Post by Lord Kain on Dec 29, 2005 19:49:52 GMT -5
As there are know Drow in Terra Nara, you'd think there would be no Driders. Well that isn't true. These Driders are the creation of Atach-Nacha a Great Old One who appears as a giant spider with a human face.
DRIDER
Large Aberration
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+10
Attack: Dagger +5 melee (1d6+2/19–20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/x3)
Full Attack: 2 daggers +3 melee (1d6+2/19–20, 1d6+1/19–20) and bite +1 melee (1d4+1 plus poison); or shortbow +5 ranged (1d8/x3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Psionics, spell-like abilities, poison
Special Qualities: Darkvision 60 ft., spell resistance 17
Saves: Fort +5, Ref +4, Will +8
Abilities: Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9
Feats: Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Environment: Underground
Organization: Solitary, pair, or troupe (1–2 plus 7–12 Medium monstrous spiders)
Challenge Rating: 7
Treasure: Double standard
Alignment: Always Evil, Usually Lawful Evil.
Advancement: By character class
COMBAT
Driders seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy’s reach.
Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Constitution based.
Psi-Like Abilities: At will— Aura Sight, 1/day— Dispel Psionics, Suggestion Psionics DC 16), Levitate Psionic, detect psionics, dispel psionics.
Psionics: Driders cast spells as 6th-level psions or clerics.
13 powers known
Typical Psion powers known (45 Power Points, base save DC 13 + spell level):
1st— Inertial Armor, Mind Thrust, Matter Agitation, Entangling Ectoplasm, Control Objects
2nd— Inflict Pain, Cloud Mind, Control Sound, Sense Link Forced, Control Air.
3rd— Body Adjustment, Eradicate Invisibility, Psionic Blast
Skills: A drider has a +4 racial bonus on Hide and Move Silently checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Try to remember these creatures below are modified from d20 Cthulhu.
A drooling thing is a repulsive creature nearly 15 feet long. It resembles a tumorous sac of wrinkled flesh. At the front end of the thing is a long and strangely human-looking arm. This arm is bulging with knotted muscles, and it is with this appendage that the drooling thing pulls itself along. Off-center to this arm is the thing’s mouth, a yawning and toothless maw that dribbles out its caustic drool. These creatures are a servitor race of some unknown Great Old One. Only one of these creatures was known to exist, and it apparently drowned after falling into the depths of a lake in Africa. To quote Terrence White of the Manchester Society, however, “If there can be one of them, there can be millions of them.” A drooling thing attacks with its single arm, flailing madly at anything within reach.
Drooling Thing: CR 7; Large Aberration (Lesser Servitor Race);
HD 9d8+90; hp 130;
Init -2;
Spd 20 ft.; AC 15, (-1 size, -2 Dex, +8 natural); touch 7, flat-footed 15
BAB/Grap +6/+18;
Full Attacks: +13 melee (1d8+12, slam);
FS/Reach: 5 ft. by 15 ft./10 ft.;
SQ drool, spit, limited action, blindsight 60 ft.;
AL CE;
SV Fort +13, Ref +1, Will +11;
Str 26, Dex 7, Con 30, Int 2, Wis 20, Cha 11
Skills: Listen +11, Spot +11;
Feats: Power Attack
Climate/Terrain: Any land
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Species Traits
Drool (Ex): Poison; Fort save (DC 25) resists; initial damage 1d2 temporary Constitution, secondary damage 1d6 temporary Constitution. A drooling thing generates toxic saliva that constantly oozes from its mouth. This drool takes 1d4+1 days to completely dry. Wherever it moves, it leaves behind a trail of this drool that is 5 feet wide. While the drooling thing is stationary, its drool collects into a pool and spreads at a rate of one 5-foot square per minute to a maximum area of 100 square feet. While it is wet, this drool is a potent poison. Normal plant life touched by the drool withers and dies within days. The drool seeps through normal clothing in 1 round, but can be stopped by water-resistant items such as rubber boots or raincoats (wet drool on boots or a raincoat, however, is still dangerous until it dries or is washed off).
Spit (Ex): Once per round; line of drool (see above) 40 ft. long and 1 foot wide; Fort save (DC 25); initial damage 1d2 temporary Constitution, secondary damage 1d6 temporary Constitution damage.
Limited Action (Ex): Because a drooling thing can only move by dragging itself with its arm, it cannot attack with its arm during any round in which it moves.
Blindsight (Ex): A drooling thing can sense its surroundings within a distance of 60 feet.
Dweller Between
A dweller between is a sickening, revolting thing from some unknown pocket between the planes. It is a bilious yellow in color, with waving cilia and ooze-dripping appendages surrounding a massive red eye. The thing constantly exudes a noxious slime that sometimes simply bubbles up out of some foul orifice, and sometimes is ejected forcefully to splatter several feet away. The dweller between moves slowly and evenly, like a snail, leaving a sticky brown stain behind on anything it touches and ever making hideous slurping, sucking noises.
A dweller between attacks by propelling itself forcefully towards the face of its opponent. It can leap at any opponent within 20 feet, and usually tries to get above its prey for a better strike at the face.
