shifts in behavior without the host-mother realizing anything is amiss. The host mother gains strong cravings for fresh meat, even developing a taste for live animals. This diet provides the splicer with the life-force it needs to take over the development of the host-mother's embryo. This can only take place during the first trimester of the pregnancy; after that, its too late for the splicer to take control. If it gets enough vital nourishment, the splicer hijacks the embryo and tampers with its DNA. The embryo stops producing nervous tissue, preventing the fetus from developing a consciousness of its own. Its life-force nodes rearrange themselves, chakras dividing into thousands of smaller, evenly distributed energy spikes throughout the fetus. When the infant is born, it appears normal from the outside, but X-ray or spectral analysis reveal the lack of a central nervous system and bizarre vital energy arrangement. The mature splicer exists inside of every cell of its new vessel, needing no tangible brain to maintain its own intelligence; spectral examination reveals the thought surges moving throughout all of its stolen body tissues. Splicers are "born" in their new host bodies fully intelligent and in possession of their previous memories. After being reborn, they can manipulate their host's DNA in any manner they wish, accelerating growth and redirecting development in the direction of their choice. Splicers have photographic memories for nucleotide sequences, and take the time to memorize useful genes from various organisms before taking a host embryo. At any time during their tangible life stage, they can rewrite their host's DNA to adapt to new environments and situations, assuming they have the right genes memorized. Once established, the splicers make a point of vivisecting and gene-mapping as many local DNA-based tangibles as possible, in order to broaden their genetic library. Their favorite form for earthlike worlds is a human embryo infused with insect, avian, and primate DNA, resulting in a hulking, chitinous biped with massive claws and sideways-opening mandibles. Small changes to the host's genome can be made with little effort. Large-scale changes to the body plan, however, necessitate some time in a chrysalis. A tangible splicer periodically releases small, intangible larvae into the surrounding environment. Doing so requires large amounts of energy; for this reason, splicers are almost entirely carnivorous. Giving birth to an intangible larva still leaves them sick and weakened for a period of several weeks, however. Once free of the parent, the larvae fertilize each other, then grow to adulthood and seek host-mothers of their own. Splicers are the ultimate survivors, being able to adapt to any environment that plays host to large, viviparous animals. They have established a presence on dozens of worlds, either peacefully or in conquest. Finally, destroying a splicer's tangible body will only cause it to revert to its wormlike, intangible form, ready to seek a new embryo. To kill one, it must either be destroyed in its natural state, or have its host subjected to a harmful energy field that can kill the parasite as well as its mutant body (anything that can harm intangible beings will work, including most offensive spells or weapons magically enhanced to harm incorporeal beings). Social and intelligent, splicers are organized into tribal factions. Some tribes attempt to conquer inhabited lands by infiltrating the indiginous sentients via their own, unborn children. Others are diplomatic, willing to share their newfound homeland with the natives; in the later case, they either use animal host mothers, or cooperate with the natives to build bio-mechanical hosts. |
| Nilbog04-30-08, 10:54 PM | Siphon (Ex): For every 3 damage it deals via its swarm attack, an elemental heals one hit point. It can also heal itself using abiotic energy sources; it heals 2 extra hit point per round when in hot or heavily electromagnetic conditions. You might want to define what temperature is needed for the elemental to heal. Is a hot summer day enough, or does it need to be bathed in steam or fire? Otherwise, cool and very original. They're awesome! One other question: on the splicer, why 109.6 pounds? |
| Space_Dragon05-01-08, 10:14 AM | Volcanic heat or flames would be needed. I'll add that caveat. Why 109.6 pounds? Why any other measurement? That's just how much biomass they need. |
