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| areschoug03-11-06, 09:17 PM | Competetion is moved to the "updated" thread in "whats a DM to do?" |
| Feor03-12-06, 01:22 AM | I don't know if you'd call it a Chaos Lord, but it certainly fits the bill as massive, dangerous Creature intent on enforcing Chaos (true chaos, the good bits AND the bad, not just the bits that torture Slaadi into submission). A touch short of your CR (16, though you could advance it if you wanted). ---------------------------------------------------------------------------------------- Freedoms No one is entirely sure of the origin of the Freedoms. Legends surrounding it include everything from an entire Gear of Regulus going rogue at once and being moved to Limbo by its inhabitants, with the Freedoms coming from the corrupted Creche-forges of that Gear. Other rumors place them as the simply the will of limbo made manifest, the chaos of the plane simply manifesting them spontaneously to punish those who transgress most strongly against Chaos. What is clear about the Freedoms is that they serve essentially as the chaotic counterparts to the Inevitables of Mechanus. Setting out into the multi-verse on missions to enforce the basic freedoms guaranteed to every sentient being in creation. Three models are known to exist, the Mxtzryn, which enforces the freedom of an individual to think freely, the Gpertryn, which enforces the right of all being to move freely and unbound by things like slavery or incarceration, and the Tksaryn, which enforces individual's freedom to live. Unlike Inevitables the Freedoms are hardly single minded in their task, and will often stray to stop other significant infractions they observe within their purview. If given the choice a Freedom will do anything within it's power to keep from killing its target, though if they encounter a repeat offender, it's not uncommon for a Freedom to come to the conclusion that the only way to fully stop him is to kill him. While Inevitables and Freedoms are diametrically opposed, they will often co-exist peacefully as long as their respective missions don't impinge on each others responsibilities. It is not even that unusual for an Inevitable to find itself working with a Freedom for a short period of time, such as a Kolyarut working with a Mxtzryn when the Kolyarut's target is unable to fulfill a contract due to being in the sway of a mind controlling spellcaster. Even the Marut and Tksaryn the most directly opposed of the pair if the Marut's target is extending its life through the deaths of others. When such pairings occur the debates which arise between the two constructs are fascinating, and often enough to draw forth the most respected scholars to observe the argument. Much more commonly, however, a Freedom runs afoul of an Inevitable. When a Tksaryn agrees to help a wizard attain lich-hood, a Marut will almost invariably appear at some point in the process to challenge it. Such battles are the as impressive as the debates between Inevitables and Freedoms, though much more destructive, and usually result in the destruction of both parties (and anything within a respectable range). Tksaryn Large Construct (Extraplanar, Chaotic) HD: 14d10+30 (107hp) Initiative: +2 Speed: 30', 60' fly AC: 26 (10 + 6 dex + 10 natural) Bab/Grapple: +11/+22 Attack: 2 Slams +3 Melee/Reach (1d12+7 plus 1d6 fire, cold, acid, or electricity) Space/Reach: 10ft/15ft SA: Limbo Strike, Spell-like abilities SQ: Amorphous Form, Chaos Aura, Construct Traits, Damage Reduction 15/Lawful, Darkvision 60ft, Displacement, Low-Light Vision, Regeneration/10, Spell Resistance 15 Saves: Fort +4, Will +12, Ref +10 Ab: Str 24, Dex 22, Con --, Int 8, Wis 20, Cha 5 Skills: Decipher Script +4, Escape Artist +11, Gather Information +6, Heal +34 Feats: Dodge, Improved Counterspell, Iron Will, Self Sufficient, Spring Attack Environment: Limbo CR: 16 Treasure: none AL: always neutral Advancement: 15-28HD(large); 29-50HD(Huge) This creature appears as a roughly humanoid ooze with bits of clockwork floating about within it. As you look closer, however, you realize that the being itself is a construct, its components