Enter the Far Realm!! [Archive] - Wizards Community

Post/Author/DateTimePost
Great Cthulhu

05-06-05, 03:20 PM
I don't know about anybody else, but I looooooooooooooooove the Far Realm, mainly the freaky creatures that dwell there. :D
So this is my idea:
All of you other Far Realm Fans out there, come up with a kewl creature from the Far Realm that is extremely weird, and I'll come up with stats for the ones that people think are the kewlest. :ayyyy!:
(You can also create the stats for your own creation.) :dice:
Great Cthulhu

05-06-05, 10:21 PM
Maybe I should start out... :bored:

Hmmm...let's see... :thinks:

:lightbulb Okay, how about this:

Some sort of monster that has a horse like body with a crab-like claw for a head. Many eyes sprout out from its body, and its back legs have long tentacles that come from its knees. Its tail is made of long red spines.

I'll come up with stats for it later...
The Vorpal Tribble

05-06-05, 11:11 PM
This is one I made some time ago. I'll work on some others as well, as the Far Realm is quite a bit of fun :coolcthul

-=-=-=-=-

M'tu Disciple

Large Aberration (dreamborn)

Hit Dice: 12d8+72 (124 hp)
Initiative: +3
Speed: 50 ft., climb 20 ft.
AC: 20 (+3 dex, +8 natural, -1 size), 20% miss-chance
BAB/Grapple: +9/+17
Attack: Bite +13 melee (1d8+4)
Full attack: 2 bite +13 melee (1d8+4)
Special Attacks: Gripping Spines, Psionics, Rage, Spell-like Abilities
Special Qualities: Blindsense, Crystal Proselyte, Dreamborn, Fire Resistance/5, Immune to Nausae, Scent, Symbiosis
Saves: Fort +10, Ref +7, Will +12
Abilities: Str 18, Dex 16, Con 22, Int 24, Wis 18, Cha 20
Skills: Autohypnosis +19, Concentration +21, Intimidate +20, Jump +10, Knowledge (Arcana) +22, Knowledge (Psionics) +24, Psicraft +24, Sense Motive +19, Spellcraft +24,
Feats: Anti-psionic Magic, Combat Manifestation, Diehard, Unconditional Power
________________________
Environment: Any land or underground
Organization: Solitary, Trio (3), Inquisition (6-10)
CR: 15
Alignment: Lawful Neutral
Treasure: -
Advancement: -


The first thought normally impressed upon the senses of those whom witness this creature is 'unnatural'. It stands around 12 feet tall and bent slightly forward, with a thick lizard's body whoms texture and color change with its moods, of which it only seems to have two; cold and emotionless or burning rage. When calm the skin is smooth and leathery, of a deep, dark orange, almost umber hue. When agitated the skin takes on a vibrant red and writhing, prehensile spines erupt from pores all about its body. It has two neckless, crocodilian heads that face away from one another and are devoid of eyes. The heads have no throat or windpipe, its mouth filled only with jagged teeth. It is supported by two thick, curved legs, alike to an iguanas, with four long, taloned toes and a fifth coming from the heel for grasping.

Sprouting from its back is a bush of gigantic, twitching yellow leaves amidst a jumbled collection of crystaline protrusions enscribed with symbols or runes.

--

M'tu Disciples are the mental creations of the god of aberrations and mixed-breeds, such as Couatls and Hippogriffs. They serve as messangers and servers of retribution to their god M'tu.


Combat:
M'tu disciples are slow to anger, but if pushed sufficiently they boil over with homicidal rage. They use a devastingly affective combination of mental and magical might to defeat their foes.

Crystal Proseltye:
A M'tu Disciple's crystalline structure is from having the equivalent ranks of a level 3 Crystal Proselyte and gain the Countertone and Crystal Blaze abilities.

Countertone (Ps):
A M'tu Disciple can emit a countertone as a swift action at will. During each round the countertone sounds, any characters and creatures within 30 feet who are affected by sonic or language dependent psionic or magical attacks (such as sound burst or command) gain another saving throw to resist.

Crystal Blaze (Ex):
Up to three times per day a M'tu Disciple may illuminate its crystaline portions with a dazzling, unnerving light. A crystal blaze is a standard action that affects any creature that can see within 60 feet. All unprepared creatures in the radius must suceed at a DC 21 Fortitude save or become blinded and discomfitted. The blindness and discomfiture last for 10 minutes. Discomfitted creatures suffer a -2 morale and penalty on all attack rolls, damage rolls, and saving throws.

