Avatar of Chaugnar Faugn


Advice


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So, my players will soon be going to Leng. They've got one more quest they're finishing up tonight and then after that, it's moving into endgame. They're going Leng because one of the players has become obsessed with it (at this point, I'm ruling behind the scenes that he's thought about it so much that he's attracted the attention of Nyarlathotep and it's planted a suggestion in his brain that he's coming there). He's justifying it by using a prophecy that they will find the phylactery of the Lich who's been the running villain of this campaign "in a place none living remember." So, he's thinking they need to ask someone who's not living and has decided that means that they should talk to the ghouls of Leng. The other players' characters aren't so sure this is the correct approach, but they know that the sorcerer is going to go to Leng either way because of his obsession and they're basically going along to try and keep him out of trouble.
Rambling a bit, sorry.

One of the encounters that I've had set up is that they're going to run into a village near the entrance to Leng where the people there worship Chaugnar Faugn. From what I understand of my research, Chaugnar Faugn is a lesser great old one (he was actually defeated in the book where he was created - true, by some bullshit sci-fi tech that reversed entropy, but he was still defeated). But it was also made clear that Chaugnar Faugn had dozens of copies of himself all around the world and each was linked together, so I'm treating Chaugnar Faugn's physical representations of himself as avatars - a bit like Nyaralthotep, except that each avatar is the same instead of a different form. This means that each avatar is significantly less powerful than the rest of the great old ones, but his spirit, which holds the greater amount of his power, is basically unreachable by normal means. There character's are going to be either level 15 or 16 by the time they get there.

There's no entry for this old one that I can find (I find it a bit funny that the entries contain a really obscure one like Ran Tegoth, but don't have some of the more well-known ones, but whatever). So, I made my own. I want a few suggestions on where I should put his CR. Once I've got that set, I can adjust his stats to account for whatever level the players are at when they reach him.

Some notes, his HP and AC might be a little low for what I've currently listed his CR at, but I figure this is counter-balanced by his primary attack strategy to be grapple/pin (using the greater grapple feat) and then drain his victims, which gives him temporary HP, so his actual hit points can go up on top of having his other defensive abilities. Plus, there's that unspeakable presence that leaves people shaken if they make their save, panicked if they don't. Anyway, here are the stats

Avatar of Chaugnar Faugn CR 16
XP: 76,800

CE Large Outsider (Chaotic, Evil, Great-Old-One)

Init: +12;
Senses: darkvision 60 ft., low-light vision, tremorsense 120 ft, true seeing; Perception +26

Aura: unspeakable presence (300 ft., DC 24)

DEFENSE
AC: 29, touch 14, flat-footed 27 (+2 Dex, +10 insight, +8 natural, –1 size)

hp: 202 (15d10+105); fast healing 10

Fort +19, Ref +10, Will +18

Defensive Abilities: immortality; DR 5/epic and lawful; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, poison; Resist fire 15, electricity 15; SR 26

OFFENSE
Speed: 30 ft.

Melee: 2 Slams +25 (1d8+10)

Space: 10 ft.; Reach: 10 ft.

Special Attacks: drain, blessing of Chaugnar Faugn


Spell-Like Abilities (CL 20th; concentration +29)
Constant—freedom of movement, true seeing

At will—dream, greater dispel magic, nightmare (DC 20), scry

3/day—feeblemind (DC 20), suggestion (DC 17),

1/day— curse of Chaugnar Faugn (DC 21), Geas

STATISTICS
Str 30, Dex 15, Con 25, Int 24, Wis 26, Cha 20

Base Atk +15; CMB +26 (+28 bull rush, +30 grapple); CMD 38 (40 vs bull rush 42 vs. grapple)

Feats: Improved Grapple, Greater Grapple, Improved Natural Attack (slam), Power Attack, Improved Bull Rush, Awesome Blow, Toughness, Great Fortitude

Skills: Bluff +23, Diplomacy +23, Intimidate +23, K(arcana, History planes) +25, Perception +26, Sense Motive +26

Languages: Aklo; telepathy 300 ft.

