Far Realms Entities [Archive] - Wizards Community

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nix4

11-07-06, 05:24 PM
I'm working on a variation of the Bonded Summoner (Minatures Handbook), where the player can bond with the Far Realms. Below I have some sample creatures to which the player can choose.

I'm trying to make these as balanced as the elementals are. So please give me your feedback. I realize I probably have to prune allot from these.

Bolothomogg (Him Who Watches From Beyond The Stars)
“More of a primal force than a physical entity, Bolothamogg is said to be the darkness between the stars, the guardian force or entity that exists to ensure that nothing in the multiverse can escape to taint the true reality of the outer dimensions.”

A floating spherical form with four thick tentacles. The body is primarily black with brighter colors around the central opening. The four tentacles end in flaps that allow for gripping. The central part of the body has a cros-slitted opening that performs several functions. The open operates as both a mouth and sensory organs allow the creature to perceive its surroundings. The creature is constantly making breathing noises.

Aberration, Small (Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: -1
Speed: 20ft (4 squares), Fly (average)
Armor Class: 14 (+1 size, -1 Dex, +4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+0
Attack: Tentacle +5 melee (1d4+4)
Full Attack: Tentacle +5 melee (1d4+4)
Space/Reach: 5 ft./5ft.
Special Attacks:
Special Qualities: Blindsight 60 ft.,
Aberration traits,
Spell Resistance (8 + 1 per HD)
Saves: Fort +0, Ref -1, Will +4
Abilities: Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 0
Skills: Spot +2, Listen +3
Feats: Power Attack
Environment: Far Realms
Organization: Solitary
Challenge Rating: 1
Treasure: none
Alignment: none
Advancement: 3HD
Level Adjustment: -

Blindsight (Ex): This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.

Frightful Presence (Ex): The very sight of the creature works like a scare spell from a 3rd-level caster (Will DC 10 partial). A creature that successfully saves cannot be affected again by the same scare ability for 24 hours. This is a supernatural, sonic mind-affecting fear effect.

Spell Resistance (Ex): A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature's spell resistance, the spell works normally, although the creature is still allowed a saving throw.

Primordial Attack (Ex): Usage like dragon breath. Able to emit a lightning storm, with [chaos] discriptor from its body either in a straight line or in an area.

Note: stats raise as per Earth Elemental. Creature does not sleep.

Piscaethces (The Blood Queen)
“Piscaethces, the source of the aboleth race, is depicted as a vast aboleth with no tentacles and with mucus the color of blood. The aboleths believe that the Blood Queen travels the currents of probability between infinite realities, spreading her seed almost as an afterthought as she moves from one world to another.”

A fleshy dark pink ball of tentacles. Four larger tentacles end in flaps that allow the creature to grip things. Each flap has small hook-like teeth that drain blood from flesh. Along the body of the creature are several small black eyes. The creature tends to float on its edge looking like a spinning disc.

Aberration, Small (Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: -1
Speed: 20ft (4 squares), Fly (average)
Armor Class: 14 (+1 size, -1 Dex, +4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+0
Attack: 2 Tentacles +5 melee (1d4+4)
Full Attack: 2 Tentacles +5 melee (1d4+4)
Space/Reach: 5 ft./5ft.
Special Attacks: Blood Drain
Special Qualities: Blindsight 60 ft.,
Frightful Presence
Aberration traits,
Saves: Fort +0, Ref -1, Will +4
Abilities: Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 0
Skills: Spot +2, Listen +3
Feats: Power Attack
Environment: Far Realms
Organization: Solitary
Challenge Rating: 1
Treasure: none
Alignment: none
Advancement: 3HD
Level Adjustment: -

Blindsight (Ex): This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.

Frightful Presence (Ex): The very sight of the creature works like a scare spell from a 3rd-level caster (Will DC 10 partial). A creature that successfully saves cannot be affected again by the same scare ability for 24 hours. This is a supernatural, sonic mind-affecting fear effect.

Blood Drain (Ex): On a successful grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite damage and drains blood, dealing 1 point of Constitution damage every two rounds. A mouth can be ripped off (dealing 1 point of damage) with a DC 10 Strength check or severed by a successful sunder attempt (the mouth has 2 hit points).

A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed.

Regeneration (Ex): bludgeoning, slashing, and piercing deal normal damage. If a limb or body part is lost, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. All other damage types are regenerated at a rate of 5 hit points per round.

A creature with this ability is difficult to kill. Damage dealt to the creature is treated as nonlethal damage. The creature automatically heals nonlethal damage at a fixed rate per round, as given in the entry. Certain attack forms, typically fire and acid, deal lethal damage to the creature, which doesn't go away. The creature's descriptive text describes the details. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.

Attack forms that don't deal hit point damage ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the creature's descriptive text. Severed parts that are not reattached wither and die normally.

A creature must have a Constitution score to have the regeneration ability.

Note: stats raise as per Water Elemental. Creature does not sleep.