Dweller Between: CR 4; Small Outsider (Lesser Servitor Race);
HD 3d8+9; hp 22;
Init +5; Spd 20 ft.;
AC 12, (+1 size, +1 Dex); touch 12, flat-footed 10
BAB/Grap +3/-1; Attacks: +6 ranged touch ( 1d6 acid plus ability score drain, grasp);
SQ grasp, acid, Intelligence drain, egowhip.
DR 10/magic, glide; AL CE;
SV Fort +6, Ref +7, Will +0;
Str 8, Dex 12, Con 16, Int 2, Wis 5, Cha 12
Skills: Climb +12*, Hide +8; Feats: Improved Initiative, Weapon Finiess
Climate/Terrain: Unknown, extraplanar
Advancement: 3-4 HD (Small); 5-6 HD (Medium-size)
Species Traits
Psion-Like-Abilities: at will Ego Whip, Charm Psionic
Grasp (Ex): A dweller between that hits a Large or smaller opponent with its Grasp attack latches onto the victim’s face with thousands of tiny, grasping cilia. Removing an attached dweller between requires an opposed Strength check. The attached dweller between gains a +4 circumstance bonus to its Strength check.
Acid (Ex): A dweller between deals 1d3 points of acid damage per round to its victim. At the Keeper’s discretion, this acid may do permanent damage to the victim’s appearance in the form of scars and pox marks.
Intelligence Drain (Ex): On the second round after a successful Grasp attack, a dweller between that is still attached forces tendrils of its flesh into the mouth, eyes, and nose of the victim. These tendrils deal 1 point of permanent Intelligence damage per round. Since this attack actually destroys brain tissue, there is no way to recover these lost Intelligence points.
Glide (Ex): In the Earth dimension, the dweller between’s body is partially buoyant. Gliding is a move action. Although it cannot truly fly, it can glide 2 feet per 1 foot of altitude from which it starts its glide. For example, a dweller between 8 feet up on a wall can glide a distance of 16 feet if it launches itself off the wall. The maximum Speed at which a dweller between can glide is 20 ft. If it must glide a greater distance than 20 feet, any round spent moving its full allotment is a full-round action. In a round in which the dweller between glides less than 20 feet, it may still attack. While gliding, a dweller between has a maneuverability of Poor.
Skills: Because of its sticky slime and buoyant nature, a dweller between receives a +8 racial bonus to Climb checks.
Guardian
This monster is vaguely toad-shaped, but has long tentacles sprouting from its body in seemingly random spots, as though it is diseased and the cancerous-looking tentacles are symptoms of its malignancy.
— From the adventure Valley of the Four Shrines in the supplement Fragments of Fear (CHA 2310)
Servants of the dread dead Cthulhu, guardians are a hulking, pasty things with features not unlike a frog, not unlike an octopus, and yet not wholly like either. A guardian resembles something vomited up from the gorge of some vile god. It has two unblinking, bulging eyes atop its squat body, and its skin is a sickening greenish hue splotched here and there with other colors reminiscent of bile and filth. A guardian reeks of dampness and excrement, and its slimy skin is broken here and there with a random placement of tentacles ranging in length from a few inches to several feet. Two stubby limbs that end in clawed feet sprout at odd angles from the front of the creature. There is no symmetry to a guardian, no true definition, and its expanding, contracting, rolling shape offends the senses of all terrestrial life.
Guardians are usually summoned to act as sentries and, as the name implies, guardians. Once summoned and bound to a location, a guardian remains at its post indefinitely. It does not venture any farther than a few hundred feet from its focus, unless a further range of movement is stipulated when the binding spell is cast.
A guardian attacks with its tentacles, grabbing up prey and pulling it close to its body where it can use its claws. It can also attack with a frog-like tongue.
Huge Aberration (Lesser Servitor Race)
Hit Dice: 15d8+105 (172 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft
AC: 22 (-1 Dex, -2 size, +15 natural)
Attacks: 3 tentacles +17 melee, 2 claws +12 melee
Damage: Tentacles 1d6, claws 1d8+8
Face/Reach: 10 ft by 10 ft/15 ft
Saves: Fort +12, Ref +4, Will +13
Abilities: Str 26, Dex 8, Con 24, Int 3, Wis 18, Cha 16
Skills: Listen +12, Sense Motive +8, Spot +12, Search +10;
Feats: Alertness, Power Attack, Improved Bull Rush, Awesome Blow.
------------------------------------------------------------------------
Challenge Rating: 11
Alignment: Always true neutral.
Species Traits
Tentacle (Ex): Although a guardian’s tentacles are strong, they are incapable of crushing or constricting prey — they close around prey as a reflex action. Thus, a guardian cannot add its Strength bonus to its tentacle attack.
Improved Grab (Ex): A guardian that hits a Medium-size opponent with a tentacle attack it attempts to start a grapple as a free action without allowing its opponent a free attack. The guardian uses its tentacle to hold the opponent against its body.
Claws (Ex): A guardian can only use its claws against opponents it has grabbed. It can only bring its claws to bear on one opponent per round, however, regardless of how many opponents it has grabbed.
Tongue (Ex): Once per round, a guardian can attack with its frog-like tongue. The tongue has a range of 20 feet, and inflicts 1d6 bludgeoning damage on impact; a Reflex save (DC 20) avoids. Any opponent struck by the tongue is instantly grappled and pulled towards the guardian’s mouth at a rate of 10 feet per round; it requires a Strength check (DC 20) to break free. A guardian attempts to swallow whole any opponent struck by its tongue.
