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Callous Jack wrote:Blood of Innocents.Awesome CJack! The single leg gives it a very creepy!
Cool!EDIT: I'm quite eager to take on monster commision...gotta clean up the agenda... argh!
lol
something tells me you will stick for a while with the full agenda :Panyway when people free themselves a bit i will throw a few more creatures of my unborn setting...
i need to descibre both the Void-burnt and Sylphs (air based race)
just because i am an adict and began thinking on this... not to be expected any time soon... Sylphs
They are tall and gaunt, their arms and legs are long and thin like tree branches, and they are lighter than they appear (even if there was any way to weight them).Their skin is soft and young sylphs ones have feathers in their backs and forehead, instead of hair, many losing them after aging a few centuries, feathers change in color depending the feelings of their owner, colder colors (purple, blue, white) mean a calm sylph, deep in meditation or in command of his feelings and thoughts, warmer colors (red, orange, brown) mean excitement, emotion or confusion; darker colors (black, deep purple, crimson red) would mean sadness or darker thoughts. Still there is some king of alien beauty to these creatures, their physical proportions are almost androgynous but male and female can be recognized without problem. Their voices are soft and sound like a whisper in the wind, but when in anger they can sound like a thunderstorm. They have a thin membrane under their arms, falling like a cape from their wrists and arms to their waist, and it has been documented that it can be used to glide, and there is records from the War of Consolidation where soldiers report that they have never seen something as beautiful and terrifying as a group of sylphs gliding toward them, their bodies shining with the power of electricity and magic.
Sylphs considering freedom as a great virtue and one of the best gift given by them by the gods, so they don't usually dress any clothing, but some of them relating with corporeal races tend to use robes consisting of a single cloth and soft colors, that could be taken away easily in times of danger and glade to safety, or become completely ethereal escaping and enemy reach.
Sylphs are masters of air magic, being able to decipher the future with a few questions into the air, and being able to use the winds and the dream (illusions) like a second skin and the thunder like a born they were born with (which maybe they did).
Sylphs tend to be pacifist regarding knowledge as the worthiest of prices and the most valuable coin and commodity, still most are not selfish enough not to give some of it to those who ask... of course they will always ask for new information in return, even news from distant lands or personal secrets hidden to anyone else... its like they could smell a "mystery" in the air and hunger for it.
Their communities are small and in tall mountains, part monasteries, part wizard towers, certain parts are physical, made to interact with corporeal beings, even to commune or live alongside, the rest is hidden in the Dream, sometimes invisible, sometimes as tangible as the real world for those who believe in what they are seeing, but always half an step into the Dream they look translucent, but outside observers would see the mountain behind the tower, but not peruse what is happening inside.
this is a good excerise for me to... i can begin working with my races and creatures, maybe this way i will advance my setting instead of being stalled in the attribute and classes section :P

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ANYWAY. What I'm looking for is someone to do a cartoony mongoose design. He should look scary (not too scary, though, there will be kids around)
How about looking up Mongoose Publishing?
They have a mongoose mascot, strangely enough.
I can't seem to find it. All I see is an "M".
I see what you mean. It used to be more prominent; I've checked out my recent issue of S&P, and it's reduced to a tiny icon.
However.
Click on the 'Signs & Portents Free downloads' link, download an early copy (say, Issue 26-Roleplayer edition, which I'm looking at now. They experimented for a while with splitting the content), and check out page 68 for a coat of arms, with two of the beasties, supporting a shield over a dead snake.
Have a play around with that, and see what you get!

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The mouth is cool. Don't change it!
Agreed...Now I just have to print it out and give it a little blood red paint. I gave it a bite attack and since it move using it's hands the bite is the primary attack.
This vile thing was created using the blood of innocents. When it is first formed it resembles a red water elemental but takes on a solid appearance. This appearance is false as evident when struck by a weapon. It appears to give like a ripple like a puddle of water. When it dies it turns into a giant puddle of blood.
Blood of Innocents
Medium Undead
Hit Dice: 8d12+3 (55 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 20 (+2 Dex, +8 natural) touch 12, flat-footed 18
Base Attack/CMB: +4/+9
Attack: Bite +9 melee (1d8+7)
Full Attack: Bite +9 melee (1d8+7), 2 claws +7 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Drain
Special Qualities: Darkvision 60 ft., undead traits, damage reduction 10/–,
Saves: Fort +4, Ref +0, Will +8
Abilities: Str 20, Dex 14, Con —, Int 6, Wis 14, Cha 15
Skills: Perception +13, Stealth +13
Feats: Toughness, Multiattack, Great Fortitude, Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Neutral Evil
Advancement: 9–15 HD (Large)
Level Adjustment: —

