Denizens of the Gray Wastes (PEACH or not, as long as you look) [Archive] - Wizards Community

Post/Author/DateTimePost
Watchdog_of_Hades

06-18-06, 06:50 PM
I like undiluted evil. I like the idea of a bleak wasteland that stretches on forever. I like the fact that such a place would be so filled with hopelessness and despair that it would slowly drain the joy and energy out of anything to spend its time there.

What am I thinking of? Of course! Hades! Bordering the Abyss and the Hells (Edit: Carceri and Gehenna, actually. Same diff.), Hades is the most absolutely foul place you could find! That means the monsters there are deliciously eeeeeevil!

Mmm... Evil...

Skin Puppeteer
Outsider
Hit Dice: 14d8-14+14 (63 hp)
Initiative: +4
Speed: 30 ft. +/- 10 feet per size category
Armor Class: 10 plus host's natural armor and equipment
Base attack/Grapple: +14/+13 (plus size modifiers)
Attack: Claw +13 melee (appropriate die for host's size category -1)
Full Attack: 2 claws +13 melee (appropriate die for host's size category -1)
Space/Reach: As host's
Special Attacks: Steal skin, change size
Special Qualities: Immunity to piercing and slashing, DR as host
Saves: Fort +10, Ref +11, Will +15
Abilities: Str 8, Dex 11, Con 9, Int 19, Wis 23, Cha 24
Skills: Bluff +32*, Disguise +34*, Forgery +6, too lazy for the rest
Feats: Deceitful, Improved initiative, Improved toughness, Great fortitude, Ability focus (Steal skin)
Environment: The Gray Wastes of Hades
Organization: Solitary
Challenge Rating: 9+(1/5 host's natural armor)+(1/10 host's DR)+(1 per quality required to bypass DR (+3 for x/-))
Treasure: As host creature
Alignment: Neutral evil
Advancement: 15-25 HD

Skin puppeteers look just the same as the host did, except the skin is a bit paler and the eyes are dull gray.

Skin puppeteers are the perfect spies and assassins, able to disguise themselves exactly as anything they choose to, disposing of the original in the process. They can simply seep in through a creature's skin, devouring the insides of the victim and using his body to serve their own purposes. Usually mercenaries, these horrible things dwell on Hades, using the bodies of petitioners to try and keep other adventurers on the bleak plane to entrap even more unfortunates. The skin puppeteers do so partly for the pleasure of devouring something's insides, because they taste good (because more petitioners means more prey, although eating is unnecessary), but mostly they enjoy knowing that every creature they entrap will suffer for near eternity, living out a bleak, painful, and pointless existence, yet without the will and self-discipline to simply end it all. The unlucky victims will only find an end to their suffering when slain by another dweller of Hades.

A skin puppeteer's natural form is an amorphous goo, weighing an amount depending on current size category. Skin puppeteers speak Infernal, Abyssal, Common, and Undercommon.

Combat
Skin puppeteers will flee combat if possible, coming back using another face later. If forced into combat, they will grapple opponents if possible, regardless of whether they are grappling or being grappled.
Steal Skin (Ex): A skin puppeteer's most feared power is to seep in through the skin of an opponent, transferring its gooey essence into the victim in exchange for the latter's organs. If a puppeteer hits with a claw attack, the opponent must make a Fortitude save (DC 19) or die as its organs are crushed, transferred through the wound and pores of the puppeteer's skin, and reexpanded, while the goo of puppeteer makes the same journey in reverse, flowing into the other combatant. This process takes only a moment, during which both parties are paralyzed. Then the puppeteer's former skin explodes in a gory mess. Helpless opponents take a -8 penalty on this save, as the puppeteer can travel through easier means (mouth, ears, nose), and a creature in a grapple with the puppeteer takes a -2 penalty because of the amount of skin touching. Also, the puppeteer does not have to hit with a claw against a grappling opponent. It must be within one size category of the creature it wishes to change skins with. When wearing a skin, the puppeteer retains its claw attacks and gets any other natural attacks of the skin.
Change Size (Su): A puppeteer can grow or shrink as the need arises. This is not just expanding and contracting; substance actually forms or disappears. This happens automatically when it changes skins. Otherwise, it takes a move action to grow or shrink a size category.
Immunity to Piercing and Slashing (Ex): The fact that a puppeteer has no particular shape, moving out of said shape doesn't damage it. Slashing and piecing weapons, made to do that, don't work because of that. Bludgeoning weapons still work because spattering a skin puppeteer onto the opposite wall works just as well as it normally would.
Skills: A skin puppeteer has a +8 racial bonus on Bluff and Disguise checks.
IV

06-18-06, 07:51 PM
The concept of these creatures seems to be going for the evil for the point of being evil outlook if I'm correct. At least that was your original intent. Well I think that you could have put more emphasis on the actual degree of evil. Right now, he simply attempts to keep people on the plane by stealing their body. Well if you want them to be evil evil, I'd suggest making them have a deeper more sinister purpose. Expand on the concept and flavor text and this could prove to be a very interesting monster.

Also, when a Skin Puppeteer takes over the body of another wouldn't he gains all of there physical attributes, and physical bodily effects (poisonous bite, etc)?
Watchdog_of_Hades

06-18-06, 08:38 PM
Vortella
Large Outsider (Evil)
Hit Dice: 26d8+130+26+60 (333 hp)
Initiative: +7
Speed: 40 ft., climb 10 ft.
Armor Class: 28 (-1 size, +3 dex, +16 natural), touch 12, flat-footed 25
Base attack/Grapple: +26/+50
Attack: Bite +34 melee (1d8+4) or sting +34 melee (1d6+8 plus poison)
Full Attack: Bite +34 melee (1d8+4) and sting +34 melee (1d6+8 plus poison)
Space/Reach: 5 ft. by 10 ft./10 ft. (5 with bite)
Special Attacks: Poison, web, improved grab
Special Qualities: Aura of contentment, darkvision 60 ft., tremorsense 60 ft.
Saves: Fort +20, Ref +18, Will +20
Abilities: Str 27, Dex 16, Con 21, Int 3, Wis 21, Cha 9
Skills: Meh.
Feats: Ability focus (poison), Ability focus (Aura of contentment), Great fortitude, Improved initiative, Improved toughness, Iron will, Lightning reflexes, Perfect toughness x2
Environment: The Gray Wastes of Hades
Organization: Always solitary
Challenge Rating: Um... 23? Nasty poison.
Treasure: Standard
Alignment: Always neutral evil
Advancement: 27-45 HD (Large), 46-69 HD (Huge)

Suddenly, the ground jerks beneath you. You notice, a bit late, that the ground you were walking on was covered in fine white strings. They're more noticeable now, bunched up and entangling your feet in sticky strands. You're being dragged towards a large hole in the gray ground.

If the character fails one of the saves (see Web), read the following.

A fall of many feet drops you heavily onto the ground below. You now stand in a rather large cavern, but the terrible thing is what stands before you. It seems an amalgam of spider and scorpion, with furry legs, a plated body, mandibles easily each as long as your arm, and a plated stinger hovering over its back, ready to strike.

Vortellas are strange creatures of unknown origin, dwelling in Hades, mainly on Neiflheim. They live in burrows underground, witits hole, so fine it's almost invisible, and waits to feel the tremble of something walking on it. It then slowly reels in the web, as to not alert the victim to the trap, then when the creature is within 10 feet of the hole and the net is bunching up and becoming visible, a quick yank jerks the prey into the hole, where the vortella devours it. If the prey escapes, the vortella climbs out of the hole, chasing the prey if it is close, and then laying a fresh net around the hole.