| Space_Dragon05-01-08, 01:41 PM | First attempt at the splicer. PEACH. Splicer Tiny Outsider (incorporeal) Hit Die: 4d8 (18 hp) Initiative: +2 Speed: fly 30 ft. (good) Armor Class: 15 (+2 size, +1 dex, +2 deflection), touch 15, flat-footed 14 Base Attack/Grapple: +3/- Attack: incorporeal touch +7 melee (fusion) Space/Reach: 2 ft./0 ft. Special Attacks: Fusion, Reversion Special Qualities: incorporeal, lifesense (120) Saves: Fort +1, Ref +3, Will +4 Abilities: Str -, Dex 14, Con 10, Int 14, Wis 10, Cha 10 Skills: Perception +5, Stealth, +11, Search +5, Knowledge (the planes) +5, Knowledge (genetics) +9, Bluff +5, Concentrate +4 Feats: Ability Focus (fusion), Run, Mobility* Environment: Any Organization: Expedition (1d4+1), strike team (4d4+4 and one first level wizard per 4 individuals, led by a bard 1/wizard 3), or tribe (1d6x100, as many classed individuals as the DM wants) Challenge Rating: 3 Treasure: Standard Alignment: Often neutral evil Advancement: By character class (favored class: wizard) Level Adjustment: That would be awesome, but impossible to do without breaking the game Fusion (Ex): If it hits with a touch attack, a splicer latches onto the target's vital energy system unless the target succeeds at a fortitude save (DC 16). If the target is tangible, the splicer parasitically bonds with it, taking up residence in its abdominal cavity. It can telecommunicate with the creature and (if the host is Medium to Huge, female, and viviparous) potentially take over its young. Non-pregnant females who are fused with a splicer become sexually ravenous until impregnated. Pregnant females develop a craving for raw meat. When the baby is born, it has the host-shell template. If the target is not tangible, it takes 2d8 damage as its bubble-nodes are scrambled. Reversion (Ex): If a splicer's host-mother or host-shell is killed, the splicer escapes unharmed unless the killing blow was dealt by an incorporeal or ghost touch spell/weapon. Host-Shell This template can be applied to any living, corporeal creature of Medium to Huge size that gives live birth. Type: Change to aberration. Special Abilities: Lesser Mutation, Greater Mutation, Reversion Special Qualities: telepathy (touch), lifesense (120), decentralized thought system (fifty percent chance to ignore critical hits) Saves: Replace will save bonus with that of the controlling splicer. Abilities: Replace mental ability scores with those of the controlling splicer. Lesser Mutation (Ex): A splicer can change a minor aspect of its host-shell's genetic makeup over the course of one hour. Doing this requires concentration. Lesser Mutation can change the physical appearance of the host-shell (as per alter self), or grant it minor physical traits from a different creature (claws, scaly skin, etc). Greater Mutation (Ex): By gorging itself with food and then going into a slimy chrysalis (secreting the chrysalis takes one hour), a host-shell can undergo a versatile metamorphosis. Greater Mutation enables the host-shell to change into a different base creature of Medium to Huge size. After one month of pupation, the chrysalis emerges, releasing the host-shell in its new form. Reversion (Ex): Unless killed by an incorporeal attack, ghost touch weapon, or a spell that harms incorporeal creatures, the host-shell releases its unharmed splicer upon death. For reasons unknown, a host-shell is infertile. |
| ArochanoX05-01-08, 03:15 PM | Arachnox's statblock captures pretty much everything I imagined it doing, except for the 4d aspects of it. Any ideas for mechanics for a creature that occupies multiple concurrent instances in time? Sorry I'm not able to give any insight to your next two problems, I just answer your notation. Techinically speaking an incorporeal creature is present in 4 space dimensions (and one time dimension). An incorporeal creature is partly in material world and the rest is in ethereal world. The creature can be completely seen only if the attacker has some sense to see to ethereal plane (true sight for instace). The incorporeal type also offers 50% miss chance just because it can be in material or ethereal plane when the strike would hit. If you wanted the creature to exist in 2 different timelines simultaneously (4 space dimensions, 2 time dimensions), give it a possiblity to remake present. For example as per "wish" spell. Reroll one die roll (whether d20 or other die roll) once per action. This makes the creature to choose its future from 2 possibilities. Also, you could force an enemy (the players) to reroll their attack rolls (as per the wish spell), and 1/round only. 3rd cp? :D |