Hugo Solis |

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Hey Monty, here's a rough sketch of the Raksa, does this work?
excellent C-Jack, it looks pretty cool :D
my only change would be a bit of the mane, so that it look a bit more like fire and moving longer about their backs, aside of that, its just excellent
considering its head would be at the same height as that of a horse... it would be pretty scary in the deserts od Eden :D
thanks

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Montalve wrote:Okay, I thought the mane was hair and I was going to have parts of it smoldering and smoking but I can change it.my only change would be a bit of the mane, so that it look a bit more like fire and moving longer about their backs, aside of that, its just excellent
indeed mane is hair, its just looks more like a crown of fire than a beard (i know i know, je that is how lions look actually :P), but when in anger or heat it really ignites itself, it would smolder when they are impatient or getting angry
my apologies for the changes, my thanks for the great image :D

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Callous Jack wrote:That is very impressive. Maybe we should get some stats to go with these monsters, because I want to use most of them myself.Hey Monty, here's a rough sketch of the Raksa, does this work?
i promise to work on the Raksha at least
in my setting the Sheddim is supposed to be a playing race (there is no traditional elves, gnomes, dwarves, etc), would have to finish the deal with those too... (still hitting my head trying to balance my humans to my inhuman races)
Hugo Solis |

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The Aberrant Eye, for Tarren Dei.
That's pretty creepy! Love it!!
I can't wait to sick that on the players. I'll throw some stats up for critique later. This is the boss man in a whole colony of creepy things that an aberrant mind has made--an aberrant mind that thinks flesh is cool to play with but doesn't really get that 'symmetry thing'. ;-)

Hugo Solis |

The Aberrant Eye, for Tarren Dei.
CREEEEEPYYYY!!!!! Amazin one MrShiny! Nice that it includes scenery!

Dragonborn Junior |

Has anyone tried drawing all the dragons as hatchlings? That banner would be awesome! And I don't mean just the 3.5 dragons either I mean every true (no Halfers) dragons Of DnD! You would'nt have to draw the older versions of course.
Anything with dragon as a type without augmented as a subtype can be in it.