SQ: otherworldly insight

SPECIAL ABILITIES

Drain (Su)
If Chaugnar Faugn pins a foe, he latches onto the foe with the lamprey-mouth on the end of his trunk. This attack deals 1d4 points of Con drain each round. Every point of constitution that Chaugnar Faugn drain grants him 1d10+8 temporary hit points.
This drain can be negated with a DC 25 Fortitude save.

Blessing of Chaugnar Faugn (Su)
At will, Chaugnar Faugn can designate any of his clerics to be blessed by his spirit. This blessing grants one half his charisma and wisdom bonus to his chosen cleric’s ability scores. This blessing causes a hideous transformation to take place. The nose extends into a small trunk, while the ears flare out, causing them to resemble the great old one. Chaugnar Faugn’s clerics usually cover these deformities if they have need to hide their true nature.
Chaugnar Faugn’s blessing is permanent and irreversible. If someone who has ever received Chaugnar Faugn’s blessing should betray the great old one, they instantly die of a heart attack. There is no save against this death effect.

Immortality (Ex)
Chaugnar Faugn is immortal and his essence exists in the far reaches of space. The statue forms he inhabits on any given planet are merely extensions of himself. If any avatar is reduced to 0 HP, that form immediately begins to deliquesce into a viscous, silvery, foul-smelling slime that remains behind for 1 hour. If a sacrifice to Chaugnar Faugn is made in the presence of this slime, that avatar immediately reforms, but remains in a dormant state for 1d100 years. Further sacrifices made in the presence of this avatar reduce this duration by 1 year per 10 Con worth of creatures sacrificed.
If a sacrifice is not made within an hour after the avatar’s destruction, then this slime evaporates, leaving behind no trace.

Unspeakable Presence (Su)
When Chaugnar Faugn opens his eyes, all within 300 feet of him are subject to his unspeakable presence. Failing a DC 24 Will save against Chaugnar Faugn’s unspeakable presence fills the victim with overpowering awe and dread. Creatures inclined to worship such a being immediately fall prostrate and await his instructions. Such creatures are usually drained unless Chaugnar Faugn has some particular use for them. Beings who have been affected by his unspeakable presence in this manner offer no resistance as he drains them.
Those not inclined to worship panic and flee for a minimum of 2d6 rounds. Thereafter, they continue to be shaken for 24 hours. Those who succeed, or who are normally immune to fear, instead are simply shaken for as long as they remain in Chaugnar Faugn’s unspeakable presence.

Curse of Chaugnar Faugn
When this spell is cast, it forms a psychic link between Chaugnar Faugn and the target. Succeeding a will save breaks this link; otherwise, Chaugnar Faugn becomes able to use his nightmare ability on the target regardless of distance. While under the effects of this curse, the target does not get saves to resist these intrusions. After one night per point of wisdom that the target has, these dreams begin having terrible suggestions implanted in them, ordering the victim to travel to Chaugnar Faugn’s nearest avatar and offer himself up as a sacrifice. This is treated as if it were his suggestion spell, although it allows the great old one to bypass the usual restriction against ordering targets to do harmful things, and only suggests they offer themselves to him. If traveling to Chaugnar Faugn’s avatar takes more than one week, they get to make another will save to shake it off.
This spell continues in this manner until the victim has successfully resisted three consecutive suggestions. Chaugnar Faugn can teach this spell to his worshipers; however, it is a secret spell which they are forbidden to write down. Attempts to create scrolls of this spell automatically fail. If Chaugnar Faugn’s worshiper is a caster who prepares spells, then they can prepare this spell without a spellbook, as if they had the Spell Mastery feat.


His damage, AC, and hp are really low for CR 16. That grapple strategy won't mitigate this- it'll actually make him weaker by lowering his AC even more. Draining temporary hp will boost his hp, but if he's spending every turn maintaining a grapple, he won't be doing much else and he'll still drop quickly.


