New Aberrations


Homebrew and House Rules


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So I recently commissioned some art for my homebrew world, and as part of the sketches, I was sent some images simply titled "eldritch children". They were just sort of a bonus set of art that the artist wanted to include. After seeing them, I knew I had to create some stats for them because the art was just too cool to not have something exist for them.

I am going to include the stats for the four creatures below in spoilers, but formatting is terrible, so I suggest you follow the link to the Google document.

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Abomination subtype

Spoiler:

Aura of Insanity (Su): All abominations have an aura of insanity that can cause insanity in intelligent creatures. The aura inflicts a random insanity (see Sanity and Madness in Game Mastery Guide) with the following differences. The Will save for the insanity is equal to DC 10 + 1/2 abomination's racial HD + abomination's Cha modifier (the exact DC is given in the creature's descriptive text). Additional Will saves to remove the effects are made daily instead of weekly. The onset time for all effects (except amnesia) is 1 hour. The range of this aura is 30 feet. An opponent that succeeds on the saving throw is immune to that same creature's aura of insanity for 24 hours.
Alien Mindset (Ex): Abominations do not think like normal creatures. They are immune to mind-affecting effects.

Eldritch Grub

Spoiler:

Eldritch Grub CR 2
XP 600
NE Small aberration (abomination, aquatic)
Init +2; Senses darkvision 60 ft.; Perception +8
Aura aura of insanity (DC 14)
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 dex, +1 natural, +1 size)
hp 16 (2d8+8)
Fort +4 Ref +2 Will +3
Defensive Abilities alien mindset, amorphous; Immune critical hits, mind-affecting effects, precision damage
OFFENSE
Speed 20 ft., swim 20 ft.
Melee bite +3 (1d6+4)
Special Attacks
STATISTICS
Str 16, Dex 15, Con 18, Int 8, Wis 11, Cha 17
Base Atk +1; CMB +3; CMD 15 (can’t be tripped)
Feats Skill Focus (Perception)
Skills Perception +8, Survival +5 Swim +16
Languages Aklo
SQ amphibious
ECOLOGY
Environment any underground or aquatic
Organization solitary, group (2-4), nest (5-30)
Treasure incidental
SPECIAL ABILITIES
Aura of Insanity (Su) An eldritch grub's aura of insanity returns any result of amnesia with mania/phobia. The aura only extends 10 feet.
Overbite (Ex) An eldritch grub's bite deals damage as if it were one size larger than normal. An eldritch grub deals 1-1/2 times Strength modifier to damage.

An eldritch grub is a loathsome and horrifying slug-like creature. Born from the terrible creature Gahl-tath-Urok, these aberration larva will grow into many other kinds of abominations. Until they do, they have only one desire – to feed. Their oversized, toothy maws are not their most terrifying feature, but easily the most recognizable. Writhing with tentacles, their mouths are capable of sucking the flesh from the bones of a fresh corpse. Though primarily carrion eaters, eldritch grubs have no problem creating fresh corpses should the opportunity arise. Eldritch grubs are 3 feet long and weigh 25 pounds.

Eldritch Stalker

Spoiler:
Eldritch Stalker CR 4
XP 1,200
NE Medium aberration (abomination, aquatic)
Init +8; Senses blindsense 30 ft., darkvision 60 ft.; Perception +11
Aura aura of insanity (DC 15)
DEFENSE
AC 18, touch 15, flat-footed 13 (+4 dex, +3 natural, +1 dodge)
hp 42 (5d8+20)
Fort +5 Ref +6 Will +7
Defensive Abilities alien mindset, amorphous; DR 5/slashing; Immune critical hits, mind-affecting effects, precision damage
OFFENSE
Speed 30 ft., swim 20 ft., climb 20 ft.
Melee bite +6 (1d8+4)
Special Attacks lurking strike
Spell-like Abilities (CL 5)
Constant – spider climb
3/day - invisibility
STATISTICS
Str 16, Dex 19, Con 18, Int 9, Wis 16, Cha 17
Base Atk +3; CMB +6; CMD 20 (can't be tripped)
Feats Dodge, Improved Initiative, Skill Focus (Stealth)
Skills Climb +16, Perception +11, Stealth +12, Survival +7, Swim +16
Languages Aklo
SQ amphibious
ECOLOGY
Environment any underground or aquatic
Organization solitary, group (2-4)
Treasure standard
SPECIAL ABILITIES
Lurking Strike (Ex) An eldritch stalker may drop from the ceiling of a cave (or other similar high place) an initiate a body slam on its target as a full round action, dealing damage as if it were a solid falling object, without taking damage to itself. This attack is a ranged touch attack with a range increment of 20 feet.
Overbite (Ex) An eldritch stalker's bite deals damage as if it were one size larger than normal. An eldritch stalker deals 1-1/2 times Strength modifier to damage.

When an eldritch grub gains an additional 3 hit dice, it may become an eldritch stalker. Eldritch stalkers favor cool, wet caves, especially those with high ceilings. They use their ability to slither up nearly any surface so that they may stalk their prey from above. When the moment is right, they will drop from above, hoping to crush their prey. Their pseudopod-like arms extend from their bodies to hold tight to cavern ceilings, letting them hang nearly motionless for hours at a time. Eldritch stalkers are 5 feet long and weigh 150 pounds.

Eldritch Spitter

Spoiler:
Eldritch Spitter CR 6
XP 2,400
NE Medium aberration (abomination, aquatic)
Init +6; Senses blindsense 30 ft., darkvision 60 ft.; Perception +15
Aura aura of insanity (DC 19)
DEFENSE
AC 18, touch 17, flat-footed 11 (+6 dex, +1 natural, +1 dodge)
hp 76 (9d8+36)
Fort +7 Ref +9 Will +9
Defensive Abilities alien mindset, amorphous, protective slime; DR 5/slashing or cold iron; Immune acid, critical hits, mind-affecting effects, precision damage
OFFENSE
Speed 30 ft., swim 20 ft.
Melee bite +8 (1d6+3 plus 1d4 acid)
Ranged spit +12 touch (1d6 acid plus splash damage)
Special Attacks
STATISTICS
Str 14, Dex 23, Con 18, Int 11, Wis 16, Cha 21
Base Atk +6; CMB +8; CMD 24
Feats Dodge, Mobility, Point-Blank Shot, Shot on the Run
Skills Acrobatics +18, Knowledge (Dungeoneering) +12, Perception +15, Survival +12, Swim +16
Languages Aklo
SQ amphibious
ECOLOGY
Environment any underground or aquatic
Organization solitary, group (2-4), hunting party (2-4 plus 2-4 eldritch stalkers), nest (4 plus 2-4 eldritch stalkers and 5-30 eldritch grubs)
Treasure standard
SPECIAL ABILITIES
Protective Slime (Su) A layer of acidic slime coats an eldritch spitter's skin. Any creature that strikes an eldritch spitter with a natural attack or unarmed strike takes 1d6 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes an eldritch spitter with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d6 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes an eldritch spitter is automatically destroyed after it inflicts its damage.
Spit (Su) Eldritch spitters conjure blobs of acid from their gullets and spit them at their foes. These globs of acid act as splash weapons with a range increment of 50 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

