
Elghinn Lightbringer |

Alright, in another thread I had asked what monsters from WotC were NonOGL. Here's the compiled list again.
Beholder (and gauth)
Carrion Crawler
Displacer Beast
Githyanki
Githzerai
Kuo-Toa
Mind Flayer
Myconid
Neogi
Slaad (all types)
Umber Hulk
Yuan-ti (all types)
I am currently writing a novel based on my homebrew Campaign World, and of course have included a number of these creatures in the story. In the previous thread I had decided to create my own replacements, and this is where I will post them for some feedback.
Primarily, I plan on posting replacements for the beholder, githyanki, and mind flayer, since they are the races that play some part in my current novel. I may also post replacements for the neogi, umber hulk, and myconids because I like them and have been incorporated in my campaign world. Most of the others aren't very prominent so I will ignore them at this point.
Here's my first race, which is meant to replace the Githyanki. Please feel free to make comments, suggestions, and use or don't use the info I post as you wish. If I could, I'd post visuals, but text descriptions will have to suffice.
WYCHFIEND
This strange extraplanar humanoid has ruddy skin with arcane symbols, green eyes, and a long braided ponytail protruding from the back of his sleek great helm. His piercing eyes stare defiantly at you, in turn making you feel uncomfortable.
WYCHFIEND CR 1
XP 400
Wychfiend fighter 1/sorcerer 1
LE Medium outsider (extraplanar, native)
Init +0; Senses darkvision 60 ft.; Perception -1
DEFENSE
AC 19, touch 10, flat-footed 19 (+9 armor)
hp 16 (1d10+1 plus 1d6+1)
Fort +3, Ref +0, Will +1; +2 resistance vs. illusions
Immune figments; Resist acid 5, cold 5, fire 5
OFFENSE
Speed 30 ft.
Melee wychsteel bastard sword +4 (1d10+2)
Special Attacks spells
Spells Prepared (CL 1st)
0–daze (2), ray of frost (2)
1st–magic missile, obscuring mist
STATISTICS
Str 15, Dex 10, Con 13, Int 11, Wis 9, Cha 14
Base Atk +2; CMB +4; CMD 14
Feats Cleave, Eschew Materials, Power Attack
Skills Intimidate +7, Knowledge (arcana) +5, Spellcraft +4
Languages Common, Dwarven, Orc
SQ adapted body, bloodline arcana, bloodline power (arcane bond), ethereal step, wyching bond, wychsteel affinity
ECOLOGY
Environment any (Ethereal)
Organization solitary, pair, squad (3-5), or company (7-10)
Treasure NPC gear (wychsteel bastard sword, full plate, other treasure)
SPECIAL ABILITIES
Adapted Body (Ex) A wychfiend’s body has adapted to the rigors of planar travel and can breathe in any environment, including the elemental planes, toxic atmospheres, underwater, and even in a vacuum, as if he were under the constant effects of a necklace of adaptation.
Bloodline Arcana (Ex) When a wychfiend applies a metamagic feat to a spell that increases the slot used by at least one level, he increases the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Ethereal Step (Sp) A wychfiend can ethereal jaunt a number of rounds per day equal to 3 + his Hit Dice or class level, as a standard action.
Wyching Bond (Su) Due to their otherworldly nature, a wychfiend can form a special magical bond with an item of the appropriate type, dependant upon the wychfiend’s career path. The wyching bond of those who choose a full caster level arcane spellcasting path is similar to the wizard’s arcane bond class feature. The wyching bond of those who select a more militant path is similar to the paladin’s divine bond class feature, but only applies to the wychfiend’s weapon or armor (see the Divine Bond alternate class feature of the Divine Defender paladin archetype in Chapter 2 of the Pathfinder Advanced Player’s Guide) and is not divine in nature, but arcane, and draws upon the wyching energies innate to the wychfiend.
Wychsteel Affinity (Ex) Because of its ethereal nature, some unexplained kinship exists between wychfiends and armor crafted from wychsteel. This mystical connection allows any wychfiend wearing such armor to completely ignore any chance of spell failure normally imposed by the armor. It is for this reason that wychfiends hold wychsteel full plate armor in such high esteem, and will sacrifice their lives to protect or retrieve such armor when it falls into the hands of other races.
WYCHFIENDS
Wychfiends, sometimes referred to as etherfiends by those on other planes, are bloodthirsty and warlike extraplanar humanoids from the Ethereal Plane. They plunder the worlds of the Material Plane in search of vast riches, powerful magic, obscure knowledge, and slaves to serve them, all for the glory of their Wychqueen and her consort the Ovarch. All wychfiends live in one of 13 great fortified cities scattered throughout the Ethereal Plane. They boast powerful and true eldritch knights called wychblades, and potent spellcasters called wychlyn. Since wychfiends possess an innate magic, they have learned to employ it with great effect in combat over the centuries.
Physical Description: Wychfiends are humanoid in appearance, standing slightly taller than the average human at six and a half feet. Females tend to be lithe and athletic in appearance, typically weighing around 200 pounds, while males usually have a more muscular and robust physique, weighing around 300 pounds. Regardless of gender, wychfiends have prominent ridges along their foreheads, as well as small horny protrusions along their brow ridge and jaw line, though a female’s is less pronounced. Their ears are small and pointed, their eyes tend to be deep blue or green, while their skin can range from a tan flesh tone to a ruddy red, and adorned in tattoos depicting arcane symbols of power.
