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| Somerset Sickness09-01-04, 08:40 PM | This is what happens when you mix the Monster Manual 3.5, Savage Species, and D20 Call of Cthulhu Cthulhunoid This strange primordial humanoid stands as tall as a human. Its nightmarish body is covered in a sickening slime. Six tentacles protrude from the creature’s head making it seem like a mass of feelers. At the center of the tentacles is its mouth. Its eyes are dark with a gleam of intelligence and a spark of evil in them. It has claws on its hands and feet and giant bat like wings grow form its back. Cthulhunoid a.k.a “Spawn of Cthulhu” , “The Servitor of The Outer Gods” , “The Keepers of R’lyeh” Medium Size Aberration (Water) (Greater Servitor Race) Hit dice: 7d8+28 (60 Hp) Initiative: +5 Speed: 30 ft., swim 30 ft., fly 60 ft. (average) AC: 21 (+10 natural, +1 Dex) Base Attack/Grapple: +5/+12 Attacks: Tentacle +12, Claw +12 Damage: Tentacle 1d6+7, Claw 1d8+7 Space/Reach: 5 ft./ 5 ft. Special Attacks: Improved Grab, Horrid Constriction Special Qualities: damage reduction 10, fast healing 10, SR 22, darkvision 60 ft., water subtype, fire resistance 10, sonic resistance 10, immortal, alter form Saves: Fort +9, Ref +3, Will +10 Abilities: Str 25, Dex 12, Con 18, Int 22, Wis 20, Cha 18 Skills: Climb +12, Concentration +14, Knowledge (arcana) +6, Knowledge (undead) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (planes) +6, Knowledge (religion) +6, Listen +10, Search +16, Sense Motive +15, Spellcraft +16, Spot +15, Survival +15, Swim +11, Use Magic Device +9 Feats: Improved Initiative, Combat Reflexes, Assume Supernatural Ability Climate/Terrain: Aquatic, Subterranean Seas and Oceans Organization: Solitary, Group (4-9), Band (10-100), Clan (100-1000) Challenge Rating: 7 Treasure: Standard Alignment: Chaotic Evil Advancement: By character class Favored Class: Cleric Improved Grab (Ex): To use this ability, a Cthulhunoid must hit a Small, Medium, or Large Creature with its tentacle melee attack. It then attempts to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple it establishes a hold of the opponent. Horrid Constriction (Ex): Once a Cthulhunoid has a hold on an opponent, each successful grapple check he makes every subsequent round automatically deals one of four effects to the opponent or object grasped: flesh discorporation, energy drain, madness, or disintegration. Flesh discorporation – Causes living creatures to rot, automatically draining 2d4 points of Str, Dex, and Con permanently. Energy Drain – Confers six negatives on a creature that fails a Fort save (DC 20), otherwise it deals three negative levels of damage. Madness – Drains the creatures Wisdom to 1. Disintegration – Affects grappled creatures as per the disintegrate spell (Fort save DC 20). Immortal (Ex): A Cthulhunoid is naturally immortal and cannot die from natural causes. Cthulhunoids do not age. They do not need to eat, sleep or breathe. Alter Form (Ex): As a move action a Cthulhunoid can alter his form including equipment and clothes. He can remain in the altered form indefinitely, but resumes his form if slain. Attack bonus, Armor Class, and Saves do not change. He does not gain any of the assumed form’s special abilities, attack forms, defenses, ability scores, or mannerisms. A Cthulhunoid can also alter his form as if using the gaseous form spell, which gives him an appearance of a cloud of nauseating green mist. --------------------------------------------------------------------- What do you all think? |
| randomjack09-01-04, 10:19 PM | Two Comments DR 10 - Is it not vulnerable to anything? Maybe Good? Or Lawful Horrid Constriction - I think as written this is far too powerful for a CR 7 Monster. I think everything except the Wis drain is way over the top. I wouldn't make the stat drains permanent for CR 7. I would knock the ability drains to 2 levels/1 level. And the distengrate is just nasty for 7th lvl characters, even those with good fort saves are going to fail most of the time. I would tone down Horrid Constriction and make one one of the 4 abilities available to the creature. You could have 4 different creatures each with a different horrid constriction to keep the pcs on their toes. |
| Somerset Sickness09-02-04, 07:33 AM | DR 10/Law Right on, I hear you. I knew I needed to fix that Horrid constriction. I was just trying to create some minions for Cthulhu and I was using his stats as a outline. Yup, yup... needs some fixin up. Thanks. |
| randomjack09-02-04, 04:24 PM | I think it is a great start. Where I would go from here is have 4 versions of this beastie, each with a cooler horrid constriction power and increasing HD and corresponding CR so as pcs get used to meeting the level draining kind, you can switch in some ability drainers, and so on... |
| wereooze09-02-04, 07:28 PM | If you re-read your lovecraft you'll find that the servants of Cthulhu and the keepers of R'lyeh and the Mountain of Madness are the shoggoths. The shoggoths are already represented by the chaos beast IMHO. |