Let's build an abomination of God and Man


Homebrew and House Rules


So I am doing some homebrew writing in a land with a lot of weird stuff, right? I come across an absolute gem of a weird video and decided I'd make a monster out of it.

Here's the goal:
-CR 9
-aberration/fey/magical beast (not sure which yet)
-In some way resembles the absolute madness embodied in the video above.

So my wonderful brainstormers, anyone want to help with ideas for abilities/type/spells/feats?


I've never seen such a monochromatic depiction of an acid trip before.

I have absolutely no idea how to hepl you with this build, but thank you, I need counseling now . . . . . .


There's two or maybe three abilities depicted there. Some sort of splitting into more copies, and the ability to grow more limbs; mainly for natural weapons but flight is an option if the PCs try the flying out of reach trick. And maybe the ability to cause insanity in viewers.

Maybe it can generate copies or grow new limbs as a move action which can be combined with an actual move - that little lamb never stops moving.


Yeah, I'm wondering if immunity to critical hits might go as well. I would envision such a creature likely just developing whatever lost item was needed and moving it to the "right" place. And it doesn't seem to have an anatomy that really allows criticals to work. Maybe immunity to coup de grace as well?

Would an aura of some kind make sense?

Current thoughts are CR 9 aberration with:
-crit immunity
-regenerate lost limbs/head as move action (thus curing it of any ability damage it may have taken from the loss)
-bite and slam attacks
-primary threat coming from supernatural abilites that damage Wis or Int


Qlippoths have horrific appearance (a passive gaze attack, basically) with a wide variety of effects. If you want Wis damage (Int damage seems like it might accidentally KO animal companions too fast) that's a reasonable 'aura' effect.

Crit immunity, sure. Amorphous is the name of the monster ability you want. Coup de grace only works on enemies not immune to crits anyway.


If you crit on this, more copies pop out.
Offspring of Shub-Niggurath.

Shub-Niggurath.

https://pathfinderwiki.com/wiki/Shub-Niggurath


Not really formatted correctly, and I know there's probably stuff I forgot to put in, but here's what I wound up with. Thoughts?

Drogadón CR 9 CN medium aberration
aura: psychidelic presence (30 ft.)
senses: darkvision 60 ft.
hp 105 (14d8+42)
speed 40 ft., fly 15 ft. (poor)
Fort 8 Ref 7 Will 12 | BAB 10 | AC 24 (+2 Dex, +1 Dodge, +11 Natural armor)
resistances: acid 5, sonic 5 | immunities: fear effects, polymorph | fast healing 5 | DR 5/lawful
attacks: bite +16 (1d6+5 plus 1d4 Int damage), 2 hooves +13 (1d6+5)
Str 21 Dex 15 Con 15 Int 9 Wis 17 Cha 22
Feats: Weapon Focus (bite), Great Fortitude, Toughness, Multiattack, Power Attack, Ability Focus (psychidelic presence), Dodge
Skills: Fly +11, Climb +10, Intimidate +20, Preception +20, Swim +12
SQ: psychidelic presence, aberrant repairs, amorphous
Psychidelic Presence: Drogadóns appear so fundamentally weird that they harm the minds of those who behold them. Any creature that begins its turn within 30 ft. of the drogadón that can see it must make a DC 25 Will save or take 1d3 Wis damage. A creature that saves against the aura is immune to that drogadón's psychidelic presence for 24 hours. The saving throw is Charisma based.
Aberrant Repairs: When a drogadón would take damage from a critical hit, the extra damage is negated and its body splits open to reveal a dark void. Random legs, heads, and other body parts emerge and spin about in a sort of horrific assembly line to construct a new drogadón. The new one has one fifth the hp of the original drogadón, and lacks the psychidelic presenc eand aberrant repairs abilities but is in all other respects a drogadón. This new creature starts on its own initiative in a space chosen by the parent drogadón. If no adjacent square is available, it flies itslesf to the nearest available one; this movement does not provoke an attack of opportunity.