A wychfiend’s hair is of singular importance and a point of honor, for it denotes ones rank and station within their society. Their hair is typically black, brown, or auburn in color, and worn in elaborate braids at the back and temples if a female, or bound and braided into ponytails by the males and serve as the plumes of their battle helmets. Perhaps the wychfiend’s most unusual feature is their lack of nose. In its place, they have three small breathing holes spaced along each side of their necks just below their ears, which allows them to breath in any elemental atmosphere, be it air, water, poisonous gas, or the like. Like other planar races, wychfiends try to blend in with the inhabitants of their target worlds, primarily as a means of gaining intelligence on their victims. When wychfiends are encountered away from their home plane, they wear lightweight masks or visored helmets to hide their unusual appearance, as well as emphasize their braids and ponytails of rank.
Society: For years, any knowledge pertaining to Wychfiend society has been limited–until recently. A few brave planar explorers, who ventured into the Ethereal Plane to study the little-known culture of these dangerous and brutal beings have revealed this much sought after information.
Wychfiend society is a hereditary matriarchy founded centuries ago by the first Wychqueen. It was her who made a pact with a dark entity in return for greater power and long life for those of her bloodline. Long ago, a band of wayfaring humans, half-orcs, and dwarves became imprisoned on the Ethereal Plane, unable to leave. Out of necessity, they were forced to interbreed, resulting in a number of unusual offspring. This, in conjunction with years of exposure to the strange emanations of the Ethereal Plane have warped and reshaped them into the wychfiends of today.
The current Wychqueen, Lasheth’yaleen, has ruled for nearly three centuries, alongside her current consort and Ovarch Alukhan. With him at her side, she lives a life of perversion and immoral pleasures, and rules her subjects with an iron hand. With the help of her legions of wychblade warriors and covens of wychlyn spellcasters, she controls the expansive Wychfiend Empire that encompasses 13 great fortified cities scattered throughout a secluded corner of the Ethereal Plane.
From their stronghold cities, wychfiends strike fear in the hearts of their victims throughout the planes. They launch their incursions into the Material Plane from the decks of their huge ethereal ships which they use to navigate the swirling mists of the Ethereal Plane itself. Though primarily encountered on the Material Plane, their physiology enables them to survive for an extended period of time on any plane of existence, even the Elemental and Energy Planes. Like most living creatures, they require food, water, and sleep, but are unaffected by toxic atmospheres.
Relations: Wychfiends are greatly despised by most races, for they are seen as nothing more than extraplanar pirates and brigands. Thus, most races avoid any contact with them. However, some individuals grudgingly claim that the wychfiend Wychblades are among the greatest of any eldritch knights throughout the planes. Because of their innate propensity for magic, wychfiends get along best with those races with the same propensity, such as elves and half-elves. However, because of their warlike nature, they also get along with dwarves and half-orcs, since these are the races of their origin.
Alignment and Religion: Although wychfiends are considered to be fearsome and blunt in their dealings with other races, they follow a certain code of honor. They tend towards brutal, decisive battle tactics, and unleash their magic with great effect in their attempts to acquire greater power and dominion on behalf of their wychqueen. Wychfiends tend to be lawful evil, but very few worship any form of deity since it would greatly anger their wychqueen and bring about their demise. However, those few who choose to tread such dangerous ground typically worship deities who value strength, order, and magic, such as Abadar, Irori, Asmodeus, and Urgathoa,
Adventurers: Wychfiends have an inbred lust for battle and adventure, especially for the glory of their wychqueen. Youngling wychfiends are often sent to the Material Plane to test their mettle and skill at arms, and prove themselves worthy of being admitted to the ranks of the Wychblades. Veteran wychfiends travel and battle to increase their hone, and further the cause of their sovereign, but are typically encountered in companies or brigades. Renegade wychfiends hold no allegiance to the wychqueen. They have thrown off their racial shackles of domination and unquestioning obedience to her, and replaced them with the ideals of freewill and personal honor.
Male Names: Arzu, Ashram, Balkhor, Helior, Heralld, Lykosh, Naseer, Sarik, Sarkk, Uruncu.
Female Names: Anaptupish, Cha’nya, Ma’harra, Na’ima, Onju, Yarro, Zorla, Zvenstra.
WYCHBLADE
Wychblades are true eldritch knights. They wield both blade and spell with great skill and favor plate armor and bastard swords when engaging in battle. Such armor and weapons are crafted from a special metal alloy called wychsteel, whose secret is known only to greatest of Wychfiend metalsmiths.
As the Wychqueen’s consort, the Ovarch has total command of the wychblades, though he is often superseded by command of the Wychqueen. Despite this, he is the supreme commander of all wychblades throughout the Ethereal Plane. The next in command is the Wararch, or General in the common tongue, who oversees the training and discipline of the entire wychblade army for a given city. Each army is divided into 13 legions numbering anywhere from 150 to 200 Wychblades, and is under the command of their Exarch or Captain. Further divisions include brigades of 50 commanded by Zhivarchs or Lieutenants, and companies of 10 under the command of a Navarch or Sergeant.