When an eldritch grub gains an additional 7 hit dice, it may become an eldritch spitter. Eldritch spitters grow two legs and a balancing tail, all of which allow them to better position themselves to launch globs of acid on their prey. This acid oozes out of their mouths constantly and over their already slimy skin. Everything that an eldritch spitter touches is seared by this acid, and their trails are etched even into solid stone. An eldritch spitter is 5 feet long and weighs 120 pounds.

Eldritch Flayer

Spoiler:
Eldritch Flayer CR 9
XP 6,400
NE Large aberration (abomination, aquatic)
Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +20
Aura aura of insanity (DC 23)
DEFENSE
AC 19, touch 11, flat-footed 17 (+2 dex, +8 natural, -1 size)
hp 119 (14d8+56), regeneration 5 (cold iron)
Fort +8 Ref +8 Will +12
Defensive Abilities alien mindset, amorphous; DR 10/slashing and cold iron; Immune critical hits, mind-affecting effects, precision damage
OFFENSE
Speed 50 ft., swim 20 ft.
Melee bite +18 (2d6+8), 4 tentacles +15 (1d6+4 plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacles)
Special Attacks constrict (1d6+4), swallow hole (2d6+8, AC 14, 12 hp)
Spell-like Abilities (CL 14)
At will – create water, putrefy food and drink
3/day – control water, obscuring mist
1/day – cloud kill (DC 21)
STATISTICS
Str 26, Dex 15, Con 19, Int 12, Wis 16, Cha 23
Base Atk +10; CMB +19; CMD 31 (33 vs trip)
Feats Dodge, Lightning Reflexes, Mobility, Multiattack, Power Attack, Spring Attack, Weapon Focus (Bite)
Skills Acrobatics 19 (+33 when jumping), Intimidate +23, Knowledge (Dungeoneering) +18, Perception +20, Survival +18, Swim +21; Racial Modifiers +8 Acrobatics when jumping
Languages Aklo
SQ amphibious
ECOLOGY
Environment any underground or aquatic
Organization solitary, pair, group (3-6), horde (2-6 plus 4-8 eldritch spitters, 4-8 eldritch stalkers and 5-30 eldritch grubs)
Treasure
SPECIAL ABILITIES
Aura of Insanity (Su) An eldritch flayer's aura of insanity returns any result of mania/phobia as a permanent confusion, as per the spell insanity.
Overbite (Ex) An eldritch flayer's bite deals damage as if it were one size larger than normal. An eldritch flayer deals 1-1/2 times Strength modifier to damage.
Powerful Leaper (Ex) An eldritch flayer uses its Strength to modify Acrobatics checks made to jump, and has a +8 racial bonus on Acrobatics checks made to jump.
Swallow Whole (Ex) An eldritch flayer can expand its jaws to swallow Large or smaller creatures. An eldritch flayer will vomit out any creature wearing armor made mostly of cold iron, dealing no damage to them. Vomiting out a creature is a free action.

When an eldritch grub gestates long enough to gain an additional 12 hit dice, it may turn into an eldritch flayer. This three-legged monstrosity is the most vile of the abominations, taking on the form of Gahl-tath-Urok itself. Its central body houses an expansive mouth, capable of swallowing a horse, and four writhing tentacles which quickly sweep whatever it can grasp into its mouth. An eldritch flayer loves to leap into the air, crashing mouth-first into its prey, before wrapping it with its tentacles and either squeezing it lifeless or simply devouring it alive. Nearly nothing is indigestible to an eldritch flayer, except things made of cold iron. Cold iron burns it, causing its fetid flesh to pucker and split. An eldritch flayer is 11 feet tall and weighs 400 pounds.

Areas of personal concern:
I really don't think my CRs are right. I sort of picked CRs and worked backwards, but I still think I ended up either too strong or too weak.

Aura of Insanity was something of a compromise with myself that I didn't like. I wanted to use the insanity rules but having onset times of several days just didn't work for me. The dungeon crawls I had intended these guys for when I started making them probably won't last in-game days. I had wanted to make their onsets immediate, but that seemed too powerful, especially for the Grub. I had tried having them impose other conditions (like fear or nausea) but that was also unsatisfying. So, I would welcome suggestions on that front.

Thank you very much for any assistance offered.

Spoiler:
Please respect the rights on these pictures.
Spitter
Stalker, Grub, Stalker, Flayer


You missed a / in closing tag of Abomination spoiler which caused Eldritch Grub to be in Abomination spoiler. I note this because you might read it soon and there is still a bit over half an hour to correct it before edit time limit closes.


Thanks. Corrected.


Anyone have eyes on this?


Looks interesting. The graphics remind me of something that I cannot pin-point at the moment but it might be just a general reference to lovercraftian aberrations...

I might have technical notes later when I'll have time to sit and read through them carefully instead of merely browsing them.


Thanks.

I've been tossing around another idea for their "insanity" option, and that is simply to have an aura of confusion and do WIS drain/damage attacks.

I still want to use the sanity rules, if possible, but I'm just not sure if it's viable.


Okay, so I did a reformat of the Aura of Insanity ability and tweaked a few abilities. Here is a second attempt at these critters. Any thoughts would be very appreciated.