Shothotugg (Eater of Worlds)
“Shothotugg is one of the few Elder Evils to exist entirely within the realm of the Material Plane. Shothotugg dwells in a distant corner of the multiverse, physically far removed from the world itself. An undulant mass of seething fluid the size of a mountain, Shothotugg travels through the gulfs of space from world to world, poisoning and parasitizing any world on which it alights.”

A floating form of tentacles ending in toothy maws. The central body is a large alien eye. The body is brown and scaled like a lizard.

Aberration, Small (Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: -1
Speed: 20ft (4 squares), Fly (average)
Armor Class: 14 (+1 size, -1 Dex, +4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+0
Attack: Tentacle +5 melee (1d4+4), Bite +5 (1d6+4)
Full Attack: Tentacle +5 melee (1d4+4), Bite +6 (1d6+4)
Space/Reach: 5 ft./5ft.
Special Attacks: Swallow Hole,
Paralysis
Special Qualities: Blindsight 60 ft.,
Aberration traits,
Frightful Presence
Saves: Fort +0, Ref -1, Will +4
Abilities: Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 0
Skills: Spot +2, Listen +3
Feats: Power Attack
Environment: Far Realms
Organization: Solitary
Challenge Rating: 1
Treasure: none
Alignment: none
Advancement: 3HD
Level Adjustment: -

Blindsight (Ex): This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.

Frightful Presence (Ex): The very sight of the creature works like a scare spell from a 3rd-level caster (Will DC 10 partial). A creature that successfully saves cannot be affected again by the same scare ability for 24 hours. This is a supernatural, sonic mind-affecting fear effect.

Paralytic Tentacles (Ex): Anyone held in the tentacles must succeed on a DC 15 Fortitude save each round on the creature’s turn or be paralyzed for 3 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d4+2 points of damage each round from the creature's mouths.

This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (the DC is given in the creature's description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Swallow Whole (Ex): An attempt to swallow a grabbed Small or smaller opponent by making a successful grapple check.
A swallowed creature takes 1d4+4 points of bludgeoning damage and 4 points of acid damage per round from the creatures gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The creatures gizzard can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Diminutive opponents.
If a creature with this special attack begins its turn with an opponent held in its mouth (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed has various consequences, depending on the creature doing the swallowing. A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is noted in the creature description), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.
Note: stats raise as per Earth Elemental. Creature does not sleep

Y’chak (The Violet Flame)
“Y’chak is unique among the Elder Evils in a terrible way—it is actively interested in the development of life or, to be more precise, in the development of the destruction of life. Its true form is said to be a brilliant pillar of violet flames that conceal an inner form so horrifying that to see it clearly is to invite utter destruction upon the body and soul.”

A tiny hairless creature sheathed in a ball of violet flame. Constant noises can be heard as screams. Due to the intensity and motion of the violet flames, it is nearly impossible to see the creature within.

Aberration, Small (Fire, Extraplanar)
Hit Dice: 2d8 (9 hp)
Initiative: +5
Speed: 50ft (10 squares), Fly (average)
Armor Class: 17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17
Base Attack/Grapple: +1/-3
Attack: Tentacle +3 melee (1d4+3)
Full Attack: Tentacle +3 melee (1d4+3)
Space/Reach: 5 ft./5ft.
Special Attacks: Burn
Special Qualities: Blindsight 60 ft.
Aberration traits,
Fiery aura,
Frightful Presence,
Immunity to fire,
Vulnerability to cold
Saves: Fort -1, Ref +0, Will +4
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 0
Skills: Spot +2, Listen +3
Feats: Dodge, Improved Initiative, Weapon Finesse
Environment: Far Realms
Organization: Solitary
Challenge Rating: 1
Treasure: none
Alignment: none
Advancement: 3HD
Level Adjustment: -

Blindsight (Ex): This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.

Fiery Aura (Ex): Anyone within 20 feet of the creature must succeed on a DC 12 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.

Frightful Presence (Ex): The very sight of the creature works like a scare spell from a 3rd-level caster (Will DC 10 partial). A creature that successfully saves cannot be affected again by the same scare ability for 24 hours. This is a supernatural, sonic mind-affecting fear effect.

Fire Subtype: A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Note: stats raise as per Fire Elemental. Creature does not sleep.
Soel Griffin

11-08-06, 02:39 AM
Interesting.

I was just thinking the other day about statting these guys up as vestiges (Tome of Magic.)

The marriage of fluff and mechanics doesn't go down so easy here, though. These high powered beings don't fit into low CR molds so well.
TheCrawlingSpleen

11-08-06, 02:58 AM
You don't need to repeat the Monster Manual verbatim for all the special abilities. For instance:

Frightful Presence (Ex): The very sight of the creature works like a scare spell from a 3rd-level caster (Will DC 10 partial). A creature that successfully saves cannot be affected again by the same scare ability for 24 hours. This is a supernatural, sonic mind-affecting fear effect.

That's all you really need to say, since anyone reading probably has all the core rule books and can look up the definition of Frightful Presence in the back of the MM.

I don't have my Miniatures Handbook with me, so I can't really comment any further. I'll just say that the idea of getting a teeny weeny avatar of an elder evil is cool, and a heck of a conversation starter.

