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| Nilbog07-18-07, 06:34 PM | Creatures from H. P. Lovecraft's Dreamlands cycle of stories. Sentient Cat Size/Type: Tiny Magical Beast Hit Dice: 1d10+1 (6 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +1/-9 Attack: Claw +5 melee (1d3-2) Full Attack: 2 claws +5 melee (1d3-2) and bite +0 melee (1d4-2) Space/Reach: 2½ ft./0 ft. Special Attacks: Group attack Special Qualities: Low-light vision, scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 7, Dex 15, Con 12, Int 10, Wis 12, Cha 13 Skills: Balance +10, Climb +10, Hide +8, Jump +10, Listen +5, Move Silently +8, Spot +5 Feats: Stealthy, Weapon Finesse (B) Environment: Any land (Dreamlands) Organization: Pack (2-5), pride (6-9), or council (10-60) Challenge Rating: 1/3 Treasure: Standard Alignment: Usually chaotic good Advancement: 2 HD (Tiny), 3 HD (Small) Level Adjustment: — The cats of the Dreamlands are sleeker and stronger than ordinary cats. They are also intelligent, reasoning beings. Sentient cats speak Sylvan. Sentient cats are far more social than their less intelligent relatives, almost always found in small groups. They will sometimes meet in large councils to make decisions or plan an attack on their enemies, especially the zoogs. They will keep beautiful objects (including gold, gems, and items) in their homes in the deep woods or on the dark side of the moon. COMBAT Sentient cats are brave but subtle fighters. They favor group fighting and sudden attacks to make greater use of their talents. They will usually attack zoogs, and are likely to attack moon horrors if they outnumber them at least four to one. Group Attack (Ex): If two or more sentient cats are attacking the same foe, they gain a +1 competence bonus to attack rolls and a +1 competence bonus to damage rolls. Skills: Sentient cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Sentient cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8. Zoog Size/Type: Tiny Magical Beast Hit Dice: 1d10 (5 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 10 ft. Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 13, flat-footed 12 Base Attack/Grapple: +1/-10 Attack: Longsword +4 melee (1d4-3/19-20) Full Attack: Longsword +4 melee (1d4-3/19-20) Space/Reach: 2½ ft./0 ft. Special Attacks: Sneak attack +1d6 Special Qualities: Low-light vision, scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 5, Dex 13, Con 10, Int 10, Wis 12, Cha 5 Skills: Climb +9, Craft (trapmaking) +4, Hide +5, Move Silently +3, Spot +3 Feats: Stealthy, Weapon Finesse (B) Environment: Temperate and warm forests and swamps (Dreamlands) Organization: Patrol (2-5) or swarm (6-36) Challenge Rating: 1/3 Treasure: Standard Alignment: Often neutral evil Advancement: 2 HD (Tiny), 3 HD (Small) Level Adjustment: — It was the Zoogs, for one sees their weird eyes long before one can discern their small, slippery brown outlines. These creatures are somewhat rat-like and make strange fluttering noises. Their paws are almost hands and can be used as such. They have toothy mouths and are carnivorous. Sentient meat is preferred, though rare. A zoog is almost 2 feet long and weighs around 11 pounds. Zoogs speak Sylvan and Undercommon. Zoogs often prey upon sentient cats, usually by ambushes or traps. Thus, they are hated by that race and are usually at war with them. COMBAT Zoogs prefer to attack by surprise. Sneak Attack (Ex): If a zoog attacks a flat-footed or flanked opponent, it deals an additional 1d6 points of damage. Coloured Gas Size/Type: Medium Aberration (Air) Hit Dice: 4d8+4 (22 hp) Initiative: +5 Speed: Fly 50 ft. (10 squares) Armor Class: 15 (+5 Dex), touch 15, flat-footed 10 Base Attack/Grapple: +3/+2 Attack: Slam +8 melee (1d6-1 and stun) Full Attack: Slam +8 melee (1d6-1 and stun) Space/Reach: 5 ft./5 ft. Special Attacks: Spells, stun Special Qualities: Darkvision 60 ft., DR 