Abomination subtype

Spoiler:

Abomination sub-type
Aura of Insanity (Su): All abominations have an aura of insanity, which can cause varying levels of mental debilitation in any who view them close enough. All creatures within 30 feet that can see the abomination are subject to the aura. The Will save against the aura is equal to DC 10 + 1/2 abomination's racial HD + abomination's Cha modifier (the exact DC is given in the creature's descriptive text). An opponent that succeeds on the saving throw is immune to that same creature's aura of insanity for 24 hours. This is a mind-affecting effect.
Alien Mindset (Ex): Abominations do not think like normal creatures, being cold, unfeeling and bizarre. They are immune to mind-affecting effects and spells with the emotion descriptor.

Eldritch Grub

Spoiler:

Eldritch Grub CR 2
XP 600
NE Small aberration (abomination,aquatic)
Init +2; Senses darkvision60 ft.; Perception +8
Aura aura of insanity (DC 14)
DEFENSE
AC 14,touch 13, flat-footed 12 (+2 dex, +1 natural, +1 size)
hp 16 (2d8+8)
Fort +4 Ref +2 Will +3
Defensive Abilities alien mindset, amorphous; Immune critical hits, emotion spells, mind-affecting effects, precision damage
OFFENSE
Speed 20 ft., swim 20 ft.
Melee bite +3 (1d6+4)
Spell-like Abilities (CL2)
3/day– create water, putrefy food and drink
STATISTICS
Str 16, Dex 15, Con18, Int 8, Wis 11,Cha 17
Base Atk +1; CMB +3; CMD 15 (can’t be tripped)
Feats Skill Focus (Perception)
Skills Perception +8, Survival+5 Swim +16
Languages Aklo
SQ amphibious
ECOLOGY
Environment any underground or aquatic
Organization solitary, group (2-4), nest (5-30)
Treasure incidental
SPECIAL ABILITIES
Aura of Insanity (Su)An eldritch grub's aura of insanity deals a penalty of 1d4+1 points to the target's Wisdom. This penalty lasts for 1 hour.
Overbite (Ex) An eldritch grub's bite deals damage as if it were one size category larger than normal. An eldritch grub's bite always deals 1-1/2 times Strength modifier to damage.

An eldritch grub is a loathsome and horrifying slug-like creature. Born from the terrible creature Gahl-tath-Urok, these aberration larva will grow into many other kinds of abominations. Until they do, they have only one desire – to feed. Their over-sized, toothy maws are not their most terrifying feature, but easily the most recognizable. Writhing with tentacles, their mouths are capable of sucking the flesh from the bones of a fresh corpse. Though primarily carrion eaters, eldritch grubs have no problem creating fresh corpses should the opportunity arise. Eldritch grubs are 3 feet long and weigh 25pounds.

Eldritch Stalker

Spoiler:

Eldritch Stalker CR 4
XP 1,200
NE Medium aberration (abomination,aquatic)
Init +8; Senses blindsense30 ft., darkvision 60 ft.; Perception +11
Aura aura of insanity (DC 15)
DEFENSE
AC 18, touch 15, flat-footed 13 (+4 dex, +3 natural, +1 dodge)
hp 42(5d8+20)
Fort +5 Ref +6 Will +7
Defensive Abilities alien mindset, amorphous; DR 5/slashing or cold iron; Immune critical hits, emotion spells,mind-affecting effects, precision damage
OFFENSE
Speed 30 ft., swim 20 ft., climb20 ft.
Melee bite +6 (1d8+4)
Special Attacks lurking strike
Spell-like Abilities (CL4)
Constant– spider climb
At will – create water, putrefy food and drink
3/day - vanish
STATISTICS
Str 16, Dex 19, Con18, Int 9, Wis16, Cha 17
Base Atk +3; CMB +6; CMD20 (can't be tripped)
Feats Dodge, Improved Initiative, Skill Focus (Stealth)
Skills Climb +16, Perception+11, Stealth +12, Survival +7, Swim +16
Languages Aklo
SQ amphibious
ECOLOGY
Environment any underground or aquatic
Organization solitary, group (2-4)
Treasure standard
SPECIAL ABILITIES
Aura of Insanity (Su) An eldritch stalker's aura of insanity deals a penalty of 1d6+1 points to the target's Wisdom. This penalty lasts for 1 hour.
Lurking Strike (Ex)An eldritch stalker may drop from the ceiling of a cave (or other similar high place) an initiate a body slam on its target as a full round action, dealing damage as if it were a solid falling object,without taking damage to itself. This attack is a ranged touch attack with a range increment of 20 feet.
Overbite (Ex) An eldritch stalker's bite deals damage as if it were one size category larger than normal. An eldritch stalker's bite always deals 1-1/2times Strength modifier to damage.

When an eldritch grub gains an additional 3 hit dice, it may become an eldritch stalker. Eldritch stalkers favor cool, wet caves, especially those with high ceilings. They use their ability to slither up nearly any surface so that they may stalk their prey from above. When the moment is right, they will drop from above, hoping to crush their prey. Their pseudopod-like arms extend from their bodies to hold tight to cavern ceilings, letting them hang nearly motionless for hours at a time. Eldritch stalkers are 5 feet long and weigh 150pounds.

Eldritch Spitter

Spoiler:

Eldritch Spitter CR 6
XP 2,400
NE Medium aberration (abomination,aquatic)
Init +6; Senses blindsense 30 ft., darkvision 60 ft.; Perception +15
Aura aura of insanity (DC 19)
DEFENSE
AC 18, touch 17, flat-footed 11 (+6 dex, +1 natural, +1 dodge)
hp 76(9d8+36)
Fort +7 Ref +9 Will+9
Defensive Abilities alien mindset, amorphous, protective slime; DR 5/slashing or cold iron; Immune acid,critical hits, emotion spells, mind-affecting effects, precision damage
OFFENSE
Speed 30 ft., swim 20 ft.
Melee bite +8 (1d6+3 plus 1d4acid)
Ranged spit+12 touch (1d6 acid plus splash damage)
Special Attacks bewildering ray
Spell-like Abilities (CL6)
At will – create water, putrefy food and drink
1/day– control water, obscuring mist
STATISTICS
Str 14, Dex 23,Con 18, Int 11,Wis 16, Cha 21
Base Atk +6; CMB +8; CMD24
Feats Dodge, Mobility, Point-Blank Shot, Shot on the Run
Skills Acrobatics +18, Knowledge(Dungeoneering) +12, Perception +15, Survival +12, Swim +16
Languages Aklo
SQ amphibious
ECOLOGY
Environment any underground or aquatic
Organization solitary ,group (2-4), hunting party (2-4 plus 2-4 eldritch stalkers), nest (4plus 2-4 eldritch stalkers and 5-30 eldritch grubs)
Treasurestandard
SPECIAL ABILITIES
Aura of Insanity (Su) An eldritch spitter's aura of insanity deals 1d6+1 damage to the target's Wisdom.
Bewildering Ray (Sp) An eldritch spitter may fire a sickly green ray of energy from its forehead. It acts as touch of idiocy except that it is a ranged touch attack with a range of 60 feet.
Protective Slime (Su) A layer of acidic slime coats an eldritch spitter's skin. Any creature that strikes an eldritch spitter with a natural attack or unarmed strike takes 1d6 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes an eldritch spitter with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d6 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes an eldritch spitter is automatically destroyed after it inflicts its damage. This acid has no effect on items made of cold iron.
Spit (Su) Eldritch spitters conjure blobs of acid from their gullets and spit them at their foes. These globs of acid act as splash weapons with a range increment of 50 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