| Space_Dragon05-01-08, 03:48 PM | Sorry I'm not able to give any insight to your next two problems, I just answer your notation. Techinically speaking an incorporeal creature is present in 4 space dimensions (and one time dimension). An incorporeal creature is partly in material world and the rest is in ethereal world. The creature can be completely seen only if the attacker has some sense to see to ethereal plane (true sight for instace). The incorporeal type also offers 50% miss chance just because it can be in material or ethereal plane when the strike would hit. If you wanted the creature to exist in 2 different timelines simultaneously (4 space dimensions, 2 time dimensions), give it a possiblity to remake present. For example as per "wish" spell. Reroll one die roll (whether d20 or other die roll) once per action. This makes the creature to choose its future from 2 possibilities. Also, you could force an enemy (the players) to reroll their attack rolls (as per the wish spell), and 1/round only. 3rd cp? :D The temporal drake statblock that Orchomenos pointed me to gave me all the answers I needed on how to stat a time-manipulating monster. Thanks anyway, though. If no one has any additional comments on the splicer, I'll post the next concept. |
| Nilbog05-01-08, 06:07 PM | Volcanic heat or flames would be needed. I'll add that caveat. Why 109.6 pounds? Why any other measurement? That's just how much biomass they need. OK, it just seemed an odd, non-round number. |
| Space_Dragon05-01-08, 07:00 PM | OK, it just seemed an odd, non-round number. That's how it usually is, in science. :) Here's another dimension-warpingly crazy one. Not as bad as the elemental, but harder to stat than the nightleech or splicer. Nightwatcher The nightwatcher is a tangible, exotic matter based life form believed to have originated on the same world as the nightleech. The two species are made of similar materials, and share enough morphological similarities to indicate sympatric evolutionary origins. Unlike nightleeches, who feed on life energy, a nightwatcher is dweomivoric, meaning it feeds on macrocosmic radiation (aka: magical energy), making it a primary producer rather than a predator. Like the nightleech, a nightwatcher reproduces by budding. A juvenile nightwatcher somewhat resembles a nightleech, except that it has only one orifice, and the light that shines from its open maw is white rather than green. When it finds a place with high enough levels of macrocosmic radiation, the larva folds in on itself, condensing almost to the size of a single atom. This places an immense, physical strain on the fabric of space/time. Reality is stretched and warped by the concentrated mass, creating a dimensional pocket (similar to a bag of holding in DnD, I guess). Once inside of this distended micro-dimension, the nightleech relaxes back to its usual mass, extending macrogenic tentacles to latch onto the walls of its pocket dimension and keep it from flattening out again. A single, bright red, luminsecent organ extends from the nightwatcher's single mouth, sending out an unknown signal that attracts macrocosmic radiation. Magical energy is sucked into the pocket dimension, where the nightwatcher absorbs it and begins to grow. As it increases in size, the pocket dimension grows with it. By the time it reaches reproductive maturity, the nightwatcher's polyp-like central body is over fifteen feet in diameter, and bears dozens of branching, forty-foot tentacles, each ending in a glowing, white maw. The main body still bears the red macrocosmic beacon, which superficially resembles an eye. The dimensional pocket of an adult nightwatcher is typically a thirty foot diameter sphere with the polyp at one end, and the entrance (usually about ten feet in diameter) at the other. At will, the nightwatcher can pull the entrance "shut," reducing it to a diameter of just a few nanometers, or open it to its usual diameter again. Curious and intelligent, nightwatchers often seek to learn more about the nearby goings-on. Their energy-absorption method seems to double as a form of radiolocation, allowing them to "see" anything that happens within a radius of several miles of their pocket