Combat
If a creature falls into its lair, a vortella stings it until it succumbs to the paralysis, grabbing onto it with its mandibles if it escapes the webbing. If confronted with multiple opponents, the vortella will grapple one and sting others. If the intended prey escapes the webbing and is waiting to confront the vortella when it emerges, it will fight, and if things aren't looking good in the first one or two rounds, it will flee back down the hole and wait until it's fairly sure the intended prey is gone, then lay a new web and wait for easier food.
Poison (Ex): Injury, DC 33, initial damage paralysis 12 hours plus 1d6 Con at the end of every hour, secondary damage none.
Web (Ex): Though useless in combat, vortellas can spin fine webs. One use is to surround their holes with webs. At almost any time, any point within 60 feet of the vortella's hole is covered with neigh-invisible strands of slightly sticky material. When a creature steps on this, the vortella reels the web in slowly. This moves the creature 10 feet closer to the hole every round. When the creature is within 10 feet of the hole, the vortella throws subtlety out of the window and gives the web a jerk. By this point, the webbing has accumulated enough about the feet of the victim to stick well; a DC 25 strength check is required to break free of the web. Another DC 15 Reflex save is needed to avoid falling into the hole anyway. If the creature fails the strength check, it counts as under the effect of a Web spell (except that the break DC is 25 and only one 5-foot square is covered). The Spot DC to see the webbing is 35.
Improved Grab (Ex): If a vortella hits with its bite attack, it can attempt to start a grapple as a free action without provoking an attack of opportunity. Its grapple bonus is +50, which includes +8 racial bonus. It also has the option of taking a -20 penalty (putting it at +30) to not count as grappled, but still have lost the use of its bite.
Aura of Contentment (Su): A vortella's web gives feelings of happiness and contentment to any standing on it. Any creature within 60 feet of the vortella's hole must make a Will save (DC 30) or fall into a sleep-like state permeated with happiness. Being in combat negates this effect, but unless obviously threatened, the creature cannot take any actions. Additionally, because creatures cannot control their desires to be happy, they have -2 penalties on the save as their own wishes work against them.

A vortella's lair
Because of a short turn in the bottleneck leading to the vortella's cavern, it is pitch-black in the lair. Additionally, as mentioned above, if a creature fails its strength check to break free of the webbing, it is effectively Webbed. A vortella's cavern is approximately 60 feet by 60 feet and 60 feet high, with a 5-foot square hole in one of the walls (that the victim fell in through) about 40 feet up and in the center of the wall horizontally. The climb DC for the walls is 20. The creature dragged in lands in a square 15 feet from said wall (taking 3d6 falling damage), 10 feet from the vortella. There is no surprise round.
Watchdog_of_Hades

06-18-06, 08:40 PM
The concept of these creatures seems to be going for the evil for the point of being evil outlook if I'm correct. At least that was your original intent. Well I think that you could have put more emphasis on the actual degree of evil. Right now, he simply attempts to keep people on the plane by stealing their body. Well if you want them to be evil evil, I'd suggest making them have a deeper more sinister purpose. Expand on the concept and flavor text and this could prove to be a very interesting monster.

Also, when a Skin Puppeteer takes over the body of another wouldn't he gains all of there physical attributes, and physical bodily effects (poisonous bite, etc)?
Mmm... so he would. Okay... But the venom is sort of injected with most creatures, I think, and the poison glands are consumed with the rest of the innards. So if you can think of anything else he should get (I gave natural weapons), do tell.

And for the "evil" part, I just wanted to make monsters that inhabited Hades, but the eviler, the better. Do you have any particular suggestions? I just sort of thought they'd revel in the killing and the spiritual pain of creatures as their life becomes bitter and pointless while they become petitioners of Hades.
IV

06-18-06, 08:52 PM
I like the idea of making the lives of Hades Petioners bitter. But I'd relay make more emphasis on it. Make them seem extremely sinister. Focus on the fact that they want to make them suffer.

As for physical traits: Transformation, Improved Grab, Entangle (for Plants if they can be taken over), Constrict, Heat (from the Azer), Subtypes, Damage Reduction, Regeneration, Swallow Whole, Breath Weapon, Flying Swimming and Burrowing Speeds, Resistances, Physical Immunities, just to name a few.
Watchdog_of_Hades

06-18-06, 09:39 PM
All right. Emphasis put.

Usually mercenaries, these horrible things dwell on Hades, using the bodies of petitioners to try and keep other adventurers on the bleak plane to entrap even more unfortunates. The skin puppeteers do so partly for the pleasure of devouring something's insides, because they taste good (because more petitioners means more prey, although eating is unnecessary), but mostly they enjoy knowing that every creature they entrap will suffer for near eternity, living out a bleak, painful, and pointless existence, yet without the will and self-discipline to simply end it all. The unlucky victims will only find an end to their suffering when slain by another dweller of Hades.
That good?

As for putting in all of those things... I dunno. For one thing, it would make the CR impossible to calculate, and probably far from what it should be. Besides, I just imagine the puppeteer as a... thing that's using your best friend's body to spy on you. Not really much more.
IV

06-18-06, 11:10 PM
Hmm... it was just a concept.

However, the description is much more emphasizing on the evilness that you seemingly meant to put out.
Watchdog_of_Hades

06-18-06, 11:28 PM
Uh... the description of what is too evil-oriented?
IV

06-19-06, 02:35 AM
No, I said it was good. Much more evil, compared to how you had it before.
Watchdog_of_Hades

06-19-06, 01:04 PM
No, I said it was good. Much more evil, compared to how you had it before.
Erk. Graaaaak. Brain overload. Initiate process "ignore confusing thing."

Ah, that's better.
PunkRockBard

06-19-06, 01:18 PM
This thread has got me thinking....how many regular inhabitants are on Hades???

Off the top of my head.......

Yugoloths - Alignment Exemplars....

Night Hags - Larvae Pushers....

Hordlings - Whatever it is they are....

Larvae - Cute lil wormie souls.......

Other Petitioners....

Hmmmm............that it???? i don't really count the devils and demons from the blood war.
savant_warlord13

06-19-06, 05:11 PM
This thread has got me thinking....how many regular inhabitants are on Hades???

Off the top of my head.......

Yugoloths - Alignment Exemplars....

Night Hags - Larvae Pushers....

Hordlings - Whatever it is they are....

Larvae - Cute lil wormie souls.......

Other Petitioners....

Hmmmm............that it???? i don't really count the devils and demons from the blood war.
Yugoloths are native to Gehenna, not Hades
Watchdog_of_Hades

06-19-06, 05:37 PM
Hmmmm............that it????
To disprove that, I link you to here (http://boards1.wizards.com/showpost.php?p=9421783&postcount=1) and here (http://boards1.wizards.com/showpost.php?p=9422477&postcount=3).

Does anyone have some sort of request as to what kind of thing I do next? I was going to do something that lurks just below the surface of the earth, or maybe some huge juggernaut-type thing, or perhaps a swarm of some kind, or a thing that kidnaps people from the Material Plane and brings them to Hades to watch them suffer or another reason.
Shemeska the Marauder

06-20-06, 12:28 AM
Yugoloths are native to Gehenna, not Hades

No, they're native to both planes.

The 'loths originated in Hades, and while they still have monolithic control over that plane, they have in the eons since their creation, also populated Gehenna and managed to link themselves into the very essence of the plane to the point that they now spawn directly from it in identical fashion to back in the Waste. They're also seeking to do the same to Carceri, and to this end they're constructing the Tower of Incarnate Pain, a miles wide and high tower built from the screaming flesh of millions of petitioners, crowned by the flayed skin of a dead god.

If completed, the 'loths will start to spawn naturally from Carceri as well, having fully dragged all three of neutral evil planes under their yoke, recreating the neutral evil hegemony of their makers, the Baernaloths, in their own image.
Shemeska the Marauder

06-20-06, 12:33 AM
This thread has got me thinking....how many regular inhabitants are on Hades???