When an eldritch grub gains an additional 7 hit dice, it may become an eldritch spitter. Eldritch spitters grow two legs and a balancing tail, all of which allow them to better position themselves to launch globs of acid on their prey. This acid oozes out of their mouths constantly and over their already slimy skin. Everything that an eldritch spitter touches is seared by this acid, and their trails are etched even into solid stone. An eldritch spitter is 5 feet long and weighs 120 pounds.

Eldritch Flayer

Spoiler:

Eldritch Flayer CR 9
XP 6,400
NE Large aberration (abomination,aquatic)
Init +2; Senses blindsense30 ft., darkvision 60 ft.; Perception +20
Aura aura of insanity (DC 23)
DEFENSE
AC 19, touch 11, flat-footed 17 (+2 dex, +8 natural, -1 size)
hp 119(14d8+56), regeneration 5 (cold iron)
Fort +8 Ref +8 Will +12
Defensive Abilities alien mindset, amorphous; DR 10/slashing and cold iron; Immune critical hits, emotion spells,mind-affecting effects, precision damage
OFFENSE
Speed 50 ft., swim 20 ft.
Melee bite +18 (2d6+12), 4tentacles +15 (1d6+4 plus grab)
Space 10ft.; Reach 10 ft. (15ft. with tentacles)
Special Attacks constrict(1d6+4), grab, swallow whole (2d6+8 and 1d6 acid, AC 14, 12 hp)
Spell-like Abilities (CL9)
At will – create water, putrefy food and drink
3/day– control water, obscuring mist
1/day– cloud kill(DC 21)
STATISTICS
Str 26,Dex 15, Con 19, Int 12, Wis 16,Cha 23
Base Atk +10; CMB +19; CMD 31 (33 vs trip)
Feats Dodge, Lightning Reflexes, Mobility, Multiattack, Power Attack, Spring Attack, Weapon Focus (Bite)
Skills Acrobatics +19 (+33 when jumping), Intimidate +23, Knowledge (Dungeoneering) +18, Perception+20, Survival +18, Swim +21; Racial Modifiers +8Acrobatics when jumping
Languages Aklo
SQ amphibious
ECOLOGY
Environment any underground or aquatic
Organization solitary, pair, group (3-6), horde (2-6 plus 4-8 eldritch spitters, 4-8 eldritch stalkers and 5-30 eldritch grubs)
Treasure
SPECIAL ABILITIES
Aura of Insanity (Su) An eldritch flayer's aura of insanity deals 1d6+1 points of Wisdom drain.
Overbite (Ex) An eldritch flayer's bite deals damage as if it were one size category larger than normal. An eldritch flayer's bite always deals 1-1/2times Strength modifier to damage.
Powerful Leaper (Ex) An eldritch flayer uses its Strength to modify Acrobatics checks made tojump, and has a +8 racial bonus on Acrobatics checks made to jump.
Swallow Whole (Ex) An eldritch flayer can expand its jaws to swallow Large or smaller creatures. An eldritch flayer will immediately vomit out any creature wearing armor made mostly of cold iron, dealing no damage to them. Vomiting out a creature is a free action.

When an eldritch grub gestates long enough to gain an additional 12 hit dice, it may turn into an eldritch flayer. This three-legged monstrosity is the most vile of the abominations, taking on the form of Gahl-tath-Urok itself. Its central body houses an expansive mouth, capable of swallowing a horse, and four writhing tentacles which quickly sweep whatever it can grasp into its mouth. An eldritch flayer loves to leap into the air, crashing mouth-first into its prey, before wrapping it with its tentacles and either squeezing it lifeless or simply devouring it alive. Nearly nothing is indigestible to an eldritch flayer, except things made of cold iron. Cold iron burns it, causing its fetid flesh to pucker and split. An eldritch flayer is 11 feet tall and weighs 400 pounds.


I like these monsters a lot. Any chance on giving us some fluff?


Dot.


OmNomNid wrote:
I like these monsters a lot. Any chance on giving us some fluff?

Well, each creature has a little block of text below it explaining sort of what it does and what it looks like. But I can expand the fluff a bit more. Keep in mind that they are rather setting specific, so I will be linking to articles in my wiki to give fuller information.

First and foremost, you must know of Gath-tahl-Urok. He is the most powerful of the avatars to the gods, and the one-time lover of Kylee, goddess of the sea. He is also the possessor of the Crystal of Water, a powerful artifact that gives the bearer unparalleled control over water magic. (There are a dozen or so of these crystals, each tied to a different realm of magic.) GtU is also the father of the abominations, with the aboleths being his first success. These creatures are his second.

These creatures are intended to be Cthulhu-esque insane nightmare creatures. The idea is that, like GtU himself, these creatures are hideous beyond the ability of a normal mind to comprehend. This is where GtU takes after his mother (the goddess of nightmares and monsters). The creatures are somehow just a little impossible, but it's only noticeable when you get close enough. From a distance, they just look like slimy, rubbery squid creatures, but up close you realize that they just shouldn't work - and it drives you a little insane.