Swallow Whole (Ex): A guardian swallows a Medium-size or smaller opponent that it has struck with its tongue. The swallowed creature takes 2d8+8 points of crushing damage per round plus 8 points of acid damage from the guardian’s various ichors and alien digestive enzymes. A swallowed creature can cut its way out by using claws or a Small or Tiny slashing weapon to deal 20 points of damage to the gut (Defense 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out.
A guardian’s gut can hold two Large-sized, four medium-sized, eight Small, sixteen Tiny, 32 Diminutive, or 64 Fine or smaller opponents.
Immunities: A guardian has no clear front or back, and is therefore immune to flanking and critical hits.
Climate/Terrain: Any
Advancement: 15-27 HD (Huge), 27 HD+ Gargantuan
Sentient Flame
This being is a roiling ball of smoky, oily flame. It floats steadily through the air and attempts to engulf any intruders.
A sentient flame is a billowing cloud of fire that burns eternally and constantly puts forth an unctuous black smoke. Approximately eight feet in diameter, it hovers 4 feet above the ground and spits embers and licks of flame. It has no apparent eyes or sensory organs. Although a sentient flame cannot speak, it has a foul intelligence and enjoys reducing living victims to ashes. Given the chance, a sentient flame toys with its prey like a cat with a mouse, lightly charring it and teasing it with potential escape before obliterating it completely. Once enticed to action, a sentient flame follows its quarry anywhere — except into water.
Sentient flames are servitors of Cthugha. There they surround the fiery deity at all times, dancing and flickering to its unfathomable whimsy.
A sentient flame’s primary attack is to simply move over a target and burn it to cinders. It has no care or mercy for the cries of its victims, watching with an insidious glee as everything it touches turns to ashes.
Sentient Flame: CR 7;
Medium-size Elemental (Fire) (Greater Servitor Race);
HD 7d8+56; hp 87; ;
Init +8;
Spd 40 ft. fly (perfect);
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 deflection);
BAB/Grap +5/—;
Attacks: +9 touch (4d6 fire, touch);
SQ flame gout 4d6 fire, flight, semi-material, elemental, fire subtype, vulnerability;
AL CE;
SV Fort +10, Ref +9, Will +4;
Str — , Dex 19, Con 26, Int 9, Wis 14, Cha 15
Skills: Listen +12, Sense Motive +12, Spot +12;
Feats: Improved Initiative
Climate/Terrain: Any land
Advancement: 8-10 HD (Medium-size); 11-14 HD (Large); 15-21 HD (Huge)
Flame Gout (Su): 7/day — Line of fire, 60 feet long and 1 foot high; 4d6, Reflex save (DC 17) for half damage. There is no limit to the number of flame gouts it can produce in a round, other than the previously mentioned limit of times per day.
Flight (Su): A sentient flame’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 40 ft. with perfect maneuverability.
Semi-Material: A sentient flame is only partially material. It is harmed only by other incorporeal beings, +1 or better magic weapons, spells, spell-like abilities, or supernatural abilities, is immune to all other non-magical attack forms, and has a 50% chance to ignore any damage from a corporeal source except Force effects. It has no natural armor but has a deflection bonus to armor class equal to its Charisma modifier. Unlike truly Incorporeal beings, a sentient flame cannot move silently — it is always accompanied by the sound of spitting embers and crackling flames. Also unlike Incorporeal beings, it cannot pass through solid objects (but it can certainly burn through them!).
Fire Subtype: Immune to fire damage, double damage from cold unless a saving throw for half damage is allowed, in which case it takes half damage on a success and double damage on a failure.
Elemental: Immune to poison, sleep, paralysis, and stunning. No clear front or back and therefore not subject to critical hits or flanking.
Vulnerability: A sentient flame takes 1 point of damage per half gallon of water doused on it. A bucket of sand or other fire retardant deals 1d3 damage.
Being of Ib
The beings of Ib were in hue as green as the lake and the mists that rise above it ... they had bulging eyes, pouting, flabby lips, and curious ears, and were without voice ... [the men of Sarnath] found the beings weak, and soft as jelly to the touch of stones and arrows.
A being of Ib is a flabby, amphibious, froggish thing, pale green like the color of pond algae. Its eyes bulge from its head, and its wide mouth is rimmed with large down turned lips reminiscent of a fish. The body of a being of Ib is soggy and corpulent, soft to the touch. The beings of Ib are incapable of speaking, but this in no way hinders their ability communicate or cast spells.
A being of Ib swipes at its opponent with its paws, inflicting slam damage. Beings of Ib are also capable of wielding melee weapons.
Being of Ib: CR 3; Medium-size Aberration (Aquatic) (Lesser Servitor Race);
HD 3d8; hp 13; Init +4; Spd 30 ft., swim 30 ft.;
AC 13, (+2 Natural, +1 Padded) touch 10, flat-footed 10;
BAB/Grap +2/+4;
Attacks: 2 claws +5 melee (1d6+2, paw);
SQ spells, telepathy;
AL NE
SV Fort +2 Ref +2, Will +3;
Str 14, Dex 12, Con 12, Int 16, Wis 11, Cha 14
Skills: Climb +4, Concentration +5, Hide +4, Jump +4, Listen +4, Move Silently +4, Sense Motive +4, Spot +5;
Feats: Weapon Focus: Paw, Combat Casting, Improved Initiative
Advancement: By Character Class
Psi-Like Abilities: at will Mind Thrust, (3d10, DC 14), Body Equilibrium, Precognition Offensive.