Few females are numbered among their ranks, but those who do so have proven themselves as skilled warriors and capable leaders within the organization.
WYCHLYN
Wychlyns are arcane spellcasters who wield powerful otherworldly magic. They consider those outside their race who are of the sorcerer or witch classes as kindred spirits by simple virtue of their magic. Though they will readily destroy such outsiders, the fact they are trained in the “wyching” powers may spare such an individual long enough for one to charm his way to freedom or escape.
The Wychqueen has complete dominion over all within the empire, but takes singular pride in commanding the wychlyn, for she herself is one of them. She oversees all the wychlyn within her empire by counseling with the Naik of each city and her six Hajjan, who serve as the ruling body of the each city. The wychlyn in each city are divided into six warrens of 36, and are overseen by the Sersan, and are further divided into covens of six, overseen by a Vadish. Wychlyns tend to garb themselves in rich and ornately adorned robes, decorated in such a manner as to denote their city of origin, as well as their individual warren and coven.
Male Wychfiends with a predisposition towards pure magic may join the wychlyn. Those few who have done so have been nicknamed wylochlyn by their sister wychlyn, in an attempt to differentiate them from the rest of them. Nevertheless, they are welcomed as full members of their order.
WYCHSTEEL
Wychsteel is an extremely rare bluish metal that is lighter than steel, and just as hard. An alloy forged from mitral and the mystical mists of the Ethereal Plane, the secret to its creation is known only to the greatest Wychfiend metalsmiths, and is used primarily in crafting the highly prized armor and weapons used by their wychblade warriors. Most wychsteel armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing wychsteel full plate must be proficient in wearing heavy armor to avoid adding the armor’s check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors made from wychsteel are decreased by 15%, maximum Dexterity bonuses are increased by 4, and armor check penalties are decreased by 4 (to a minimum of 0). Shields are never made from wychsteel, for they tend to hamper Wychblades in their blade and spell combat techniques.
Wychfiends that wear armor made of wychsteel ignore any chance of spell failure imposed by the armor. This strange connection is not fully understood, but is the reason that wychfiends will sacrifice life and limb to regain or reatain such items.
Weapons made from wychsteel weigh half as much as the same weapon made from other metals. For such weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Weapons not primarily of metal are not meaningfully affected by being partially made of wychsteel. (A longsword can be a wychsteel weapon, while a quarterstaff cannot.)
Weapons or armors fashioned from wychsteel are always masterwork items as well; the masterwork cost is included in the prices given below.
Wychsteel has 30 hit points per inch of thickness and hardness 15.
Type of Wychsteel Item/Item Cost Modifier
Light armor/+3,000 gp
Medium armor/+7,000 gp
Heavy armor/+12,000 gp
Weapons/+1,500 gp
Wychfiend Characters
Wychfiends are defined by class level–they do not possess racial Hit Dice. Wychfiends have the following racial traits.
+2 Constitution, +2 Charisma, –2 Wisdom: Wychfiends are tough and strong-willed, but are single-minded and set in their ways.
Medium: Wychfiends are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Wychfiends have a base speed of 30 feet.
Darkvision: Wychfiends can see in the dark up to 60 feet.
Adapted Body: Wychfiends lack a nose, but instead possess three small nostril-like orifices positioned along either side of their necks. This specialized respiratory system allows wychfiends to breathe in any environment, including on other planes, underwater, or even in a vacuum.
Ethereal Step: Wychfiends are able to ethereal jaunt for a number of rounds per day equal to 3 + ½ their Hit Dice, as a standard action.
Planar Resistance: Wychfiends have acid resistance 5, cold resistance 5, and fire resistance 5.
Wychfiend Immunities: Wychfiends are immune to figments, and get a +2 racial saving throw bonus against illusion spells and effects.
Wyching Bond: Wychfiends may form a special magical bond with an item depending upon their chosen class. Wychfiends who select the sorcerer, summoner, or witch class gain the benefits of the wizard’s arcane bond class feature. Those who select the cavalier or fighter class gain the benefits of the paladin’s divine bond class feature. However, this only applies to the weapon or armor (see the Divine Bond alternate class feature of the Divine Defender paladin archetype in Chapter 2 of the Advanced Player’s Guide) portion of the feature, and is not divine in nature, but arcane, drawing upon the innate wyching energies of the wychfiends.
Wychsteel Affinity: Wychfiends possess an unexplained kinship with wychsteel, an extraplanar metal alloy forged by wychfiend metalsmiths. This mystical connection allows a wychfiend (and only a wychfiend) wearing any armor crafted from wychsteel to ignore the chance of spell failure normally imposed by the armor. Therefore, wychfiends hold wychsteel armor, especially full plate, in a place of high honor and will do all within their power to prevent such armor from falling into the possession of other races.
Weapon Familiarity: Wychfiends are proficient with bastardswords, longswords, longspears, spears, light crossbows, and heavy crossbows.
Languages: Wychfiends begin play speaking Common, and Dwarven or Orc. Wychfiends with high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, Elven, Ignan, Infernal, and Terran.