Dreamborn:
A Disciple of M'tu is created into existence by the dreams of the god M'tu.
Dreamborn creatures appear hazy and out of focus, such that all melee and ranged attacks against a Dreamborn creature are assessed a 20 percent miss chance. This 20-percent miss chance is not the same as concealment and does not preclude the possibility of effective sneak attacks.

Gripping Spines (Ex):
When angered a Disciple of M'tu sprouds prehensile spines which adds a +4 bonus to their checks to grapple.

Psionics:
Manifester level 12. Save DC's are Charisma based.
At will/Call to Mind, Catfall, Detect Psionics, Know Direction and Location, Metaconcert
1/round Mindthrust
3/day Form of Doom, Psionic Lion's Charge
1/day Timeless Body, Ultrablast

Rage (Ex):
A M'tu Disciple may fly into a rage three times per day as a Barbarian.

Spell-like Abilities:
Caster level 12. Save DC's are charisma based.
At will/Detect Magic, Erase, Identify, Prestidigitation, Sleep
1/round Color Spray
3/day Expeditious Retreat
1/day Statue, Symbol of Fear, Symbol of Sleep

Symbiosis (Ex):
The plant-like being upon the backs of M'tu Disciples form a symbiotic relationship, supplying energy and additional oxygen to the disciples while being protected from harm. These plants filter out harmful airborn poisons and diseases. They are intricately fused with the well being of the Disciples and take harm as if one.

Telepathy (Ps):
A Disciple of M'tu can use telepathy to communicate in a 60 ft. radius.

Skills:
A Disciple of M'tu gains a +10 racial bonus to jump checks.
Draconae

05-06-05, 11:15 PM
A fleshy horizontal disc, the entirety of it a infinitely deep toothy maw. The creature is ringed by mottled blue tentacles and a hideous eye sits in mid air above the mouth. The eye splits in two every three rounds then rejoins again.
mrgoat

05-07-05, 03:19 AM
Swarm of Hornets:

These creatures are rarely seen outside their native habitat (in the far realms), as they are largely reclusive and naturally invisible to everything except True Sight. (They can be felt and interacted with as normal.) The only except to this is that they are reflected normally in mirrors; no magic necessary for the viewer. In this case, the reflection appears to be a swarm of varying size (5 to 36 inch radius) of mute hornets (the swarm is always silent), each of which upon closer examination bears an unemotional, staring human face, bald and androgynous. The tips of the anntenae sparkle lightly like diamonds.

While normally passive, some members of this species have been known to exhibit extreme curiosity, following a person around for days or even weeks on end, merely observing, frequently without the person's knowledge. Once any of the hornets meets the gaze of a viewer in a mirror, the entire swarm attempts to stay out of view of mirrors at all times, usually being quite successful. It is as if they become aware that they have been seen.

When observed with True Sight, they appear instead as the floating root structure of a plant, thin and viney, seeming to draw nutrients straight from the air.

If pressed into combat, the Swarm attempts to flee, and if unsuccessful, to enter the attacker's body through the mouth, endtering the lungs and stomach. If successful, any portion of the swarm left outside the body immediately dies and falls to the ground. Sometime in the next 1d3 days, the "host" will begin to feel sick, and will cough and vomit up a tiny Swarm, which begins it's life cycle anew. No rest is gained while "hosting" a Swarm.

The full life cycle of the Swarm of Hornets is not known, however if left to their own devices, they do appear to grow in time.
Great Cthulhu

05-07-05, 12:30 PM
So far, I like all the ideas that have been presented so far. :)
I can't wait to see what else everyone comes up with! :bounce:
Andrew_980

05-07-05, 06:12 PM
one i recently used:(no name)
looks like a cross between a tiger and a dog that was shaven smooth then partially melted and resculpted to give it a more humaniod face. when it hits with a bite attack, it initiates a grapple and if it wins its jaws meld with the targets flesh. untill it is cut off it pumps vile fluid into the victem causing 1d4 con damage (save for half) if it is cut apart it is obvious that the things body is nothing more than a living pump full of unhealthy ichor
R.M.G.C.L.F.