That's pretty decent. Here's what I came up with:

Lamb of Niggurath:

CE Small Abberation
Init +8; darkvision 60 ft.; all-around vision, Perception +19; Aura: horrific appearance (30 ft., DC 23)

AC 25, t17, ff18
108hp
Fort +12, Ref +12, Will +10
Amorphous, DR 10/lawful; Immune cold, acid, mind-affecting effects, polymorph effects; Regeneration 2 (lawful), SR 18

Speed 40 ft.
2 slams +11 (1d3+1)

Spell-Like Abilities (CL 12th)

Constant—freedom of movement, true seeing

Str 13, Dex 18, Con 26, Int 13, Wis 19, Cha 20
Base Atk +11; CMB +17 (+21 grapple); CMD 34 (42 vs. trip)
Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Multiattack, Power Attack
Skills Acrobatics +23, Climb +23, Bluff +20, Disguise +20 (+35 as a lamb, goat or fawn), Intimidate +30, Fly +19, Perception +19, Stealth +23, Swim +16
Languages: telepathy 100 ft.

Adaptive Mutation (Su): every round as a swift action, a Lamb of Niggurath may select mutations worth up to 1d4+4 points from the table below:

- +20ft base speed 1pt
- Climb 20ft 1pt
- Fly 60ft (clumsy) 4pts
- increase one size category* 1pt
- increase natural reach by 5ft* 1pt
- +2 Str* 1pt
- +2 Dex* 1pt
- add one slam attack* (base damage 1d3) 1pts
- add one bite attack* (base damage 1d6) 2pts
- increase base damage of one type of natural attack by one step* 1pt/attack affected
-Split (see ability below) 3pts

*this ability can be chosen multiple times, even on the same turn.
A typical Lamb of Niggurath may have a maximum of 25 points worth of mutations at one time. If a Lamb of Niggurath would choose a mutation that would put it over this limit, the newest mutation replaces another of equal or greater value of the Lamb of Niggurath's choice.

Disjointed Step (Ex): a Lamb of Niggurath has a +4 dodge bonus to AC as well as a +4 competence bonus to Acrobatics and Reflex saves

Horrific Appearance (Su):
Creatures that succumb to a Lamb of Niggurath's horrific appearance take 1 Wisdom bleed for 2d4+4 rounds

Split (Su): any time a Lamb of Niggurath takes damage from a slashing or piercing weapon, or any time it chooses to do so with it's Adaptive Mutation ability, a new monstrosity is formed from the severed limb or crawls forth from the wound. These creatures use the statistics from the monsters on the list of Summon Monster III, though they all bare some vague and disturbing relationship to their progenitor.


Quixote wrote:

Languages: telepathy 100 ft.

Would it also make sense for it to be able to speak Aklo or is that just too weird?

Quote:

Adaptive Mutation (Su): every round as a swift action, a Lamb of Niggurath may select mutations worth up to 1d4+4 points from the table below:

- +20ft base speed 1pt
- Climb 20ft 1pt
- Fly 60ft (clumsy) 4pts
- increase one size category* 1pt
- increase natural reach by 5ft* 1pt
- +2 Str* 1pt
- +2 Dex* 1pt
- add one slam attack* (base damage 1d3) 1pts
- add one bite attack* (base damage 1d6) 2pts
- increase base damage of one type of natural attack by one step* 1pt/attack affected
-Split (see ability below) 3pts

*this ability can be chosen multiple times, even on the same turn.
A typical Lamb of Niggurath may have a maximum of 25 points worth of mutations at one time. If a Lamb of Niggurath would choose a mutation that would put it over this limit, the newest mutation replaces another of equal or greater value of the Lamb of Niggurath's choice.

I absolutely love this ability. I would only suggest a change that the number of points is less variable; I think 1d3+5 would work well. Also, how long do the changes last?

Quote:

Horrific Appearance (Su):

Creatures that succumb to a Lamb of Niggurath's horrific appearance take 1 Wisdom bleed for 2d4+4 rounds.

I'm not sure bleed is the right term, I think damage is what goes here. I'm wondering if it would be more beneficial for the lamb (given that most of its power comes from spending points to increase its strength) to let the lamb choose one of the three mental scores to damage. It would choose the score when the initial saving throw is failed.

*edited for code


A random mental ability damage is a good substitute for a madness score. The shepherd who tries to slaughter this thing is probably turned into a drooling wreck.


I think the changes are permanent, but it can choose to loose mutations at the same rate it normally gains them, so it can go back to being a sweet little lamb after it eats you.

The horrific appearance really isn't doing it for me. Maybe it staggers you for 1d3 rounds and each round you take 1d4 Wisdom, and then you're shaken for 1 minute. If you succeed, you're shaken for 1d3 rounds.
I think Wisdom is the key, though. It drives you crazy, not stupid.


Ok, It's Silver Diamond's pet.

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