Off the top of my head.......

Yugoloths - Alignment Exemplars....

Night Hags - Larvae Pushers....

Hordlings - Whatever it is they are....

Larvae - Cute lil wormie souls.......

Other Petitioners....

Hmmmm............that it???? i don't really count the devils and demons from the blood war.

Other things to add to the list are Diakka, bird-like scavangers that tend to be ignored by the 'loths and sometimes trained and used as guardian-like pets by Night Hags.

Then there are Terlens, which while not -native- to Hades, have established breeding populations there.

Styx Dragons and Gloom dragons as well.
Nemorium

06-20-06, 08:26 AM
Wow, this thread managed to snare the two evilest of all people on the DnD forums. I'm impressed. Also, a question occurs to me. Watchdog, are you Adam Sessler, and Shameska, are you Morgan Webb? If you don't know who they are, ignore that. I have a monster suggestion. The mother of all Vortellas, like a Queen Vortella, with stats for larva vortellas. The Queen controls Vortellas, can cast spells, and can turn innocent adventurers into snarling, half-vortella monsters over time. The larva could be able to disguise themselves as larvae petitioners to get a quick meal.
Watchdog_of_Hades

06-20-06, 10:52 AM
Adam Sessler is best known as the witty-humored co-host of the G4 (formerly G4techTV) television program X-Play (formerly Gamespot TV and Extended Play) with Morgan Webb. He was born in Berkeley, California and is a graduate of UCLA with a bachelor's degree in English literature and education. He was previously a credit analyst for a multinational financial institution in San Francisco and an actor on the San Francisco public access television show Chip Weigh Magnet Down. Do you not like credit analysts? I don't see how any of that means "evil." Is that a compliment?

And okay, I'll do that, but at the moment, I'm undermotivated for anything resembling work.
PunkRockBard

06-20-06, 11:32 AM
Speaking of..........


I do not think there are any official 3.0/3.5 stats for larvae....are there?
Watchdog_of_Hades

06-20-06, 09:59 PM
Bothriocyrtia
Gargantuan Outsider (Evil)
Hit Dice: 74d8+1110+74+300 (1817 hp)
Initiative: +5
Speed: 70 ft., climb 30 ft.
Armor Class: 57 (-4 size, +1 dex, +10 profane, +4 Mage Armor, +4 Shield, +32 natural), touch 17, flat-footed 56
Base attack/Grapple: +74/+113
Attack: Bite +99 melee (3d6+9 plus 10 vile) or stinger +99 melee (3d6+19 plus 10 vile)
Full Attack: Bite +99 melee (3d6+9 plus 10 vile) and stinger +99 melee (3d6+19 plus 10 vile)
Space/Reach: 25 ft. by 15 ft./15 ft. (10 with bite)
Special Attacks: Poison, web, improved grab, spells, weave statue
Special Qualities: Champion of darkness, regeneration 15, DR 20/adamantine, control lesser vermin, SR 66
Saves: Fort +59, Ref +47, Will +54
Abilities: Str 48, Dex 12, Con 40, Int 27, Wis 31, Cha 26
Skills: Concentration +92, Hide +78, Move Silently +78, Spellcraft +85, too lazy for the rest.
Feats: Improved initiative, Improved toughness, Perfect toughness x10, Ability focus (Poison), Verminfriend (BoVD), Lightning reflexes, Quicken metamagic (Violate spell)(see bottom of post), Quicken Metamagic (Quicken spell)(see bottom of post), Lichloved (BoVD), Violate spell (BoVD), too lazy for the rest
Environment: The Tower of Cobwebs (Pluton, Hades)
Organization: Unique (usually plus 2d4 vortellas advanced to 50 HD)
Challenge Rating: High. You guess at it.
Treasure: Triple standard
Alignment: Neutral evil
Advancement: -

Before you looms a thing of epic proportions. Seemingly a combination of spider and scorpion, this monstrous creature has legs as thick as you are, covered in brown bristles, and an elongated body covered in gleaming black plates. Its mandibles clack together audibly, and a long, curved, segmented tail ends in a deep red stinger above the thing's back that slowly drips a clear fluid. Eight eyes, each as big as your head, lie in two rows on the creature's face, ridges of the black armor-like material surrounding every one.

Bothriocyrtia is a being of pure, malevolent evil, so old even the most ancient of other fiends do not remember a time when she did not exist. She dwells in a tower constructed of webbing on Pluton, constantly expanding it, hoping to eventually cover all of what she regards as her gloom with the tower. Already, the building covers miles and miles of ground in a rough circle, and it perpetually grows larger. The tower is scattered with web-wrapped creatures, their innards dissolved by Bothriocyrtia's poison, these little packages hanging there, waiting for Bothriocyrta to pass by while hungry.

A few thousand years ago, Bothriocyrtia mated with a monstrous scorpion, then paralyzed him and devoured his insides. His exoskeleton stays perfectly preserved, untouched at the top of the main spire of the Tower of Cobwebs. As a result of the mating, Bothriocyrtia laid many eggs, which grew into thousands of monsters known as Vortellas. Her ultimate children (for they mated as well, and now there are many generations between them) populate all three glooms of Hades, but mostly they dwell upon Pluton.

Bothriocyrtia weighs about 14 tons and can speak every language.

Combat
Bothriocyrtia rarely engages in combat immediately upon sensing something intrude into her palace. Usually, she allows the creatures to struggle through the sticky strands, then, after hours and hours (assuming the prey lives that long, given the numbers of traps and arachnid-like guards), she will confront the attackers herself, preferably dropping down on them from the ceiling.
Poison (Ex): Stinger, DC 66, initial damage paralysis for 48 hours plus 1d6 Constitution damage per hour, secondary damage none.
Web (Ex): Bothriocyrtia's entire extensive palace is treated as though one giant Web spell, though it is nonmagical in origin. After it has had some time to dry, the web is ridiculously strong. Treat it as adamantine for almost all purposes (also, it doesn't burn). Additionally, Bothriocyrtia can spray webbing as a standard action. She can target a 10-foot by 10-foot square and it is affected as though by a Web. The Reflex save DC for this effect is 68.
Improved Grab (Ex): If Bothriocyrtia hits with her bite attack, she can attempt to start a grapple as a free action without provoking an attack of opportunity. Her grapple bonus is +113, which includes +8 racial bonus and a +8 profane bonus. She also has the option of taking a -20 penalty (putting it at +93) to not count as grappled, but still have lost the use of her bite.
Spells (Sp): Bothriocyrtia casts spells as a 60th-level sorcerer.
Typical Sorcerer Spells Known (6/8/8/8/8/7/7/7/7/6; Save DC 20+level): 0-Detect Poison, Detect Magic, Light, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Resistance. 1-Endure Elements, Grease, True Strike, Ventriloquism, Ray of Enfeeblement. 2-Touch of Idiocy, Mirror Image, Invisibility, See Invisibility, Fog Cloud. 3-Wall of Chains, Displacement, Slow, Dispel Magic. 4-Enervation, Greater Invisibility, Fire Shield, Distort Summons. 5-Resonating Resistance, Wall of Force, Teleport, Baleful Polymorph. 6-Antimagic Field, True Seeing, Contingency. 7-Whirlwind of Teeth, Waves of Exhaustion, Forcecage. 8-Polar Ray, Power Word Stun, Prismatic Wall. 9-Utterdark, Crushing Fist of Spite, Time Stop. I'm not going to get into epic spells, but you can make them up if you like.
Weave Statue (Su): Bothriocyrtia can weave a huge spider-like statue out of spiderweb. This process takes two weeks. However, if she is ever slain, her soul instantly transfers to one of these statues (selected at random), which animates 24 hours later. Alternatively, she can spend one day weaving a web golem (MM3).
Champion of Darkness (Su): Bothriocyrtia is one of the most powerful forces of evil on any plane. As such, she recieves many bonuses. These are a +10 profane bonus to AC, a +5 profane bonus to all saves, 10 extra vile damage on physical attacks, a +8 profane bonus of grapple checks, and a +2 profane bonus on all saving throw DC's for effects generated by her.
Control Lesser Vermin (Su): Bothriocyrtia can control other vermin easily. She can use this ability against any vermin within 120 feet as a free action. Vermin with 25-73 HD must make Will saves (DC 59) or be forced to do anything Bothriocyrtia wishes for 48 hours, even if it leaves the 120 foot range. Vermin with 24 or fewer HD get no saves. Additionally, Bothriocyrtia is constantly aware of everything happening around any vortella; effectively, she sees through all vortellas' eyes, knows anything picked up on one's tremorsense, etc. She can control any of them at will (they still get saves).


