Custom Aberrations in five minutes or less! [Archive] - Wizards Community

Post/Author/DateTimePost
Gnome_Dragon_Disciple

08-25-05, 02:50 AM
I started this over on the Eberron Boards (Original Thread (http://boards1.wizards.com/showthread.php?t=489042)) with the intent to make a completely customizable Aberration, very much like the Astral Construct from the Expanded Psionics Handbook. Basically, I wanted to make sure my adventurers never faced the same freakish abomination twice... So I started with a simple Tiny CR 2 Custom Aberration listed after the Aberration type, posted here for your reference.

Aberration Type

d8 Hit Dice.
Base attack bonus equal to 3/4 total Hit Dice (as cleric).
Good Will saves.
Skill points equal to (2+Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.


Traits: An aberration posesses the following traits (unles noted otherwise in a creature's entry).
Darkvision out to 60 feet.
Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations are proficient with shields if they are proficient with any form of armor.
Aberrations eat, sleep, and breathe.





The thing is, is that I'm not very experienced with respect to monster creation (I mostly run NPC encounters since aside from undead and aberrations, just about NOTHING is more evil than a person who knows how wrong their actions are... and they just don't care). Basically, I need help. Ideally, I'd like to cover CR's 1-20 with such custom creatures, and the more abilities there are for each menu the more versatile these monsters will be. Ability descriptions should include how they might affect the appearance of the creature, and so far as I can tell, the low- to mid-level CR Aberrations should have about 1 Menu A ability per HD. I have no idea where to begin with mid-level CR Aberrations, and there doesn't seem to BE any high-level CR Aberrations that don't get there without class levels (not in the Monster Manual, at least). Anyways, here's where I started.
Gnome_Dragon_Disciple

08-25-05, 02:52 AM
To use a Custom Aberration, simply select the creature based on the CR you need for an encounter. Then, decide whether you want a Bite attack, a Slam or a Tentacle attack, a Claw or Sting attack, or a Gore or Tail slap attack. Once you have that settled, pick some abilities from the approrpriate menu, and you're set to go!

For example, here's a creature that is extremely tough, fights dirty, and is so ugly it's hard to bear being near it. I call it a Boilshell, and it attacks by lashing a tentacle from under its shell.

Boilshell
Small Aberration
Hit Dice: 4d8+4 (22)
Initiative: +1
Speed: 20 feet
Armor Class: 18 (Touch 12, Flat Footed 15)
Base Attack/Grapple: +3/-2
Attack: Tentacle +1 (1d3-2 bludgeoning)
Full Attack: Tentacle +1 (1d3-2 bludgeoning)
Space/Reach: 5/5 feet
Special Attacks/Qualities: Goes for the Knees, Disturbing Appearance, and Aberrant toughness.
Saves: Fort +1 Ref +2 Will +4
Abilities: Str 6, Dex 12, Con 12, Int 10, Wis 10, Cha 13
Skills: Intimidate +4, Hide +8, Listen +2, Spot +2
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 2
Alignment: Any (mostly neutral)

You see a dome moving towards you, not unlike an Ogre's pimple, green and yellow and all shades of ugly. Pus oozes from a pore near the apex of the beast. Scores of tentacles writhe out from under it, some more eye stalk than limb, and all searching for food.

Goes for the Knees
The Boilshell has the Improved Trip feat. Moreover, whenever the Boilshell successfully strikes with one of its melee attacks, it may automatically make a trip attempt without making a touch attack or provoking an attack of opportunity. If the attempt fails, the Boilshell will disengage and the target may not attempt a trip attempt in response.

Disturbing Appearance
The Boilshell has max ranks (cross class) in Intimidate, Charisma +2, and characters must make a Will save (Save DC=10 + 1/2 creature's HD + creature's Cha modifier) or recieve a -2 to all checks or attack rolls made while adjacent to the Boilshell.

Aberrant Toughness
The creature gains +2 Con and +4 natural armor.



Alternatively, you may also upgrade or downgrade abilities. A Menu C ability is roughly equal to two Menu B abilities, and a Menu B ability is roughly equal to two Menu A abilities. However, I do reccomend being VERY VERY CAREFUL with this kind of trading. While the system is generally CR appropriate, some abilities might overpower low-level parties. To illustrate a carefully built creature, check out this example, the Blurspike Warpbeast.

Blurspike Warpbeast
Medium Aberration
Hit Dice: 8d8+8 (44)
Initiative: +0
Speed: 30 feet
Armor Class: 10 (Touch 10, Flat Footed 10)
Base Attack/Grapple: +6/+6
Attack: Spikes +7 (1d8+1 piercing)
Full Attack: Spikes +7/+2 (1d8+1 piercing) or Whirlwind Attack +7 (1d8+1 piercing)
Space/Reach: 5/- feet (5/5 if tall)
Special Attacks/Qualities: 3 abilities from Menu B and one ability from Menu A
Saves: Fort +3 Ref +2 Will +6
Abilities: Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 12
Skills: Intimidate +4, Hide +5, Listen +4, Spot +3
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 7
Alignment: Usually CN

You see a creature constantly shifting, with the only rule of thumb in its appearance being its wickedly sharp and barbed spikes. It seems to exert itself on sundering the walls of the corridor, but it's almost impossible to tell what this thing will do if you get too close to it!

Whirlwind Attack
The creature gains the Whirlwind Attack feat, even if it doesn't meet the prerequisites.

Nasty Little Bugger
The creature gains Improved Natural Attack (Spikes).

Spines
The creature is treated as having Armor Spikes, and is proficient in their use in combat.

Unstable
At the top of the innitiative order, roll 1d6. The creature gains the benefit of the indicated ability for 1d4 rounds, and rolls for a new ability at the top of the innitiative order on the round immediately after its ability wears off. The stat block above does not reflect any of the abilities below.
1- Naturally Pushy
2- Aberrant Toughness
3- Aberrant Flight
4- Fast Little Bugger
5- Cleave
6- Acidic Slime


That said, enjoy building the beasties of your dreams... but be careful! There are litterally thousands of different combinations of abilities here, millions if you count Unstable, and not all of these combinations CAN be playtested. Moreover, none of these stat blocks ARE playtested, and I do not vouch for their game balance. The more abilities you have to choose from higher and higher up, the easier it is to "break" a Custom Aberration, and as DM, you are the ultimate arbiter of what you think your party can handle. These monsters are NOT to be thrown haphazardly into combat without consideration of what your party can dish out and what your party can take!



Custom Aberration 1
Tiny Aberration
Hit Dice: 3d8-3 (10)
Initiative: +2
Speed: 20 feet
Armor Class: 14 (Touch 14, Flat Footed 12)
Base Attack/Grapple: +2/-10
Attack: Bite +0 (1d3-4 piercing) or Slam/Tentacle +0 (1-4 bludgeoning) or Claw/Sting +0 (1d2-4 slashing) or Gore/Tail +0 (1d2-4 piercing or bludgeoning)
Full Attack: Bite +0 (1d3-4 piercing) or Slam/Tentacle +0 (1-4 bludgeoning) or Claw/Sting +0 (1d2-4 slashing) or Gore/Tail +0 (1d2-4 piercing or bludgeoning)
Space/Reach: 2 1/2 feet/ 0 feet
Special Attacks/Qualities: 2 abilities from Menu A
Saves: Fort +0 Ref +3 Will +3
Abilities: Str 2, Dex 14, Con 8, Int 10, Wis 10, Cha 10
Skills: Intimidate +2, Hide +12, Listen +2, Spot +1
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 1
Alignment: Any (mostly neutral)


Custom Aberration 2
Small Aberration
Hit Dice: 4d8 (18)
Initiative: +1
Speed: 20 feet
Armor Class: 14 (Touch 12, Flat Footed 11)
Base Attack/Grapple: +3/-2
Attack: Bite +1 (1d4-2 piercing) or Slam/Tentacle +1 (1d3-2 bludgeoning) or Claw/Sting +1 (1d3-2 slashing) or Gore/Tail +1 (1d4-2 piercing or bludgeoning)
Full Attack: Bite +1 (1d4-2 piercing) or Slam/Tentacle +1 (1d3-2 bludgeoning) or Claw/Sting +1 (1d3-2 slashing) or Gore/Tail +1 (1d4-2 piercing or bludgeoning)
Space/Reach: 5/5 feet
Special Attacks/Qualities: 3 abilities from Menu A
Saves: Fort +1 Ref +2 Will +4
Abilities: Str 6, Dex 12, Con 10, Int 10, Wis 10, Cha 11
Skills: Intimidate +2, Hide +8, Listen +2, Spot +2
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 2
Alignment: Any (mostly neutral)