Elghinn Lightbringer |

Alright, so I guess I'll assume that no one is interested in well developed replacement races/monsters for the NonOGL critters WotC would let us access anymore. Too bad. Guess I'll just work on my Beholder and Mind Flayer replacements myself. From all the other board posts, looks like everyones busy with the APG material. Oh well.

Immortalis |

I try not to comment on other peoples creations but I will here as no-one else has I think you did a great job making something to fill a void I like it weather its overpowered or not doesnt bother me I tend to not have very good balance-fu LOL.
But I would defenatly use it in my games, even though I still use both gith as I still use alot of 3.5 in my games.
Good work :)

Elghinn Lightbringer |

Thank you, Immortalis, for your interest. Part of this, as stated in my OP is research to see what people think about these races I'm creating which will be used in my novel, since, if I get it published, I can't use the WotC monsters. Being sued isn't an option.
That said, I'm glad you like them. Like I said, I wish I could post pics (when I'm finished them), but I'll probably post them with pics as a pdf on my mediafire account for download.
As to the wychfiend, any thoughts, ideas, changes, tweaks?

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Looks interesting. (First time I've seen it. 8^)
I don't believe that, generally, there needs to be "replacements" for the non-OGL monsters from WotC, but in your case, it makes sense. On casual reading, this looks pretty good, but I'll have to look at it more in-depth some other time.
I'd definitely be interested in seeing what else you come up with.

Immortalis |

The pdf would be good i like races and classes to have pictures LOL I dont know maybe its my inner child :P
As for thoughts I like the use of wych but not sure about wychfiend, I'm not sure why or what would be better but...........as I say not sure. The others wychblade love and wychlyn like too but fiend jsut doesnt seem to be quite right. Its kind of like having a twix and only eating 1 finger leaves you feeling like should be more.
My only other thought is the wychsteel affinity arcane spell failure seems abit much to ignore all spell failure, unless your looking at them all wearing fullplate. maybe some form of tiered form leading to full ignore ability. I have noticed something as I write this you have them ignoring spell failure under wychsteel affinity but under wychsteel you first say reduce spell failure by 15% and then again say ignores all, not sure if its something you changed and missed this.