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The Eldritch Mr. Shiny wrote:The Aberrant Eye, for Tarren Dei.CREEEEEPYYYY!!!!! Amazin one MrShiny! Nice that it includes scenery!
It's still growing, too. In a month, there will be nothing left of those kobold bones and the tendrils will be nasty, sharp whipping things. Then, you'd be in big trouble.
In a larger aberrant flesh colony -- one that had three aberrant eyes -- a greater aberrant eye would emerge. That colony would keep the kobold's flesh intact and use it as a spokesmonster.
An aberrant eye that did not evolve from a humanoid wouldn't have any kind of humanoid beneath it but I like the ones that do.
Okay, here is what I have for an aberrant eye. Advice welcome. Players in my PbPs do not look. ;-)
Aberrant Eye (CR 4)
An enormous eye floats in the center of the room. Three tendrils dangle beneath it. As it turns towards you, a sense of hopelessness begins to take hold and a voice in your head says “Bones are brittle. The flesh is strong”.
CE Medium Aberration (Extraplanar)
Init -1; Senses darkvision 60 ft., Telepathy 100’; Perception +14
DEFENSE
AC: 13, touch 9, flat-footed 13
(+4 natural, -1 dex)
hp: 36 (8d8)
Fort +6, Ref +1, Will+8
OFFENSE
Spd: float 20 ft.
Melee: 3 tendrils +6 (1d4) or +6 melee touch (paralysis)
Space: 5 ft.; Reach 10 ft.
Special Attacks: Depressing presence, Paralzying touch, Fear 3/day, Whispering voices
TACTICS
During Combat: An aberrant eye has two priorities—to survive and to subjugate. During combat, an eye will use its depressing presence to reduce the effectiveness of attackers and hope that its attendant minions will be able to subdue them. Upon a successful touch attack with it tendrils, the aberrant eye can paralyze an opponent.
Morale: If an aberrant eye has taken more than half its hit points in damage or its minions are dead, it will attempt to use its fear attack to drive the enemy away allow it to escape.
STATISTICS
Str 10, Dex 8, Con 10, Int 12, Wis 14, Cha 16
Base Atk +6; CMB +6
Feats: Alertness, Improved Initiative
Skills: Sense Motive +12, Perception +14, Knowledge (Planes) +9
Languages: Common, Special
SQ: teleport 1/day, darkvision 60’’, telepathy 100’, Scrying
ECOLOGY
Environment: Underground
Organization: solitary, pair, or triad (3)
Treasure: standard
Alignment: usually chaotic evil
Advancement: 8-12 HD (Medium); 13-18 HD (Large)
Level Adjustment ---
SPECIAL ABILITIES
Depressing presence (Su): The gaze of an aberrant eye saps intelligent beings of their will to live. Will DC 15 negates. Upon the first successful gaze attack, characters are shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks). On a second successful gaze attack, characters are staggered (a staggered character may take a single move action or standard action each round but not both. An aberrant eye may target anyone looking at it with its gaze attack.
Paralyzing touch (Su): The aberrant eye’s tendrils do little damage. Their main function to secrete a powerful agent into the blood of opponents paralyzing them. An opponent touched by a tendril must succeed on a DC 10 Fortitude save or become paralyzed for 1d6 minutes.
Fear (Su): An aberrant eye is hesitant to scare its food away but when its food fights back it may have no choice. This ability is not a gaze attack. Will DC 10 negates. Frightened creatures drop anything and flee at top speed from the source of their fear.
Whispering Voice (Su): Aberrant eyes attempt to demoralize invaders before they have intruded too deeply within the colony. Once an aberrant eye has become aware of a creature, either directly or through telepathic communication with other creatures in the colony, it may send a short message as the message spell. This spell can reach any creature within the colony. The message will repeat continually until a Will save with a DC of 15 negates. The message acts as a constant distraction causing those effected to take a penalty of –4 on all initiative checks untl saved against. The save DC is charisma based.
Scrying (Su): This scrying operates like the 3rd level bard spell with a caster level of 5. Unlike the spell, however, the aberrant eye cannot scry across dimensions. The aberrant eye can scry on any space within the colony and only one creature at a time.
Skills: Aberrant Flesh Creatures have a +4 racial bonus on Perception checks. Most have a +2 racial bonus on sense motive checks when dealing with humanoid creatures.
DESCRIPTION
Often referred to as Morose Scryers, aberrant eyes are usually medium-sized creatures that strongly resemble a giant eye. The eye appears to float in the air, surrounded by white flames. The flames, in fact, do not give off any heat and are due to the refraction of light around a creature that does not entirely exist in this plane. When an aberrant eye floats through space, its size varies depending on the angle from which it is viewed. Two people viewing an aberrant eye from almost identical angles could have a very different idea of its size.
Aberrant eyes may have tendrils dangling from them, connecting to the walls or floor of the colonized space. When an aberrant eye has been formed through the colonization of the eye of another creature, that dessicated remains of that creature often dangles from the aberrant eye.
If a flesh colony does not have an Aberrant Eye, one other flesh colony creatures will mutate into an Aberrant Eye and relocate to the center of the colony.
Aberrant eyes do not speak but communicate telepathically. They understand all the languages of the beings that have been made into stalkers by the colony.
GREATER ABERRANT EYES
Aberrant Flesh Colonies that have inhabited the material plane for many years, and have been blessed with frequent visits by living creatures, often grow three aberrant eyes and one greater aberrant eye. Greater aberrant eyes are invariably grown from an aberrant flesh zombie but their zombies remain alive and undessicated. The aberrant flesh zombie is able to speak for the aberrant eye. The greater aberrant eye tends to adopt notions of rulership found in the minds of the aberrant flesh zombie and surrounds itself with the trappings of power valued in the aberrant flesh zombie’s culture. Some greater aberrant eyes have even subjected humanoid civilizations to their will and demanded obediance from numerous tribes and clans.
The following adjustments to a standard aberrant eye represent a greater aberrant eye. More aged varieties with even greater powers certainly exist.
—+2 natural armor
—+4 HD
—Skills +8 Intimidate, +7 Diplomacy, +6 Knowledge (nobility).
—Any class levels of the aberrant flesh zombies from which the aberrant eye emerged.