My reasoning for building them was sort of threefold. First, when I commissioned some art for the wiki, the artist threw in a couple of extra sketches related to GtU. He simply likes drawing eldritch horrors. When I saw them, I knew they had to become something, so I could use that artwork. You can see a spitter in that one and this one contains a stalker, grub, stalker and flayer from left to right. Second, I am wanting to run a game based solely around aberrations soon. The party is supposed to be built to be aberrant hunters and they are sent in to take care of a problem, and things get weirder than they expected. So I needed some aberrations that weren't in the books. Lastly, I wanted to work on fleshing out some creature types for a houserule I intend to implement. I am wanting to give a little bonus to characters who have abilities that work against creature types (ranger's favored enemy, inquisitor's bane, etc.) and give them a little boost when they opt for a sub-type when it's not required. So, a ranger choosing "aberration (abomination)" as his FE gets a little bonus, but one choosing "humanoid (orc)" does not, since he's already required to pick a subtype.

Anyway, those are my eldritch horrors. I would love some feedback on balance, if anyone is willing to take a look.


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Had another crack at these guys after one of my friends asked to see higher CR versions of these guys. It also got me to look at the original versions again, fix some formatting, edit some abilities and decide that they all needed to be bumped by +1 CR. So, without further adieu, here is Round 3.

Abomination sub-type

Spoiler:

Aura of Insanity (Su): All abominations have an aura of insanity, which can cause varying levels of mental debilitation in any who view them close enough. All creatures within 30 feet that can see the abomination are subject to the aura. The Will save against the aura is equal to DC 10 + 1/2 abomination's racial HD + abomination's Cha modifier (the exact DC is given in the creature's descriptive text). Wisdom penalty, damage and drain accrues at the rate given in the specific creature's ability. An opponent that succeeds on the saving throw is immune to that same creature's aura of insanity for 24 hours. This is a mind-affecting effect.

Alien Mindset (Ex): Abominations do not think like normal creatures, being cold, unfeeling and bizarre. They are immune to mind-affecting effects and spells with the emotion descriptor.

Pseudopods (Ex) Due to their morphic bodies, abominations are always considered to have a free hand for feats and abilities that require a free hand to perform. They are also considered to possess Improved Unarmed Strike for the purposes of qualifying for feats.

Eldritch Grub CR 3

Spoiler:

XP 800

NE Small aberration (abomination, aquatic)

Init +2; Senses darkvision 60 ft.; Perception +8

Aura aura of insanity (DC 14)

DEFENSE

AC 14, touch 13, flat-footed 12 (+2 dex, +1 natural, +1 size)

hp 16 (2d8+8)

Fort +4 Ref +2 Will +3

Defensive Abilities alien mindset,amorphous; Immune critical hits, emotion spells, mind-affecting effects, precision damage

OFFENSE

Speed 20 ft., swim 20 ft.

Melee bite +3 (1d6+4)

Spell-like Abilities (CL 3)

3/day – create water, putrefy food and drink

STATISTICS

Str 16, Dex 15, Con 18, Int 8, Wis 11, Cha 17

Base Atk +1; CMB +3; CMD 15 (can’t be tripped)

Feats Skill Focus (Perception)

Skills Perception +8, Survival +5 Swim +16

Languages Aklo

SQ amphibious, pseudopods

ECOLOGY

Environment any underground or aquatic

Organization solitary, group (2-4), nest (5-30)

Treasure incidental

SPECIAL ABILITIES

Aura of Insanity (Su) An eldritch grub's aura of insanity deals a penalty of 1 point per round to the target's Wisdom. This penalty lasts for 1 hour.

Overbite (Ex) An eldritch grub's bite deals damage as if it were one size category larger than normal. An eldritch grub's bite always deals 1-1/2 times Strength modifier to damage.

An eldritch grub is a loathsome and horrifying slug-like creature. Born from the terrible creature Gahl-tath-Urok, these aberration larva will grow into many other kinds of abominations. Until they do, they have only one desire – to feed. Their oversized, toothy maws are not their most terrifying feature, but easily the most recognizable. Writhing with tentacles, their mouths are capable of sucking the flesh from the bones of a fresh corpse. Though primarily carrion eaters, eldritch grubs have no problem creating fresh corpses should the opportunity arise. Eldritch grubs are 3 feet long and weigh 25 pounds.

Eldritch Stalker CR 5

Spoiler:

XP 1,600

NE Medium aberration (abomination, aquatic)

Init +8; Senses blindsense 30 ft., darkvision 60 ft.; Perception +11

Aura aura of insanity (DC 15)

DEFENSE

AC 18, touch 15, flat-footed 13 (+4 dex, +3 natural, +1 dodge)

hp 42 (5d8+20)

Fort +5 Ref +6 Will +7

Defensive Abilities alien mindset, amorphous; DR 5/slashing or cold iron; Immune critical hits, emotion spells, mind-affecting effects, precision damage

OFFENSE

Speed 30 ft., climb 20 ft., swim 20 ft.

Melee bite +6 (1d8+4)

Special Attacks lurking strike

Spell-like Abilities (CL 5)

Constant – spider climb

At will – create water, putrefy food and drink

3/day – vanish

STATISTICS

Str 16, Dex 19, Con 18, Int 9, Wis 16, Cha 17

Base Atk +3; CMB +6; CMD 20 (can't be tripped)

Feats Dodge, Improved Initiative,Skill Focus (Stealth)

Skills Climb +16, Perception +11, Stealth +12, Survival +7, Swim +16

Languages Aklo

SQ amphibious, freeze, pseudopods

ECOLOGY

Environment any underground or aquatic

Organization solitary, group (2-4)

Treasure standard

SPECIAL ABILITIES

Aura of Insanity (Su) An eldritch stalker's aura of insanity deals a penalty of 1d4 points per round to the target's Wisdom. This penalty lasts for 1 hour.

Freeze (Ex) When frozen, an eldritch stalker appears much like a wet stalactite or stalagmite.

Lurking Strike (Ex) An eldritch stalker may drop from the ceiling of a cave (or other similar high place) and initiate a body slam on its target as a full round action, dealing 3d8 damage on a successful CMB check.

Overbite (Ex) An eldritch stalker's bite deals damage as if it were one size category larger than normal. An eldritch stalker's bite always deals 1-1/2 times Strength modifier to damage.

When an eldritch grub gains an additional 3 hit dice, it may become an eldritch stalker. Eldritch stalkers favor cool, wet caves, especially those with high ceilings. They use their ability to slither up nearly any surface so that they may stalk their prey from above. When the moment is right, they will drop from above, hoping to crush their prey. Their pseudopod-like arms extend from their bodies to hold tight to cavern ceilings, letting them hang nearly motionless for hours at a time. Eldritch stalkers are 5 feet long and weigh 150 pounds.