You'd darn better like it, Nemorium. I spent one or two hours on it. If you don't like it, lie and say you do so that I can feel that I've accomplished something today.
Shemeska the Marauder

06-20-06, 10:06 PM
Speaking of..........


I do not think there are any official 3.0/3.5 stats for larvae....are there?

There's a sidebar about them in the 3e Manual of the Planes. Just make them the appropriate version of evil, depending on if they're from the Abyss, the Waste, or Baator, and strip them of any planar commitment whatsoever. Probably just a 1HD outsider with the petitioner template would work.
Watchdog_of_Hades

06-20-06, 10:49 PM
Whooooooa. Hold it. There's a "Petitioner" template?

...

...

Darn. I was gonna make one.
Nemorium

06-21-06, 01:10 PM
Its, its,.....PEFECT! That's exacly what I was thinking. Write down to most of the special abilities. Oh, and Adam Sessler is extremely evil, and thats a complement. One more request. A half-vortella template. Basically adventurers altered by Bothriocyrtia into humanoid vortella montrosities, then released free-willed into the world.
Watchdog_of_Hades

06-21-06, 05:59 PM
Sorry, I need a few hours to get over the fact that I was almost halfway done with the template, then wanted to minimize the window and instead closed it, losing my work. Maybe tomorrow.
Watchdog_of_Hades

06-22-06, 07:03 PM
Okay. "Half-vortella" might not be a good name, because all other "half-something" templates mean that you're actually descended from the "something." But anyway...

Spiderwarped creatures
Occasionally, Bothriocyrtia does not kill those that intrude into her Tower of Cobwebs. Unfortunately, the fate of that small number is much, much worse. Bothriocyrtia, rather than devouring them, puts them through a ritual that twists and mutilates both their bodies and minds. This ritual involves the exoskeleton of her scorpion mate, but not much more is known about the spell. The template gives the creature three bristly spider legs and a plated scorpion's tail, as well as some other things.

Creating a spiderwarped creature
"Spiderwarped" is an acquired template that can be applied to any corporeal nonoutsider, nonundead, nonconstruct (should I make it nonplant too?), hereafter referred to as the base creature.

A spiderwarped creatures uses all of the base creatures abilities and characteristics, except as noted below.

Size and Type: The base creature's size is unchanged, and the type changes to aberration. Do not recalculate saves, hit dice, base attack, or anything else that the type change would normally alter.
Speed: The extra limbs granted by this template mean longer strides. The base creature's base land speed increases by 10 feet. Strong bristles on the legs also are good for getting traction on sloped surfaces, granting it a climb speed of its new speed minus 30 feet (minimum 5 feet).
Armor Class: The creature gains a +4 natural armor bonus from plates of chitin growing on its skin. If it already has natural armor, the chitin further bolsters its hide, improving its natural armor by 4.
Attack: The spiderlike limbs given by this template can, with practice, be controlled as easily as limbs the creature had before the mutation. However, the limbs are useless for attacks without training, and so cannot be used for attacks with without multiattack/multiweapon fighting or similar feats, even with the normal penalties. With multiattack, the creature can make three claw attacks dealing appropriate damage plus 1/2 strength modifier. Using weapons, they only apply 1/2 strength modifier as well, because the ritual is not yet perfected, so the muscles, tendons, and ligaments are not fully developed. The stinger can be used without any feats, dealing claw damage and delivering poison (see below).
Special Attacks: As base creature, plus those noted below.
Web: A spiderwarped creature can spit webbing as a standard action that provokes an attack of opportunity. This functions as the spell Web, except the creature must make a ranged touch attack to hit and it only affects one creature. The save DC is 25 to avoid being trapped and 20 to break free of or move through the web.
[I]Poison: A spiderwarped creature's stinger delivers a potent venom. Though thankfully less powerful than a vortella's the poison is still to be feared. Initial damage is 1d3 Constitution damage plus only being able to take one move or standard action on the target's next turn as its muscles temporarily lock up. The save DC for this is 10+1/2 spiderwarped's HD+spiderwarped's Con mod.
Special Qualities: As base creature, plus the one noted below.
[I]Homogenous: A spiderwarped creature's insides have been completely dissolved by Bothriocyrtia's poison, though that doesn't hamper it in the least. In fact, it makes the creature immune to critical hits and stunning.
Abilities: +4 Str, -2 Dex, +2 Con. The ritual that so vitiates these creatures makes them freakishly strong and resilient. However, no matter the amount of training, nothing ever really gets used to the added limbs, and that makes such creatures clumsy. However, the dexterity penalty can be offset by the use of Wish spells, effectively increasing the maximum bonus you can get from repeated castings to +7 rather than +5.
Skills: Eyes grow slightly more compound and rudimentary eyes grow on the creature's face. This grants a +4 racial bonus on Spot checks.
Feats: A spiderwarped creature is eligible for any feats that require up to three more limbs than the base creature had.
Alignment: Always evil (any). The ritual twists the minds of these unfortunate creatures as well as the bodies.



I think that's it. If you want anything more or something taken away, let me know.
Lord_Canius

06-23-06, 05:48 PM
Nice work Watchdog, you don't slack off when it comes to adding evil to your monsters. If the recipe requiered a spoonful, you'd probably use 3 cups. I wouldn't have it any other way, would you? :D

Sorry about delays in my posting, usualy I would've caught this thread sooner, but I was... detained.. by a dial-up modem. Very evil.

Keep up the good work pal!
Watchdog_of_Hades

06-24-06, 12:53 PM
I am aware that this monster is kind of silly. Do I care? No. The tactic would work. So here it is.

Furyfeeder
Medium Outsider
Hit Dice: 6d8+6 (33 hp)
Initiative: +4
Speed: 20 ft.
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base attack/Grapple: +6/+6
Attack: Slam +6 melee (1d4)
Full Attack: Slam +6 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Aura of Rage, fast healing 1, feed off anger
Saves: Fort +5, Ref +5, Will +10
Abilities: Str 10, Dex 10, Con 10, Int 17, Wis 21, Cha 19
Skills: Meh.
Feats: Improved toughness, Improved initiative, Ability focus (Rage)
Environment: The Gray Wastes of Hades (usually Nieflheim)
Organization: Solitary
Challenge Rating: 5?
Treasure: Several small, cute, furry animals
Alignment: Always neutral evil
Advancement: 7-13 HD (Medium); 14-25 HD (Large)

Before you is a small ball of deep red tentacles. Nine of the appendages are adorned at the tip with small rabbits, very small puppies, and other small, cute animals.

Furyfeeders are denizens of Hades that feed off of the rage of petitioners. They grow more powerful with every creature they defeat. Oh, I can't do flavor text today.

A furyfeeder weighs about 175-200 pounds and doesn't speak.