Elghinn Lightbringer |

Good catrch, Immortalis, and good idea about tiered advancement with spell failure. How's this.
Replace the following text:
Wychfiends that wear armor made of wychsteel ignore any chance of spell failure imposed by the armor.
with the following ammended text:
Wychfiends that wear armor made of wychsteel lower this chance of spell failure by an additional 5% every four class levels, to a maximum of 0% spell failure. Thus, a wychblade (or equivelant wychfiend combat-arcane spellcaster hybrid) wearing wychsteel full plate could cast spells without any chance of spell failure at 16th level.
I figure it's not a big thing at 16th level to cast completely unhindered by 16th level, since by then or soon after you are fighting dragons, demon lords, tarrasques...
This is why I love the message boards. Collaboration for the improvement of the game. I'll post other monsters as I figure them out.

Immortalis |

Nice I dont think that would be over powered just check how it flows with other things such as feats like silent spell and stuff, after all you dont want them to get this latter than if you took feats or what ever. As I say I dont do thins much as my own check list for stuff is long.
I would look forward to more of your stuff :)

Elghinn Lightbringer |

As for thoughts I like the use of wych but not sure about wychfiend, I'm not sure why or what would be better but...........as I say not sure. The others wychblade love and wychlyn like too but fiend jsut doesnt seem to be quite right. Its kind of like having a twix and only eating 1 finger leaves you feeling like should be more.
I went through a number of name mixes using wych, and settled on wychfiend as the best. Don't think of "fiend" as devil or demon. Instead, think of them as a people using this dictionary definitions:
Definition of FIEND
- a person of great wickedness or maliciousness
- a person extremely devoted to a pursuit or study; a fanatic
Related to FIEND
Synonyms: baddie (or baddy), brute, evildoer, villain, knave, meanie (also meany), miscreant, scoundrel
Thus, wychfiends (also called etherfiends, being from the Ethereal Plane).
The next one I'm working on is the replacement for mind flayer. I'm having a touch time with the name, so I'll include the reincarnations of names that I've come up with and get some opinions.
Then I'll post my beholder replacement after that, so stay tooned, and thanx for all your imput.