Custom Aberration 3
Small Aberration
Hit Dice: 5d8 (22)
Initiative: +1
Speed: 20 feet
Armor Class: 14 (Touch 12, Flat Footed 11)
Base Attack/Grapple: +3/-2
Attack: Bite +1 (1d4-2 piercing) or Slam/Tentacle +1 (1d3-2 bludgeoning) or Claw/Sting +1 (1d3-2 slashing) or Gore/Tail +1 (1d4-2 piercing or bludgeoning)
Full Attack: Bite +1 (1d4-2 piercing) or Slam/Tentacle +1 (1d3-2 bludgeoning) or Claw/Sting +1 (1d3-2 slashing) or Gore/Tail +1 (1d4-2 piercing or bludgeoning)
Space/Reach: 5/- feet (5/5 if tall)
Special Attacks/Qualities: 4 abilities from Menu A
Saves: Fort +1 Ref +2 Will +4
Abilities: Str 6, Dex 12, Con 10, Int 10, Wis 10, Cha 11
Skills: Intimidate +2, Hide +8, Listen +3, Spot +2
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 3
Alignment: Any (mostly neutral)


Custom Aberration 4
Medium Aberration
Hit Dice: 6d8+6 (33)
Initiative: +0
Speed: 30 feet
Armor Class: 10 (Touch 10, Flat Footed 10)
Base Attack/Grapple: +4/+4
Attack: Bite +5 (1d6+1 piercing) or Slam/Tentacle +5 (1d4+1 bludgeoning) or Claw/Sting +5 (1d4+1 slashing) or Gore/Tail +5 (1d6+1 piercing or bludgeoning)
Full Attack: Bite +5 (1d6+1 piercing) or Slam/Tentacle +5 (1d4+1 bludgeoning) or Claw/Sting +5 (1d4+1 slashing) or Gore/Tail +5 (1d6+1 piercing or bludgeoning)
Space/Reach: 5/- feet (5/5 if tall)
Special Attacks/Qualities: 4 abilities from Menu A
Saves: Fort +3 Ref +2 Will +5
Abilities: Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 11
Skills: Intimidate +2, Hide +4, Listen +3, Spot +3
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 4
Alignment: Any (mostly neutral)


Custom Aberration 5
Medium Aberration
Hit Dice: 7d8+7 (38)
Initiative: +0
Speed: 30 feet
Armor Class: 10 (Touch 10, Flat Footed 10)
Base Attack/Grapple: +5/+5
Attack: Bite +6 (1d6+1 piercing) or Slam/Tentacle +6 (1d4+1 bludgeoning) or Claw/Sting +6 (1d4+1 slashing) or Gore/Tail +6 (1d6+1 piercing or bludgeoning)
Full Attack: Bite +6 (1d6+1 piercing) or Slam/Tentacle +6 (1d4+1 bludgeoning) or Claw/Sting +6 (1d4+1 slashing) or Gore/Tail +6 (1d6+1 piercing or bludgeoning)
Space/Reach: 5/- feet (5/5 if tall)
Special Attacks/Qualities: 5 abilities from Menu A
Saves: Fort +3 Ref +2 Will +5
Abilities: Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 11
Skills: Intimidate +3, Hide +5, Listen +3, Spot +3
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 5
Alignment: Any (mostly neutral)


Custom Aberration 6
Medium Aberration
Hit Dice: 8d8+8 (44)
Initiative: +0
Speed: 30 feet
Armor Class: 10 (Touch 10, Flat Footed 10)
Base Attack/Grapple: +6/+6
Attack: Bite +7 (1d6+1 piercing) or Slam/Tentacle +7 (1d4+1 bludgeoning) or Claw/Sting +7 (1d4+1 slashing) or Gore/Tail +7 (1d6+1 piercing or bludgeoning)
Full Attack: Bite +7/+2 (1d6+1 piercing) or Slam/Tentacle +7/+2 (1d4+1 bludgeoning) or Claw/Sting +7/+2 (1d4+1 slashing) or Gore/Tail +7/+2 (1d6+1 piercing or bludgeoning)
Space/Reach: 5/- feet (5/5 if tall)
Special Attacks/Qualities: 3 abilities from Menu B
Saves: Fort +3 Ref +2 Will +6
Abilities: Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 12
Skills: Intimidate +4, Hide +5, Listen +4, Spot +3
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 6
Alignment: Any (mostly neutral)


Custom Aberration 7
Medium Aberration
Hit Dice: 8d8+8 (44)
Initiative: +0
Speed: 30 feet
Armor Class: 10 (Touch 10, Flat Footed 10)
Base Attack/Grapple: +6/+6
Attack: Bite +7 (1d6+1 piercing) or Slam/Tentacle +7 (1d4+1 bludgeoning) or Claw/Sting +7 (1d4+1 slashing) or Gore/Tail +7 (1d6+1 piercing bludgeoning)
Full Attack: Bite +7/+2 (1d6+1 piercing) or Slam/Tentacle +7/+2 (1d4+1 bludgeoning) or Claw/Sting +7/+2 (1d4+1 slashing) or Gore/Tail +7/+2 (1d6+1 piercing or bludgeoning)
Space/Reach: 5/- feet (5/5 if tall)
Special Attacks/Qualities: 3 abilities from Menu B and one ability from Menu A
Saves: Fort +3 Ref +2 Will +6
Abilities: Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 12
Skills: Intimidate +4, Hide +5, Listen +4, Spot +3
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 7
Alignment: Any (mostly neutral)


Custom Aberration 8
Large Aberration
Hit Dice: 9d8+27 (67)
Initiative: -1
Speed: 40 feet
Armor Class: 10 (Touch 8, Flat Footed 10)
Base Attack/Grapple: +6/+14
Attack: Bite +10 (1d8+4 piercing) or Slam/Tentacle +10 (1d6+4 bludgeoning) or Claw/Sting +10 (1d6+4 slashing) or Gore/Tail +10 (1d8+4 piercing or bludgeoning)
Full Attack: Bite +10/+5 (1d8+4 piercing) or Slam/Tentacle +10/+5 (1d6+4 bludgeoning) or Claw/Sting +10/+5 (1d6+4 slashing) or Gore/Tail +10/+5 (1d8+4 piercing or bludgeoning)
Space/Reach: 10/5 feet (10/10 if tall)
Special Attacks/Qualities: 1 ability from Menu B and 1 ability from Menu A
Saves: Fort +6 Ref +2 Will +6
Abilities: Str 18, Dex 8, Con 16, Int 10, Wis 10, Cha 12
Skills: Intimidate +4, Hide +0, Listen +4, Spot +4
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 8
Alignment: Any (mostly neutral)


Custom Aberration 9
Large Aberration
Hit Dice: 10d8+30 (75)
Initiative: -1
Speed: 40 feet
Armor Class: 10 (Touch 8, Flat Footed 10)
Base Attack/Grapple: +7/+15
Attack: Bite +11 (1d8+4 piercing) or Slam/Tentacle +11 (1d6+4 bludgeoning) or Claw/Sting +11 (1d6+4 slashing) or Gore/Tail +11 (1d8+4 piercing or bludgeoning)
Full Attack: Bite +11/+6 (1d8+4 piercing) or Slam/Tentacle +11/+6 (1d6+4 bludgeoning) or Claw/Sting +11/+6 (1d6+4 slashing) or Gore/Tail +11/+6 (1d8+4 piercing or bludgeoning)
Space/Reach: 10/5 feet (10/10 if tall)
Special Attacks/Qualities: 2 abilites from Menu B and one ability from Menu A
Saves: Fort +6 Ref +2 Will +7
Abilities: Str 18, Dex 8, Con 16, Int 10, Wis 10, Cha 12
Skills: Intimidate +5, Hide +0, Listen +4, Spot +4
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 9
Alignment: Any (mostly neutral)


Custom Aberration 10
Large Aberration
Hit Dice: 11d8+33 (82)
Initiative: -1
Speed: 40 feet
Armor Class: 10 (Touch 8, Flat Footed 10)
Base Attack/Grapple: +8/+16
Attack: Bite +12 (1d8+4 piercing) or Slam/Tentacle +12 (1d6+4 bludgeoning) or Claw/Sting +12 (1d6+4 slashing) or Gore/Tail +12 (1d8+4 piercing or bludgeoning)
Full Attack: Bite +12/+7 (1d8+4 piercing) or Slam/Tentacle +12/+7 (1d6+4 bludgeoning) or Claw/Sting +12/+7 (1d6+4 slashing) or Gore/Tail +12/+7 (1d8+4 piercing or bludgeoning)
Space/Reach: 10/5 feet (10/10 if tall)
Special Attacks/Qualities: 3 abilites from Menu B and one ability from Menu A
Saves: Fort +6 Ref +2 Will +7
Abilities: Str 18, Dex 8, Con 16, Int 10, Wis 10, Cha 12
Skills: Intimidate +5, Hide +0, Listen +5, Spot +4
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 10
Alignment: Any (mostly neutral)


