Mr. Tall


Homebrew and House Rules


Mr. Tall
CN Large outsider (extraplanar)
Init +14; Senses blindsight 120 ft., darkvision 120 ft., true seeing; Perception +41
Aura blinding light (120 feet), fear (120 feet., DC 31)

DEFENSE
AC 42, touch 21, flat-footed 24 (+9 deflection, +9 Dex, +1 dodge, +14 natural, -1 size)
hp 372 (24d10+240)
Fort +26, Ref +26, Will +24
Immune blindness, cold, critical hits, fire, poison; Resist cold 10, sonic 10

OFFENSE
Speed 30 ft., fly 60 ft. (perfect)
Melee 2 touches +35 (10d4 Wisdom drain)
Spell-Like Abilities (CL 20th; concentration +29)
At will—greater dispel magic, greater teleport (self plus 50 lbs. of objects only), improved invisibility, light, major image, mirage arcana, rainbow pattern, scintillating pattern, screen, spell turning, symbol of insanity, wall of force

STATISTICS
Str 34, Dex 31, Con 31, Int 31, Wis 26, Cha 28
Base Atk +24; CMB +37; CMD 57
Feats Acrobatic Steps, Dodge, Great Fortitude, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Lightning Stance, Nimble Moves, Wind Stance
Skills Appraise +30, Bluff +32, Fly +16, Intimidate +47, Knowledge (six) +50, Perception +41, Sense Motive +39, Spellcraft +30, Stealth +47, Use Magic Device +27
Languages telepathy 120 ft.
SQ visitation

ECOLOGY
Environment any land
Organization solitary
Treasure none

Dementing Touch (Su) Mr. Tall's touch drains 10d4 points of Wisdom.

Visitation (Ex) Mr. Tall appears as a hazy afterthought to its victims.
At its first visitation, creatures must make a DC 30 Will save or dismiss Mr. Tall as an optical illusion. Creatures who successfully save become startled as the figure of Mr. Tall looms over them, and become shaken.

At its second visitation, Mr. Tall effects visual and physical corruption within the surrounding inanimate objects about the victim, causing loud bursts of static rapidly oscillating orbs of light to chase victims, and producing weirdly sonorous and terrifying voices. Creatures must make a DC 30 Will save or become shaken.

At its third visitation, Mr. Tall physically enters the premises of the victim's home. Victims plagued by this visitation report being stared at by a large owl or deer with overly large, completely black eyes. Creatures must make a DC 30 Will save. Creatures who fail this save meaningfully and barely audibly gasp that it was no owl or deer, and become panicked.

At its fourth visitation, Mr. Tall effects visual and physical corruption within the victim himself. Creatures must make a DC 30 Will save and DC 31 Fort save or their faces distort into grotesque forms and their bodies become rigid and levitate into the air. Creatures who fail both saves become frightened to death (duplicating a phantasmal killer or slay living spell).

To its victims, it is said Mr. Tall occupies the unfathomable recesses of the mind, the uncertain point where memories churn and decay.


3/10, not as spooky as Mr Skeltal


Sundakan wrote:
3/10, not as spooky as Mr Skeltal

C'mon, you can't bring out the big guns as a counter. Nothing is spookier than Mr Skeltal.


Is this based on something?

Its Blinding Aura radius seems hugely excessive, plus I would have to make a ruling on whether creatures that are blinded are affected by its visitation powers, since most are optically and visually distorting and even if the physical effects are caused by madness from the victim itself, the mental aspects are caused by distortions and effects based on the creature's appearance and the target's visual perception (there are sonorous hums and noises for some effects.)

I don't know how Visitation works, does Mr. Tall spend a Standard action and target a creature it can see?

I also have to wonder at the 10d4 Wisdom drain. Two touch attacks and it's going to do 10-40 Wisdom Drain....not even damage. Not a save for half or to avoid (even with the ridiculous DC it would be, since this is a CR 20 creature.) That's averaging 20 ability drain twice. Otherwise it doesn't even even do any damage. It just turns me off. The creature doesn't even have a slam or claw attack. Sure, he's can do 1d4 + Str subdual damage.

I would suggest if you want a dementing touch or similar effect, drop the Wisdom Drain/damage down to 2d4 or something and add an effect that also requires a Will save or the victim acts confused or something for a number of rounds equal to the damage taken. The save DC for a creature of this power would still be sizable, but at least it's not a blatantly abusive one-shot.

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