IconoclasticScream
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CR 4
XP 1,200
N Large aberration
Init +2; Senses darkvision 60 ft.; scent; Perception +9
Defense
AC 18, touch 12, flat-footed 15 (+3 Dex, + 6 natural, -1 size)
hp 42 (5d8+10)
Fort +6, Ref +5, Will +6
Offense
Spd 30 ft., climb 15 ft.
Melee 8 tentacles +5 (paralysis) an bite +0 (1d8+1)
Space 10 ft.; Reach 5 ft.
Special Attacks paralysis (2d4 rounds, DC 18)
Statistics
Str 16, Dex 17, Con 18, Int 1, Wis 15, Cha 6
Base Atk +3; CMB +7; CMD 20 (can’t be tripped)
Feats Ability Focus (Paralysis), Combat Reflexes, Skill Focus (Perception)
Skills Climb +15, Perception +9, Survival +8; Racial Modifiers +8 Climb
Ecology
Environment Underground
Organization Solitary, pair, or cluster (3-5)
Treasure none
Special Abilities
Paralysis (EX) It’s primary attack is the eight tentacles that line its maw. These attacks deal no damage, but the sticky substance the tentacles secrete acts as a paralyzing agent. Anyone hit by a tentacle must make a DC 18 Fortitude check or be paralyzed for 2d4 rounds. The save DC is Constitution based.
IconoclasticScream
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I had one of these in the first 3.5 game I ever ran, so seeing one here warms my cockles.
Next up:
The Round Thing With Many Eyestalks That Shoots Beams of Magic and Sometimes Shuts Magic Off With Its Really Big Eye.
LoL.
Depends on how inspired I am in the dead of night between now and when school lets in. I'm working my way up the CR list, so (if we ignore the fact that I skipped The Scaly Fish Men Who Wore Diapers In An Earlier Edition) up next is The Large, Dangerous Animal That Seems To Move From Its Place Or Position. I'm saving the The Round Thing With Many Eyestalks as my pièce de résistance; well, either him or The End Of The Life Of A Person Or Organism Frog-looking Guy That's Unpredictable While Neither Good Nor Evil .
| Goth Guru |
I'm working on the Oogler.
Ooglers
Also known as Aberrant Eyeballs, Lost Lookers, the Unblinking Ones, or Iris.
This floating eyeball has an iris with a swirling pattern.
Usual power: Charm person beam. Will save or trust thoughts it puts in target’s head.
Name: Tiny Oogler Bud CR: ½
Type: Aberration Terrain: Any air Climate: Not Arctic
XP: 200
Alignment: LE Size: Tiny Type(Subtype): Aberration
Init: +4 ; Senses darkvision 60 ft Perception +4
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Defense
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AC 17 Touch 17 Flat footed 17 ;( 15+size adjustment )
Acid reflex-Any weapon must fort save or take acid damage if it hits the
white of the eye.
Hp 5 ( 1d8 + 1 ) [1D4 if attached]
Fort +0 ,Ref +0 ,Will +2
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Offense
___________________________________________________________________________ ______________________________________________
Speed 30 (Flying only)
Melee Acid touch (1D4)
Space N/A Reach N/A
Spell-Like Abilities: Constant Mage Hand and Fly.
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Statistics
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Str 6 ,Dex 10 ,Con 10 ,Int 18 ,Wis 16 ,Cha 16
Base Atk. +2 ;CMB 0 ;CMD 0
Feats Improved initiative
Skills Fly: 5 Intimidate 5 Knowledge(The Planes): 5 Perception: 5
Stealth 5 Survival 5
Languages Common, undercommon, Dragon, Goblinoid (Can't speak itself)
Telepathic (100 feet)
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Ecology
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Environment any (far realm)
Organization Solitary or gang, usually charmed minions.
Treasure Armor, small tools, special lenses, etc.
___________________________________________________________________________ ______________________________________________
Special Abilities
___________________________________________________________________________ ______________________________________________
Usual power: Charm beam. Will save or trust thoughts it puts in target’s head. Range 50 feet + 10ft per dice. Save DC 15 (14+dice) Will. Works on anything intelligence 1 or higher and not immune.
Internal gas bag. Will drift if unconscious.
Race memory: Will know everything parent knows but may not be able to use everything till they grow larger.
Inflate/Deflate: Can grow or shrink 2 size categories without changing hits or abilities. AC will change as normal.
If attached; All saves are as parent body, Hit points are 1D4, and does not think for itself. Dice dependent things, like eye beam saves and range are as parent body.
If unattached: Usually eats bugs and tries to grow larger.
Name: Oogler-Adult CR:
Type: Aberration Terrain: Any air Climate: Not Arctic
XP:
Alignment: LE Size: M Type(Subtype): Aberration
Init: ; Senses Perception
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Defense
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AC Touch Flat footed ;( )
Hp 40 ( 6d8+6 )
Fort ,Ref ,Will
Offense
___________________________________________________________________________ _________________________________________________________________
Speed
Melee
Space Reach
Spell-Like Abilities
Statistics
Str ,Dex ,Con ,Int ,Wis ,Cha
Base Atk. ;CMB ;CMD
Feats
Skills
Languages
Ecology
Environment
Organization
Treasure
Special Abilities
Usual power: Charm beam. Will save or trust thoughts it puts in target’s head. Range 100 feet. Save DC 15 (14+dice) Will. Works on anything intelligence 1 or higher and not immune.