constantly reorganizing and rearranging themselves within its form. Only two orbs which glow a dull red seem fixed where a normal creature would have eyes. The Tksaryn (Tek-Sear-rain, emphasis on the sheep) seem to be constructs dedicated to protecting the freedom of life. They focus on individuals who take the lives of others. Often mass murderers or dark clerics responsible for mass sacrifices become the main focus of a Tksaryn. They have also been known, on occasion, to assist those nearing natural death to extend their lifespan unnaturally, though they stop short at helping people gain immortality. When traveling the planes, if the Tksaryn is approached by a soul who wishes to return to life the Tksaryn will often attempt to facilitate that action. Unfortunatly, as is the case with all Freedoms, Tksaryns are often distracted from their goals and will stop to assist others within their purview. Combat In combat the Tksaryn are lethal foes. Between their Chaos Aura and their Limbo Strike, someone challenging one can only be certain in the fact that he can not be certain of what he will face, and their displacement ensures that he'll never be certain of where it's attacking from. As its basic form of attacking the Tksaryn's arms lash out like whips or chains and are capable of damaging any foe within 15 feet of itself, damage dealt in this fashion is always considered chaotic for purposes of overcoming damage reduction. Against spellcasters it will typically use it's improved counterspell ability in conjunction with it's spell-like abilities to neutralize their spellcasting abilities before striking them down in combat. Amorphous Form(Ex): A Tksaryn may change it's bodily shape at will. This can include anything from growing additional arms or legs, to transforming into a string of tiny gears. This allows a Tksaryn to completely fill a single 5'x5' square up to 10' high, preventing any kind of movement through that space, or to fit through any opening as small as one inch wide without any form of impediment. Chaos Aura(Su): Simply being in the presence of a Tksaryn is a trying experience for most people, each round a character threatens a Tksaryn they must make a Will save(DC 15), on a failed save they receive -2 to all attacks and skill checks for that round. Should they fail three saves in a row they are affected as by Confusion, as the spell, for 1d6 rounds. If they continue to threaten the Tksaryn while confused they must continue to make one will save per round (DC10 while confused), if they fail another 3 will saves in succession they are affected as though an Insanity spell had been cast on them. The Tksaryn may suppress or activate this ability as a free action. Displacement(Su): The Tksaryn's form seems to shift constantly, making it difficult to strike at confidently. Whenever an attack roll is made against a Tksaryn there is a 50% chance of the attack missing. This ability can confuse even creatures tracking the Tksaryn through non-visual means. Only a True Seeing spell can pierce this protection. Limbo Strike(Su): When a Tksaryn strikes a creature with its arms roll a 1d4. On a 1 the attack deals an additional 1d6 points of fire damage, on a 2 the attack deals an additional 1d6 points of cold damage, on a 3 the attack deals an additional 1d6 points of electrical damage, and on a 4 the attack deals an additional 1d6 points of acid damage. Regeneration(Ex): Roll 1d6 whenever damage is dealt to a Tksaryn, on a 6 that damage is dealt normally. Lawful attacks always deal normal damage to a Tksaryn. If a Tksaryn loses a limb or body part, the lost portion regrows in 2d6 rounds. The creature can reattach the severed member instantly by simply making contact with it, re-absorbing it into its body. Spell-Like Abilities: At Will – Cause Fear, Detect Lawful, Protection From Lawful, Align Weapon(Chaotic Only), Shield Other, Freedom of Movement, 3/Day – Blindness/Deafness, Daylight, Daze, False Life, Magic Circle against Law, Cure light Wounds, Dispel Magic, 1/Day – Break Enchantment, Spell Resistance, Raise Dead, Remove Curse, Mirage Arcana, 1/Week – Insanity, Plane Shift, Sequester, Prismatic Wall, Symbol