These abilities are as if cass by a 3rd level psion.
Telepathy (Su): A being of Ib can communicate telepathically with any other being of Ib within 100 feet. Any other creature attempting telepathic contact with a being of Ib must make a Will save (DC 12) or be stunned for 1d3 rounds. Whether or not the save succeeds, the creature loses 0/1d4 Sanity for making contact with the alien mind of the being of Ib.
Hell-Plant
... Morgan’s back splits open and a writhing, slime-covered mass rips its way free from his body. A huge plant, covered with bulging eyeballs and fanged, lipless mouths, sprouts from Morgan’s corpse, and begins spreading creepers and branches throughout the temple complex.
— From the adventure The Pits of Bendal Dolum, from the supplement Terror from the Stars (CHA 2313)
To most humans, plants are things of beauty. They are delicate, fragile flowers. They are strong, sturdy trees. There are some plants, however, that are as far from beauty as the fragile flower is from the sturdy tree. Hell-plants are native to the Shadowmore forest. Sages suspect they were spawned from Shub-Niggurath others think they were created by evil wizards before being consumed by thier own creations.
A hell-plant is a nightmarish vine consisting of a bulbous base from which sprout hundreds of creepers. The creepers of the hell-plant end in lipless, mouth-like apertures that drool and smack greedily as they writhe in the air. The hell-plant is a vile greenish color, and constantly oozes a sticky sap that reeks of decay, filth, and other unmentionable odors. The woody root of the plant is covered in unblinking eyes that stare out at its victims emotionlessly.
A hell-plant reaches hungrily with its tendrils, each tipped with a smacking mouth eager to latch onto a victim. Such a plant has numerous tendrils, and it can attack any number of opponents with 1d4 tendrils per round with its full melee bonus as long as they are within range.
Hell-Plant: CR 7; Medium-size Plant (Lesser Independent Race);
HD 5d8+55; hp 77; ; Init +1; Spd 0 ft.;
Defense 16, touch 11, flat-footed 10 (+1 Dex, +5 Natural);
BAB/Grap +3/+8; Attacks: +8 melee (1d6 plus ability score drain], tendril);
Full Attacks: +8 melee (1d6 plus ability score drain [x1d4], tendril);
FS/Reach 5 ft. by 5 ft./10 ft.; SQ improved grab, strength drain,
DR 5/ — , plant; AL TN;
SV Fort +15, Ref +2, Will +5;
Str 20, Dex 13, Con 32, Int 8, Wis 18, Cha 11
Improved Grab (Ex): To use this ability, the hell-plant must hit with its tendril attack. If it gets a hold, it can begin draining the victim’s Strength. The tendrils of a hell-plant do not constrict or otherwise crush their victim; they are very strong but only use that strength to restrain their victims.
Strength Drain (Ex): If the hell-plant gets a hold, it automatically drains 1 point of temporary Strength per tendril per round. A character reduced to 0 Strength by a hell-plant dies.
Continual Growth (Su):
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and alteration of its shape. Not subject to critical hits.
Hell-Plant Seeds
dark wizards and clerics greedily seek the seeds of the hell-plant, which they implant in their victims to gain control over them. If a hell-plant seed is implanted in a living victim, it immediately spreads filament-like roots throughout the victim’s nervous system. The feeding of the insatiable sapling opens the victim to suggestion. Once the hell-plant seed sprouts, the victim’s resistance is so severely affected that the duration of a dominate person spell cast on the victim becomes unlimited. The user effectively gains full control over the victim, even across planes. Victims save with a -4 penalty. The hell-plant seed matures in 1 year, at which time it rips out of the victim and springs to horrendous life.
Wendigo (Template)
A wendigo is a human upon whom the spirit of Ithaqua the Windwalker has descended, transforming him into a wild-eyed and ravenous animal with a thirst for blood and raw flesh. A person possessed by the spirit of Ithaqua loses all humanity, and undergoes disfiguring transformations. His fingers become gnarled and tipped with vicious talons, and his teeth become as sharp as the fangs of a wolf. The most terrifying change, however, occurs in the eyes. The eyes of a wendigo are wide and wild, showing none of the human spirit that once resided there. There is no compassion, no soul, and no emotion other than an undying rage and insatiable hunger. Nothing fully sates the hunger of a wendigo, and he constantly scours the wilderness for raw meat. A wendigo voraciously devours any fresh meat it can find or kill, including human flesh.
A person possessed by Ithaqua loses all memory of his former life — his body becomes a mere vessel for the wendigo. A wendigo cannot be reasoned with, and pleas from friends and family do not make it through the rage and hunger to sway the wendigo from his quest. Even if the pleas of his victims did register in the mind of a wendigo, there would be no vestige of the person that once occupied it. That person’s soul is consumed by Ithaqua and lost forever.
Creating a Wendigo
“Wendigo” is a template that can be added to any humaniod creature (hereafter referred to as the ‘character.’) The character gains the subtype ‘lesser servitor race.’ It uses all the character’s statistics and special abilities except as noted here.