Eldritch Spitter CR 7

Spoiler:

XP 3,200

NE Medium aberration (abomination, aquatic)

Init +6; Senses blindsense 30 ft., darkvision 60 ft.; Perception +15

Aura aura of insanity (DC 19)

DEFENSE

AC 18, touch 17, flat-footed 11 (+6 dex, +1 natural, +1 dodge)

hp 76 (9d8+36)

Fort +7 Ref +9 Will +9

Defensive Abilities alien mindset, amorphous, protective slime; DR 5/slashing or cold iron; Immune acid,critical hits, emotion spells, mind-affecting effects, precision damage

OFFENSE

Speed 30 ft., swim 20 ft.

Melee bite +8 (1d6+3 plus 1d4 acid)

Ranged spit +12 touch (1d6 acid plus splash damage)

Special Attacks stupefying ray

Spell-like Abilities (CL 7)

At will – create water, putrefy food and drink

1/day – control water, obscuring mist

STATISTICS

Str 14, Dex 23, Con 18, Int 11, Wis 16, Cha 21

Base Atk +6; CMB +8; CMD 24

Feats Dodge, Mobility, Point-Blank Shot, Shot on the Run

Skills Acrobatics +18, Knowledge (Dungeoneering) +12, Perception +15, Survival +12, Swim +16

Languages Aklo

SQ amphibious, pseudopods

ECOLOGY

Environment any underground or aquatic

Organization solitary, group (2-4), hunting party (2-4 plus 2-4 eldritch stalkers), nest (4 plus 2-4 eldritch stalkers and 5-30 eldritch grubs)

Treasure standard

SPECIAL ABILITIES

Aura of Insanity (Su) An eldritch spitter's aura of insanity deals 1d4 damage per round to the target's Wisdom.

Stupefying Ray (Sp) An eldritch spitter may fire a sickly green ray of energy from its forehead. This is a ranged touch attack with a range of 60 feet that deals 1d6 damage to the target's intelligence, wisdom and charisma scores. This damage does not stack with itself.

Protective Slime (Su) A layer of acidic slime coats an eldritch spitter's skin. Any creature that strikes an eldritch spitter with a natural attack or unarmed strike takes 1d6 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes an eldritch spitter with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d6 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes an eldritch spitter is automatically destroyed after it inflicts its damage. This acid has no effect on items made of cold iron.

Spit (Su) Eldritch spitters conjure blobs of acid from their gullets and spit them at their foes. These globs of acid act as splash weapons with a range increment of 50 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

When an eldritch grub gains an additional 7 hit dice, it may become an eldritch spitter. Eldritch spitters grow two legs and a balancing tail, all of which allow them to better position themselves to launch globs of acid on their prey. This acid oozes out of their mouths constantly and over their already slimy skin. Everything that an eldritch spitter touches is seared by this acid, and their trails are etched even into solid stone. An eldritch spitter is 5 feet long and weighs 120 pounds.

Eldritch Flayer CR 10

Spoiler:

XP 9,600

NE Large aberration (abomination, aquatic)

Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +20

Aura aura of insanity (DC 23)

DEFENSE

AC 19, touch 11, flat-footed 17 (+2 dex, +8 natural, -1 size)

hp 119 (14d8+56), regeneration 5 (cold iron)

Fort +8 Ref +8 Will +12

Defensive Abilities alien mindset, amorphous; DR 10/slashing and cold iron; Immune critical hits, emotion spells, mind-affecting effects, precision damage

OFFENSE

Speed 50 ft., swim 20 ft.

Melee bite +18 (2d6+12), 4 tentacles +15 (1d6+4 plus grab)

Space 10 ft.; Reach 10 ft. (15 ft. with tentacles)

Special Attacks constrict (1d6+4), grab, swallow whole (2d6+8 and 1d6 acid, AC 14, 12 hp)

Spell-like Abilities (CL 10)

At will – create water, putrefy food and drink

3/day – control water, obscuring mist

1/day – cloud kill (DC 21)

STATISTICS

Str 26, Dex 15, Con 19, Int 12, Wis 16, Cha 23

Base Atk +10; CMB +19; CMD 31 (33 vs trip)

Feats Dodge, Lightning Reflexes, Mobility, Multiattack, Power Attack, Spring Attack, Weapon Focus (Bite)

Skills Acrobatics +19 (+33 when jumping), Intimidate +23, Knowledge (Dungeoneering) +18, Perception +20, Survival +18, Swim +21; Racial Modifiers +8 Acrobatics when jumping

Languages Aklo

SQ amphibious, pseudopods

ECOLOGY

Environment any underground or aquatic

Organization solitary, pair, group (3-6), horde (2-5 plus 5-8 eldritch spitters, 5-8 eldritch stalkers and 5-30 eldritch grubs)

Treasure standard

SPECIAL ABILITIES

Aura of Insanity (Su) An eldritch flayer's aura of insanity deals 1d6+1 points of Wisdom damage per round.

Overbite (Ex) An eldritch flayer's bite deals damage as if it were one size category larger than normal. An eldritch flayer's bite always deals 1-1/2 times Strength modifier to damage.

Powerful Leaper (Ex) An eldritch flayer uses its Strength to modify Acrobatics checks made to jump, and has a +8 racial bonus on Acrobatics checks made to jump.

Swallow Whole (Ex) An eldritch flayer can expand its jaws to swallow Large or smaller creatures. An eldritch flayer will immediately vomit out any creature wearing armor made mostly of cold iron, dealing no damage to them. Vomiting out a creature is a free action.

When an eldritch grub gestates long enough to gain an additional 12 hit dice, it may turn into an eldritch flayer. This three-legged monstrosity is the most vile of the eldritch abominations, taking on the form of Gahl-tath-Urok itself. Its central body houses an expansive mouth, capable of swallowing a horse, and four writhing tentacles which quickly sweep whatever it can grasp into its mouth. An eldritch flayer loves to leap into the air, crashing mouth-first into its prey, before wrapping it with its tentacles and either squeezing it lifeless or simply devouring it alive. Nearly nothing is indigestible to an eldritch flayer, except things made of cold iron. Cold iron burns it, causing its fetid flesh to pucker and split. An eldritch flayer is 11 feet tall and weighs 1,200 pounds.