of Insanity, 1/Year - Wish, True Ressurection Skills: The Tksaryn has +10 racial bonus on heal checks. Feats: Due to the malleable nature of a Tksaryn's body, it qualifies for feats as though it had the shapechanger subtype. ---------------------------------------------------------------------------------------- The idea came from one of my characters who's kinda bi-polar on the law/chaos scale and most certainly construct happy encountered an inevitable during one of his chaotic phases. Never actually tried to build them in game, but I certainly designed them out of game. I have stats for the Mxtzryn (pronounced "Mex-Tha-Rain", the q is silent) but not the Gpertryn ("Guy-p-rain" with a soft fuzzleup). |
| Return of the Flumph03-12-06, 01:54 AM | Void Worm (AKA: Serpant of Chaos) Collosal Outsider (chaotic, extraplanar) HD: 30d8+270 (405) AC: 10-8 size+3 dex+7 deflection+20 natural (32) In: +11 Speed: 40/fly 60/swim 60/burrow 40 Attacks: bite +32, tail slap +27 Damage: bite 3d10+10, tail slap 5d6+15 Saves: Fort +30 Ref +16 Will +29 Abilities: Str 30 Con 28 Dex 16 Int 34 Wis 26 Cha 24 SA: breath weapon, warp field, telepathy, improved grab, swallow whole, summon chaos beasts, shapechange, spells SQ: outsider traits, chaotic, fast healing 20, SR 31, DR 20/+2 (I refuse to accept the 3.5 version of damage reduction. Replace "+3" with "lawful" if you must, but I won't do it) Skills: a whole crapload Feats: see above Challenge Rating: 20 Alignment: always chaotic neutral Organization: solitary Habitat: Limbo Treasure: double standard A vast, segmented worm, at least eighty feet in length, with a ridiculously wide maw filled with fangs the size of your forearm going all the way around, flies over the horizon, buzzing eerily. The original incarnations of disorder and chaos in the multiverse, these collosal worms travel through Limbo as their whims dictate, ordering, destroying, and reordering the morphic landscape as they see fit from moment to moment. Although they possess godlike intelligence, they seem to have no advanced goals...most of the time. Mostly, they seem content to impose a bizzare semblence of order on other Limbo inhabitants for a while and then move on. Very rarely, one will shapeshift into a humanoid and create planetouched children for no reason at all. The only time these beings do anything nonrandom is undermine the powers of order whenever possible. By communicating with agents accross the multiverse, the Void Worms wreak all manner of havoc on the operations of the Modrons, whom they regard as mortal enemies. Their greatest fear is that Modrons or Formians will try to remove all entropy from the universe; their greatest ambition is to remove all order and make existence as random and unordered as Limbo. A worm contains all its treasure in its gullet. COMBAT Breath Weapon: Three times per day, the worm can breath a prismatic spray at its enemies. Warp Field: At will, a void worm can cause all within twenty feet of its massive body to be teleported to a random place within the same radius every round. The worm can maintain this effect for as long as it wants. This counts as a partial action. Telepathy: The worm's telepathy extends to a 60 foot radius around the worm's body. Improved Grab: The worm can grapple anyone it hits with its bite attack without provoking attacks of oppurtunity. Swallow Whole: If it grabs an opponent, the void worm can swallow it whole. 5d6 damage per round+10d6 fire, acid, cold, lightning, or sonic (1d6 to determine each round, 6 means reroll). Gut has 50 hp and AC 17. Summon Chaos Beasts: Once per day, the worm disgorge 2d4 chaos beasts with a 50% chance of success. These dudes hang around until they are killed or wander off. They are not obliged to serve the worm, but will reliably attack any creatures not native to Limbo they can find. Shapechange: The worm can spend a total of one hour in any form of size tiny to collosal it knows per day. Spells: A void worm casts spells as a twelvth level cleric with the chaos and trickery domains. The Marquis Te-Khor-Nui Collosal Outsider (chaotic, extraplanar) HD: 60d8+669 (930) AC: 10-8 size+3 dex+9 deflection+24 natural+8 