entrances. While the average IQ of a young adult nightwatcher is 48 (putting them on a par with most lower mammals), they seem to grow in intellect as they get older, with ancient specimens reaching superhuman intelligence. Depending on how good the feeding is, they tend to breach the threshold of sentience within four hundred terrestrial years of forming their pockets. A nightwatcher can potentially live forever, barring starvation or violence. Because of their ecological niche, nightwatchers often settle near the homes of other magic-using creatures, including human magicians. Even before they grow old enough to communicate intelligently, nightwatchers are trainable; some magi use them as watchdogs or guardians, rewarding them with concentrated bursts of MC radiation when they perform well. The most ancient and intelligent of nightwatchers can learn to cast spells of their own, and some can even create additional openings to their pocket dimensions, sometimes miles away from the original opening or even on a different plane altogether! Although mostly harmless, nightwatchers have a number of (similarly alien) predators and parasites to worry about, and thus are more than capable of defending themselves. Their tentacles are long enough to extend several feet out of the pocket entrance, enabling them to grab approaching hostiles and crush them to death. Furthermore, a well-fed nightwatcher can fire a blast of unstable force out of its pocket entrance. Anyone within the blast suffers space/time distortions, radiation burns, and (often) fatal cancerous mutations. Firing this radiation blast is costly in terms of energy, and so a nightwatcher will usually only use it as a last resort. Finally, a nightwatcher can be trained (or persuaded, if it is intelligent) to grant its allies refuge within its pocket, hiding them from danger or guarding their important treasures within its dimensional lair. Ancient nightwatchers with multiple pocket-entrances can sometimes be persuaded (usually in exchange for magic relics or bursts of spell energy) to allow smaller creatures to use their lairs as a means of transportation. A nightwatcher's pocket has the same atmosphere as the world it connects to, but no light (besides the monster's natural bioluminescene and whatever light comes in through the pocket entrances) or gravity. The edges of the pocket are remotely continuous, meaning that you can pass through one side of it and then come out facing the same direction on the other (think Asteroids). Because of this, the space is very difficult for most creatures to navigate. Beings incapable of zero-G flight would do best to persuade or train the nightwatcher to carry them in its tentacles. Nightwatchers are telepathic, but can only communicate basic, primal concepts (like "friend" and "hungry") until they become intelligent enough to learn a language. |
| ArochanoX05-02-08, 07:54 AM | I think some concepts of dragon age categories would fit here very well. The more age categories it gains, the more intelligent it is, it gains sorcerer spells, more tentacle strikes and grows in size. I think that it also has nightleech's vulnerabilities (if the Nightwatcher made of the same material than it is). I've divided it to 6 age categories and one extra category that can be applied multiple times (like advanced dragon from draconomicon). Nightwatcher face/reach and tentacle damage Size Face / Reach Bite Tentacle # Small 5 ft./5 ft. 1d6 1d4 2 Medium 5 ft./5 ft. 1d8 1d6 2 Large 10 ft./10 ft. 2d6 1d8 3 Huge 15 ft./15 ft. 2d8 2d6 4 Gargantuan 20 ft./20 ft. 4d6 2d8 6 Colossal 30 ft./30 ft. 4d8 4d6 8 Nightwatcher stats by age category Age Size Hit Dice (hp) Str Dex Con Int Wis Cha BAB/Grapple Attack Fort Ref Will Juvenile Small 4d8+4 (22) 13 12 13 2 16 5 +3/+0 +5 +2 +2 +7 Young Adult Medium 7d8+14 (45) 17 12 15 3 18 7 +5/+8 +8 +4 +3 +9 Adult Large 10d8+45 (85) 25 12 19 5 20 9 +7/+18 +13 +7 +4 +12 Old Huge 14d8+84 (147) 33 12 23 8 22 11 +10/+29 +19 +10 +5 +15 Very Old Gargantuan 19d8+152 (237) 41 12 27 12 24 13 +14/+41 +25 +14 +7 +18 Ancient Colossal 25d8+250 (362) 49 12 31 16 26 15 +18/+53 +29 +18 +9 +22 All the physical ability scores were got using "increasing size" guide from monster manual (pg 291). Mental ability scores and HD just popped out of my mind. Nightwathcer abilities by age category: Age Fly Speed* Initiative AC Caster Level Special Abilities Juvenile 20 ft. +1 16 (+1 Dexterity, +4 