Custom Aberration 11
Large Aberration
Hit Dice: 12d8+36 (90)
Initiative: -1
Speed: 40 feet
Armor Class: 10 (Touch 8, Flat Footed 10)
Base Attack/Grapple: +9/+17
Attack: Bite +13 (1d8+4 piercing) or Slam/Tentacle +13 (1d6+4 bludgeoning) or Claw/Sting +13 (1d6+4 slashing) or Gore/Tail +13 (1d8+4 piercing or bludgeoning)
Full Attack: Bite +13/+8 (1d8+4 piercing) or Slam/Tentacle +13/+8 (1d6+4 bludgeoning) or Claw/Sting +13/+8 (1d6+4 slashing) or Gore/Tail +13/+8 (1d8+4 piercing or bludgeoning)
Space/Reach: 10/5 feet (10/10 if tall)
Special Attacks/Qualities: 1 ability from Menu C, 1 ability from Menu B, and 1 ability from Menu A
Saves: Fort +7 Ref +3 Will +8
Abilities: Str 18, Dex 8, Con 16, Int 10, Wis 10, Cha 13
Skills: Intimidate +5, Hide +0, Listen +5, Spot +5
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 11
Alignment: Any (mostly neutral)


Custom Aberration 12
Large Aberration
Hit Dice: 13d8+39 (97)
Initiative: -1
Speed: 40 feet
Armor Class: 10 (Touch 8, Flat Footed 10)
Base Attack/Grapple: +9/+17
Attack: Bite +13 (1d8+4 piercing) or Slam/Tentacle +13 (1d6+4 bludgeoning) or Claw/Sting +13 (1d6+4 slashing) or Gore/Tail +13 (1d8+4 piercing or bludgeoning)
Full Attack: Bite +13/+8 (1d8+4 piercing) or Slam/Tentacle +13/+8 (1d6+4 bludgeoning) or Claw/Sting +13/+8 (1d6+4 slashing) or Gore/Tail +13/+8 (1d8+4 piercing or bludgeoning)
Space/Reach: 10/5 feet (10/10 if tall)
Special Attacks/Qualities: 2 abilites from Menu C, 1 ability from Menu B, and 2 abilities from Menu A
Saves: Fort +7 Ref +3 Will +8
Abilities: Str 18, Dex 8, Con 16, Int 10, Wis 10, Cha 13
Skills: Intimidate +6, Hide +0, Listen +5, Spot +5
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 12
Alignment: Any (mostly neutral)


Custom Aberration 13
Huge Aberration
Hit Dice: 13d8+65 (123)
Initiative: -2
Speed: 50 feet
Armor Class: 13 (Touch 6, Flat Footed 13)
Base Attack/Grapple: +9/+25
Attack: Bite +21 (2d6+8 piercing) or Slam/Tentacle +21 (1d8+4 bludgeoning) or Claw/Sting +21 (1d8+4 slashing) or Gore/Tail +21 (2d6+4 piercing or bludgeoning)
Full Attack: Bite +21/+16 (2d6+8 piercing) or Slam/Tentacle +21/+16 (1d8+4 bludgeoning) or Claw/Sting +21/+16 (1d8+4 slashing) or Gore/Tail +21/+16 (2d6+4 piercing or bludgeoning)
Space/Reach: 15/10 feet (15/15 if tall)
Special Attacks/Qualities: 2 abilites from Menu C, 2 abilities from Menu B, and 3 abilities from Menu A
Saves: Fort +9 Ref +2 Will +8
Abilities: Str 26, Dex 6, Con 20, Int 10, Wis 10, Cha 13
Skills: Intimidate +6, Hide +0, Listen +5, Spot +5
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 13
Alignment: Any (mostly neutral)


Custom Aberration 14
Huge Aberration
Hit Dice: 14d8+70 (133)
Initiative: -2
Speed: 50 feet
Armor Class: 13 (Touch 6, Flat Footed 13)
Base Attack/Grapple: +10/+26
Attack: Bite +22 (2d6+8 piercing) or Slam/Tentacle +22 (1d8+4 bludgeoning) or Claw/Sting +22 (1d8+4 slashing) or Gore/Tail +22 (2d6+4 piercing or bludgeoning)
Full Attack: Bite +22/+17 (2d6+8 piercing) or Slam/Tentacle +22/+17 (1d8+4 bludgeoning) or Claw/Sting +22/+17 (1d8+4 slashing) or Gore/Tail +22/+17 (2d6+4 piercing or bludgeoning)
Space/Reach: 15/10 feet (15/15 if tall)
Special Attacks/Qualities: 3 abilites from Menu C, 2 abilities from Menu B, and 1 ability from Menu A
Saves: Fort +9 Ref +2 Will +9
Abilities: Str 26, Dex 6, Con 20, Int 10, Wis 10, Cha 13
Skills: Intimidate +6, Hide +0, Listen +6, Spot +5
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 14
Alignment: Any (mostly neutral)


Custom Aberration 15
Huge Aberration
Hit Dice: 15d8+75 (142)
Initiative: -2
Speed: 50 feet
Armor Class: 13 (Touch 6, Flat Footed 13)
Base Attack/Grapple: +11/+27
Attack: Bite +23 (2d6+8 piercing) or Slam/Tentacle +23 (1d8+4 bludgeoning) or Claw/Sting +23 (1d8+4 slashing) or Gore/Tail +23 (2d6+4 piercing or bludgeoning)
Full Attack: Bite +23/+18 (2d6+8 piercing) or Slam/Tentacle +23/+18 (1d8+4 bludgeoning) or Claw/Sting +23/+18 (1d8+4 slashing) or Gore/Tail +23/+18 (2d6+4 piercing or bludgeoning)
Space/Reach: 15/10 feet (15/15 if tall)
Special Attacks/Qualities: 4 abilites from Menu C, 1 ability from Menu B, and 2 abilities from Menu A
Saves: Fort +10 Ref +3 Will +9
Abilities: Str 26, Dex 6, Con 20, Int 10, Wis 10, Cha 13
Skills: Intimidate +6, Hide +0, Listen +6, Spot +6
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 15
Alignment: Any (mostly neutral)



Menu A

Unstable
The creature's being is highly volatile and chaotic.
Benefit: Choose six abilities from this menu and assign each a number 1-6. Once every 1d4 rounds at the top of the innitiative order, roll 1d6. the creature gains the benefit of that ability for 1d4 rounds, after which (at the top of the innitiative order immediately following), the creature re-rolls for its Instability.
Example: The creature is Unstable and it has been deemed that it shall gain
Fast Little Bugger (1), Nasty Little Bugger (2), Naturally Pushy (3), Hard to Corner (4), Brawl (5), and Tunneller (6). At the top of the first Innitiative order, the DM rolls 1d6 with a result of 3, then rolls 1d4 with a result of 3. The creature gains Naturally Pushy for three rounds. At the top of the fourth round, the DM rolls 1d6 again with a result of 4, and rolls 1d4 with a result of 1. For this round, the creature is Hard to Corner, but is no longer Naturally Pushy.
Special: This ability can be taken multiple times, although only three abilities can be common to more than one itterration of Unstable. Therefore, while an Aberration could have Naturally Pushy, Nasty Little Bugger, and Brawl on three of three different Unstable lists, it could not also have Tunneller on more than one.
Special: The creature's allignment shifts to "Usually Chaotic".

Longarm
The creature has a remarkably long reach for its size.
Benefit: The creature's reach improves by 5 feet.

Amorphous
The creature has no discernable anatomy, but likely has a tough but elastic membrane covering its flesh. It is also likely quite muscular, much like an elephant's trunk, although that doesn't make it stronger than other creatures without this ability... merely that the extra muscles are needed to keep its internal organs safe and not sloshing around.
Benefit: This creature has no discernable anatomy and therefore is immune to critical hits and other forms of precision based damage. Versions that do not have eyes are immune to gaze attacks but do have blindsight. It is capable of dealing with challenges on all sides, and is therefore not vulnerable to flanking.

Fast Little Bugger
The creature is abnormally fast. This may have no outward manifestation of this ability, or perhaps it is lean and muscular. If it swims, it might have a squidlike jet that can boost its speed. If it flies, it may well have smaller wings that beat faster or some sort of fan appendage that helps thrust it forward.
Benefit: The creature's speed increases by 10 feet. In addition, the creature gains a +2 inherant bonus to its Dex score.

Cleave
The creature's claws are sharper, its blows more powerful, and its follow-through is exquisite.
Benefit: The creature gains the Cleave feat even if it does not meet the prerequisites.

Aquatic
The creature is streamlined and bears the physical traits of numerous aquatic animals.
Benefit: The creature gains a swim speed equal to its base speed.