Speed: Increase by 10 ft.
Defense: The base character gains a natural armor class of +2
Attacks: A wendigo gains a claw and a bite and loses all other attack types. Wendigos do not use ranged weapons or melee weapons. They are completely animalistic, preferring to attack with their claws and teeth.
Damage: Wendigos have claw and bite attacks which deal 1d6 and 1d3 damage respectively.
Special Qualities: A wendigo loses the special qualities and spells of the base character. All aspects of the person are lost when Ithaqua consumes his soul. The wendigo gains the following special attacks.
Primal Scream: A wendigo can, as a move action, emit a powerful howl of savage fury that can be heard for 2 miles. Any animal that hears this scream tries to move out of the 2-mile area by the quickest and most direct means possible. Only a Handle Animal check (DC 10 + 1/2 wendigo’s character level + wendigo’s Charisma modifier) calms the animal. Intelligent creatures that hear this scream must make a will save (DC 10 + 1/2 wendigo’s character level + wendigo’s Charisma modifier) or suffer from confusion for 1 round per level of the Wendigo.
Contact: A wendigo can contact Ithaqua once per year. Ithaqua appears to the wendigo as a furious blizzard, his voice echoing out of the winds.
Scent: A wendigo can distinguish airborne scents nearly as well as a canine at a range of up to 60 feet.
Low Light Vision: A wendigo has low-light vision.
Alignment: Lawful Evil
Abilities: Str +4, Dex +2, Con +2, reduce Int to 3
Skills: The desire to kill and eat humans consumes all other drives the character might once have had. The character retains all skills, but generally only uses physical skills such as Balance, Climb, Escape Artist, Hide, Jump, Listen, Move Silently, and Spot.
Feats: A wendigo gains the Improved Initiative and Tracking feats if the base character didn’t already have them. He retains all other feats, but rarely uses any that have no bearing on combat or physical activity. A human wendigo keeps the extra feat it gained as a 1st level human character.
Challenge Rating: +1
Climate/Terrain: Any cold land
Advancement: By character class,
DRIDER
Large Aberration
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+10
Attack: Dagger +5 melee (1d6+2/19–20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/x3)
Full Attack: 2 daggers +3 melee (1d6+2/19–20, 1d6+1/19–20) and bite +1 melee (1d4+1 plus poison); or shortbow +5 ranged (1d8/x3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Psionics, spell-like abilities, poison
Special Qualities: Darkvision 60 ft., spell resistance 17
Saves: Fort +5, Ref +4, Will +8
Abilities: Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9
Feats: Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Environment: Underground
Organization: Solitary, pair, or troupe (1–2 plus 7–12 Medium monstrous spiders)
Challenge Rating: 7
Treasure: Double standard
Alignment: Always Evil, Usually Lawful Evil.
Advancement: By character class
COMBAT
Driders seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy’s reach.
Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Constitution based.
Psi-Like Abilities: At will— Aura Sight, 1/day— Dispel Psionics, Suggestion Psionics DC 16), Levitate Psionic, detect psionics, dispel psionics.
Psionics: Driders cast spells as 6th-level psions or clerics.
13 powers known
Typical Psion powers known (45 Power Points, base save DC 13 + spell level):
1st— Inertial Armor, Mind Thrust, Matter Agitation, Entangling Ectoplasm, Control Objects
2nd— Inflict Pain, Cloud Mind, Control Sound, Sense Link Forced, Control Air.
3rd— Body Adjustment, Eradicate Invisibility, Psionic Blast
Skills: A drider has a +4 racial bonus on Hide and Move Silently checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Try to remember these creatures below are modified from d20 Cthulhu.
A drooling thing is a repulsive creature nearly 15 feet long. It resembles a tumorous sac of wrinkled flesh. At the front end of the thing is a long and strangely human-looking arm. This arm is bulging with knotted muscles, and it is with this appendage that the drooling thing pulls itself along. Off-center to this arm is the thing’s mouth, a yawning and toothless maw that dribbles out its caustic drool. These creatures are a servitor race of some unknown Great Old One. Only one of these creatures was known to exist, and it apparently drowned after falling into the depths of a lake in Africa. To quote Terrence White of the Manchester Society, however, “If there can be one of them, there can be millions of them.” A drooling thing attacks with its single arm, flailing madly at anything within reach.
Drooling Thing: CR 7; Large Aberration (Lesser Servitor Race);
HD 9d8+90; hp 130;
Init -2;
Spd 20 ft.; AC 15, (-1 size, -2 Dex, +8 natural); touch 7, flat-footed 15
BAB/Grap +6/+18;
Full Attacks: +13 melee (1d8+12, slam);
FS/Reach: 5 ft. by 15 ft./10 ft.;
SQ drool, spit, limited action, blindsight 60 ft.;
AL CE;
SV Fort +13, Ref +1, Will +11;
Str 26, Dex 7, Con 30, Int 2, Wis 20, Cha 11
Skills: Listen +11, Spot +11;
Feats: Power Attack
Climate/Terrain: Any land
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Species Traits
Drool (Ex): Poison; Fort save (DC 25) resists; initial damage 1d2 temporary Constitution, secondary damage 1d6 temporary Constitution. A drooling thing generates toxic saliva that constantly oozes from its mouth. This drool takes 1d4+1 days to completely dry. Wherever it moves, it leaves behind a trail of this drool that is 5 feet wide. While the drooling thing is stationary, its drool collects into a pool and spreads at a rate of one 5-foot square per minute to a maximum area of 100 square feet. While it is wet, this drool is a potent poison. Normal plant life touched by the drool withers and dies within days. The drool seeps through normal clothing in 1 round, but can be stopped by water-resistant items such as rubber boots or raincoats (wet drool on boots or a raincoat, however, is still dangerous until it dries or is washed off).