Combat
Furyfeeders keep trying to incite rage in their enemies, especially spellcasters, and let the anger of the creatures do their work for them.
Rage (Sp): At will, a furyfeeder can use the spell Rage (DC 20).
Aura of Rage (Su): The sight of all of those cute, fuzzy animals, so out of place of such a dreary, bleak plane, fills nearby creatures with hate and anger. Each round, all creatures within 30 feet of a furyfeeder must make Will saves (DC 18) or spend their next turn making as many physical attacks as possible against the small animals on the ends of the furyfeeder's tentacles. This deals the furyfeeder no damage, but every time a creature hits an animal (AC 10), it must make a DC 18 Fortitude save or be Baleful Polymorphed indefinitely into a small animal and teleported onto the tip of a tentacle. Creatures in a rage take a -3 penalty on the Will saves. Creatures that have been polymorphed turn back into their real forms when the furyfeeder is slain.
Feed off Anger (Su): A furyfeeder gains a +2 enhancement bonus (these stack) to all ability scores for every creature within 30 feet that is in a rage. Additionally, for every animal on a tentacle, the furyfeeder gains a +1 inherent bonus (these stack too) to all ability scores.
Watchdog_of_Hades

06-26-06, 07:41 PM
This thread (http://boards1.wizards.com/showthread.php?t=658376) has a bunch of Hades-dwelling creatures. I am having a drought of inspiration for this thread at the moment, so be patient.
Watchdog_of_Hades

06-27-06, 12:40 PM
Riktis
Fine Outsider
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 21 (+8 size, +3 dex)), touch 21, flat-footed 18
Base attack/Grapple: +1/-17
Attack: Griefball +12 ranged touch (1 plus petitioning)
Full Attack: Griefball +12 ranged touch (1 plus petitioning)
Space/Reach: 0 ft./0 ft.
Special Attacks: Griefball
Special Qualities: DR 3/good, fast healing 1
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 7, Dex 17, Con 10, Int -, Wis 11, Cha 15
Skills: -
Feats: -
Environment: The Gray Wastes of Hades
Organization: Usually solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: -

A tiny creature, no taller than the length of your pinky, flits through the air with wings of some gray, shining material.

Miniature little manifestations of Hades itself, riktises are nearly mindless little gnats that fly through the air, blasting anything they see with little pellets of despair. Their life cycles are very short; they manifest, last about an hour, and then dissolve back into the plane within an hour.

Riktises weigh about 1/50 of a pound, and do not speak.

Combat
Riktises try to stay out of melee range with enemies, flying above them while zapping them with griefballs. If badly hurt, they will fly away, wait for their fast healing to fix them up, and then head back into battle. They will never flee permanently; they don't care what happens to them, as they will die in an hour or so anyway.
Griefball (Su): As a standard action, a riktis can fire a globule of despair and hatred at an enemy within 60 feet as a ranged touch attack. Though this deals no damage, a creature hit by one must make a DC 12 Will save or become a petitioner of Hades for two days. Multiple hits stack, so if a creature is hit by 7 griefballs and it fails all seven saves, it is a petitioner for fourteen days, and at the midway point and ending, must make more saves against Hades's innate entrapping trait or become a petitioner permanently.
Secrets Untold

06-27-06, 01:19 PM
Furyfeeders should be "Furry"feeders. Only you, Watchdog, could make bunnies evil, only you...
Watchdog_of_Hades

06-27-06, 05:29 PM
It's not the bunnies that are evil. They're just kind of attached to an evil thing.

The Stygian ichthyoid is coming soon, but I'm a bit rushed.
Lord_Canius

06-28-06, 08:22 PM
:bump:
Watchdog_of_Hades

06-28-06, 10:56 PM
Bah! This thread needs no bumps! Not with my massive creativity gland exuding ideas left and right!

Stygian Ichthyoid
Tiny Outsider
Hit Dice: 3d8+3+3 (19 hp)
Initiative: +7
Speed: Swim 20 ft.
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base attack/Grapple: +3/-8
Attack: Tentacle +2 melee (1d3 plus 1 acid plus mucus)
Full Attack: Tentacle +2 melee (1d3 plus 1 acid plus mucus)
Space/Reach: 0 ft./10 ft.
Special Attacks: Mucus
Special Qualities: Blindsight 60 ft., feed on death
Saves: Fort +4, Ref +6, Will +5
Abilities: Str 4, Dex 16, Con 13, Int 2, Wis 14, Cha 7
Skills: Meh.
Feats: Improved toughness, Improved initiative
Environment: The River Styx
Organization: Solitary, pair, or school (2-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: -

This eyeless fish seems to be scaleless, just plain gray hide. Despite its blindness, it seems to sense you and swims towards you, opening its mouth to reveal a long, thing, slimey tentacle.

Stygian ichthyoids are a group of fish that thousands of years ago were moved to the River Styx. The magical properties of the river have altered them, changing them to mutated mockeries of true fish.

Combat
Stygian ichthyoids kill any food they see, grappling it with their tentacle until it is completely dissolved.
Mucus (Ex): A Stygian ichthyoid's tentacle is covered with an extremely sticky, acidic substance. Any time a creature is hit by its tentacle attack, the ichthyoid may attempt to start a grapple with a +16 circumstance bonus (total +8). Every round a creature remains grappled, it takes one point of acid damage as its flesh is eaten away and transported down tubes in the tentacle to sustain the fish.
Feed on Death (Su): Meals are few and far between in the River Styx. As such, Stygian ichthyoids have evolved to feed off of the auras of negative energy surrounding the passing dead souls, and especially that of Charon. More concentrated blasts of negative energy are feasts for the fish. Whenever negative energy would deal damage to a Stygian ichthyoid, it instead heals that amount, with excess damage being converted into temporary hit points that fade after one hour. Positive energy still heals the ichthyoids as well.
Watchdog_of_Hades

06-30-06, 11:00 AM
Now, given my last comment about bumps, I'm kind of embarassed, but...

:bump:

I've been to fascinated by the Dungeonomicon (http://boards1.wizards.com/showthread.php?t=659653) to make anything.
Olly

06-30-06, 12:49 PM
I love the Stygian Ichthyoid! It's so refreshing to see a creature of the lower planes that DOESN'T have a double-figured Challenge Rating. :D
Watchdog_of_Hades

06-30-06, 04:17 PM
Heh. I just like making powerful critters...

Does anyone have a creature idea they want me to do?
Watchdog_of_Hades

06-30-06, 07:28 PM
Erryl Swarm
Fine Outsider (Evil, Swarm)
Hit Dice: 8d8+16 (52 hp)
Initiative: +4
Speed: Fly 30 ft.
Armor Class: 22 (+4 Dex, +8 size), touch 22, flat-footed 18
Base attack/Grapple: +8/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: DR 5/good, darkvision 60 ft., immune to weapon damage, swarm traits
Saves: Fort +8, Ref +10, Will +7
Abilities: Str 1, Dex 19, Con 15, Int -, Wis 12, Cha 10
Skills: Hide +12*
Feats: -
Environment: The Gray Wastes of Hades (usually Oinos)
Organization: Usually solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: -

A soft, deep hum fills the air. From the ground before you rise thousands of tiny gray spheres that until a moment ago blended in perfectly with the ground. They dart and weave madly and swarm towards you.

Erryls, not even worth mentioning individually, often band together to form a swarm. The impact of so many of these quickly moving pellets is enough to kill many creatures in moments. The origin of erryls is unknown.

Erryls weigh a negligible amount and do not speak.