Naturally Pushy
The creature has excellent footing and presents no weakness when it attempts to bull rush an opponent. Its natural instinct is to shove, so shove it will.
Benefit: The creature gains the benefit of the Improved Bull Rush feat.

Tunneller
The creature has a specialized digging claw/flipper/teeth/snout/tail/horn that enables it to dig quickly through earth.
Benefit: The creature gains a dig speed of 10 feet.

Nasty Little Bugger
One of the creature's natural attacks is more potent than its size would otherwise indicate. Its jaws may be larger, its claws may be sharper, or its slams may merely have better technique.
Benefit: The creature gains the Improved Natural Attack feat for one of its natural attacks.
Special: This ability may be taken once for every three HD the creature has.

Hard to Corner
The creature is paranoid and is quite tricky to keep in one place.
Benefit: The creature has the Mobility feat and has maximum cross-class ranks in Tumble.

Brawl
The creature's fighting style is crude at best. Throwing all of its strength behind its blows, its precision is more than lacking.
Benefit: The creature gains the Power Attack feat, and will always take as great a penalty as it is able to on its attacks and apply that penalty as a bonus to damage. As with Power Attack, this penalty (and bonus) cannot exceed 5.

Touch of the Elements
Somewhere along the line of this creature's spawning or creation, an elemental influence made itself felt. At the time of its creation, the creature has been touched by either fire, cold, electricity, or sonic energy. Its coloration is indeed more vivid, but it is not necessarily linked to its energy type.
Benefit: The creature gains either fire, cold, electricity, or sonic resistance 5.

Goes for the Knees
The creature fights dirty and goes for the legs of its target, hoping to bring down its target. The creature is often fairly short for its size, but it could very well just be an instinctively dirty fighter.
Benefit: The creature has the Improved Trip feat. Moreover, whenever the creature successfully strikes with one of its melee attacks, it may automatically make a trip attempt without making a touch attack or provoking an attack of opportunity. If the attempt fails, the creature will disengage and the target may not attempt a trip attempt in response.

Disturbing Appearance
The creature's appearance is especially disturbing. May be covered in pustules, boils, transparent skin, or features that appear to be an insult to humanoids by the creature's mere existance (has a seemingly normal human face, but its body is little more than a mass of writhing tentacles; a completely normal body from the neck down, but has a single massive eyeball the size of a head where its head should be).
Benefit: The creature has max ranks (cross class) in Intimidate, Charisma +2, characters must make a Will save (Save DC=10 + 1/2 creature's HD + creature's Cha modifier) or recieve a -2 to all checks or attack rolls made while adjacent to the creature.

Aberrant Flight
The creature flies. It may have wings or some form of air-mover to propel itself aloft, although it may simply be neutrally buoyant. This option may well not change the creature's outward anatomy, although having several air-thrusting organs projecting out of the creature or gas-sacks attached to the creature via cartilaginous tendrils are perfectly viable.
Benefit: The creature gains a fly speed equal to its base speed with Poor maneuverability.

Acidic Slime
The creature is coated with an acidic slime. This may be a part of external digestive processes or merely a natural defense. The slime may be a thin fluid that the creature generates in vast quantities (great for creatures created for the "milking" of the slime) or a part of a thick gel. Consider wether the creature has one or two large acid-producing orifices from which the creature manually spreads the acid (good for the thick gel variety) or is covered with many fine pores which produces the acid (better for the thin variety).
Benefit: Anything that comes in conctact with the creature must make a reflex save (DC=10 + 1/2 creature's HD + Con modifier) or take acid damage equal to 1d4 per 4 hit dice, minimum 1d4. This damage is added to all melee damage rolls made with natural weapons.

Aberrant Toughness
The creature is tougher than normal. This may be due to abnormally thick skin or chitnous plates... or the thing could just be quite tough.
Benefit: The creature gains +2 Con and +4 natural armor.
Special: This ability may be taken more than one time, but may only take it once for every 4 HD (minimum once) the creature has after its first. For example, a 1 HD custom aberration could take this ability only once and the same goes for a 4 HD version, but a 5 HD aberration could take this ability twice.

Smells Bloody Awful
The creature emits a stench that may well overpower a latrine in a Hobgoblin encampment, and well nigh nothing finds it pleasant (not even other Aberrations). This stench may be its breath (or other expelled gasses), the product of a musk-producing organ, or even an oily mucus produced in the creature's pores.
Benefit: All creatures within 30' of the creature must make a Fort save (DC = 10 + 1/2 creature's HD + Con modifier) or become sickened for 10 rounds.
Creatures that successfully save against the stench cannot be affected by it for 24 hours. Creatures resistant to poison may use their normal bonuses to this effect, and those immune to poison are immune to the creature's stench. The spells neutralize poison and delay posion neutralize the effect of this stench.

Blindsight
The creature seems to have no sensory organs and yet acts as though it is aware of its surroundings.
Benefit: The creature has Blindsight out to 60 feet.


Spines Submitted by Rechan
Hard quills coat the abberation's body. They could be long and hollow like a porqupine's quills or short and spikey like a hedgehog, pyramid-shaped, or even sharpened bone ridges.
Benefit: The creature is treated as having Armor Spikes, and is proficient in their use in combat. A person or creature using an unarmed attack or natural weapon on the creature takes damage equivalent to the standard die for armor spikes of the creature's size (1d6 for medium creatures).

Tanglephlegm Submitted by Rechan
The creature produces a sticky phlegm-like goo, either in its throat or in special organs that can launch it as though spit. It could be a silk, natural glue, or even the half-digested contents of the creature's stomach.
Benefit: The creature may make a ranged touch attack with a range of 10'+5' for every 2 HD the creature has. A struck target receives a -2 to attacks and a -4 to dexterity, and must make a reflex save (DC 10+1/2 creature's HD + con modifier) or be stuck to the floor. This attack can be made every 1d4 rounds. The goo/slime/silk/phlegm is treated in all ways as a Tanglefoot Bag for purposes of removing it.





Menu B


Unstable
The creature's being is highly volatile and chaotic.
Benefit: Choose six abilities from this menu and assign each a number 1-6. Once every 1d4 rounds at the top of the innitiative order, roll 1d6. the creature gains the benefit of that ability for 1d4 rounds, after which (at the top of the innitiative order immediately following), the creature re-rolls for its Instability.
Example: The creature is Unstable and it has been deemed that it shall gain
Fast Little Bugger (1), Nasty Little Bugger (2), Naturally Pushy (3), Hard to Corner (4), Brawl (5), and Tunneller (6). At the top of the first Innitiative order, the DM rolls 1d6 with a result of 3, then rolls 1d4 with a result of 3. The creature gains Naturally Pushy for three rounds. At the top of the fourth round, the DM rolls 1d6 again with a result of 4, and rolls 1d4 with a result of 1. For this round, the creature is Hard to Corner, but is no longer Naturally Pushy.
Special: This ability can be taken multiple times, although only three abilities can be common to more than one itterration of Unstable. Therefore, while an Aberration could have Naturally Pushy, Nasty Little Bugger, and Brawl on three of three different Unstable lists, it could not also have Tunneller on more than one.
Special: The creature's allignment shifts to "Usually Chaotic".

Extra Limbs
The creature has multiple appendages useful for attacking at the same time (two mouths, a third arm, another tail, or if the creature has a bite attack it may also have a tentacle or perhaps a stinger, etc.).
Benefit: The creature gains the benefit of the Multiattack feat and may select another attack from the attack options. This may or may not be the same as the creature's innitial attack.

Incredibly Resilient
The creature heals damage at a visible rate. Wounds seal before one's eyes at a rate that seems almost unreal.
Benefit: The creature gains Fast Healing 2. If the creature falls below 0 HP, the creature resumes conciousness immediately when its HP rises above 0 again. Its regenerative processes cease when it reaches -10. Once dead, it stays dead. Damage dealt by fire or acide does not regenerate.
Special: If the creature has Energy Resistance, this fast healing is halted ONLY by the energy type opposite its resistance. For this purpose, Fire is the opposite of Cold, and Acid is the opposite of Electricity.

Tough as Hell
The creature seams to soak attacks like a sponge soaks water. Blows that seem like they should shatter bone and stabs that seem like they should be followed by gouts of blood instead seem to bounce off or sink in harmlessly.
Benefit: The creature gains DR 5/Magic.
Special: The creature may gain DR 5/Byshek instead of DR 5/Magic, but may not mix and match between the two DR types (for example, it could not have DR 3/Magic and DR 2/Byshek).
Special: This ability may be taken once for every 2 HD the creature has. If taken multiple times, the creature must take the same type of damage reduction as the first time it has taken Tough as Hell.