force coat (46) In: +11 Speed: 40/fly 60/swim 60/burrow 40 Attacks: 3 bites +66, tail slap +61 Damage: bite 5d10+14, tail slap 8d6+21 Saves: Fort +56 Ref +37 Will +52 Abilities: Str 38 Con 32 Dex 16 Int 38 Wis 30 Cha 28 SA: breath weapon, warp field, telepathy, improved grab, swallow whole, summon chaos beasts, shapechange, teleport, disrupt space, death throws, spells SQ: outsider traits, chaotic, fast healing (40), SR 46, DR 20/+4 (I refuse to accept the 3.5 version of damage reduction. Replace "+3" with "lawful" if you must, but I won't do it) Skills: a whole crapload Feats: see above Challenge Rating: 35 Alignment: chaotic neutral Habitat: Limbo Treasure: quadruple standard Long beyond possibility, thick beyond comprehension, the worm that bores through the workings of creation erupts out of the weakling space before you. Three...no, four hundred feet long, the entity has three vast, leechlike heads, each with a mouth wide enough to swallow a dire elephant. Te-Khor-Nui is the oldest and most chaotic of all the void worms. Primus will give you 100,000,000,000,000 gp, the key to Regulus, a +7 Sword of Hellaciously Terrifying Distruction, and seventy virgins if you kill the Marquis Te-Khor-Nui. COMBAT Breath Weapon: Every 1d4 rounds, the Marquis can breath a prismatic spray at its enemies. Warp Field: At will, the Marquis can cause all within fifty feet of its massive body to be teleported to a random place within the same radius every round. The Marquis can maintain this effect for as long as it wants. This counts as a partial action. Telepathy: The Marquis' telepathy extends to a 300 foot radius around the worm's body. Improved Grab: The Marquis can grapple anyone it hits with its bite attack without provoking attacks of oppurtunity. Swallow Whole: If it grabs an opponent, the Marquis can swallow it whole. The victim must succeed at a fortitude save (DC: 43) each round or become corporeally unstable (see the chaos beast entry in the MM), in addition to taking the listed digestion damage for a normal void worm. The Marquis' gut has 100 hp and AC 19. Summon Chaos Beasts: Three times per day, the Marquis can disgorge 2d4 chaos beasts with a 900% chance of success. These dudes hang around until they are killed or wander off. They obey the Marquis for up to one day. Shapechange: The Marquis can transform into whatever he wants for as long as he damned well pleases. Teleport: Teleport without error at will, even from plane to plane. Disrupt Space: Once per day, the Marquis can weaken a 60x60x60 foot cube of space. Any who stray onto this area are sent to a random plane. The space remains weakened for one hour. Death Throws: If anyone somehow manages to kill it, the Marquis Te-Khor-Nui's body bursts 5 minutes after death, destroying all reality within 1 mile of itself. Everything within this area is deconstructed at a subatomic level (body and soul and everything), and a giant portal to the Far Realms is left behind until the Modrons can fix it. Eventually, a new Marquis will rise to take its place. Spells: The Marquis casts spells as a twentieth level cleric with the chaos and trickery domains. |
| dok03-12-06, 06:46 PM | edit: hell no. |
| dok03-12-06, 10:15 PM | edit: hell no |
| dok03-13-06, 12:34 AM | Hell no. |
| dok03-13-06, 01:02 AM | edit: Hell no. |
| areschoug03-13-06, 02:22 PM | dok, you have updated your posts alot later then 15 minutes after you posted them and are therefore out of the competition. Sorry man. ..btw the competition has been moved to the "updated thread" |
| dok03-13-06, 03:03 PM | What are you apologizing for? Because you changed the rules mid-contest? Because you retroactively disqualified me, when I was following the rules posted at the time I made my entry? Because you changed the location of the rules without posting a link to the new rules? Because you re-posted my monsters in a new thread, without asking my permission? Because you personally asked me to contribute to this thread, then edited out the o.p., effectveily cross-posting the contest to a different page in violation of the CoC? Or are you apologizing because you've just now realized how rude you'r behavior is? |