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The Aberrant Eye, for Tarren Dei.
That's cool man, like the style.
And just looked at it again, very groovy. A sort of cartoony or sketchy style, but a really good attention to detail, and nice lines. I like it.

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The Aberrant Eye Part II.
I did my own take on it, I tried to make it look part of some growth or tumor and to make the tendrils look like the bundles of nerves that are behind the eyeball.

The Jade |

The Aberrant Eye Part II.
I did my own take on it, I tried to make it look part of some growth or tumor and to make the tendrils look like the bundles of nerves that are behind the eyeball.
That Raksa looks like a leonine Kirin. NEAT!

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The Aberrant Eye Part II.
I did my own take on it, I tried to make it look part of some growth or tumor and to make the tendrils look like the bundles of nerves that are behind the eyeball.
Two, count them, two aberrant eyes! I love them both.
Shiny's style is creepier but this one looks more like what I originally envisioned because of the thicker tendrils. Better than what I originally pictured because you gave the tendrils a place to originate from, which I hadn't figured out.
Does that shirt have a badge saying "KC"? As in a certain kobold friend of ours? Nice easter egg.

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Would it be obscenely selfish of me to mention the next creature in the aberrant flesh colony?
Okay, well than I'll be obscenely selfish but understand if you have too many commissions.
One of the first creatures adventurers might encounter when approaching an aberrant flesh colony, is an eye cluster.
Eye Cluster (CR 1)
Dozens of tiny brown fungus-like orbs cling to the wall. As you draw near, the fleshy brown coverings slide up, revealing a cluster of twitching, searching eyes.
Aberrant eyes plant eye clusters throughout their territories. The eye clusters serve two main purposes. Their telepathic connection with the rest of the colony warns the colony of the presence of outsiders. They also house stalkercrabs, which attack invaders and attempt to turn them into stalkers, living zombie servants of the aberrant eye.
These eye clusters also form an egg of sorts for another little nasty, the worker bees of the aberrant flesh colony, the stalkercrabs.
[b]Stalkercrabs (CR ½)[b]
With a snicker-snack sound, a tiny creature with eight legs and two long claws like pairs of jagged knives scuttles into view. And, then it leaps.
Stalkercrabs look like shell-less crabs with very sharp little claws poking out through their soft yellow or green flesh. Their flesh might even bleed from being cut by their own vicious claws.
They pop out of an eye cluster and atack as soon as the eye cluster stuns a creature.
See how selfish I am? That's actually two nasty creatures.

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Tarren Dei wrote:Isn't there a badge on his shirt. I'd swear that says "KC". ...Badges! We don't need no stinkin' badges!
Poor kobold cleaver. To have his intelligence absorbed and body eaten by that monstrosity.
...
Oh, wait. Poor aberrant eye! I think you have cunningly identified the weakness in my monster. The possibility of insanity.

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Callous Jack wrote:That Raksa looks like a leonine Kirin. NEAT!The Aberrant Eye Part II.
I did my own take on it, I tried to make it look part of some growth or tumor and to make the tendrils look like the bundles of nerves that are behind the eyeball.
the Raksa would dine on Kyrin every night if they were any in their desert :P
Callous Jack... that looks lieke a very angr cat, even the sentient face of "don't mess wit the me"
i love it

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The Eldritch Mr. Shiny wrote:Whoever wanted the mongoose...That is GREAT!
Thanks, man.