Beefy
The creature doesn't seem to tire as easilly as it should, and it seems to be remarkably resistant to physical damage and effects. Even the most potent of poisons seem to be shrugged off like a common cold. Moreover, it's stronger than its size and shape would otherwise indicate.
Benefit: The creature gains +4 to Con and +2 Str.

Armor Plating
The creature is covered with a sort of thick armored plating. This could be chitin, bone, or natural mineral deposits.
Benefit: The creature gains a +6 armor bonus to its AC with an Armor Check penalty of -1 and a 15% Arcane Spell Failure chance. Also, should some insane wizard decide to do so, its armored plating may be enhanced.

Greater Flight
The creature is exceptionally well adapted for flight. Complete with everything it needs to guide itself through the air with excellent skill, it is almost graceful in any and every way that an afront to all that is and should be could be.
Benefit: The creature gains a fly speed equal to its base speed with average maneuverability.

Snatch
A creature with this ability generally attacks with its mouth, claws, or a prehensile tail or even tentacles, and most often with the intention of taking firm hold of its opponent.
Benefit: A creature with this ability gains the Improved Grapple feat, and may automatically make a grapple attempt when it hits with one of its attacks. The creature may only use this ability on creatures one size category smaller than itself.

Cesspool Swimmer
The creature is streamlined and almost perfectly adapted for a life spent in the most filthy waters there ever were.
Benefit: The creature gains a swim speed equal to its base speed +20.

Venomous
The creature is naturally toxic. Wether through bite, sting, or just contact with its flesh from a slam attack, this creature's business end is something to be avoided.
Benefit: The creature employs a poison with a save DC equal to 10 + 1/2 its HD + its Con modifier and is transmitted by injury (even its slam attacks sort of "pulp" the venom into its target's skin). It has an initial damage of 1 Constitution damage and a secondary damage of 1d2 Con damage one minute later.

Pounce
The creature pounces on a charge.
Benefit: The creature can make a full attack on the same round it charges.

Powerful Strike
The creature may make a mighty effort to slay its opponent when it needs to, calling on reserves from overactive adrenaline glands.
Benefit: Once per day, the creature may make a mighty attack with damage equal to 1/2 its hit dice plus its Constitution modifier.

Overbearing
The creature will run over anything that gets in its way.
Benefit: The creature may take a standard action during its turn each round to literally run over an opponent at least one size category smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + the creature's Strength modifier. The target may attempt a Reflex save (DC 10 + 1/2 creature's HD + creature's Str modifier) to negate this damage, OR it can instead choose to make an attack of opportunity at a -4 penalty (see Trample, page 316 of the Monster Manual)
Special: This ability may only be taken by creatures of Large size or larger.

Putrid Swarm
The creature is not one specific life form, but rather a swarm of some of the most unnatural creatures there ever were.
Benefit: The creature gains the Swarm subtype with all effects as written on page 316 of the Monster Manual except where otherwise noted here.
Traits: It has no front or back and no common anatomy so it is immune to both critical hits and flanking. Since a Putrid Swarm is composed of mixed creature sizes between Tiny, Diminutive, and Fine, it has a 50% chance of taking weapon damage at all, and if it does take damage from a conventional weapon, it takes only half of the total ammount. The Putrid Swarm breaks up when it reaches 0 HP, though damage taken up to that point does not reduce its abilities in any way. It may never be staggered or reduced to a dying state by damage. It cannot be tripped, grappled, or bull rushed, although it may also not trip, grapple, or bull rush an opponent. A Putrid Swarm is immune to any spell that has a maximum number of affected creatures (including single-target spells like disintegrate with the exception of mind-affecting spells (like charms, compulsions, phantasms, etc.) since all Putrid Swarms have an Int score and a hive mind. For purposes of determining how a Putrid Swarm is affected by wind effects, the swarm loses 25% of its remaining HP if it fails the save for a Fine creature to be blown away but makes its save for Diminutive, 75% if it fails the save for a Diminutive creature to be blown away but makes it for Tiny, and is completely dispersed if it fails the save for all three. Wind effects also deal 1d6 nonlethal damage per spell level (or HD of originating creature) to the Putrid Swarm, regardless of if it makes all of its saves. The Putrid Swarm takes half again as much damage from spells or effects that affect an area, such as spalsh weapons (like Alchemist's Fire) or area-of-effect spells (such as fireball. The space it occupies is generally continuous but not necessarily square. As such, a Putrid Swarm does not take penalties for squeezing or confined spaces, and may also shape its "square footprint" as it sees fit, creating L-shapes or lines as often as squares or circles.
Swarm Attack: The Putrid Swarm does not make normal melee attacks. Instead, it does automatic damage to any creature who occupies the same space as the swarm or passes through it at any point through the turn with no attack roll needed. Swarm attacks are not subject to miss chances from concealment or cover. Replace all attacks in the Attack and Full Attack entries for the creature with "Swarm". It deals 1d6 damage per every 5 HD the Putrid Swarm has (1-5 HD deals 1d6, 6-10 deals 2d6, 11-15 deals 3d6, etc.). A Putrid Swarm's attacks are nonmagical unless it takes an ability that states otherwise. For purposes of overcoming damage reduction or incorporeality and other abilities, treat this damage as normal. If a standard weapon can't hit a ghost, the scratch from an eyeball with claws and wings sure as hell isn't going to, either. The Putrid Swarm does not threaten squares, even the one it is in, and therefore cannot take attacks of opportunity.
Distraction:Any living creature vulnerable to a swarm's damage that begins its turn within a swarm is nauseated for 1 round unless it makes a Fort save DC 10 + 1/2 HD + the Putrid Swarm's Con modifier. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check at DC 20 + spell level.
Special: Unlike normal Swarms, Putrid Swarms may be smaller in size than 100 square feet (a 10 foot square).

Elemental Attack
The creature's strikes bear the essence of an elemental attack.
Benefit: The creature gains 1d6 extra damage with either fire, cold, electricity, or acid damage.
Special: The creature may only take this ability if it also takes the Touch of the Elements ability. The type of damage it deals is the same as its energy resistance.

Constrict
The creature's attacks are not made with the intention of killing but to grab... To grab and to crush the life from its victim.
Benefit: The creature has the improved grab ability with one of its attacks. In addition, on a successful grapple check, the creature deals damage equal to the damage of the attack that made the grapple.



Menu C

Unstable
The creature's being is highly volatile and chaotic.
Benefit: Choose six abilities from this menu and assign each a number 1-6. Once every 1d4 rounds at the top of the innitiative order, roll 1d6. the creature gains the benefit of that ability for 1d4 rounds, after which (at the top of the innitiative order immediately following), the creature re-rolls for its Instability.
Example: The creature is Unstable and it has been deemed that it shall gain
Fast Little Bugger (1), Nasty Little Bugger (2), Naturally Pushy (3), Hard to Corner (4), Brawl (5), and Tunneller (6). At the top of the first Innitiative order, the DM rolls 1d6 with a result of 3, then rolls 1d4 with a result of 3. The creature gains Naturally Pushy for three rounds. At the top of the fourth round, the DM rolls 1d6 again with a result of 4, and rolls 1d4 with a result of 1. For this round, the creature is Hard to Corner, but is no longer Naturally Pushy.
Special: This ability can be taken multiple times, although only three abilities can be common to more than one itterration of Unstable. Therefore, while an Aberration could have Naturally Pushy, Nasty Little Bugger, and Brawl on three of three different Unstable lists, it could not also have Tunneller on more than one.
Special: The creature's allignment shifts to "Usually Chaotic".

Damned Hard to Kill
The creature is a living tank, almost created for the sole purpose of being durable. It is covered with thick skin and armor plating, and any wounds it recieves seem to dissapear as though they had never been.
Benefit: The creature gains +4 Con, +8 natural armor, and DR 10/Magic.
Special: The creature may gain DR 10/Byshek instead of DR 10/Magic, but may not mix and match between the two DR types (for example, it could not have DR 5/Magic and DR 5/Byshek).
Special: This ability may be taken once for every 4 HD the creature has. If taken multiple times, the creature must take the same type of damage reduction as the first time it has taken Tough as Hell or Damned Hard to Kill.

Spell Resistance
Magic seems to rebound harmlessly away from this creature.
Benefit: The creature gains Spell Resistance 10 + HD.

Rending
The creature's claws are wickedly barbed and dangerous.
Benefit: If the creature hits with two claw attacks in one round, it rends its foe, which deals extra damage equal to 2d6 + 1.5 times the creature's Str modifier.
Special: A creature must have at least two claw attacks to use this ability.

Spring Attack
The creature's attacks are fleeting, mostly based on hit-and-run tactics.
Benefit: The creature gains the Spring Attack feat, even if it doesn't meet the prerequisites.