I like it. But I'm a sucker for Lovecraftian horrors. A couple of thoughts:

I don't think the CON drain should have a save. It's basically the Chaugnar Faugn Avatar's primary attack. It's brutal but against a party of high level PCs it means the Avatar actually poses a serious threat.

Would it make more sense to measure the sacrifices to awaken the Avatar in HD not CON?

This might not fit the fiction Chaugnar Faugn was based on, but the Avatar really could use some more offensive SLAS especially since they can't fly and at this point the PCs almost certainly can. Or at least some way of dealing with that. Also the create pit line of spells are going to be a problem.


TheGreatWot wrote:
His damage, AC, and hp are really low for CR 16. That grapple strategy won't mitigate this- it'll actually make him weaker by lowering his AC even more. Draining temporary hp will boost his hp, but if he's spending every turn maintaining a grapple, he won't be doing much else and he'll still drop quickly.

Even with 10 points of fast healing and epic damage reduction reducing all hits by 5? (DR 10 seemed a bit much since none of them are going to have epic weapons at this point). Plus, some members of the party have a good chance of panicking and fleeing for the first 2d6 rounds and after that, everybody is at -2 to all rolls (which doesn't seem like a lot, but I find every little bit adds up and it drastically reduces the chance that secondary attacks will hit - tertiary attacks generally only matter for the chance of critical hits against creatures of this level).

I'm a bit out of my depth here, as most of my campaigns don't usually get this high level before we wrap up - the prep time for high level campaigns is absurd and we all have jobs, you know? I can easily bump up the AC (the natural armor of most great old ones is closer to +15, so it's not unreasonable that I could raise it). And increasing his hit points is a simple matter of raising Con.

Artofregicide wrote:


I don't think the CON drain should have a save. It's basically the Chaugnar Faugn Avatar's primary attack. It's brutal but against a party of high level PCs it means the Avatar actually poses a serious threat.

I suppose that's true.

Artofregicide wrote:
Would it make more sense to measure the sacrifices to awaken the Avatar in HD not CON?

Probably.

Artofregicide wrote:
This might not fit the fiction Chaugnar Faugn was based on, but the Avatar really could use some more offensive SLAS especially since they can't fly and at this point the PCs almost certainly can. Or at least some way of dealing with that. Also the create pit line of spells are going to be a problem.

He still has tons of skill points left for me to give him. I could give him climb. From what I was reading about him (can't find the original story anywhere), he mostly was a weirdly persuasive deity who talked individuals into doing his bidding, but disguised himself as a statue so that most people didn't know what he really was. He then was mainly active at night, when people were mostly sleeping. In fact, part of how he was defeated in the story was that his weight caused him to sink into the mud on a beach and he couldn't get out fast enough.

What kind of spells would you recommend?


If the party knows what they're up against, they won't fall victim to the panic effect (or will likely have some way to mitigate it). If you have a paladin in the party, they might not fail their saves at all, and the paladin definitely won't be panicked. My current party has a paladin, so I'm always wary of adding big fear effects.

What does your party look like? That'd be good to know. There's no shame in designing a monster according to your party makeup, as long as it's not exploiting every single weakness. This is an Avatar of a Great Old One after all- one of many. Its nature is mutable.

His AC is effectively raised by 2 due to his unavoidable fear aura, but grappling will reduce his DEX by 4 and negate that bonus. The DR on similar creatures of this level is usually DR 10/something and something else (good and silver, good and cold iron, etc). His fast healing does help to balance it out a bit more.

Compare his con drain effect to a CR 16 Shemhazian's bite- that deals 2d4 points of STR damage, or 1d4 on a save. An astradaemon, also CR 16, drains levels and can suck out your soul when it grapples you. Both of these have greater HP than this thing, higher or equivalent AC and damage, and more spell-like abilities and special attacks.

In an actual battle, I can see this thing going a few ways. If it starts off close, it might be able to grapple one character and focus on draining them, but then it'll be subject to every other attack getting thrown at it. If it starts further off, it'll get shredded by ranged attackers before it has a chance to close and use its trunk to heal. If you've got any devoted blasters in your party, they may just Spell Penetration through its SR on a lucky roll and explode it from 500 feet away with a couple of fireballs.