5/magic, SR 13 Saves: Fort +2, Ref +6, Will +6 Abilities: Str 9, Dex 19, Con 12, Int 16, Wis 14, Cha 15 Skills: Listen +9, Knowledge (arcana, the planes) +10, Spellcraft +10, Spot +9 Feats: Combat Casting, Weapon Finesse Environment: Outer space (Dreamlands) Organization: Solitary, mist (2-5), or cloud (6-10) Challenge Rating: 3 Treasure: None Alignment: Usually neutral good Advancement: 5-8 HD (Medium), 9-12 HD (Large) Level Adjustment: — And a violet-coloured gas told him that this part of space was outside what he had called infinity. Coloured gases are a mysterious lifeform found in the farthest regions of Dreamlands space. They are highly intelligent, learned in both magical and mundane sciences. A coloured gas is about the same size as a human but weighs only 1 to 2 pounds. They are usually friendly to but highly curious about visitors to their part of space. They will interrupt their contemplations and studies to interact with visitors. All coloured gases can cast spells. They tend to focus on divination spells, due to their highly curious nature. COMBAT Coloured gases enter combat only if threatened. Their gaseous forms allow them to ignore some damage. Spells: A coloured gas casts spells as a sorcerer of a level equal to half its Hit Dice, rounded down (2nd-level for the typical 4 HD coloured gas). At 4 HD: Spells known: 5/2, spells per day: 6/4. Typical spells known: 0 - detect magic, detect poison, light, read magic, resistance; 1 - comprehend languages, obscuring mist, true strike. Save DC 12 + spell level. Stun (Ex): A creature hit by a coloured gas's slam attack must make a Fortitude save (DC 13) or be stunned for 1 round as the creature's alien gas reacts violently with more normal matter. Moon Horror Size/Type: Medium Aberration Hit Dice: 3d8+6 (19 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 13 (+3 natural), touch 10, flat-footed 13 Base Attack/Grapple: +2/+4 Attack: Slam +5 melee (1d6+2) Full Attack: Slam +5 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Painful strike Special Qualities: Blindsight 120 ft. Saves: Fort +3, Ref +1, Will +4 Abilities: Str 15, Dex 10, Con 14, Int 13, Wis 12, Cha 15 Skills: Disguise +8, Profession (sailor) +7, Spot +7 Feats: Combat Casting, Weapon Focus (slam) Environment: Any cold or temperate; the moon (Dreamlands) Organization: Patrol (4-9), band (10-19 plus 1 3rd-level leader), crew (20-50 plus 4 3rd-level lieutenants and 1 6th-level leader), or tribe (30-80 plus 50% noncombatants plus 4 5th-level lieutenants and 1 8th-level leader and 1 8th-level cleric) Challenge Rating: 2 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class Level Adjustment: — For they were not men at all, or even approximately men, but great greyish-white slippery things which could expand and contract at will, and whose principal shape - though it often changed - was that of a sort of toad without any eyes... Moon horrors are monstrous creatures of vaguely humanoid form. A moon horror is about the same size and weight as a large human. They often cloak themselves in heavy robes to pass as humans. If seen fully, they are creatures of jelly-like flesh, almost batrachian. They delight in causing pain. They capture humanoids to torment and devour. Their black ships are greatly feared among many peoples in the Dreamlands, but others accept their trade. These ships are vessels that can sail not only the sea, but the air and outer space. They are enchanted by powerful clerics. COMBAT Moon horrors love to attack creatures they perceive as weak. Painful Strike (Ex): A moon horror is skilled at striking vital points to inflict pain. A creature hit by a moon horror's slam attack must make a Fortitude save (DC 13) or be sickened for 1d4+2 rounds from pain. Creatures immune to critical hits are also immune to this effect. Blindsight (Ex): A moon horror’s entire body is a primitive but highly