Combat
Erryl swarms will fly towards a creature and kill it. Nothing can cause it to flee.
Distraction (Ex): Any creature that begins its turn with an erryl swarm in its square must make a DC 16 Fortitude save or be nauseated for 1 round.
Swarm Traits: Monster Manual, page 315.
Skills: If it has not been moving for 1 round, an erryl swarm gains a +8 racial bonus on Hide checks if it is in Hades.
Watchdog_of_Hades

07-02-06, 04:58 PM
Gray Snatcher
Huge Outsider
Hit Dice: 24d8+96+24 (228 hp)
Initiative: +3
Speed: 50 ft.
Armor Class: 25 (-1 Dex, -4 size, +18 natural), touch 23, flat-footed 23
Base attack/Grapple: +24/+50
Attack: Claw +38 melee (2d6+18)
Full Attack: 2 claws +38 melee (2d6+18)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, plane shift
Special Qualities: DR 20/cold iron and good, regeneration 1
Saves: Fort +15, Ref +15, Will +17
Abilities: Str 46, Dex 8, Con 19, Int 6, Wis 17, Cha 14
Skills: Meh.
Feats: Improved toughness, Improved initiative, Lightning reflexes
Environment: The Material Plane (any land) or Hades
Organization: Always solitary
Challenge Rating: 18
Treasure: Standard
Alignment: Always neutral evil
Advancement: 25-39 HD (Huge); 40-55 HD (Gargantuan)

This behemoth resembles an upright elephant with huge claws and reversed legs. Its eyes are each the size of a fist and pure black, looking like voids of light even against the dark gray of its skin. It has no mouth, nose, ears, or hair.

Gray snatchers are plane-shifting predators, feeding on creatures on the life-abundant Material Plane. Not much is known about them; they are very rare, and never stay in one place for long, constantly shifting back and forth between planes.

Gray snatchers weigh about 5 tons and speak Common and Abyssal.

Combat
Gray snatchers simply establish a hold on an enemy and shift back to Hades. There, they use their devastating claws on the enemy. If the meal seems weak, a snatcher will play with it for a while before releasing it to death.
Improved Grab (Ex): If a gray snatcher hits an opponenent with its claw attack, it may attempt to establish a grapple as a free action that does not provoke attacks of opportunity. It has a +8 racial bonus on grapple checks (taken into account above). If it establishes a hold, it may plane shift away the next round.
Plane Shift (Su): As a move action that provokes attacks of opportunity, a gray snatcher may teleport to a random point on Hades or the Material Plane. If it is grappling a creature, the creature may make a Will save to resist the effect. If it succeeds, the snatcher doesn't teleport either, unless it wishes to.
Watchdog_of_Hades

07-04-06, 10:21 AM
Why does nobody PEACH my creations!? Is it because all of them are so great that there is no possible way someone could find a flaw?

Yeah, I'll imagine that.
Secrets Untold

07-04-06, 11:21 AM
The evil overpowers us and shuts down our PEACH glands.
Watchdog_of_Hades

07-08-06, 01:48 PM
I've looked at James Wyatt's description of the new stat block, and because he's so persuasive, I will give it the benefit of a doubt. As such, this template will be slightly different from what you're used to. I hope you don't all add me to your ignore lists because I have turned to the dark side.

Spawn of Grief
Riktises are short-lived manifestations of the bleakness and despair drifting around on Hades. Sometimes, though, a less ephemeral incarnation of such materials appears. Two noteable such incarnations are Cerberus, the guard dog of the Underworld, and Charon, the ferryman for dead souls across the River Styx. There are others, as well, though none so well-known. Sometimes, these manifestations mate with petitioners. If such unions result in children, the offspring are forever marred by their heritage. These are the spawn of grief.

Creating a Spawn of Grief
"Spawn of Grief" is an inherited template that can be applied to any corporeal creature, hereafter referred to as the base creature.

A spawn of grief uses all of the base creatures abilities and characteristics, except as noted below.

Size and Type: The base creature's size is unchanged, and the type changes to outsider. Recalculate saves, hit dice, base attack, and anything else that the type change would normally alter.
Speed: Great wings of translucent gray material, devoid of veins or wrinkles, spring from the the creature's shoulder blades (not the entire back, just shoulders). These grant a fly speed of the base creature's land speed plus 10, with good manueverability. If it already had a fly speed, use the better speed and the corresponding manueverability.
Auras: As base creature, plus the one noted below.Aura of Despair: The area around a spawn of grief is concentrated hopelessness, making Hades seem like Arborea in comparison. Every round, all creatures within 30 feet of a spawn of grief must make Will saves or take a -4 morale penalty on all attack rolls, damage rolls, skill checks, ability checks, saves, and AC for one round. This wears off just after a new save is required, so creatures that fail their saves do take the -4 on their next save to avoid this. Additionally, every 5 rounds, creatures within 60 feet must make Will saves or become petitioners of the spawn of grief, not leaving the aura of their own free will. The DC for this ability is 10 + 1/2 HD + Charisma modifier.
Spell-like Abilities: At will - Crushing Despair. 3/day: that one spell from the BoVD that makes someone fail at something and think they've succeeded and then realize they failed and take a morale penalty to (I think) all rolls. I'm not currently within a hundred miles of my BoVD, so I can't remember the name.
Special Qualities: As base creature, plus the ones noted below.Feed on Grief: A spawn of grief thrives on hopelessness and despair. Whenever it would take a morale penalty, it instead gets a morale bonus. Unfortunately, this works against it as well. Whenever it would gain a morale bonus, it instead takes a penalty. It may make saves against spells that provide bonuses that normally do not allow saves.
Abilities: +4 Cha. These creatures are persuasive and imposing.
Alignment: Always evil (any). What do you expect from the children of the plane of purest evil?
Lord_Canius

08-04-06, 03:41 AM
:bump: This is pure thread-necromancy, but still, this thread deserves another look, even though Watchdog can't update anything just yet. Hopefully he'll keep at it, these are pretty good!
Watchdog_of_Hades

09-04-06, 05:44 PM
Second things first: bump. I intend to breath life back into this thread like life has never been breathed before!

Also: with the permission and concept of Echoes of Deception, here's the first official bump-monster!

Black Maiden
Huge Ooze
Hit Dice: 30d10+270+150 (585 hp)
Initiative: +7
Speed: 50 ft.
Armor Class: 11 (-2 size, +3 Dex), touch 11, flat-footed 8
Base attack/Grapple: +22/+40
Attack: Pseudopod +30 melee touch (Drag in)
Full Attack: Pseudopod +30 melee touch (Drag in)
Space/Reach: 15 ft./10 ft.
Special Attacks: Drag in, engulf
Special Qualities: Tempest emanation, DR 20/+4, ooze traits
Saves: Fort +19, Ref +13, Will +14
Abilities: Str 31, Dex 17, Con 28, Int 21, Wis 19, Cha 1
Skills: Watchdog's Lazy +583
Feats: Ability focus (engulf), Improved initiative, Improved toughness, Ability focus (drag in), Perfect toughness x4, Ability focus (Tempest emanation), can't think of others
Advancement: -
Alignment: Always neutral evil
Environment: Where else? Hades!
Organization: Always 3
Treasure: None
Challenge Rating: 20

These pools of deep, dark colors writh and twist, hovering a few feet off of the ground. They all suddenly converge on you.

The Black Maidens are oozes that exist only to cause pain to others. Created centuries ago on Gehenna by several coinciding magical events and the intervention of Juiblex, these roam far and wide to kill and wreak havoc. Their ultimate intention, if any, is unknown. They're usually too busy killing things to talk.

The Black Maidens are each amazingly light, only about 300 pounds apiece, and never speak.