Whirlwind Attack
The creature's tactics consist of wading into the thickest of the melee... And going psychotic.
Benefit: The creature gains the Whirlwind Attack feat, even if it doesn't meet the prerequisites.
Realms of Chaos

08-25-05, 10:19 AM
Oh, I recently acquired a book that would have the perfect template for you, abberant. It adds random numbers of random special attacks and special qualities to a creature and makes it an abberation. It would be copyright infringement to P.M. it to you so you'll need to get it for yourself. If you do, It is called the book of templates: deluxe edition and it is at www.rpgnow.com.

Just to share a couple ideas, Why not add in random special attacks and abilities like blood drain, adhesion, amorphous, regeneration, and fast healing. You could even add things like improved grab. Simply create one table for each special attacks and special qualities: and give each creature 2d6 of each. Improve the CR by one for every three to five abilities added and that should put you on your way.
Gnome_Dragon_Disciple

08-25-05, 02:55 PM
Well, basically I was hoping others would help by submitting special abilities like amorphous, blood drain, etc., and that they would be balanced against each other at various levels. The basic CR of the creature wouldn't be increased by the special abilities... It would simply have access to X ammount by virtue of hit dice and CR, and they would be preemptively taken into account for the creature's general "kill lots" potential.



As for RPGNow.com, I found them to be a royal pain the last time I ordered something from them (Steam and Steel), and even though the book itself was great, I'm trying to avoid the site :P
Realms of Chaos

08-25-05, 09:31 PM
Oh, I get it. You wanted a table similar to that of a half-feind or half-celestial, with the exception that at each level of special abilities, there is a random selection. Okay.

HD
1-3: Roll 1d6. 1:improved grab, 2: poison with attacks (Fortitude DC 16 Initial and secondary damage same, 1d4 strength), 3: Gains tentacle. The tentacle deals 1d8 damage if used to attack with, 4: The creature gains a +2 bonus to one of their saves, chosen at random, 5: The creature gains 1d4+1 bonus hit points, 6: the creature gains a swim speed equal to halve of its normal speed.
4-6: Roll 1d4. 1: Scent: the creature can detect approaching enemies, sniff out hidden foes, and track by sense of smell, 2: the creature gains a +2 bonus to a random ability score, 3: The creature can use detect magic at will with a caster level of 1, 4:the creature can cast spells as a first level sorcerer.
7-9: Roll 1d4. 1: Fly speed: the creature gains a fly speed equal to half of its normal speed with average manuverability. 2: Uncanny dodge:the creature retains their dexterity bonus to ac (if any) when attacked flat-footed or hit by an invisible attacker, 3: Charming eye: Any creature that looks at this one in the eyes must make a d17 will save or be subjected to a charm monster spell and caster level 10, 4: Detect thoughts: at will. Save DC 18.
10-12: Roll 1d4. 1: Evasion: if the creature is allowed to make a reflex save for half damage, if the creature succeeds, they take no damage instead, 2: Extra arm: the creature has an extra arm, claw, pseudopod, or other such appendage. The creature gains multidexterity as a bonus feat and can make an extra attack using it (it can be used to hold weapons if the base creature's hands could. Otherwise, it is a slam or claw attack), 3: Extra leg: the creature has an extra leg. their land speed is increased by 5 feet, 4:the creature gains fast healing 1d4+1
13-15: Roll 1d4. 1: Telepathy: the creature can telepathically communicate with any creature that has a language within 50 ft., 2: the creature becomes transparent, taking a d20 spot check to notice it if it stands still, 3: Acid: the creature oozes acid, dealing 1d6 damage to creatures it hits with natural attacks or gets hit by from a unarmed or natural attack. Any creature grappling it takes this damage automatically each round, 4: Quickness: the creature can take an extra partial action each round.
16-18: roll 1d4. 1: blindsight: the creature's entire body becomes a primative sensory organ that allows it to discern objects and creatures within 60 ft. the creature usually does not need to make spot or listen checks to notic creatures within this range, 2: Amorphous: the creature is immune to critical hits and cannot be flanked, 3: natural invisibility: the creature is naturally invisible. this effect can't be dispelled and does not become visible when killed, 4: True seeing: the creature constantly gains the benefit of a true seeing spell.
19-20: roll 1d6. 1: AC bonus: the creature's natural armor increases by 1d4+1, 2: Spell resistance equal to 1d4+ the creature's HD, 3: Unbeatable damage reduction equal to 1d4+1, 4: Regeneration: the creature gains regeneration 1d4+1. this regeneration can be passed by a specific alignment or type of metal (Cold iron or good, for instance), 5: the creature gains immunity to a random element, 6: the creature can use planeshift once per day.

Hope that helps. Make any changes you need.
Gnome_Dragon_Disciple

08-26-05, 02:24 AM
Actually, I meant something more like the Astral Construct's trait selection (the more powerful the construct is, the more abilities it can take from more powerful menus, but its CR reflects the totality of the abilities possible with the thing... no random rolling). Basically, it would reflect the many millions of combinations of creatures that could be willfully created... And the castoffs from such experiments. Beyond that, it could also easilly reflect the random things that creep from the most vile pools of fetid filth in the deepest recesses of the world. Essentially, it would be a high-utility monster that's the DM's best friend.

Still, you did help. With a concise list like that I can crank out the abilities and split them between various menus no problem. The tricky thing is going to be tweaking the thing's stat blocks and how MANY abilities from three different menus they get.
Gnome_Dragon_Disciple

09-01-05, 03:37 AM
Just updated the listing for the wee beastie! CR's 1-5 are now covered and all of the Astral Construct Menu A abilities have been ported over with slightly modified versions for the creature. I plan on completing the Menu A-dependant creatures fairly soon (CR 7 will be the last in the Menu A progression, I think). CR's 8-14 should see some VERY interresting abilities coming about, and CR's 15-20 should be positively nightmarish. In any case, I could use some feedback on how these buggers are coming along... and as always, feel free to submit abilities balanced against these ones listed for Menu A!
Gnome_Dragon_Disciple

09-02-05, 05:01 AM
New update: CR's 1-7 are now covered, and there's now a Menu B to work off as well! Coming this weekend: More Menu B abilities, Menu C will be started, CR's 8-20 will hopefully be done, and rules for swapping X ammount of Menu B abilities for X ammount of Menu A abilities, and maybe vice versa. Also, there will be hopefully be some spell-like/psi-like abilities on all menus to ogle! ;)
Gnome_Dragon_Disciple

09-03-05, 02:29 AM
Added a CR 8 creature (and the first Large in the progression!), as well as Smells Bloody Awful in Menu A and Elemental Attack and Putrid Swarm in Menu B.

Also, for you non-Eberron players, ignore Tough as Hell's Byshek DR option.
Desvelar

09-03-05, 07:45 PM
looks cool
Gnome_Dragon_Disciple

09-04-05, 05:00 AM
Basic stat blocks from 1-15 covered, with sizes up to Huge. Coming tomorrow: Menu C, CR's 16-20, and if I get around to them, spell-like abilities and more Menu B abilities.

As-is, there's about 16 pages of material in that one post. I'm hoping to break 50 with full material, 70 if I do alternate sizes for the intermediate size range CR's. 90 if I do Lower-than-CR-1 blocks, and over 100 if I do any CR 21-and-up. There's almost no limit to what can be done with the concept, but it's too much for me to do it alone... Even WotC dev teams work in threes :P

In other words, I know there's monster-making gurus here... so let's hear your ideas!
Gnome_Dragon_Disciple

09-06-05, 12:16 AM
Menu C is up, but needs more fodder. CR's 1-15 are relatively firm, but remain mostly unplaytested. Spell-like abilities will, I'm afraid, have to wait 'till later this week, as will Gargantuan and Colossal aberrations in CR's 16-20. Unfortunately, my mental well is running somewhat dry with ideas, so I'll likely convert a lot of the abilities held by the MM's creatures into abilities in these various menus fairly soon. After that, though, more reader-submitted material WILL be needed to help maintain the project!
Shas'O

10-01-05, 01:04 PM
:bump:

I like this too much to let it die!

I'll post some of my aberrations later on tonight.
Always-Late

10-17-05, 09:24 PM
Wrong thread.
Secrets Untold

10-18-05, 06:58 PM
Just a hint, you should add an ability like this to one of the menus:

Bizzare Movement:
The creature is very fast, but unsure of where it lands
An abberation gains a +10 (or higher) feet speed boost, but has a cumulative 5% chance of landing on a square adjacent to the intended square.
If this happens roll 1d8:
On a roll of __, the abberation lands one square ____ then originally intended:
1 - up
2 - up+left
3 - left
4 - down+left
5 - down
6 - down+right
7 - right
8 - up+right

This may exceed the normal movement range and is still allowed.

