| Post/Author/DateTime | Post |
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| Ob_Deamon09-01-03, 03:19 PM | Inotain Large Abberation (extraplanar, shapechanger) Hit Dice: 20d8+200 (290) Initiave: +3 (-1 dex, +4 Improved Initiative) Speed: 20 ft., climb 10 ft. AC: 26 (-1 dex, -1 size, +18 natural armor), flat footed 26, touch 8 Base Attack/Grapple: +15/+25 Attack: Slam +18 melee or tentical lash +19 melee or whipspike +14 ranged Full Attack: 2 Slams +18, plus 3 tentical lashes +19 melee Damage: Slam 1d8+3, tentical lash 1d6+1 plus poison plus disease Space/Reach: 10 ft./5 ft. (10 ft. with tentical lash) Special Attacks: Acid of the Soul, Improved Grab, Dark Embrace, Disease, Poison, Spell-like abilities, Spells, Whip of Hatred Special Qualities: Acid immunity, DR 15/magic, Shape of Hate Saves: Fort +11, Ref +5, Will +12 Abilities: Str 16, Dex 8, Con 20, Int 22, Wis 10, Cha 18 Skills: Bluff +19, Concentration +28, Hide +11, Intimidate +27, Jump +36*, Knowledge (arcana) +29, Knowledge (geography) +21, Listen +23, Spellcraft +29 Feats: Augment Summoning, Extend Spell, Empower Spell, Improved Initiative, Power Attack, Spell Focus (conjuration), Weapon Focus (tentical lash) Climate/Terrain: Ethereal Organization: solitary, pair, tribe (10-20) Challenge Rating: 22 Treasure: double standard Alignment: always neutral evil Advancement: 21-40 HD (large), 41-60 HD (huge) A massize, lumbering four legged spider, seemingly carved from stone with exeptionaly thick legs. Suspended from the bottom of the body are three writhing tenticals ending in long black spikes which drip a greenish liquid. Most who see an Inotain think it is a mindless beast, or, at least not very intelligent. Nothing could be farther from the truth. Although slow of body, its mind is quick and agile. Inotain look superficially like giant spiders with only four, very thick legs. Their skin looks like it was carved from solid rock, with colorations ranging to pale pink to olive green to utterly black. Three tenticals hang from the bottom of the creature’s body, each ending in a long black spike which drips a vile green liquid. At the base of these tenticals is a large black opal hidden by the tenticals. Inotains speak common, elven, orcish, and abyssal with a pecular rasp that is unmistacable, and has been descibed as "the strings of two violins being rubbed togethor to the acompanment of a rusted gate swinging back and forth" Combat Inotains enter combat with gusto. They are capable of whiping a tentical in such a way as to throw the spike as a ranged, peircing weapon with a range increment of 25 ft.. Acid of the Soul (Su): As a full round action, twice per day, an Inotain can project a ray of corrupt energies at an enemy within 50 ft.. Targets hit by a ranged touch attack must make a Will save (DC 24) or suffer 2d6 wis drain and the effects of a confusion spell as cast by a 20th level sorcerer. Success reduces the wisdom drain to 1d4, and negatates the confusion. The save DC is cha based. Improved Grab (Ex): If an Inotain hits with a tentical lash it automatically attempts to initiate a grapple as a free action without provoking an attack of opportunity. Dark Embrace (Su): Any creature an Inotain grapples in dragged to the Opal at the base of its tenticals. Each round the Inotain makes a successful grapple check, the subject of the grapple must make a Fortitude save (DC 24) or be dealt 1d4 con damage and 1d8 wis drain and is treated as confused as cast by an 20th level sorcerer. For each point of con damage dealt, and for every two point of wis drain, the Inotain can either gain 5 temporary hit points of replenish a 4th level or lower spell slot, remembering one spell that it has cast from that level. A grappled creature armed with a small or natural weapon can attempt to make a sundering attempt against the opal. If the opal is destroyed, the Inotain loses its Acid of the Soul and Dark Embrace abilities. The opal has an AC 20 (+2 size, +8 natural), a hardness 15, and 25 Hp. The save DC is Cha based Disease (Ex): Any creature hit by an Inotain’s tentical lash must make a Fortitude saveing throw (DC 25) or contract Shadow Chills. The save DC is con based Poison (Ex): Any creature hit by an Inotain’s tentical lash must make a Fortitude saveing throw ( or suffer 1d6 dex damage. One minute later, the creature must make a second save or be paralized for 2d6 rounds. Shape of Hate (Su): As a full round action, three times per day, an Inotain can take the form of an opponent. The Inotain duplicates the enemy perfectly, gaining its ability scores, extaordiary abilities, and any equipment the target is wearing or weilding. The only difference is that every color is inversed. The target of this ability must make a Will saving throw (DC 24) or attack the Inotain to the exclusion of any other action, gaining all the benefits and drawbacks of a 1st level Barbarian rage. While using this ability, the Inotain cannot use its Acid of the Soul, improved grapple, and Dark Embrace abilities. The save DC is cha based. Spell-like abilities (Sp): At will- Summon Monster I, Summon Monster II, Summon Monster III, Summon Monster IV; 3/day- Summon Monster V, Summon Monster VI; 1/day- Summon Monster VII, Summon Monster VIII, Summon Monster IX. These spells are case as if by a 20th level Sorcerer Spells: An Inotain can cast spells as though they were an 14th level Wizard specilizing in the Conjuration school. At typical spell list follows. Wizard Spells prepared (6/6/5/5/5/4/4/2; save DC 16+spell level, conjuration DC 17+spell level) 0–Resistance, Acid Splash (4), Dancing Light; 1st–Alarm (silent), Shield, Grease (2), Obscuring Mist, True Strike; 2nd–Melf’s Acid Arrow (2), Summon Swarm (2), Web, See Invisibility; 3rd– Extended Fog Cloud, Stinking Cloud (2), Fireball; 4th–Dimension Door, Evard’s Black Tenticals (2), Extended lesser Globe of Invulerability, Wall of Fire; 5th–Empowered Lightning Bolt, Wall of Stone (3); 6th–Acid Fog, True Seeing, Greater Heroism, Chain Lightning (2); 7th–Empowered Cone of Cold, Teleport Object Whip of Hate (Su): At will, as a standard action, all creatures within 10 ft. of an Inotain must make a Will saving throw (DC 24) or enter a state similar to the Rage ability of a Barbarian, save that the only action possible is to attack the Inotain in melee. The save DC is cha based Skills: Inotain are natural jumpers, getting a +10 bonus to Jump checks, as figured above. Skills: Inotains are natural jumpers, reciving a +10 bonus to jump checks, figured above. Shadow Chills infection/DC: contact/25 incubation: one day damage: 1d8 int, 1d8 wis, 1d8 cha, 1d4 con This disease, spread primarily by Inotain, causes the mind of one infected to degrade, acomanied by a mild decay of the body. Those infected tend collapse into screams, moans, and gibbering as their minds are ripped from them by this terrible plauge. Communities that have been exposed tend to vanish quickly as the plauge spreads, consumed by mass hysteria inflicted by the slipping sanity of the diseased. As a side note to whatever WizO_ has juristiction over this: if you revise this site again, why not add a feature that allows people to choose post templates? Like, have a template for monster posts, spell posts, generic posts, and the whole bit. |
| Ob_Deamon09-04-03, 04:03 PM | sigh, this feels so degrading. bump. |
| RhoxandRoll09-05-03, 03:33 PM | I like it. Specially shape of HATE....Chilling |