Abject Spitter CR 14

Spoiler:

XP 38,400

NE Large aberration (abomination, aquatic)

Init +12; Senses blindsense 30 ft., darkvision 60 ft.; Perception +23

Aura aura of insanity (DC 26)

DEFENSE

AC 26, touch 18, flat-footed 17 (+8 dex, +8 natural, +1 dodge, -1 size)

hp 161 (17d8+85), regeneration 5 (cold iron)

Fort +10 Ref +13 Will +13

Defensive Abilities alien mindset, amorphous, protective slime; DR 10/slashing and cold iron; Immune acid,critical hits, emotion spells, mind-affecting effects, precision damage; SR 25

OFFENSE

Speed 50 ft., swim 20 ft.

Melee bite +14 (1d8+2 plus 1d6 acid)

Ranged spit +20 touch (2d6 acid plus splash damage)

Space 10 ft.; Reach 10 ft.

Special Attacks stupefying ray

Spell-like Abilities (CL 14)

At will – create water, putrefy food and drink

3/day – control water, corrosive consumption, obscuring mist

1/day – acid fog, feeblemind (DC 21)

STATISTICS

Str 14, Dex 26, Con 21, Int 13, Wis 16, Cha 23

Base Atk +12; CMB +15; CMD 33 (35 vs trip)

Feats Ability Focus (aura of insanity), Combat Reflexes, Deflect Arrows, Dodge, Improved Initiative, Mobility, Point-Blank Shot, Shot on the Run, Stand Still

Skills Acrobatics +28, Knowledge (Dungeoneering) +21, Perception +23, Survival +23, Swim +30

Languages Aklo

SQ amphibious, pseudopods

ECOLOGY

Environment any underground or aquatic

Organization solo, pair, group (3-6), horde (2-4 plus 1-6 eldritch spitters, 1-4 eldritch flayers, 5-8 edlritch stalkers, 5-30 eldritch grubs)

Treasure standard

SPECIAL ABILITIES

Aura of Insanity (Su) An abject spitter's aura of insanity deals 2d4 points of Wisdom drain per round.

Protective Slime (Su) A layer of acidic slime coats an abject spitter's skin. Any creature that strikes an abject spitter with a natural attack or unarmed strike takes 1d6 points of acid damage from this slime if it fails a DC 23 Reflex save. A creature that strikes an eldritch spitter with a melee weapon must make a DC 23 Reflex save or the weapon takes 1d6 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes an abject spitter is automatically destroyed after it inflicts its damage. This acid has no effect on items made of cold iron.

Spit (Su) Abject spitters conjure blobs of acid from their gullets and spit them at their foes. These globs of acid act as splash weapons with a range increment of 50 feet. A direct hit deals 2d6 points of acid damage. Every creature within 10 feet of the point where the acid hits takes 2 points of acid damage from the splash. All creatures affected by the acid take the damage again on the following round.

Stupefying Ray (Sp) An abject spitter may fire a sickly green ray of energy from its forehead. This is a ranged touch attack with a range of 60 feet that deals 2d6 damage to the target's intelligence, wisdom and charisma scores. Damage from this ability does not stack with itself.

Unlike the eldritch children, the abject abominations do not mature from grubs. They are beings made from murder. In the case of the abject spitter, it results from an eldritch flayer consuming an eldritch spitter. Usually such a situation results in the spitter merely being consumed and causing some internal discomfort in the flayer. However, on rare occasions, the smaller spitter bursts forth from inside its brethren, taking along with it the flesh and heart of the larger creature. The tougher hide of the flayer merges with the spitter's and is soon covered in acid. The spitter's two legs become three and it greatly increases in size. Abject spitters love to drain the minds of their prey before dissolving them in acid and eating the jellied corpses. An abject spitter is nearly 10 feet tall and weighs 500 pounds.

Abject Stalker CR 17

Spoiler:

XP 102,400

NE Large aberration (abomination, aquatic)

Init +10; Senses blindsight 30 ft., darkvision 60 ft.; Perception +28

Aura aura of insanity (DC 28)

DEFENSE

AC 27, touch 19, flat-footed 22 (+5 dex, +8 natural, +5 profane, -1 size)

hp 209 (22d8+110), regeneration 5 (cold iron)

Fort +14 Ref +13 Will +18

Defensive Abilities alien mindset, amorphous, miasma; DR 15/slashing and cold iron; Immune critical hits, emotion spells, mind-affecting effects, precision damage; SR 28

OFFENSE

Speed 50 ft., climb 20 ft., swim 30 ft.

Melee bite +21 (2d6+7/19-20 plus 2d6 bleed)

Space 10 ft.; Reach 10 ft.

Special Attacks capsize, lurking strike, miasma

Spell-like Abilities (CL 17)

Constant – spider climb

At will – create water, invisibility (self-only), putrefy food and drink

3/day – black tentacles, control water, obscuring mist, unholy blight

1/day – vortex (DC 24)

STATISTICS

Str 20, Dex 22, Con 21, Int 14, Wis 17, Cha 25

Base Atk +16; CMB +22; CMD 43 (45 vs trip)

Feats Combat Reflexes, Deflect Arrows, Great Fortitude, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Skill Focus (Stealth), Vital Strike

Skills Acrobatics +31, Climb +26, Knowledge (dungeoneering) +17, Perception +28, Stealth +37 (+45 in water), Survival +28, Swim +38; Racial Modifiers +8 Stealth in water

Languages Aklo

SQ amphibious, freeze, pseudopods

ECOLOGY

Environment any underground or aquatic

Organization solo, pair, group (3-6), hunting party (3-6 plus 10-40 eldritch stalkers)

Treasure standard

SPECIAL ABILITIES

Aura of Insanity (Su) An abject stalker's aura of insanity deals 2d4 points of Wisdom drain per round.

Capsize (Ex) An abject stalker is considered to be one size category larger for the purpose of capsize checks.

Freeze (Ex) When frozen, an abject stalker appears much like a wet stalactite or stalagmite.

Lurking Strike (Ex) An abject stalker may drop from the ceiling of a cave (or other similar high place) and initiate a body slam on its target as a full round action, dealing 6d8 damage on a successful CMB check.