05-08-05, 12:46 PM
My friend, you have hit the jackpot.

I love the far realms of insanity. The creatures in thelatest dragon special on the far realms made me want to weep at their uncreativeness and close-mindedness.

Let me open your mind and unleash the far realm critters I have acquired over the years.

Gynikith (http://boards1.wizards.com/showthread.php?t=140708), a symbiote from the far realms.

Improved Psuedonatural Templates (http://boards1.wizards.com/showthread.php?t=71063), if you think a true strike once per day and the ability to change into a form that is in every way identical but makes the creature harder to hit because it's ugly and scary is a weak representation of the far realm power, take a look at these. Available in greater and lesser versions.

The Zethid Fluke (http://boards1.wizards.com/showthread.php?t=193767), a soul-swallowing mindless terror from the far realms.

G-pin-yow (http://boards1.wizards.com/showthread.php?t=121885), a bizzare monstrousity with an array of unusual weaknesses.

True Psuedonatural creatures (http://boards1.wizards.com/showthread.php?t=186209), the psuednatural template says that alien beings take on forms similar to material plane life when summoned there. So what forms do they take in their own world? I've statted out a few.

The Kgryne$@, (http://boards1.wizards.com/showthread.php?t=119292) a mighty otherworldly being the very sight of which can drive you mad and blind.

Slorgmath't (http://boards1.wizards.com/showthread.php?t=136518), psionic tech-using fungi that don't believe in magic.

Plinka, an (http://boards1.wizards.com/showthread.php?t=133475) animal from the far realms.

Compressed far realm critters (http://boards1.wizards.com/showthread.php?t=72976), not everything from the far realm is a monstrousity of god-like power. Many beings from it find themselves horribly weakened by the presence of material plane physical law.

Half-far realm creature (http://boards1.wizards.com/showthread.php?t=71022) a template for spawn of the alien infinities.

;-# (http://boards1.wizards.com/showthread.php?t=71800), a far realm being whose name consists entirely of punctuation.

Grasping Cluster (http://boards1.wizards.com/showthread.php?t=58048) a space-warping tentacled mass.
Xurgitonous and far wights (http://boards1.wizards.com/showthread.php?t=173279) undead of the far realms.

Assorted creatures and features (http://boards1.wizards.com/showthread.php?t=186384) various flora, fauna, and "other" of the far realm of insanity.

The Windrith (http://boards1.wizards.com/showthread.php?t=400467) While mostly hostile, the far realm is by no means evil, rather beyond and detached from alignment. It stands to reason that in its infinite layers there are some forms of benevolent beings seeking to bring joy, wonderful secrets, and peace to all they encounter, and not the kind of peace that you rest in either.

Finally, the Morphiarch (http://boards1.wizards.com/showthread.php?t=402667), a god-like being that transmutes and alters living beings like a sculptor working with clay, to create its ideal works.
Great Cthulhu

05-08-05, 01:04 PM
Props to you, R.M.G.C.L.F! :clap:
(Is it okay if I use ur Far Realm creations for my Far Realm-based campaign that I'm gonna start?) :D
R.M.G.C.L.F.

05-08-05, 01:27 PM
I'm also working on some other ideas, and some less statable things.

The far child is an idea for some really powerful entity visiting the material plane in the form of a child. It has a child-like mind and stuff, is very naive about most things "hm, this thing rushing towards me, I call it the ground. Oh I wonder if it will be friends with me?" and the like. It would sort of lach on to some mentor figure and gradually take on most of their ideals and alignment traits. When it feels frightened, humiliated, rebuked, etc. it cries tears that turn into supernatural despair-radiating water elemental things.

Another idea is some god-like swirling presence that has little or know knowledge of the world, great amount of power to create or destroy, the ability to restore the dead, and that subtly alters everything it touches, infusing beings with a permanent magical power.
R.M.G.C.L.F.

05-08-05, 01:28 PM
Props to you, R.M.G.C.L.F! :clap:
(Is it okay if I use ur Far Realm creations for my Far Realm-based campaign that I'm gonna start?) :D
Thank you.

And of course you can use them. I wouldn't post them if I didn't want people to use them in their games.
Great Cthulhu

05-08-05, 02:25 PM
:w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t:
Masker

05-09-05, 09:34 AM
In all descriptions of the Far Realms are mentioned "titanic minds" absorbing secrets to horrible to consider. I was considering such a creature, maybe a forsaken, mad deity.