Spit (Ex): Once per round; line of drool (see above) 40 ft. long and 1 foot wide; Fort save (DC 25); initial damage 1d2 temporary Constitution, secondary damage 1d6 temporary Constitution damage.
Limited Action (Ex): Because a drooling thing can only move by dragging itself with its arm, it cannot attack with its arm during any round in which it moves.
Blindsight (Ex): A drooling thing can sense its surroundings within a distance of 60 feet.
Dweller Between
A dweller between is a sickening, revolting thing from some unknown pocket between the planes. It is a bilious yellow in color, with waving cilia and ooze-dripping appendages surrounding a massive red eye. The thing constantly exudes a noxious slime that sometimes simply bubbles up out of some foul orifice, and sometimes is ejected forcefully to splatter several feet away. The dweller between moves slowly and evenly, like a snail, leaving a sticky brown stain behind on anything it touches and ever making hideous slurping, sucking noises.
A dweller between attacks by propelling itself forcefully towards the face of its opponent. It can leap at any opponent within 20 feet, and usually tries to get above its prey for a better strike at the face.
Dweller Between: CR 4; Small Outsider (Lesser Servitor Race);
HD 3d8+9; hp 22;
Init +5; Spd 20 ft.;
AC 12, (+1 size, +1 Dex); touch 12, flat-footed 10
BAB/Grap +3/-1; Attacks: +6 ranged touch ( 1d6 acid plus ability score drain, grasp);
SQ grasp, acid, Intelligence drain, egowhip.
DR 10/magic, glide; AL CE;
SV Fort +6, Ref +7, Will +0;
Str 8, Dex 12, Con 16, Int 2, Wis 5, Cha 12
Skills: Climb +12*, Hide +8; Feats: Improved Initiative, Weapon Finiess
Climate/Terrain: Unknown, extraplanar
Advancement: 3-4 HD (Small); 5-6 HD (Medium-size)
Species Traits
Psion-Like-Abilities: at will Ego Whip, Charm Psionic
Grasp (Ex): A dweller between that hits a Large or smaller opponent with its Grasp attack latches onto the victim’s face with thousands of tiny, grasping cilia. Removing an attached dweller between requires an opposed Strength check. The attached dweller between gains a +4 circumstance bonus to its Strength check.
Acid (Ex): A dweller between deals 1d3 points of acid damage per round to its victim. At the Keeper’s discretion, this acid may do permanent damage to the victim’s appearance in the form of scars and pox marks.
Intelligence Drain (Ex): On the second round after a successful Grasp attack, a dweller between that is still attached forces tendrils of its flesh into the mouth, eyes, and nose of the victim. These tendrils deal 1 point of permanent Intelligence damage per round. Since this attack actually destroys brain tissue, there is no way to recover these lost Intelligence points.
Glide (Ex): In the Earth dimension, the dweller between’s body is partially buoyant. Gliding is a move action. Although it cannot truly fly, it can glide 2 feet per 1 foot of altitude from which it starts its glide. For example, a dweller between 8 feet up on a wall can glide a distance of 16 feet if it launches itself off the wall. The maximum Speed at which a dweller between can glide is 20 ft. If it must glide a greater distance than 20 feet, any round spent moving its full allotment is a full-round action. In a round in which the dweller between glides less than 20 feet, it may still attack. While gliding, a dweller between has a maneuverability of Poor.
Skills: Because of its sticky slime and buoyant nature, a dweller between receives a +8 racial bonus to Climb checks.
Guardian
This monster is vaguely toad-shaped, but has long tentacles sprouting from its body in seemingly random spots, as though it is diseased and the cancerous-looking tentacles are symptoms of its malignancy.
— From the adventure Valley of the Four Shrines in the supplement Fragments of Fear (CHA 2310)
Servants of the dread dead Cthulhu, guardians are a hulking, pasty things with features not unlike a frog, not unlike an octopus, and yet not wholly like either. A guardian resembles something vomited up from the gorge of some vile god. It has two unblinking, bulging eyes atop its squat body, and its skin is a sickening greenish hue splotched here and there with other colors reminiscent of bile and filth. A guardian reeks of dampness and excrement, and its slimy skin is broken here and there with a random placement of tentacles ranging in length from a few inches to several feet. Two stubby limbs that end in clawed feet sprout at odd angles from the front of the creature. There is no symmetry to a guardian, no true definition, and its expanding, contracting, rolling shape offends the senses of all terrestrial life.
Guardians are usually summoned to act as sentries and, as the name implies, guardians. Once summoned and bound to a location, a guardian remains at its post indefinitely. It does not venture any farther than a few hundred feet from its focus, unless a further range of movement is stipulated when the binding spell is cast.