effective sensory organ that can ascertain objects by scent and vibration within 120 feet. MOON HORROR CHARACTERS Moon horrors' favored class is fighter, and most moon horror leaders are fighters. Most moon horror spellcasters are clerics, though sorcerers are not unknown. Moon horror clerics worship Nyarlathotep and receive the Destruction and Magic domains. Larva of the Other Gods Size/Type: Small Aberration Hit Dice: 6d8+24 (51 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 19 (+1 size, +1 Dex, +7 natural), touch 12, flat-footed 18 Base Attack/Grapple: +4/+4 Attack: Slam +9 melee (1d8+4) Full Attack: 2 slams +9 melee (1d8+4) Space/Reach: 5 ft./5 ft. Special Attacks: Slime Special Qualities: Blindsight 60 ft., DR 5/magic, mindless Saves: Fort +6, Ref +3, Will +5 Abilities: Str 19, Dex 13, Con 18, Int -, Wis 10, Cha 12 Skills: - Feats: - Environment: Outer space and aerial (Dreamlands) Organization: Solitary or nest (2-5) Challenge Rating: 5 Treasure: Standard Alignment: Usually chaotic evil Advancement: 7-12 HD (Medium); 13-18 HD (Large); 19-24 HD (Huge); 24-30 HD (Gargantuan); 31+ HD (Colossal) Level Adjustment: — Never before had he known what shapeless black things lurk and caper and flounder all through the aether, leering and grinning at such voyagers as may pass, and sometimes feeling about with slimy paws when some moving object excites their curiosity. These are the nameless larvae of the Other Gods, and like them are blind and without mind, and possessed of singular hungers and thirsts. A larva of the Other Gods is a hideous, nearly formless creature which nevertheless has a hideous, grimacing face. It can extend limbs from the sticky, slimy mass of its body to attack, feel, or manipulate objects. A Small larva of the Other Gods is about 4 feet across and weighs about 80 pounds; they can grow almost without limit. These creatures, spawned or created by the Other Gods, exist only to feed on life and to grow. Due to the small number of living creatures in their habitat, they usually grow very slowly. COMBAT A larva of the Other Gods uses dangerous slam attacks in combat. Slime (Ex): If a larva of the Other Gods hits with both slam attacks in a single round, some of its slime remains on the victim. This deals 1d6 + the larva's HD (1d6+6 for a 6-HD larva) acid damage, then becomes inert. Blindsight (Ex): A larva of the Other Gods’s entire body is a primitive sensory organ that can ascertain objects by scent and vibration within 60 feet. Mindless (Ex): A larva of the Other Gods is immune to mind-affecting effects. Double-head Giant Size/Type: Colossal Giant Hit Dice: 40d8+460 (663 hp) Initiative: +6 Speed: 100 ft. (20 squares) Armor Class: 35 (-8 size, +2 Dex, +28 natural, +3 hide), touch 4, flat-footed 33 Base Attack/Grapple: +30/+68 Attack: Slam +41 melee (7d8+18); or greatclub +41 melee (6d8+27) Full Attack: 2 slams +41 melee (7d8+18); or greatclub +41/+36/+31/+26 melee (6d8+27) Space/Reach: 60 ft./40 ft. Special Attacks: Crush 10d8+27, frightful presence, horrific appearance, improved grab Special Qualities: DR 20/epic (3/-), fast healing 20, immune to cold and electricity, SR 32 Saves: Fort +31, Ref +17, Will +19 Abilities: Str 46, Dex 15, Con 33, Int 8, Wis 11, Cha 19 Skills: Listen +25, Spot +22 Feats: Ability Focus (frightful presence), Alertness, Improved Grapple, Improved Initiative, Improved Natural Attack, Iron Will, Lightning Reflexes, Power Attack, Toughness Epic Feats: Damage Reduction, Epic Toughness (x2), Epic Reflexes, Epic Will Environment: Cold mountains (Dreamlands) Organization: Solitary or band (2-5) Challenge Rating: 20 Treasure: Standard Alignment: Usually chaotic evil Advancement: 41-80 HD (Colossal) For the mammoth bobbing shape that overtopped the ridge was only a head - a mitred double head - and below it in terrible vastness loped the frightful swollen body that bore it; the mountain-high