Just my suggestion
Secrets Untold

10-19-05, 05:43 PM
Heres an abberation that i made with the 13 template

Sea Stalker
Hieyk Sea Stalker
Huge Aberration
Hit Dice: 13d8+104 (162)
Initiative: -2
Speed: 50 feet, swim 50
Armor Class: 31 (Touch 6, Flat Footed 31)
Base Attack/Grapple: +9/+25
Attack: Bite +21 (2d6+8 ) or Tentacle +21 (1d8+4 bludgeoning)
Full Attack: Bite +21/+16 (2d6+8 ) and 2 Tentacle +21/+16 (1d8+4 bludgeoning)
Space/Reach: 15/15 feet
Special Attacks/Qualities: Unstable, fast healing 2, DR 10/ magic, amorphous
Saves: Fort +9 Ref +2 Will +8
Abilities: Str 26, Dex 6, Con 26, Int 10, Wis 10, Cha 13
Skills: Intimidate +6, Hide +0, Listen +5, Spot +5
Feats: Various benefits as outlined in special abilities.
Environment: Any
Challenge Rating: 13
Alignment: Any (usually chaotic)

This bizarre creature looks something like a shark with an ooze-like body and legs that look like it would be a fast swimmer. Two tentacles with tiny barbs stick out from its body. It seems ly powerful.

COMBAT:
A sea Stalker ravages anything that gets in its way, by first striking opponents down with its tentacles then chomping down on them

Unstable: at the start of every 1d4 rounds, roll 1d6 then apply the list of abilities below. Note that the abilities fade after 1d4 rounds and then repeat with rolling 1d6.

Unstable effects:
1: Gains +8 natural armor and +4 con
2: Gains SR/10
3: If the creature hits with 2 tentacles, it deals an extra 2d6+1.5 str mod
4: Gains the spring attack feat
5: Gains the Whirlwind Attack feat
6: Can make a full attack if it charges AND gains 1 more tentacle

Amorphous
The creature has no discernable anatomy, but likely has a tough but elastic membrane covering its flesh. It is also likely quite muscular, much like an elephant's trunk, although that doesn't make it stronger than other creatures without this ability... merely that the extra muscles are needed to keep its internal organs safe and not sloshing around.
Benefit: This creature has no discernable anatomy and therefore is immune to critical hits and other forms of precision based damage. Versions that do not have eyes are immune to gaze attacks but do have blindsight. It is capable of dealing with challenges on all sides, and is therefore not vulnerable to flanking
Rny2

10-26-05, 07:00 PM
:bump:
Secrets Untold

10-29-05, 05:13 PM
Please people, post feedback not bumps.

By the way, :bump:
Zemyla

10-29-05, 11:46 PM
If there were a Summon Aberration spell, which aberrations would correspond to which spell levels?
savant_warlord13

11-02-05, 06:15 PM
I started this over on the Eberron Boards (Original Thread (http://boards1.wizards.com/showthread.php?t=489042)) with the intent to make a completely customizable Aberration, very much like the Astral Construct from the Expanded Psionics Handbook. Basically, I wanted to make sure my adventurers never faced the same freakish abomination twice... So I started with a simple Tiny CR 2 Custom Aberration listed after the Aberration type, posted here for your reference.

Aberration Type

d8 Hit Dice.
Base attack bonus equal to 3/4 total Hit Dice (as cleric).
Good Will saves.
Skill points equal to (2+Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.


Traits: An aberration posesses the following traits (unles noted otherwise in a creature's entry).
Darkvision out to 60 feet.
Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations are proficient with shields if they are proficient with any form of armor.
Aberrations eat, sleep, and breathe.





The thing is, is that I'm not very experienced with respect to monster creation (I mostly run NPC encounters since aside from undead and aberrations, just about NOTHING is more evil than a person who knows how wrong their actions are... and they just don't care). Basically, I need help. Ideally, I'd like to cover CR's 1-20 with such custom creatures, and the more abilities there are for each menu the more versatile these monsters will be. Ability descriptions should include how they might affect the appearance of the creature, and so far as I can tell, the low- to mid-level CR Aberrations should have about 1 Menu A ability per HD. I have no idea where to begin with mid-level CR Aberrations, and there doesn't seem to BE any high-level CR Aberrations that don't get there without class levels (not in the Monster Manual, at least). Anyways, here's where I started.

WOAH! hold on there! Undead and aberrations do not have to be evil (Silthilar from Lords of Madness and Good Liches from Monsters of Faerun), and evil dragons have lots of time to sit around thinking about how much they hate everything. When you have nothing to do, you are pushed to the extremes of your alignment, particularly on the Good vs. Evil axis. That is why old people are always really nice or really mean.
Rakzaar the Hallowed

11-22-05, 11:15 PM
hello people, i have a few ideas for new abilities that might make the menus a little bigger, and give you some more choices for your grusome creations... Please give feedback for balancing or add-ons.

heres some for Menu A

Stealthy
Using innate ability to hide and creep along, this creature is hard to detect, and often ambushes its pray.
The Creature gains +4 racial Bonus to Hide and Move Silently checks.

Hightened Senses
Blessed with supernatural senses, this gross abberation can see, hear, smell, and taste bette than any others.
The creature gains a +4 racial bonus to Spot, Listen, and Search checks, while also gaining the scent ability.

Absorb Arcana
This little bugger can aborb spells! what a bastard!
The creature gains Spell Resistance equal to its HD + 5

Sword Snatcher!
Hey! thats my sword! The creature can make a disarm check at +4 immediatly after hitting with any attack (considered having the improved disarm feat) to disarm the opponent of their weapon.

Thick Skinned
Having thick, rough or scaly skin gives this creature a harder body to penetrate and hurt.
The creature gains +4 natural Armour and +1 for every 4HD, and DR 2/magic.

Acid Saliva
Upon a successful bite attack, deal 1d6 acid damage in addition to bite damage.

Spit Acid
At will, the creature can spit it's acid saliva from one of its orifices at an opponent up to 30 ft away. With a ranged touch attack (at -2 per 10ft increment, max 3 increments) the creature can shoot acid spit, doing 1d4 damage, with an additional 1 continuous acid damage per round for 1d4 rounds, as it sticks to the victom.

Abilities for Menu B

Plague Bearer
Either from the layer of goo or slime that covers the creature, or from the claws and teeth, this creature carries a horrible disease. Choose (or roll 1d4) either Shakes, Slimy doom, Red Ache, and Mindfire. diseases as normal (i.e incubation period etc...)

Magical Connection
This creature has a natural connection with magic, and can cast spells at will as a spell-like ability. Choose one random spell from the sorceror's spells list, from spells from lvl 1 and higher for every 5 HD of the creature. Caster level is 2 + Cha mod (min 1)

Projectile Vomit
Using some form of orifice, the creature can shoot an acidic substance up to 30 feet away with a ranged touch attack that deals 2d6 points of acid damage. This ability can only be used once per day.

Very Stable
This creature is very able to hold its ground, and seems stubborn to cease being upright. It gains the dwarves' 'stability' feature, which give the creature a +4 modifier to resist being tripped or bullrushed, while it is firmly on the ground, this ability does not apply if the creature is flying or climbing or otherwise not firmly on the ground.

Hooks
Either with hooked hands/claws/tail barbs, or hooked teeth, when this monster succeeds in hitting an opponent, it may then use this oppertunity to grapple, as well as doing 1d4 + str modifier piercing damage in addition to the normal attacks damage.

Horrible Roar
once per hour, this grusome creature can let out a blood curddling scream, which can stun opponents for a period of time. As a standard action, this creature can use its roar to stun all opponents up to 30ft away. The Fortitude save DC is 10+ 1/2 HD + Con modifier. A successful save mean that the saved creature is not affected, however can be affected by another roar from the same or a different creature.

Tactful
The creature has an extended brain case, and has hightened intellegance unusual for its species. The creature gains +4 to intelligance (thus more skill pts) and will work intelligantly with others of it's same species to overcome thier foes. These creatures will work together, making distractions and using ranged attacks to assist, and also flanking as much as possible.

Mental Powers
Through some unatural means, this creature can use its mind do very strange things indeed.
The Creature gains three random psionic powers from the Psychic Warrior's power list, and gains 2 power points + int mod.

Skilled Jumper
Using powerful legs, or just haveing a small body, this creature has very good skills in jumping and leaping.
The creature gains a +10 racial bonus to it's jump skill, and may take 10 on it's jump checks, even while being distracted or threatened.