"Yep, little Y'chak is a pet and a light source. Aww, look how cute he is! Well...don't look directly at him, or you might lose your soul...just trust me he's adorable."

By the way, where's Holashner (The Hunger Below)? :coolcthul
nix4

11-08-06, 07:27 AM
You don't need to repeat the Monster Manual verbatim for all the special abilities. For instance:



That's all you really need to say, since anyone reading probably has all the core rule books and can look up the definition of Frightful Presence in the back of the MM.

I don't have my Miniatures Handbook with me, so I can't really comment any further. I'll just say that the idea of getting a teeny weeny avatar of an elder evil is cool, and a heck of a conversation starter.

"Yep, little Y'chak is a pet and a light source. Aww, look how cute he is! Well...don't look directly at him, or you might lose your soul...just trust me he's adorable."

By the way, where's Holashner (The Hunger Below)? :coolcthul

Okay, correction made! Ya, most of the abilities are for flavor. Although they have too many for a CR1 monster I believe...

More feedback needed!!
Sildatorak

11-08-06, 09:58 AM
I was just thinking the other day about statting these guys up as vestiges (Tome of Magic.)
If you get around to this, shoot me a PM. I have an idea for a d20 Modern campaign.
nix4

11-08-06, 11:07 AM
I do have some starting material for vestiges. I have thought along the same lines but I felt that the class that uses them was too limiting. I like the freedoms a wizard has.

My material is heavily based on Cthulhu Mythos found on Wiki:
http://en.wikipedia.org/wiki/Cthulhu_Mythos

The vestiges below are only shells but might supply enough framework to flesh out some solid ideas.

Vestiges
• At-will or constant abilities a binder gains should be about as powerful as what a warlock of the same level can accomplish. (See Complete Arcane for a description of the warlock.)
• Abilities with the 5-round delay should be about as useful and powerful as the highest-level spell a wizard of the same level as the binder can cast (assuming the vestige grants just one such ability.) If the vestige grants more than one such ability, you’ll need to scale both powers down. A good rule of thumb is to lower the effective spell level by one for each additional 5-round-delay ability that the vestige grants.
• Abilities that grant a feature from another class, such as sneak attack or sudden strike, should be slightly behind what a character of that class gains.



Aphoom-Zhah
The Cold Flame
Level 2
Legend
Granted Abilities: (4-6)
Influence
Binding DC
Requirements
Manifestations Appears as a vast, cold, grey flame.
Seal Sign


Bugg-Shash
The Black One, The Filler of Space, He Who Comes in the Dark
Level 6
Legend
Granted Abilities: (4-6)
Influence
Binding DC
Requirements
Manifestations Appears as a slimy mass covered with eyes and mouths.
Seal
Sign

Cthugha
The Living Flame, The Burning One
Level 5
Legend
Granted Abilities: (4-6)
Influence
Binding DC
Requirements
Manifestations Appears as a living ball of fire.
Seal
Sign

Cthylla
Secret Seed of Cthulhu
Level 1
Legend
Granted Abilities: (4-6)
Influence
Binding DC
Requirements
Manifestations Appears as a huge, octopus-like creature.
Seal
Sign

Cyäegha
The Destroying Eye, The Waiting Dark
Level 3
Legend
Granted Abilities: (4-6)
Influence
Binding DC
Requirements
Manifestations Appears as a gigantic eye covered with tentacles.
Seal
Sign

Glaaki
The Inhabitant of the Lake, Lord of Dead Dreams
Level 4
Legend
Granted Abilities: (4-6)
Influence
Binding DC
Requirements
Manifestations Appears as a giant slug with metallic spines.
Seal
Sign

Iod
The Shining Hunter
Level 7
Legend
Granted Abilities: (4-6)
Influence
Binding DC
Requirements
Manifestations A levitating, sinuous, glowing creature.
Seal
Sign

Juk-Shabb
God of Yekub
Level 8
Legend
Granted Abilities: (4-6)
Influence
Binding DC
Requirements
Manifestations Appears as a great ball of energy.
Seal
Sign

Nyogtha
The Thing which Should Not Be, Haunter of the Red Abyss
Level 9
Legend
Granted Abilities: (4-6)
Influence
Binding DC
Requirements
Manifestations Appears as an inky shadow
Seal
Sign

Rlim Shaikorth
The White Worm
Level 3
Legend
Granted Abilities: (4-6)
Influence
Binding DC
Requirements
Manifestations A gigantic, whitish worm with a huge maw and eyes made of dripping globules of blood
Seal
Sign

Zhar and Lloigor
The Twin Obscenities
Level 1
Legend
Granted Abilities: (4-6)
Influence
Binding DC
Requirements
Manifestations Both appear as a colossal mass of tentacles (have a rumoured triplet).
Seal
Sign

Zushakon
Dark Silent One, Old Night, Zul-Che-Quon
Level 2
Legend
Granted Abilities: (4-6)
Influence
Binding DC
Requirements
Manifestations Appears as a swirling, black vortex
Seal
Sign
nix4

11-09-06, 10:11 AM
bump
nix4

11-12-06, 10:20 AM
bump