Combat
The Black Maidens coordinate their attacks, each attacking a different threat and encasing it in an angelic statue, while sucking the life out of it.
Drag In (Ex): Any creature hit by a Black Maiden's pseudopod must make a Strength check (DC 37) or be drawn into the center 5' square of the space taken up by the Maiden.
Engulf (Ex): Any creature occupying a Black Maiden's space at the end of the Maiden's turn gains 1d6 negative levels as the ooze sucks the life out of it. Once it has engulfed a creature, a Maiden will very rarely move until the offender dies. Also, the Maiden's atoms rearrange their bonds to create a nigh-indestructible material. To move out of the Maiden's square, a DC 37 Strength check is required, and while engulfed, a creature cannot take any action that requires moving, and must make a DC 25 Concentration check to cast spells without somatic components, manifest powers, etc. Creatures outside of the Maiden's space can attempt to break the ooze up, but this requires dealing 20 damage in one attack, with excess damage going to the entrapped creature. While engulfing a creature, a Black Maiden takes only half damage from fire, and 1/4 damage from cold and electricity.
Tempest Emanation (Su): A Black Maiden is constantly surrounded by a 1-mile-radius sphere of amazingly strong winds. There is always a tornado-strength wind within 50 feet of the Maiden (minus the damage), hurricane-force winds for another 200 feet out, windstorm-strength winds for another 500 feet out, severe winds for another 1000 feet, strong winds for another 1500 feet, moderate winds for another 1500 feet, and light winds for another 530 feet out. Within hurricane- or tornado-strength winds, every square may contain an ephemeral tornado. There is a 20% chance per square, and any creature in that square takes 6d6 damage (Reflex DC 36 half). A Maiden can suppress or resume this aura as a free action.
Watchdog_of_Hades

09-07-06, 08:47 PM
Homework and STUPID MAKING DRAGONS WHY DID I EVER AGREE TO DO THAT and other things have delayed today's update. It'll come tomorrow. I promise.
Dunamin

09-08-06, 03:45 AM
Hades! Bordering the Abyss and the Hells, Hades is the most absolutely foul place you could find!
Hades borders Gehenna and Carceri. *Ducks*
Watchdog_of_Hades

09-08-06, 07:39 PM
Really? Hm. Well, not in my cosmology.

Soul Vortex
Large Outsider (Incorporeal)
Hit Dice: 6d8+6 (33 hp)
Initiative: +4
Speed: 30 ft.
Armor Class: 10 (-1 size, +1 deflection), touch 10, flat-footed 10
Base attack/Grapple: +6/-
Attack: -
Full Attack: -
Space/Reach: 10 ft./0 ft.
Special Attacks: Engulf
Special Qualities: Incorporeal traits, tie to Hades
Saves: Fort +5, Ref +5, Will +6
Abilities: Str -, Dex 11, Con -, Int 3, Wis 13, Cha 11
Skills: Listen +10
Feats: Improved initiative, Improved toughness, Ability focus (Engulf)
Advancement: 7-15 HD (Large)
Alignment: Always neutral evil.
Environment: The Gray Wastes of Hades
Organization: Always single
Treasure: None
Challenge Rating: 4

This appears to be a large ball of gray and light blue matter, constantly swirling and slightly see-through. It silently drifts towards you.

The entrapping trait of Hades has a slight sort of gravitational pull. Sometimes, something will happen to increase the "density" of the trait in an area, and it will collapse into a large vortex of entrapping trait and stray bits of soul that were floating around the affected area. Hades being infinite in size, this does not actually reduce the amount of entrapping trait left. Some of the plane's malevolent nature soaks into these over time, and gives them a sort of sentience. They roam Hades near mindlessly, petitionifying anything they can find.

Soul vortices can not speak.

Combat
Soul vortices do their best to engulf as many creatures as possible, chasing after them if they run away. They will never flee.
Engulf (Su): Any creature that starts its turn in a soul vortex's space must make a DC 16 Will save or gain 1d2 negative levels. Anything that gains as many negative levels as it has hit dice doesn't die, but becomes a petitioner of Hades.
Tie to Hades (Su): Soul vortices have an inherent connection to Hades. All creatures with the petitioner or soulless (coming next update) templates are under the effects of a Charm Person spell, as though all soul vortices that there are had cast it on them.An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. Nonvisual senses, such as scent and blindsight, are either ineffective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
The_Bard_No_One_Wanted

09-08-06, 07:50 PM
*Ducks*
I don't get it. What do ducks have to do with Hell? Other than Krede, but he's some sort of dragon, I think.. Great, not only have you confused me, I have succeded in confounding myself. Wonderful. *Quack*

Watchdog, this thread is wonderful. Do mind if I steal the flavor of some of your beastie's for a story?
Watchdog_of_Hades

09-08-06, 09:44 PM
I don't get it. What do ducks have to do with Hell? Other than Krede, but he's some sort of dragon, I think.. Great, not only have you confused me, I have succeded in confounding myself. Wonderful. *Quack*I think he was thinking that I'd pretend to throw something at him.

Watchdog, this thread is wonderful. Do mind if I steal the flavor of some of your beastie's for a story?Thank you. And no, I don't. As long as you pay royalties. Say... $50 every time you mention them?

Just kidding. I don't mind at all.No, I don't.
Dunamin

09-09-06, 07:11 AM
I think he was thinking that I'd pretend to throw something at him.
Indeed, I saw you hadn't cast Protection from Smartass Comments :D.

Really? Hm. Well, not in my cosmology.
Interesting, you play only with 9 Outer planes?

Anyhow, great content!
Watchdog_of_Hades

09-09-06, 10:04 AM
I play with Carceri, the Abyss, Baator, Hades, Gehenna, Celestia, Bytopia, Elysium, the Outlands, the Beastlands, the Elemental Planes, the Positive and Negative Energy Planes, and... I think that might be it.

There will be an update today. Probably.
Watchdog_of_Hades

09-10-06, 04:57 PM
... if by "today" you mean "within 24 hours of when I promised to update."

Soulless
If you remain on Hades for too long, some of the plane's essence seeps into your soul. That makes you a petitioner. However, if a petitioner remains on Hades for much, much too long, something beyond that happens. It's kind of like filling a pipe with water, blocking the ends, and freezing the water. The essence of Hades is the water, and your soul is the pipe. You're left with a second-hand body filled with Hades and lots of broken pieces of soul floating around (which can be put to many uses, described in detail later). It's theorized that this is caused by the soul's gradual erosion, but it's not known for certain why this happens. What is known is that the end result of this process is a creature with some very peculiar properties.

Creating a soulless creature
"Soulless" is a template that can be applied to any petitioner with a soul (DM's discretion; I prefer to rule that even demons, etc. have souls, albeit twisted and corrupted ones, but that's up to you) that has been a petitioner for at least 100 years per Hit Die. Keep in mind that this pretty much excludes many creatures with relatively hort life spans, such as humans.
Armor Class: Hades permeates the air and wants to keep these little nuggets of Hadesness alive. As such, it intentionally slows down strikes that would otherwise hit a soulless creature, granting a +2 deflection bonus to AC. This stacks with other sources of deflection bonuses.
Special Attacks: As base creature, plus those noted below.Erode Soul (Su): Any creature hit by a soulless creature's natural attack must make a Will save (DC 10+1/2 HD+Cha modifier). If the creature fails, some of Hades's essence begins leaking in through the wound, and the creature must immediately make another Will save, this time DC 10, and each successive round make another save with a DC 1 higher than the previous round's. If the creature fails any of these saves, it becomes a petitioner of Hades. This process can only be stopped by magical healing.
Siphon Soul (Su): As a standard action, a soulless creature can attempt to steal the soul of another creature within 30 feet. The other creature must make a Will save (DC 10+1/2 HD+Cha modifier) or gain the petitioner and soulless templates. The soulless creature using this ability loses the soulless and petitioner templates, though it may gain them again. Any creature targeted by this, whether or not the save is successful, is immune to that soulless creature's Siphon Soul ability for 24 hours.
Special Qualities: As base creature, plus the one noted below.Emotionless (Ex): A soulless creature is permanently indifferent to everything. Its attitude cannot be changed. It's also immune to all morale effects and spells that evoke emotion (rage, etc).
Lord_Canius

10-09-06, 12:47 AM
:bump: You need to get to work on old projects, just as I do! :P
Watchdog_of_Hades

10-09-06, 01:02 AM
Just because I criticize you for doing something doesn't mean that you have the right to criticize me... wait... shoot.