Elghinn Lightbringer |

Here's my Mind Flayer Replacement, the Dream REnder. Still not sure about the name, but that's one reason I'm posting it, among others. Enjoy.
DREAM RENDER – Harvester of Secrets (or Dream Reaper, Dream Bender, Dream Ripper, Thought Render)
This strange creature appears as a blurred, indistinguishable humanoid. As the illusory aura disperses, a tall humanoid with white mottled skin, large purple eyes, protruding ears, and a mass of tentacles dangling at its mouth and chin is revealed, causing unspeakable terror to well up deep within your soul. As you look on in horror, it raises its odd-looking appendages towards you and laughs in a deep sinister voice.
DREAM RENDER CR 8
XP 4,800
LE Medium aberration (extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +12
Aura distortion aura
DEFENSE
AC 19, touch 11, flat-footed 17 (+1 Dex, +8 natural)
hp 68 (9d8+27)
Fort +7, Ref +4, Will +8; +4 resistance vs. enchantments
Immune illusions, paralysis; SR 19
OFFENSE
Speed 30 ft.
Melee 2 tentacle slams +9 (1d4+2) or tendril whip +9 (1d2+1 plus entangle)
Special Attacks entangle, gaze, mind touch, paralytic strike
Spell-Like Abilities (CL 9th)
At will–daze, hypnotism, scare
3/day–crushing despair, mirror image,
1/day–mind fog, phantasmal killer, plane shift
STATISTICS
Str 14, Dex 12, Con 14, Int 19, Wis 17, Cha 19
Base Atk +6; CMB +8; CMD +19
Feats Combat Casting, Eschew Materials, Great Fortitude, Improved Initiative, Toughness
Skills Bluff +12, Intimidate+10, Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge (planes) +13, Perception +12, Sense Motive +9, Spellcraft+13, and Stealth+10
Languages Aklo, Common, Draconic, Infernal, Undercommon
SQ false image (disguise self)
ECOLOGY
Environment Underground (planar)
Organization solitary, pod (2-3)
Treasure double
SPECIAL ABILITIES
Distortion Aura (Su) A dream render is surrounded by an aura that constantly distorts its appearance. This ability functions as a blur effect and grants the dream render concealment with a 20% miss chance. The dream render can deactivate or reactivate it as a free action, and unless otherwise stated is considered to be active.
Entangle (Ex) Creatures hit by a dream render’s tendril whip must make a Reflex save (DC 18) or become entangled (see Appendix 2: Conditions of the Pathfinder Core Rulebook).
False Image (Su) A dream render can disguise its physical form so as to appear as any other humanoid of similar size and shape as a free action. This ability functions as the disguise self spell.
Gaze (Su) A dream render can make a gaze attack. All creatures within 30 feet of the dream render that look directly at it must then make a Will save (DC 18) or be affected as if by a charm person spell.
Mind Touch (Su) A dream render can enter the mind of any creature that has a language and mentally communicate with it by making direct contact with its index finger. This ability requires a standard action and is similar to the telepathy ability, but only a single creature can be addressed at one time, unless one or more other creatures are in physical contact with the first. In which case, the dream render can address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. While a dream render maintains this tactile telepathic contact, it can execute the following mental maneuvers, one at a time as a move equivalent action.
Dream Walk: A dream render can enter the mind of a creature which it is in telepathic contact with and deliver messages in the form of dreams. The creature is considered to be under the effects of a dream spell and can only resist its effects by breaking contact with the dream render. In addition, while the dream render is delivering the message, it can include a simple suggestion that functions as the suggestion spell.
Embed Memory: A dream render can embed memories into the mind of a single creature with which it is in telepathic contact. While in telepathic contact, the dream render can implant false memories or alter existing ones. This ability otherwise functions as the modify memory spell.
Mind Rend: A dream render can rend the mind of a single creature with which it is in telepathic contact, in search of specific knowledge which it can use for its own purposes, which must be selected at the time of the attempted rending. However, doing so can cause psychic damage to either the creature’s reasoning, willpower, or personality centers depending upon what knowledge the dream render is seeking. To rend the creature’s mind, the dream render must make a successful opposing ability check (1d20 + ability modifier) against the creature. Failure results in the creature remaining unharmed. The dream render can plumb the psyche of the creature to temporarily learn and use a specific skill (Intelligence), steal a single memory or secret from the creature (Wisdom), or temporarily alter the creature’s personality (Charisma), such as causing it to become more assertive, more fearful, braver, etc. The effects of the rending last for a number of rounds equal to the 10 rounds, minus the creature’s ability modifier to a minimum of 1 round.
Mind Terrors: A dream render can implant terrifying images and dreams into the mind of a single creature which it is in telepathic contact with, and is otherwise considered to be under the effects of a nightmare spell.
Paralytic Strike (Ex) A dream render that has entangled a victim can make a single tentacle sting attack. If successful the attack deals no damage, but instead injects the target with paralytic poison. Anyone struck thus must succeed on a DC 18 Fortitude save for the next two consecutive rounds on the dream render’s turn or be paralyzed for a number of round equal to 1d4+1 round for every 3 Hit Dice.
DREAM RENDER