Spider-Like
This creature has odd hooks or sticky pads on its hands and/or feet that alow it to wall/run on walls and ceilings.
The creature gains the innate ability with the description of the 2nd level wizard/sorcerer spell spider climb, except that this is permenant

Stealthy Killer
Using extreme stealth, this creature hides in wait for its victoms, then pounces dealing lethal blows from the shadows.
The creature gains +8 to hide and move silently racial bonuses, and also gains the special ability of Sneak attack (1d6 per 4 HD) as per the rogue. NOTE: The creature using this must have and intelligance of over 14, to be able to deal precision attaks, otherwise, it does not have the capability to aim its attacks well, so most abberations need to have the 'tactful' ability to gain this ability.

ok, thats all for now folks... please tell me what you think :)

EDIT

this is a crazy little beasty i put together a day or two ago, it has some crazy %&*#...

Yethrek Stalker
Medium Aberration
Hit Dice: 3d8+3 (15hp)
Initiative: +8 (improved Init.)
Speed: 40ft (+10ft Fast little Bugger)
Armour Class: 16 (10 + 2 Natural +4 Dex) touch 14, flat footed 12
Base Attack/Grapple: +2/+4
Attack: Bite +4 Melee (1d6+2+1d6 Electrical)
Full Attack: Bite +4 Melee (1d4+2+1d6 Electrical) and 2 claws +2 melee (1d4+2)
Space/Reach: 5/5
Special Attacks/Qualities: Fast Little Bugger, Electrical Attacks (including ranged), Nasty Little Bugger, Stealthy, Stealthy Killer (sneak attack 1d6)
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 14, Dex 18, Con 12, Int 14, Wis 15, Cha 8
Skills: Hide +22, Move silently +22, Jump +8, Spot +5, Listen +5
Feats: Improved Initiative, Multi Attack
Environment: Dark places (dark forests, caves, underground places)
Challange Rating: 2

This creature resembles a Yerthrek Mauler (This grusome beast is a dark grey skinned humanoid, standing about 7 feet tall, with a head that resembles a hammer head sharks, with a T shaped bony skull, and eyes on the end of each T section. The eyes are pointing forward, and seem it be very aware of what is happening.) However it has a few differences. One is that it lacks any spines, and also does not have acidic saliva. This creature however is more deadly, as it has superbly unmatched skills at hiding and creeping around without a sound. A slight buzz in the air around the creature's mouth and the occasional spark indicates that is has some form of electric attack.

Electrical Attacks
one of the creature's natural attacks gains 1d6 per 4HD electrical damage in addition to normal damage delt. Also, at will this creature can shoot an electric ray as a standard action,as a ranged touch attack dealing 1d6 electrical damge per 4HD with up to 60 feet range.

Stealthy Killer
Using extreme stealth, this creature hides in wait for its victoms, then pounces dealing lethal blows from the shadows.
The creature gains +8 to hide and move silently racial bonuses, and also gains the special ability of Sneak attack (1d6 per 4 HD, min 1d6) as per the rogue. NOTE: The creature using this must have and intelligance of over 14, to be able to deal precision attacks, otherwise, it does not have the capability to aim its attacks well, so most abberations need to have the 'tactful' ability to gain this ability.

Stealthy
Using innate ability to hide and creep along, this creature is hard to detect, and often ambushes its pray.
The Creature gains +4 racial Bonus to Hide and Move Silently checks.

Fast Little Bugger
gains extra +10ft movement.

Nasty Little bugger
natural weapon becomes next higher damage dice.
Steely Glint

01-13-06, 06:27 PM
Have you considered writing a perl script (or whatever) that randomly generates aberrations within a specific CR range?
Sereno

02-01-06, 09:50 AM
I was thinking the same thing, Steely Glint ... What Gnome Dragon Disciple has come up with is just screaming to be turned into an "abberation generator" program!!
Mercurius

02-14-06, 11:16 AM
Here's a possible ability:

Unnatural Girth
The creature's body is bloated and enlarged beyond all reason. It uses its hiddeous body mass to crush the life out of its enemies.
--- The creature gains the Crush attack (such as that of larger dragons), which it can use on creatures that are smaller than its size.

I'm not sure of the mechanics of a crush attack, but it seems like a good idea overall. Imagine a gigantic mass of flesh and ichor rolling onto a PC and squeezing the life out of them.





Perhaps there could also be an ability that makes an aberration one size category larger... so you could have lower CR monsters with larger size categories...

This is an awesome idea, though.
Lord_Canius

02-14-06, 12:37 PM
Jhor’Ath
Large Aberration
Hit Dice: 13d8+39 (97)
Initiative: -1
Speed: 50 feet
Armor Class: 18 (Touch 8, Flat Footed 10)
Base Attack/Grapple: +9/+17
Attack: Slam/Tentacle +13 (1d6+4 bludgeoning)
Full Attack: Slam/Tentacle +13/+8 (1d6+4 bludgeoning)
Space/Reach: 10/5 feet (10/10 if tall)
Special Attacks/Qualities: Spines, Fast Little Bugger, Incredibly Resilient, Damned Hard To Kill, Whirlwind Attack
Saves: Fort +7 Ref +3 Will +8
Abilities: Str 18, Dex 10, Con 16, Int 10, Wis 10, Cha 13
Skills: Intimidate +6, Hide +0, Listen +5, Spot +5
Feats: Whirlwind Attack
Environment: Any
Challenge Rating: 12
Alignment: Any (mostly neutral)

You see a tentacled blur moving toward you at an immense speed. It is covered in a spined shell, and spins around as it moves towards you without stopping, kicking up gravel and dirt as it tears the ground to shreds.

A Jhor’Ath is a tentacled monstrosity hidden inside a spiny shell. It moves quickly, and attacks with every attack at its disposal whenever possible.

I don’t have time to finish the abilities right now, I’m getting kicked off the school computer. If anyone else wants to finish it off, all it needs is final calculations to AC, add in Damage Reduction and Fast Healing, and listing of its attacks and actions in combat.
Skritz_the_Lizardmen

02-15-06, 04:53 PM
Amazing...very impressive..ill keep this these creature in my Monster Folder!!!
By the Way..... :bump:
MrAdam

02-22-06, 01:35 PM
This is quite possibly one of the coolest threads ever. I just felt the need to say that (thus keeping the thread alive for another day!! Bwaha!)
Lord_Canius

03-19-06, 03:10 AM
:bump: This thread is to awesome to die.
Dracomortis

03-19-06, 01:54 PM
Dread Moth
Small Aberration
Hit Dice: 5d8 (hp 22)
Initiative: +1
Speed: Fly 30 feet (poor)
Armor Class: 14 (+1 Dex, +3 natural), touch 12, flat-footed 11
Base Attack/Grapple: +3/-2
Attack: Bite +1 (1d6-2 piercing) or slam +1 (1d3-2 bludgeoning)
Full Attack: Bite +1 (1d6-2 piercing) or slam +1 (1d3-2 bludgeoning)
Space/Reach: 5ft by 5 ft/0 ft
Special Attacks: -
Special Qualities: Acidic saliva, disturbing appearance, DR 5/-
Saves: Fort +1 Ref +2 Will +4
Abilities: Str 6, Dex 12, Con 10, Int 10, Wis 10, Cha 13
Skills: Intimidate +2, Hide +8, Listen +3, Spot +2
Feats: -
Environment: Any
Challenge Rating: 3
Alignment: Always neutral evil

The dark street seems quite. Almost too quite. Suddenly, a dark figure swoops down from a nearby building and latches onto your comrade's face. After mere seconds, it flies off again, revealing a skeletal visage where flesh was a moment ago.

It is an understatement to say that dread moths are terrible to behold. They appear as a dark grey moth the size of an eagle. Their sickening bodies are covered with short hair reminescent of mold. Their large mandibles constantly tap together, producing an distinct, eerie chittering sound. Although a dread moth is quite horrid on its own, it is but a part of an infinitely more frightening, ancient evil. By the time a dread moth is encountered, however, it's much too late to escape.

A typical dread moth has a wing span of 3-4 feet, although its small, segmented body is only about a foot long, and it weighs about 10 pounds.

Combat
A dread moth typically emerges at night, where it can hide on top of buildings and other structures and swoop down on unsuspecting victims, using its powerful jaws and acidic saliva to quickly eliminate its prey.
Acidic Saliva (Ex): Upon a successful bite attack, a dread moth deals an extra 1d6 points of acid damage in addition to its normal bite damage.
Disturbing Appearance (Ex): Despite its moth-like appearance, a dread moth is disturbing to behold. Anyone who sees a dread moth must succeed on a Will save (DC 13) or take a -2 penalty on all attack rolls and skill checks made against the dread moth.

This monster is based upon the moth from Dean Koontz's novel, Phantoms.
seamus88

03-19-06, 05:19 PM
i have created a swarm shifting lich with 3 types of swarms .1 maggots.2 flys.3 body parts.i had lots of fun tweeking this creep out.the tomb of the undead is such the fountian source of information that i have made a whole game out of steff from just that book.only high level heros need apply!