Well, there are just so many creatures you can make out of suffering and the entrapping trait, y'know? I might be able to pull a few more out of my hat, but... I'm running low on ideas.
TheCrawlingSpleen

10-09-06, 03:32 PM
This thread has got me thinking....how many regular inhabitants are on Hades???

Off the top of my head.......

Yugoloths - Alignment Exemplars....

Night Hags - Larvae Pushers....

Hordlings - Whatever it is they are....

Larvae - Cute lil wormie souls.......

Other Petitioners....

Hmmmm............that it???? i don't really count the devils and demons from the blood war.


Other things to add to the list are Diakka, bird-like scavangers that tend to be ignored by the 'loths and sometimes trained and used as guardian-like pets by Night Hags.

Then there are Terlens, which while not -native- to Hades, have established breeding populations there.

Styx Dragons and Gloom dragons as well.

To add to the ever-growing list of Hades denizens:

Pack Fiends (Planar Handbook): once used as hunting beasts by demons and devils alike, these creatures, which resemble a cross between a wolf, a cockroach, and a scorpion, now stalk the Gray Waste

As for the thread in general: excellent work, Watchdog (not that you needed my approval). I've always liked Baator (LE: villains with a plan) and Gehenna (Yugoloths are just cool) but I don't think I ever really appreciated the truly insidious nature of Hades until I read your first post about the skin puppeteers. :devil:
MrAdam

10-09-06, 03:54 PM
So Sayeth Watchdog
Bah! This thread needs no bumps! Not with my massive creativity gland exuding ideas left and right!


Wow, that's bad! You should have a doctor look at that, seriously. My aunt Prudence died of an oversized, bumpy, creativity gland, that exuded excesive ideas. Nice monsters tho, I especialy like the stigyan icthyoid
Raptorial

10-09-06, 06:26 PM
So I'm not the only one to create a new setting...
Watchdog_of_Hades

10-09-06, 06:53 PM
Thank you.

I could've sworn I had a list of nice Hades-dwellers around here somewhere, but I can't find it for the life of me. I even know that it's in this stupid notebook! Just not which page... ugh.

Now, not a monster, per se (Cooooop oooout!), but it opens up a new habitat in Hades beyond bleak, scenery-free and monsters-only (the places that aren't oases, 99% of the plane) and stuffed to the brim with people (the few and far between oases), so there's a new kind of area for monsters.

Memory Projection
Though soulless creatures' souls have been shattered, their minds and bodies still retain imprints of their lives. This, plus their tie to Hades, gives them the subconcious ability to slightly alter their surroundings on that plane. This effect is unnoticeable for a long, long time, because it is so faint. However, if a soulless creature remains dormant for years on end, a wavering projection of the scenery they remember best begins to form around them. The best comparison for how this happens is light passing through a transparent sheet with something drawn on it. Hades flows through these creatures, but since they're imprinted with their experiences, the end result of Hades around the dozing soulless creature is slightly tainted. This can result in nearly any landscape for far around the sleeping creature. Usually, this is the landscape that the soulless creature spent the most time in (aside from Hades, which has utterly desolate and unmemorable terrain), and extends for about 1000 feet per year spent in that environment. The breeds of creature in these memory projections differ widely from the inhabitants of the plane outside, do to the wildly different environment. The entrapping trait is still strong in this area, but the quasi-real real landscape provides shielding, hiding, and many other resources in short supply in most of Hades.
thasis

10-09-06, 07:33 PM
After I finish designing a D&D adventure that I'm running toomarow (<<...>>...) then I could problaly design something. I'm feeling evil and creative lately, best combo for designing creatures :D
Watchdog_of_Hades

10-09-06, 07:50 PM
By far.
Lord_Canius

10-09-06, 11:01 PM
I made this for you, buddy. It needs a PEACH, though..


Jhainkyrr

Medium Outsider (Evil)
HD: 8d8+24 (60)
Initiative: +10
Speed: 40ft, 30ft Fly (Poor)
Armor Class: 20 (+4 Dex, +6 Natural)
BAB/Grapple: +8/+11
Attack: Bite +11 melee (1d8+4)+2d4 Unholy
Full Attack: Bite +11 melee (1d8+4)+2d4 Unholy
Space/Reach: 5ft/5ft
Special Attacks: Cry of the Nightborne
Special Qualities: Spawned of Midnight, Darkvision 100ft, Telepathy 50ft
Saves: Fort +9, Reflex +10, Will +8
Abilities: Str 16, Dex 18, Con 16, Int 12, Wis 14, Cha 16
Skills: Move Silently +25*, Hide +25*, Listen +13, Spot +13
Feats: Improved Initiative, Quick Reconnoiter, Death Blow, Ability Focus: Cry of the Nightborne
Environment: Grey Waste of Hades
Organization: Solitary, Pair, Pack (3-5), Hunt (6-10)
Alignment: NE
CR: 6
Advancement: 8-17 HD (Medium); 18-17 HD (Large)

A strange, wolf-like creature drops out of the sky in front of you, its unintelligible growling sounding like words of some long forgotten language of doom as it charges...

Jhainkyrr are strange creatures that reside in the Grey Wastes. They have wings akin to vultures, and Jhainkyrr circle ominously just like them. The skin on the face is peeled back, revealing a lumpy mass of flesh that disgusts even the most iron stomachs.
Jhainkyrr are typically around 5ft from snout to tail, and usually weigh around 200 lbs, but some specimens have been known to grow to devilish proportions. Jhainkyrr converse among themselves in Dark Speech, and can contact others using telepathy, but rarely do so.

Combat

Jhainkyrr, like their likeness the wolf, live for the hunt. The thrill of chasing a kill, cornering it, and battling the prey in a life or death match of survival excites as if nothing else in the world mattered more. Some Jhainkyrr have been known to give their victims a "sporting chance", letting them run, with the promise that if they beat the creature at its own game, it will let them live. It is a promise the foul beasts rarely live up to.

Cry of the Nightborne(Su) : Jhainkyrr can use their mastery of Dark Speech to cowe other creatures into submission. By taking a full round action, a Jhainkyrr can emit a screech akin to a death scream. Any creature who can hear the sound within 60ft must make a Will save (DC 19). If the save is made, the creature is stunned for 1 round. If the save is failed, the creature is blinded and deafened as the spell Blindness/Deafness, cursed as the spell Bestow Curse, or is stunned for 1d6+1 rounds. The Jhainkyrr chooses which effect to create before using Cry of the Nightborne. Jhainkyrr are immune to this ability.

Spawned of Midnight(Su) : Jhainkyrr are created by the power of darkness, giving them greater ability not to be seen or heard. This ability grants them a +10 bonus to Move Silently and Hide checks.

*Spawned of Midnight is already figured into these statistics.
Watchdog_of_Hades

10-10-06, 06:40 PM
I think it's balanced, and I can't find any mathematical mistakes. However, I don't know what Quick Reconnoiter or Death Blow do.

And my name actually came from Cerberus, but that name was taken.
Lord_Canius

10-10-06, 08:31 PM
I only remember Death Blow off the top of my head. Allows you to perform a coup de grace as a move action against a helpless defender instead of a full round, I believe.

I had to look up Quick Recconoiter. It allows you to activly make a spot or listen check as a free action once per round, as opposed to only being able to use spot or listen as a free action in a reactive fashion.
Lord_Canius

03-22-07, 12:50 AM
A quick bump for a good buddy, to prevent the death of a good thread.