A guardian attacks with its tentacles, grabbing up prey and pulling it close to its body where it can use its claws. It can also attack with a frog-like tongue.
Huge Aberration (Lesser Servitor Race)
Hit Dice: 15d8+105 (172 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft
AC: 22 (-1 Dex, -2 size, +15 natural)
Attacks: 3 tentacles +17 melee, 2 claws +12 melee
Damage: Tentacles 1d6, claws 1d8+8
Face/Reach: 10 ft by 10 ft/15 ft
Saves: Fort +12, Ref +4, Will +13
Abilities: Str 26, Dex 8, Con 24, Int 3, Wis 18, Cha 16
Skills: Listen +12, Sense Motive +8, Spot +12, Search +10;
Feats: Alertness, Power Attack, Improved Bull Rush, Awesome Blow.
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Challenge Rating: 11
Alignment: Always true neutral.
Species Traits
Tentacle (Ex): Although a guardian’s tentacles are strong, they are incapable of crushing or constricting prey — they close around prey as a reflex action. Thus, a guardian cannot add its Strength bonus to its tentacle attack.
Improved Grab (Ex): A guardian that hits a Medium-size opponent with a tentacle attack it attempts to start a grapple as a free action without allowing its opponent a free attack. The guardian uses its tentacle to hold the opponent against its body.
Claws (Ex): A guardian can only use its claws against opponents it has grabbed. It can only bring its claws to bear on one opponent per round, however, regardless of how many opponents it has grabbed.
Tongue (Ex): Once per round, a guardian can attack with its frog-like tongue. The tongue has a range of 20 feet, and inflicts 1d6 bludgeoning damage on impact; a Reflex save (DC 20) avoids. Any opponent struck by the tongue is instantly grappled and pulled towards the guardian’s mouth at a rate of 10 feet per round; it requires a Strength check (DC 20) to break free. A guardian attempts to swallow whole any opponent struck by its tongue.
Swallow Whole (Ex): A guardian swallows a Medium-size or smaller opponent that it has struck with its tongue. The swallowed creature takes 2d8+8 points of crushing damage per round plus 8 points of acid damage from the guardian’s various ichors and alien digestive enzymes. A swallowed creature can cut its way out by using claws or a Small or Tiny slashing weapon to deal 20 points of damage to the gut (Defense 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out.
A guardian’s gut can hold two Large-sized, four medium-sized, eight Small, sixteen Tiny, 32 Diminutive, or 64 Fine or smaller opponents.
Immunities: A guardian has no clear front or back, and is therefore immune to flanking and critical hits.
Climate/Terrain: Any
Advancement: 15-27 HD (Huge), 27 HD+ Gargantuan
Sentient Flame
This being is a roiling ball of smoky, oily flame. It floats steadily through the air and attempts to engulf any intruders.
A sentient flame is a billowing cloud of fire that burns eternally and constantly puts forth an unctuous black smoke. Approximately eight feet in diameter, it hovers 4 feet above the ground and spits embers and licks of flame. It has no apparent eyes or sensory organs. Although a sentient flame cannot speak, it has a foul intelligence and enjoys reducing living victims to ashes. Given the chance, a sentient flame toys with its prey like a cat with a mouse, lightly charring it and teasing it with potential escape before obliterating it completely. Once enticed to action, a sentient flame follows its quarry anywhere — except into water.
Sentient flames are servitors of Cthugha. There they surround the fiery deity at all times, dancing and flickering to its unfathomable whimsy.
A sentient flame’s primary attack is to simply move over a target and burn it to cinders. It has no care or mercy for the cries of its victims, watching with an insidious glee as everything it touches turns to ashes.
Sentient Flame: CR 7;
Medium-size Elemental (Fire) (Greater Servitor Race);
HD 7d8+56; hp 87; ;
Init +8;
Spd 40 ft. fly (perfect);
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 deflection);
BAB/Grap +5/—;
Attacks: +9 touch (4d6 fire, touch);
SQ flame gout 4d6 fire, flight, semi-material, elemental, fire subtype, vulnerability;
AL CE;
SV Fort +10, Ref +9, Will +4;
Str — , Dex 19, Con 26, Int 9, Wis 14, Cha 15
Skills: Listen +12, Sense Motive +12, Spot +12;
Feats: Improved Initiative
Climate/Terrain: Any land
Advancement: 8-10 HD (Medium-size); 11-14 HD (Large); 15-21 HD (Huge)
Flame Gout (Su): 7/day — Line of fire, 60 feet long and 1 foot high; 4d6, Reflex save (DC 17) for half damage. There is no limit to the number of flame gouts it can produce in a round, other than the previously mentioned limit of times per day.
Flight (Su): A sentient flame’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 40 ft. with perfect maneuverability.
Semi-Material: A sentient flame is only partially material. It is harmed only by other incorporeal beings, +1 or better magic weapons, spells, spell-like abilities, or supernatural abilities, is immune to all other non-magical attack forms, and has a 50% chance to ignore any damage from a corporeal source except Force effects. It has no natural armor but has a deflection bonus to armor class equal to its Charisma modifier. Unlike truly Incorporeal beings, a sentient flame cannot move silently — it is always accompanied by the sound of spitting embers and crackling flames. Also unlike Incorporeal beings, it cannot pass through solid objects (but it can certainly burn through them!).