monstrosity that walked in stealth and silence; the hyaena-like distortion of a giant anthropoid shape that trotted blackly against the sky, its repulsive pair of cone-capped heads reaching half way to the zenith. A double-head giant is an enormous giant that lives in the high, cold mountains of the Dreamlands. They typically live in small groups. Larger even than the tarrasque or great wyrms, they stand hundreds of feet tall. COMBAT A double-head giant will crush smaller creatures. Crush (Ex): A double-head giant can deal 10d8+27 bludgeoning damage to a grappled opponent with a successful grapple check. Frightful Presence (Ex): Opponents within 90 feet who witness the double-head giant's attack must make a Will save (DC 36) or be frightened for 5d6 rounds. An opponent that succeeds on the saving throw is immune to that same double-head giant’s frightful presence for 24 hours. The save DC is Charisma-based. Horrific Appearance (Ex): The sight of a double-head giant is so unearthly and horrible that anyone (other than another double-head giant) who sets eyes upon one must succeed on a DC 34 Fortitude save or instantly be stupefied, taking 2d6 points of Intelligence damage. This damage cannot reduce a victim’s Intelligence score below 0, but anyone reduced to Intelligence 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same double-head giant’s horrific appearance for 24 hours. The save DC is Charisma-based. Improved Grab (Ex): To use this ability, the double-head giant must hit a Gargantuan or smaller opponent with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to crush the foe the following round. Shantak Size/Type: Huge Aberration Hit Dice: 10d8+50 (95 hp) Initiative: +2 Speed: 20 ft. (4 squares), fly 50 ft. (poor) Armor Class: 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16 Base Attack/Grapple: +7/+21 Attack: Claw +11 melee (2d6+6) Full Attack: 2 claws +11 melee (2d6+6), bite +6 melee (1d6+3) Space/Reach: 15 ft./10 ft. Special Attacks: -- Special Qualities: DR 10/magic Saves: Fort +6, Ref +3, Will +5 Abilities: Str 23, Dex 15, Con 20, Int 7, Wis 10, Cha 12 Skills: Listen +6, Spot +7 Feats: Flyby Attack, Power Attack, Snatch, Wingover Environment: Cold plains, hills, and mountains (Dreamlands) Organization: Solitary Challenge Rating: 7 Treasure: Standard Alignment: Usually neutral Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan) Level Adjustment: — The shantak is a huge, horse-headed reptilian flying creature found in the cold wastelands around the mountain of Kadath, home of the gods of earth. |
| obrysii07-19-07, 10:59 AM | Why such low charisma for the Sentient Cat? If the cats of the Dreamland cycle are like cats in real life, then they have very HIGH charisma. |
| Nilbog07-19-07, 01:07 PM | Why such low charisma for the Sentient Cat? If the cats of the Dreamland cycle are like cats in real life, then they have very HIGH charisma. That's an ordinary cat's Charisma, but you're right. boosted it to 13. |
| obrysii07-19-07, 01:15 PM | An ordinary cat has way more than Cha 7, at least in real life. ;) |
| Nilbog07-19-07, 01:35 PM | An ordinary cat has way more than Cha 7, at least in real life. ;) I agree, but in D&D ... Hey, maybe whoever wrote the MM just doesn't like cats. I put up another creature. Any comments on it? |
| bhu07-19-07, 02:46 PM | I like em so far, but didnt the Moon beasts have some sort of damage resistance? |
| Nilbog07-19-07, 03:15 PM | I like em so far, but didnt the Moon beasts have some sort of damage resistance? They seemed pretty killable to me - they died from falls and such. |
| Ront Iron-Roar07-19-07, 07:35 PM | They seemed pretty killable to me - they died from falls and such. Weren't they even killed by the cats? I'm half tempted to make stats for the Nightguant and Ghouls... |
| Nilbog07-19-07, 07:50 PM | Weren't they even killed by the cats? Yes, they were. |