Dream renders are a race of maniacal, tentacled horrors from the strange netherplane of Kyrshiikash, located somewhere between the Demiplane of Leng, the Dimension of Dreams, and the Ethereal Plane. Called the Y’alkashiik in their own tongue, they possess dangerous powers to control and enchant others, embed and alter memories, rend and plumb the mind of its darkest secrets, and turn ones greatest fears into nightmarish reality. It is believed by some that they are spawned from the dreams of some ever-sleeping god, while others believe they emerge from a great dark pool filled with the nightmares of those who live throughout the planes of existence. However, no one knows their true origin, for those few brave travelers that have ventured to their home plane have never returned. What is known is that throughout the years, many who encountered these terrifying creatures in later life recall dreaming of them in horrific nightmares during their childhood. Whether this is coincidence or not, the gods and dream renders only know.
Dream renders are humanoid in appearance, but often use their illusionary powers to appear as one of the common races. However, once their true appearance is revealed, they illicit nothing but terror in those that behold them. Dream renders are taller than the average human, standing seven feet tall and typically weighing around 250 pounds. They have off white skin with brown mottling, three large eyes with deep purple irises, and pointed ears that protrude from the side of their heads. Their heads are covered in a hard shell, with a number of tentacles that end with pointed spines hanging from its face and chin. A dream render’s hands have only four digits, with an index finger that is longer and wider than the others, and has suction pads along its inner surface. Dream renders also have five-foot tendrils which shoot forth from their wrists, which they use to entangle and bind their victims. Although they are gender neutral, their voices and mannerisms often portray either male or female tendencies.
Very little is known about dream render society outside the Material Plane. In the Material world, dream renders tend to be solitary, using their mind powers to control and terrorize those around them for their own perverse pleasures. Many dwell deep in the nether regions of the Underdark where they have forged dark alliances with powerful and evil races where they work to enslave the weak and feebleminded. Others have formed vast criminal syndicates whose control and influence spreads throughout the lands. On rare occasions when dream renders encounter one another, they will just as soon engage in deadly combat in an attempt to gain control of the other’s holdings as join together to further their own dark purposes.
Dream renders do not propagate their race in the way other sentient races do, through sexual reproduction, but emerge fully grown from large eggs hidden in secret depositories scattered throughout their home plane. If a dream render is slain on his home plane of Kyrshiikash, it does not truly die. Instead, at its moment of “death”, the knowledge and memories it has accrued over its lifetime are transferred to nearest dormant dream render and is reborn in this new body, emerging from the nearest spawning cave within 1d4+1. The newly awakened dream render then lays an egg to replace the one from which it hatched, and then goes about its business as if nothing had happened. The egg reaches maturity in 2d4 weeks where it awaits the knowledge and memories of another of its kind who has fallen.
However, if dream render should die on the Material Plane, or any other plane of existence save its home plane, it can be killed if it has not made the proper preparations to ensure its survival. To ensure their survival, dream renders will lay a single egg in a secure place, from which it will hatch anew should it meet its demise. If this newly hatched dream render is be slain before it lays another egg, it dies, and all its knowledge and memories are lost. As such, dream renders that dwell on other planes can only be “reborn” in this manner a total of three times before degradation of the transferred psyche occurs, resulting in the permanent death of the creature.
Dream renders have disciplined and well ordered minds, useful in their attempts to spread evil and terror though out the Material Plane. They are self absorbed, and consider themselves god-like in both intelligence and power. Thus, dream renders do not practice any form of religious rites, nor do they believe in a higher power, save the great never-ending mind from which they believe they were spawned.
ALU-KASHIIK
A humanoid creature steps from the shadows which resembles the horrific dream render. The displacing aura surrounding it dissipates to reveal a tall humanoid with pale blue skin with dark blue mottling, three deep blue eyes, and the customary protruding ears mass of tentacles hanging from its mouth and chin, including a second pair of large ones. As it laughs in a maniacal deep voice, a palpable aura of fear and despair surrounds you.
ALU-KASHIIK CR 16
XP 76,800
LE Medium aberration (extraplanar)
Init +6; Senses darkvision 60 ft., true seeing; Perception +27
Aura displacement
DEFENSE
AC 23, touch 12, flat-footed 20 (+2 Dex, +1 dodge, +10 natural)
hp 210 (20d8+120)
Fort +11, Ref +8, Will +19; +4 resistance vs. poison
Immune cold, enchantments, illusions, paralysis; SR 27
OFFENSE
Speed 35 ft.
Melee 2 tentacle slams +19 (1d4+4) or tendril whip +19 (1d4+2 plus entangle)
Special Attacks entangle, gaze, mind touch, paralytic strike
Spell-Like Abilities (CL 20th)
At will–daze, hypnotism, scare
3/day–crushing despair, mirror image,
1/day–mind fog, phantasmal killer, plane shift
Spells Known (9/5/4/3/2/1)
Spells Prepared (CL 20th)
5th–mirage arcana (3)
4th–charm monster (3, DC), greater invisibility (2)
3rd–major image (2), nondetection, suggestion (3, DC)
2nd– detect thoughts, misdirection, touch of idiocy (2)
1st–mage armor, obscuring mist (2), ray of enfeeblement (2), sleep
0 (at will)–bleed, detect magic, ghost sound, mage hand, message, touch of fatigue
STATISTICS
Str 18, Dex 14, Con 20, Int 25, Wis 25, Cha 27
Base Atk +15; CMB +19; CMD +36
Feats Combat Casting, Combat Reflexes, Defensive Combat Training, Dodge, Eschew Materials, Fleet, Great Fortitude, Improved Initiative, Step Up, Toughness
Skills Bluff +28, Disguise +28, Intimidate+28, Knowledge (arcana) +27, Knowledge (dungeoneering) +27, Knowledge (planes) +27, Perception +27, Sense Motive +27, Spellcraft+27, Stealth+22, and Survival +27 (+29 planes)