Dennis da Ogre |

The Aberrant Eye Part II.
I did my own take on it, I tried to make it look part of some growth or tumor and to make the tendrils look like the bundles of nerves that are behind the eyeball.
Hopefully Jack won't mind that I stole his line art and made a colored Aberrant Eye.

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Callous Jack wrote:The Aberrant Eye Part II.
I did my own take on it, I tried to make it look part of some growth or tumor and to make the tendrils look like the bundles of nerves that are behind the eyeball.
Hopefully Jack won't mind that I stole his line art and made a colored Aberrant Eye.
Love it. Is the black oozy stuff from the eye not really being there or is it ooze?
All three of these pics are wonderful. Now, I just hope the party heads in the right direction soon. Bruhahahha.

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Hopefully Jack won't mind that I stole his line art and made a colored Aberrant Eye.
An assassin will be on your doorstep shortly...
;-) (Thanks for the color-assist)
Kiba |

Dennis da Ogre wrote:Hopefully Jack won't mind that I stole his line art and made a colored Aberrant Eye.
An assassin will be on your doorstep shortly...
;-) (Thanks for the color-assist)
Someone call for an assassin?

The Jade |

Callous Jack wrote:Someone call for an assassin?Dennis da Ogre wrote:Hopefully Jack won't mind that I stole his line art and made a colored Aberrant Eye.
An assassin will be on your doorstep shortly...
;-) (Thanks for the color-assist)
The word assassin may have originated when Arnold Fensturbly first said to his friend Heinrich Hobblehouse, "Ass? Which usuage to you mean? In a sentence, use the word ass, as in.. er... ass, as in... er... er... (mouth clicking noises some people make when thinking) ass, as in..."
Heinrich slew him with a melon baller for taking so long, thus the name assassin.
The word may also refer to the debuttocking trollfellow, a serial killer in the 1400's who killed folks in pairs and stuffed their derrieres into his rucksack as trophies for his wall, merrily singing, "ass ass in" as he went about his gory task.
Some experts say that both theories are wrong, and that ass itself represents a sin.
Who can say for sure?

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Would it be obscenely selfish of me to mention the next creature in the aberrant flesh colony?
Okay, well than I'll be obscenely selfish but understand if you have too many commissions.
** spoiler omitted **
See how selfish I am? That's actually two nasty creatures.
OK, I had to join this art lovefest sometime....
Your flesh colony members:
And just the drawing
I am no Hugo, though! With better pencils and lots of time to practice?
Um...still no. I just needed to put some effort up on that account. ;-)