Miasma (Su) Where the body of the spitters is coated with the acid that oozes from their mouths, the body of an abject stalker is coated with an inky miasma, some say that is from Gahl-tath-Urok himself. This blackness provides a +5 profane bonus to AC. Whenever an abject stalker successfully bites a creature, the miasma seeps into the wound, dealing 2d6 points of bleed damage. Bleed caused from the miasma is particularly difficult to stanch—a DC 24 Heal check stops the damage, and any attempt to heal a creature suffering from miasma must succeed on a DC 28 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim.

Overbite (Ex) An abject stalker's bite deals damage as if it were one size category larger than normal. An abject stalker's bite always deals 1-1/2 times Strength modifier to damage.

An abject stalker grows out of an eldritch stalker that has hunted and murdered too many of its brethren. When it has eaten several dozen of its own kind in a short period of time, the stalker slinks away into a dark pool and begins to develop an inky black cocoon. Within days, the cocoon dissolves and an abject stalker emerges, stronger, smarter and more terrifying than before. Abject stalkers are known to gather hunting and raiding parties of eldritch stalkers to scourge dwarven mines or sleepy coastal villages. Unlike many other abominations, abject stalkers much prefer the open ocean to caves and love to capsize fishing ships, devouring their catch and their crew. An abject stalker is 12 feet tall and weighs nearly 1,000 pounds.

Abject Flayer CR 20

Spoiler:

XP 307,200

NE Huge aberration (abomination, aquatic)

Init +1; Senses all-around vision, blindsight 30 ft., darkvision 60 ft.; Perception +37

Aura aura of insanity (DC 31)

DEFENSE

AC 34, touch 18, flat-footed 32 (+1 dex, +16 natural, +1 dodge, +8 profane, -2 size)

hp 322 (28d8+196), regeneration 10 (cold iron)

Fort +16 Ref +11 Will +22

Defensive Abilities alien mindset, amorphous, unholy shroud; DR 15/slashing and cold iron; Immune critical hits, emotion spells, mind-affecting effects, precision damage

OFFENSE

Speed 40 ft., swim 20 ft.

Melee bite +33 (2d8+16 plus grab and blood drain), 8 tentacles +31 (1d8+5 plus grab)

Space 15 ft.; Reach 15 ft. (20 ft. with tentacles)

Special Attacks blood drain (1d4 Constitution), capsize, constrict (1d8+5), grab, fast swallow, swallow whole (2d8+11 and 2d6 acid, AC 18, 32 hp)

Spell-like Abilities (CL 20)

At will – aqueous orb (DC 20), control water, create water, putrefy food and drink, obscuring mist

3/day – cloud kill (DC 22), solid fog, vortex

1/day – blasphemy (DC 24), tsunami (DC 26)

STATISTICS

Str 32, Dex 13, Con 25, Int 18, Wis 22, Cha 27

Base Atk +21; CMB +34; CMD 54 (56 vs trip)

Feats Combat Expertise, Dodge, Greater Disarm, Greater Grapple, Improved Disarm, Improved Grapple, Lightning Reflexes, Mobility, Multiattack, Power Attack, Rapid Grappler, Spring Attack, Weapon Focus (bite), Weapon Focus (tentacle)

Skills Acrobatics +32 (+58 when jumping), Climb +42, Escape Artist +32, Intimidate +38, Knowledge (Dungeoneering) +35, Perception +37, Survival +37, Swim +50; Racial Modifiers +16 Acrobatics when jumping

Languages Aklo

SQ amphibious, compression, pseudopods, reformation

ECOLOGY

Environment any underground or aquatic

Organization solitary, pair, group (3-6), horde (3-6 plus 5-8 abject stalkers, 1-6 abject spitters, 1-4 eldritch flayers, 5-8 eldritch stalkers, 5-30 eldritch grubs)

Treasure standard

SPECIAL ABILITIES

Aura of Insanity (Su) An abject flayer's aura of insanity deals 2d4 points of Wisdom drain per round.

Overbite (Ex) An abject flayer's bite deals damage as if it were one size category larger than normal. An abject flayer's bite always deals 1-1/2 times Strength modifier to damage.

Powerful Leaper (Ex) An abject flayer uses its Strength to modify Acrobatics checks made to jump, and has a +16 racial bonus on Acrobatics checks made to jump.

Reformation (Ex) As a move action that doesn't provoke attacks of opportunity, an abject flayer may completely rearrange its body, allowing it to do such things as stand up from prone or retrieve items. This also grants it all-around vision.

Swallow Whole (Ex) An abject flayer can expand its jaws to swallow Huge or smaller creatures. An abject flayer will immediately vomit out any creature wearing armor made mostly of cold iron, dealing no damage to them. Vomiting out a creature is a free action.

Unholy Shroud (Su) As the abominations become more like the Abomination himself, so too do they begin to share his fate. Abject flayers are constantly surrounded by a whirling torrent of jet black water, even when standing on dry land. This mass of water is actually a profane cloak generated by Gahl-tath-Urok himself, and it provides a +8 profane bonus to AC. Additionally, any creatures who are grappled by an abject flayer have any sacred bonuses affecting them suppressed for the duration of the grapple.

The abject flayer is the ultimate of Gahl-tath-Urok's creations – and the one most like himself. This towering tripedal monstrosity has a nearly insatiable hunger. Formed when the Abomination himself takes pleasure in a particularly satisfying fratricide, abject flayers arise from the most heinous of the eldritch flayers. Completely morphic and able to rearrange its body at will, its oversized mouth dominates whatever portion of its body it decides to produce it in at that moment. Its tentacles nearly always reposition themselves to best ferry potential food into its gullet. Unlike the eldritch flayers from which abject flayers arise, feeding themselves is not their primary motive (though it is a close second); first is the desire to strip thinking beings of their ability to reason, leaving them simpering fools to be toyed with before being eaten. Intelligent and cruel, abject flayers have been known to keep mind-addled humanoids in their lairs as puppets making them dance and reenact the twisted fantasies of the abominations, only devouring them when they cease to provide amusement. An abject flayer stands around 20 feet tall and weighs 4,500 pounds.


Dotting for later. I love the flavor, and the art provided really helps. Did you draw them? They're quite good.


I did not. I had them commissioned as part of a larger project. I'm glad you like the monsters and the art. I'll pass that along to the artist.


As part of a playtest last night, I realize that I was over cautious with the CRs (at least of the eldritch grub and eldritch stalker). I believe I will return them to their original CRs of 2, 4, 6, 9, 13, 16 and 19, respectively.

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