Spells that seem thematic are mind control effects, horrid wilting to simulate "draining", and maybe a constant statue spell that lets it negate some damage in between turns.


RJ Dalton 89 wrote:
and epic damage reduction reducing all hits by 5? (DR 10 seemed a bit much since none of them are going to have epic weapons at this point).

Didn't some rulebook establish that a weapon will penetrate DR/epic if its actual plus effective enhancement bonuses add up to +6 or more? (e.g. +5 flaming or +1 vorpal) Can't remember where I saw that.

EDIT: "effective" is the wrong word there... I mean bonus-equivalent, the bonus "price" of the properties.


TheGreatWot wrote:
If the party knows what they're up against, they won't fall victim to the panic effect (or will likely have some way to mitigate it). If you have a paladin in the party, they might not fail their saves at all, and the paladin definitely won't be panicked. My current party has a paladin, so I'm always wary of adding big fear effects.

The party includes a Monk, a sorcerer with an undead bloodline, a cleric of Corellon with Protection and Azata domains, and then they could hire 1 or 2 NPC hirelings to round out the party. The hirelings include a rogue/spymaster, a bard/duelist, and a paladin. I don't know which characters they may bring along, but they always have at least one along so the party is full, choosing a hireling based on what they think will best fit the situation.

Okay, for spells, maybe Hold Monster and Charm Monster 3/day, Dominate Person and Horrid Wilting 1/day? That'll give it some power to disrupt party dynamics by turning the party against itself. And Horrid Wilting is devastating, considering the avatar casts spells at 20th level.

Also, in this encounter, Chaugnar Faugn is going to have a small village of degenerate halflings worshiping it. As soon as Chaugnar Faugn becomes active, they'll be subject to its aura and will begin following its instructions. That includes the women and children, who, while not a threat as individuals, can create a wall of bodies working together to disrupt the players and create the moral dilemma of do we/don't we kill women and children?


Yeah with some offensive spells the encounter is more than just saving vs. Aura and then a damage race between his drain and the PCs.

Hold Monster, Unspeakable Presence, and Drain all pair well as horror goes. Imagine being panicked, paralyzed, and drained of blood all at once.

Horrid wilting is pretty powerful but as 1/day not that worrisome. It will outright kill a damaged PC but more than likely he'll open with it.


Fuzzy-Wuzzy wrote:
RJ Dalton 89 wrote:
and epic damage reduction reducing all hits by 5? (DR 10 seemed a bit much since none of them are going to have epic weapons at this point).

Didn't some rulebook establish that a weapon will penetrate DR/epic if its actual plus effective enhancement bonuses add up to +6 or more? (e.g. +5 flaming or +1 vorpal) Can't remember where I saw that.

EDIT: "effective" is the wrong word there... I mean bonus-equivalent, the bonus "price" of the properties.

I'm recalling the same thing but a quick search and I haven't located it as of yet.

Give its tentacle/Drain power the Grab ability. This will leave other attacks unhampered and Chaugnar Faugn will not gain the Grappled condition when it elects to attack this way (he'll make the CMB at -20).

Weird and Phantasmal Killer might make good SLA offensive spells for a creature with horrific powers.


That curse is a 6th level effect, right? Or so my reverse engineering suggests. Since a bunch of spellcasters worshiping him can cast it it might be worth mentioning this somewhere.


faq wrote:
The second way is presented in Mythic Adventures: You can use a weapon that has a total "plus-equivalent" of +6 or higher. For example, a +1 vorpal longsword and a +2 flaming frost shock keen longsword both are +6-equivalent magic weapons.

on overcoming DR/Epic.


avr wrote:
That curse is a 6th level effect, right? Or so my reverse engineering suggests. Since a bunch of spellcasters worshiping him can cast it it might be worth mentioning this somewhere.

Yes, I did put the curse as a 6th level spell. I didn't take the time to work out the full, formatted spell entry, though; I usually don't when I'm just making stuff for myself.

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