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Tarren Dei wrote:Would it be obscenely selfish of me to mention the next creature in the aberrant flesh colony?
Okay, well than I'll be obscenely selfish but understand if you have too many commissions.
** spoiler omitted **
See how selfish I am? That's actually two nasty creatures.
OK, I had to join this art lovefest sometime....
Your flesh colony members:
And just the drawing
I am no Hugo, though! With better pencils and lots of time to practice?
Um...still no. I just needed to put some effort up on that account. ;-)
I am so friggin' thrilled. These little nasty creeps are beginning to scare me.
Eye Cluster (CR 1)
Dozens of tiny brown fungus-like orbs cling to the wall. As you draw near, fleshy brown coverings slide up revealing a cluster of twitching, searching eyes.
CE Small Aberration (Extraplanar)
Init -1; Senses darkvision 60 ft., Telepathy 100’; Perception +10
DEFENSE
AC 6, touch 6, flat-footed 6
(-5 dex, +1 size)
hp 16??? (3d8+3)
Fort +1, Ref ---, Will+4
OFFENSE
Spd ---
Melee ---
Space 5 ft.; Reach ---
Special Attacks Daze, Stalker Crab
TACTICS
During Combat An eye cluster telepathically warns the colony of the presence of intruders immediately. The eye cluster then uses its gaze attacks to slow a creature so that a stalker crab can attack.
Morale When an eye cluster is injured the resident stalkercrab will spring out to attack.
STATISTICS
Str ---, Dex --- Con 13, Int 12, Wis 14, Cha 8
Base Atk ---
Feats Alertness, Improved Initiative
Skills Perception +10, Sense motive +8
Languages Aberrant Flesh
SQ Darkvision 60’’, telepathy 100’
ECOLOGY
Environment Underground
Organization solitary, pair, or triad (3)
Treasure standard
Alignment usually chaotic evil
Advancement ---
Level Adjustment ---
SPECIAL ABILITIES
Daze (Su) The gaze of an eye cluster causes creatures to become dazed for 1 round. DC 12 will save negates. A dazed creature can take no actions but has no penalty to AC. After 1 round, the dazed creature can make a new will save.
Stalkercrab (Ex) An eye cluster serves as a house for 1-3 stalkercrabs. When a creature is dazed or when the eye cluster suffers damage equal to half or more of its hit points, the stalkercrabs will attack.
Skills Aberrant Flesh Creatures have a +4 racial bonus on Perception checks. Most have a +2 racial bonus on sense motive checks when dealing with humanoid creatures.
Aberrant eyes plant eye clusters throughout their territories. The eye clusters serve two main purposes. Their telepathic connection with the rest of the colony warns the colony of the presence of outsiders. They also house stalkercrabs, which attack invaders and attempt to turn them into stalkers, living zombie-like servants of the aberrant eye.
Eye clusters are usually comprised of at least two dozen eyes, which connect together to form a soft shell around a clutch of stalker crabs. The eye cluster is quite soft and easy for the stalker crabs to break out of when prey is nearby. The eye cluster is hard to kill though, as each eye can survive separately from the others. Remnants of an eye cluster will eventually grow into new clusters. A single eye from an eye cluster stuck to the bottom of a boot or carried away by a bird could, given time, transform itself into a new aberrant eye and begin a new colony.
Eye clusters do not speak but communicate telepathically. They understand all the languages of the beings that have been made into stalkers by the colony.
Stalkercrabs (CR ½)
With a snicker-snack sound, a tiny creature with eight legs and two long claws like pairs of jagged knives scuttles into view. And, then it leaps.
CE Tiny Aberration (Extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 18, touch 16, flat-footed 16
(+4 dex, +2 size, +2 natural)
hp 4 (1/2 d8+2)
Fort +2, Ref +4, Will+2
OFFENSE
Spd 20 ft. (4 squares), climb 10ft.
Melee 2 claws +5 (1d3-1 plus burrow)
Space 5 ft.; Reach 5’
Special Attacks Burrow, Colonize Stalker
TACTICS
During Combat Each stalkercrabs will focus on one victim – usually the one that is slowest to react or dazed by an eye cluster. They will leap at that victim and attempt to burrow into exposed flesh.
Morale Stalkercrabs fight to the death.
STATISTICS
Str 5, Dex 18 Con 14, Int ---, Wis 10, Cha 2
Base Atk +0
Feats Weapon Finesse, Improved Initiative
Skills Perception +4, Stealth +4
Languages ---
SQ Darkvision 60’
ECOLOGY
Environment Underground
Organization solitary, pair, or triad (3)
Treasure standard
Alignment usually chaotic evil
Advancement ---
Level Adjustment ---
SPECIAL ABILITIES
Burrow (Ex) When a stalkercrab hits with either of its claw attacks, it can initiate a burrow as a free action. On the first round, it attaches itself to the creature. Treat this as a grapple check but size modifiers are reversed. On the second round, if the stalkercrab maintains its grapple, it burrows under the flesh. It continues to cause damage with both its claws. By the third round, the stalker crab will be so far beneath the flesh that they gain a bonus of +4 to AC due to concealment and any attempted attacks on the stalkercrab cause an equal amount of damage to the stalkercrab’s victim. If a stalkercrab reduces a living creature to 0 hp, it will begin to transform that creature into a stalker. It begins by secreting a juice which stabilizes the creature while making it appear dead to all who observe it. A DC 15 Heal check will reveal that the creature is not actually dead.
Skills Aberrant Flesh Creatures have a +4 racial bonus on Perception checks.
Stalkercrabs can be found throughout an aberrant flesh colony. They hide within eye clusters and crawl out of orifices. Their role in the colony is simple: find new flesh; crawl inside; turn it into one of us. They do this well.