A whole layer in the Far Realms, which is, in fact, yhe toughts and dreams of a insane deity.Creatures that look humanlike at one time and change into black, ooze-like being covered with red eyes and dog-like fanged tentacles (Yes! the mad deity is Alucard! That guy truly fits with the Far Realms)
R.M.G.C.L.F.

05-09-05, 04:15 PM
Actually, no. Not all are described as herculian minds. Many are mindless, slavering masses. And there are such in all degrees between. Mindless demigods with wisdom and charisma near infinite, genious shape-shifters with barely any capacity to observe or interact, souless unemotive minds taking in and processing information without the power to convey it, all degree of creatures in similar capacity mentally to men but differing in shape and mindset.
Great Cthulhu

05-14-05, 11:47 AM
:D The more mindless the monster, the better it is! :D
R.M.G.C.L.F.

05-14-05, 02:32 PM
I wouldn't say that either.

Above all, things from the Far Realm of Insanity are different. That includes not just different from the materail plane, but from each other. It should have a wider range of different beings and mentalities than the material, from those who make the gods seem idiots to unthinking masses, with each and every bizzare gradient in between.
Sidoh

05-15-05, 10:33 AM
If they're mindless, then how are they supposed to scare people half to death.. if they're mindless they'd be too busy drroling or eating to pay any attention. :P
The Vorpal Tribble

05-15-05, 11:33 AM
A whole layer in the Far Realms, which is, in fact, yhe toughts and dreams of a insane deity.
I wrote this a good bit ago to go along with the M'tu Disciple I posted earlier:

M'tu
Deity (Chaotic Neutral)

M'tu is a combination of magical and mental essences, and the god of aberrations and magical mixed-breeds. Its titles include the Unconformer, the All Combiner, the Unpredictable.
This deity normally appears much like a chaos beast, its form continuously changing and mutating, usually becoming shapes composed of many different creatures. Often considered the patron of all those of insane or twisted mentality and physiology, those who worship this deity are rarely considered balanced by others. M'tu encourages its worshippers to think outside the box and to rail against routine. Adaption and flexibility of mind is its command and routine and conforming to a norm an abomination.
M'tu's symbol is a palm with seven clawed fingers with two thumbs on either side hooked together in the middle by their talons.
Its favored weapon is the net.

Portfolio: Aberrations, Cross-breeds, mental and magical powers.
Domains: Chaos, Dream, Insanity, Magic, and Mind
Herald and Allies: M'tu generally sends a mental creation from the chaos of its dreams, the M'tu Disciple, as its herald. His planar allies are Chaos Beasts, Thought Eaters, and Thought Slayers.
R.M.G.C.L.F.

05-15-05, 12:07 PM
If they're mindless, then how are they supposed to scare people half to death.. if they're mindless they'd be too busy drroling or eating to pay any attention. :P
Most of the far realm creatures can stare people by just being within their line of sight. Things that bend through space and twist so much your eyes hurt and bubble and blaspheme tend to do that.

Besides, mindless things can be serious threats and cause a lot of damage. Look at the gelatinous cube and the tetramorph. These things just slop about, but the cube can barely be seen and dissolves stuff it runs into while the tetramorph purees reality with its very presence.
Great Cthulhu

05-19-05, 03:16 PM
You're right, R.M.G.C.L.F.
How about: The more insane, the better. :D
R.M.G.C.L.F.

05-19-05, 04:43 PM
Even then, the far realms of insanity are called thus because they are to vast for material plane beings to visit without going mad. Fire elementals would probably name the elemental plane of water "the plane of choking doom" because it is thusly caustic to their nature.

How about "The more, the better"?
The Vorpal Tribble

05-19-05, 06:00 PM
Fire elementals would probably name the elemental plane of water "the plane of choking doom" because it is thusly caustic to their nature.
Well, not neccessarily, depending on the fire water can actually feed it. And as fire elementals are the embodiment of fire and make their own flame they wouldn't be put out by water. Now, water I'd think would have a problem with fire. No matetr what kind or state of water fire would harm it.
Great Cthulhu

05-20-05, 11:08 PM
The more, the better.

Yes, that's how it should be.
Thank you, R.M.G.C.L.F.