Languages Aklo, Common, Draconic, Infernal, Undercommon
SQ shape change (alter self)
ECOLOGY
Environment Underground (planar)
Organization solitary
Treasure triple
SPECIAL ABILITIES
Change Shape (Sp) An alu-kashiik can assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. This ability functions as the alter self spell (see the Change Shape ability in the Pathfinder Bestiary).
Displacement Aura (Su) An alu-kashiik is surrounded by an aura that constantly displaces its true location. This ability functions as a displacement effect and grants the alu-kashiik concealment with a 50% miss chance. The alu-kashiik can deactivate or reactivate it as a free action, and unless otherwise stated is considered to be active.
Entangle (Ex) Creatures hit by a alu-kashiik’s tendril whip must make a Reflex save (DC 24) or become entangled (see Appendix 2: Conditions of the Pathfinder Core Rulebook).
Gaze (Su) All creatures within 30 feet of the alu-kashiik that look directly at it must then make a Will save (DC 24) or be affected by one of its two gaze attacks. The first is like the dream render’s gaze attack and affects the target as a charm person spell. The alu-kashiik’s second gaze attack comes from its third eye. This alternate gaze attack affects the target as a dominate person spell.
Mind Touch (Su) An alu-kashiik can enter the mind of any creature that has a language and mentally communicate with it by making direct contact with its index finger. This ability requires a standard action and is similar to the telepathy ability, but only a single creature can be addressed at one time, unless one or more other creatures are in physical contact with the first. In which case, the dream render can address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. While an alu-kashiik maintains this tactile telepathic contact, it can execute the following mental maneuvers, one at a time as a move equivalent action.
Dream Walk: An alu-kashiik can enter the mind of a creature which it is in telepathic contact with and deliver messages in the form of dreams. The creature is considered to be under the effects of a dream spell and can only resist its effects by breaking contact with the dream render. In addition, while the dream render is delivering the message, it can include a simple suggestion that functions as the suggestion spell.
Embed Memory: An alu-kashiik can embed memories into the mind of a single creature with which it is in telepathic contact. While in telepathic contact, the alu-kashiik can implant false memories or alter existing ones. This ability otherwise functions as the modify memory spell.
Mind Rend: An alu-kashiik can rend the mind of a single creature with which it is in telepathic contact, in search of specific knowledge which it can use for its own purposes, which must be selected at the time of the attempted rending. However, doing so can cause psychic damage to either the creature’s reasoning, willpower, or personality centers depending upon what knowledge the alu-kashiik is seeking. To rend the creature’s mind, the alu-kashiik must make a successful opposing ability check (1d20 + ability modifier) against the creature. Failure results in the creature remaining unharmed. The alu-kashiik can plumb the psyche of the creature to temporarily learn and use a specific skill (Intelligence), steal a single memory or secret from the creature (Wisdom), or temporarily alter the creature’s personality (Charisma), such as causing it to become more assertive, more fearful, braver, etc. The effects of the rending last for a number of rounds equal to the 10 rounds, minus the creature’s ability modifier to a minimum of 1 round.
Mind Terrors: An alu-kashiik can implant terrifying images and dreams into the mind of a single creature which it is in telepathic contact with, and is otherwise considered to be under the effects of a nightmare spell.
Paralytic Strike (Ex) An alu-kashiik that has entangled a victim can make a single tentacle sting attack. If successful the attack deals no damage, but instead injects the target with paralytic poison. Anyone struck thus must succeed on a DC 24 Fortitude save for the next two consecutive rounds on the dream render’s turn or be paralyzed for a number of round equal to 1d4+2 rounds for every 3 Hit Dice.
ALU-KASHIIK
It is an indisputable fact that dream renders are greatly feared and abhorred by other races. However, even more terrifying than they are the dream shrikes, for so fearsome and powerful are they that dream renders readily avoid them. An alu-kashiik is a dream render that has evolved both mentally and physically to such a degree that they possess near god-like intellect and power. To become an alu-kashiik, a dream render cocoons itself in a chrysalis, and after a quarter century, it emerges in its enhanced state. Alu-kashiiks can enter the minds of others with a mere thought, taking control of their bodies or altering the memories of their victims. They appear much as dream renders but have light blue skin with dark blue mottling, an extra pair of large tentacles, as well as a third eyes which they call the omniscient occulon, or the all-knowing eye. Not only do alu-kashiiks possess all the powers of a dream render, but they also cast arcane spells as a 10th level sorcerer with a caster level of 20th.

Immortalis |

Great work :) The thing I like the best from those you have done is that you try to get the same feel but without just changing the names. The background you have come up with is also great, I find that the hardest bit to do myself LOL. Cant wait to see what you do with the beholder :)
Can I just ask what made you make the mindflayers dream creatures?

Elghinn Lightbringer |

Can I just ask what made you make the mindflayers dream creatures?
Yes, you may. I am currently involved in writing a 500-600 page novel based on my homemade campaign setting, which has been in place and evolved through 2E to Pathfinder. The problem I ran into is that I have githyankis and illithids in my book, but can publish if use them. Thus my new creations.