5 buds, one on; top, lower surface, right side, one left side, and on back. Usually Dispel on right, Scorching ray on back, Sleep on top, Cause wounds on left,
Internal gas bag. Will drift if unconscious.
Race memory: Will know everything parent knows but may not be able to use everything till they grow larger.
Inflate/Deflate: Can grow or shrink 2 size categories without changing hits or abilities. AC will change as normal.
Can regrow buds, dictate eye beam, alignment, etc.
Name: Oogler Rex CR:
Type: Aberration Terrain: Any air Climate: Not Arctic
XP:
Alignment: Size: Type(Subtype):
Init: ; Senses Perception
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Defense
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AC Touch Flat footed ;( )
Hp ( 10d8+10)
Fort ,Ref ,Will
Offense
___________________________________________________________________________ _________________________________________________________________
Speed
Melee
Space Reach
Spell-Like Abilities
Statistics
Str ,Dex ,Con ,Int ,Wis ,Cha
Base Atk. ;CMB ;CMD
Feats
Skills
Languages
Ecology
Environment
Organization
Treasure
Special Abilities
General. All ooglers have internal gas bags and strange ring shaped brains behind their iris.
These strange brains generate their eye beam, their telepathy, their flight, and their mage hand.
The flight and mage hand are both telekinetically based. Aside from the brain and iris the thing is amorphous, allowing it to shrink or blow up like a balloon. This also allows it to instantly repair minor punctures so it won't pop like a balloon unless dead.
Eye powers: Range 50ft + 10ft per dice. Save DC 15 (14+dice)
1: Charm Monster: Will save or trust thoughts it puts in target’s head. Range 100 feet. Save DC 15 (14+dice) Will. It works on anything intelligence 1 or higher and not immune. Duration 1 hour per hit dice, then they get another save.
2: Dispel Ray. Acts as Dispel magic except as noted. Hit dice is caster level for checks. It dispels one magical effect for each 2 levels
3: Sleep Ray: Hit dice is maximum hit dice affected by sleep.
4: Cause wounds beam: (1D8 per 2 dice) + 1per level damage. Heals undead.
5: Scorching ray: 1D6 per hit die. Spell resistance, yes
6: Lightning beam: 1D6 per hit dice ref save for half. No spell resistance.
7: Freeze ray: 1D6 per hit dice ref save for half.
8:Vibro ray: 1D6 per hit dice ref. save for half. Failed save includes deafness for 1D6 minutes.
It's getting harder as I progress. Any help would be appreciated.
I could increase natural armor as it gets bigger, but its rubbery.
Should I give the central eye a cone shaped ray? Would that be a monster feat?
| Goth Guru |
Order Loving Geometic Golems
These things that reside in the plane of pure law are made of an unfamiliar alloy. They come in several forms.
Type I Sphere
Type II 4 sided pyramid
Type III Cube
Type IV 8 sided spindle
Type V 10 sider triangle formed
Type VI 12 sided pentigon formed
Type VII 20 sided triangle formed
Type VIII 30 sider (very rare)
Type IX The unique godlike 100 sider.
They all have spirits of purest lawful neutral ancored inside of their hull by a soul symbol. Their eyes(1 per roman numeral) can be closed and their limbs can be retracted (2 arms and 2 legs seemed practicle) allowing them to roll for charges and running speed.
Thus a OLGG Sphere is size M and can slam for 2D6 with at least a 10 start. It might have 4D8 before class levels.
| Kevin Andrew Murphy Contributor |
I think Tome of Horrors 2 has a Carrion Moth, which is OGL. It is a large size moth with the paralysis. It wouldn't be that hard to apply the young template and remove the wings to get a Carrion Larva or Carrion Caterpillar (which even retains the alliteration)
1st edition described them as looking like a giant green tomato cutworm, which is in fact a moth larva and thus a caterpillar.
Carrion Cutworm would work easily, especially if you put in some flavor text about how after the death of the giant tomatoes, they had to eat something.
Unless of course killer tomatoes could be added in as a monster, which would be just fun.
| TheWhiteknife |
On Scooby Doo The Shrieking Madness they have a Mind Flayer.
I'll see what they call it.
I mean besides Old Man Jenkins. :)
I just watched this with my daughter. It had a weird lovecraftian name, but it was definitely an illith....brain eater. Hahaha the professor was even named Hatecraft. Scooby Doo never made me LOL before tonight.
Evil Genius Prime
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Goth Guru wrote:I just watched this with my daughter. It had a weird lovecraftian name, but it was definitely an illith....brain eater. Hahaha the professor was even named Hatecraft. Scooby Doo never made me LOL before tonight.On Scooby Doo The Shrieking Madness they have a Mind Flayer.
I'll see what they call it.
I mean besides Old Man Jenkins. :)
Thats awesome!
| Goth Guru |
Goth Guru wrote:I just watched this with my daughter. It had a weird lovecraftian name, but it was definitely an illith....brain eater. Hahaha the professor was even named Hatecraft. Scooby Doo never made me LOL before tonight.On Scooby Doo The Shrieking Madness they have a Mind Flayer.
I'll see what they call it.
I mean besides Old Man Jenkins. :)
Shar Gar Gothiccon. If Gothicon is held in NJ I think I'll go!
Harharhar. :D