Natural, +1 Deflection) - Resistance to Energy 5, DR 5/bludgeoning, flatfooted 15, touch 12 Sunlight Vulnerability, Improved Grab, Swallow whole Young Adult 30 ft. +1 17 (+1 Dexterity, +5 Natural, +1 Deflection) - Resistance to Energy 10 flatfooted 16, touch 12 Adult 40 ft. +1 19 (+1 Dexterity, +7 Natural, +1 Deflection) - DR 10/bludgeoning flatfooted 18, touch 12 Old 50 ft. +1 22 (+1 Dexterity, +10 Natural, +1 Deflection) 2 Resistance to Energy 15, flatfooted 21, touch 12 Very Old 60 ft. +1 26 (+1 Dexterity, +14 Natural, +1 Deflection) 5 DR 15/bludgeoning and magic flatfooted 25, touch 12 Ancient 80 ft. +1 32 (+1 Dexterity, +19 Natural, +2 Deflection) 7 Resistance to Energy 20 * Fly speeds are with perfect maneuvrability. Deflection bonus to AC is equal to charisma bonus, minumum of +1. There should be more abilities like the breath weapon and the like, but they can be added later. Ability Dexcriptions Sunlight Vulnerability: Whenever exposed to sunlight (or another source of heavy UV radiation), a nightwatcher takes one point of damage and is sickened for one round. Improved Grab: Whenever a nightwatcher successfully hits with a melee tentacle attack, it can immediately start grappling without provoking attacks of opportunity and with no need to addintional touch attacks. Swallow Whole: A nightwatcher can swallow a creature up to one size category smaller than the nightwatcher itself. A nightwathcer can swallow creatures in grapple instead of a bite attack. Swallowed creatures are trapped into extradimensional space the nightwatcher lives in. Finding back to the edge of the extradimensional space is very difficult (follow rules as per "maze" spell and after the way out has been found, a swallowed creature must make 10 hit points of damage to the creature to exit the creature (AC inside the creature is equal to creature's flatfooted AC. Spells: Nightwatchers cast arcane spells as sorcerers when their charisma is over 10. Caster Level is indicated at the table above. Breath Weapon: After using the breath weapon the nightwatcher is becomes fatigued. If the creature was already fatigued, it becomes exhausted. If a nightwatcher is exhausted it cannot use its breath weapon. Breath weapon save DC is constitution based. Half of the breath weapon's damage is untyped, the other half is acid damage (acid burnings represent radiation burning). It also delivers a difficult disease: "radiation poisoning". Fort save against the radiation poisoning must be made whenever a creature takes damage from nightwatcher's breath weapon. size damage (DC) Cone Length Small 1d10 (13) 20 ft. Medium 3d10 (15) 30 ft. Large 6d10 (19) 40 ft. Huge 10d10 (23) 50 ft. Gargantuan 15d10 (27) 60 ft. Colossal 21d10 (32) 70 ft. Disease: Radiation Poisoning Caused by extreme amounts of short-wavelenght EM-waves. Symptoms include shedding of skin, goo-filled boils in skin, high fever and disorientation. Radiation poisoning can be cured only by means of limited wish, wish, miracle or simiral magic. Successful fortitude saves negate the damage, but won't cure the disease. Radiation poisoning is also cumulative, if one gains it multiple times, one must make save for "each of the radiation poisonings" (even though it's actually just a severe poisoning), and the disease save DC increases by 1 for every other radiation poisoning the patient has. Radiation Poisoning Fort Save DC: 17 Incubation: 1d4 hours Damage: 1d6 Str, Dex and Con Spell-Like Abilities: Gate (at will), but only to the creature's own extradimensional space and the specific locations connected to it. Adults and younger nightwatchers have 1 location, Old have 2, Very old have 5 and ancient nightwathcers have 10. Nightwatcher's caster level is equal to it's HD. Blindsight 120 ft, Blindsense 5 miles (+1 mile per age category), Telepathy 5 miles (+1 mile per age category). Advanced Nightwatcher Nightwatchers advance by taking virtual age categories or class levels. Gaining one virtual age category gives the nightwatcher following: +4 HD, +4 Str, +2 Con, +4 Int, +2 Wis, +2 Cha, +2 sorcerer caster level, 5 addintional gate locations, one extra tentacle attack, +4 natural armor. At first time and every other advanced category later the nightwatcher gains DR +5/bludgeoning and epic. Virtual age category increases nightwalker's CR by +2. Very Rough CR estimations: Juvenile 5 Young Adult 7 Adult 9 Old 12 Very Old 15 Ancient 18 Just my 4th cp |