Fire Subtype: Immune to fire damage, double damage from cold unless a saving throw for half damage is allowed, in which case it takes half damage on a success and double damage on a failure.
Elemental: Immune to poison, sleep, paralysis, and stunning. No clear front or back and therefore not subject to critical hits or flanking.
Vulnerability: A sentient flame takes 1 point of damage per half gallon of water doused on it. A bucket of sand or other fire retardant deals 1d3 damage.
Being of Ib
The beings of Ib were in hue as green as the lake and the mists that rise above it ... they had bulging eyes, pouting, flabby lips, and curious ears, and were without voice ... [the men of Sarnath] found the beings weak, and soft as jelly to the touch of stones and arrows.
A being of Ib is a flabby, amphibious, froggish thing, pale green like the color of pond algae. Its eyes bulge from its head, and its wide mouth is rimmed with large down turned lips reminiscent of a fish. The body of a being of Ib is soggy and corpulent, soft to the touch. The beings of Ib are incapable of speaking, but this in no way hinders their ability communicate or cast spells.
A being of Ib swipes at its opponent with its paws, inflicting slam damage. Beings of Ib are also capable of wielding melee weapons.
Being of Ib: CR 3; Medium-size Aberration (Aquatic) (Lesser Servitor Race);
HD 3d8; hp 13; Init +4; Spd 30 ft., swim 30 ft.;
AC 13, (+2 Natural, +1 Padded) touch 10, flat-footed 10;
BAB/Grap +2/+4;
Attacks: 2 claws +5 melee (1d6+2, paw);
SQ spells, telepathy;
AL NE
SV Fort +2 Ref +2, Will +3;
Str 14, Dex 12, Con 12, Int 16, Wis 11, Cha 14
Skills: Climb +4, Concentration +5, Hide +4, Jump +4, Listen +4, Move Silently +4, Sense Motive +4, Spot +5;
Feats: Weapon Focus: Paw, Combat Casting, Improved Initiative
Advancement: By Character Class
Psi-Like Abilities: at will Mind Thrust, (3d10, DC 14), Body Equilibrium, Precognition Offensive.
These abilities are as if cass by a 3rd level psion.
Telepathy (Su): A being of Ib can communicate telepathically with any other being of Ib within 100 feet. Any other creature attempting telepathic contact with a being of Ib must make a Will save (DC 12) or be stunned for 1d3 rounds. Whether or not the save succeeds, the creature loses 0/1d4 Sanity for making contact with the alien mind of the being of Ib.
Hell-Plant
... Morgan’s back splits open and a writhing, slime-covered mass rips its way free from his body. A huge plant, covered with bulging eyeballs and fanged, lipless mouths, sprouts from Morgan’s corpse, and begins spreading creepers and branches throughout the temple complex.
— From the adventure The Pits of Bendal Dolum, from the supplement Terror from the Stars (CHA 2313)
To most humans, plants are things of beauty. They are delicate, fragile flowers. They are strong, sturdy trees. There are some plants, however, that are as far from beauty as the fragile flower is from the sturdy tree. Hell-plants are native to the Shadowmore forest. Sages suspect they were spawned from Shub-Niggurath others think they were created by evil wizards before being consumed by thier own creations.
A hell-plant is a nightmarish vine consisting of a bulbous base from which sprout hundreds of creepers. The creepers of the hell-plant end in lipless, mouth-like apertures that drool and smack greedily as they writhe in the air. The hell-plant is a vile greenish color, and constantly oozes a sticky sap that reeks of decay, filth, and other unmentionable odors. The woody root of the plant is covered in unblinking eyes that stare out at its victims emotionlessly.
A hell-plant reaches hungrily with its tendrils, each tipped with a smacking mouth eager to latch onto a victim. Such a plant has numerous tendrils, and it can attack any number of opponents with 1d4 tendrils per round with its full melee bonus as long as they are within range.
Hell-Plant: CR 7; Medium-size Plant (Lesser Independent Race);
HD 5d8+55; hp 77; ; Init +1; Spd 0 ft.;
Defense 16, touch 11, flat-footed 10 (+1 Dex, +5 Natural);
BAB/Grap +3/+8; Attacks: +8 melee (1d6 plus ability score drain], tendril);
Full Attacks: +8 melee (1d6 plus ability score drain [x1d4], tendril);
FS/Reach 5 ft. by 5 ft./10 ft.; SQ improved grab, strength drain,
DR 5/ — , plant; AL TN;
SV Fort +15, Ref +2, Will +5;
Str 20, Dex 13, Con 32, Int 8, Wis 18, Cha 11
Improved Grab (Ex): To use this ability, the hell-plant must hit with its tendril attack. If it gets a hold, it can begin draining the victim’s Strength. The tendrils of a hell-plant do not constrict or otherwise crush their victim; they are very strong but only use that strength to restrain their victims.
Strength Drain (Ex): If the hell-plant gets a hold, it automatically drains 1 point of temporary Strength per tendril per round. A character reduced to 0 Strength by a hell-plant dies.
Continual Growth (Su):
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and alteration of its shape. Not subject to critical hits.
Hell-Plant Seeds
dark wizards and clerics greedily seek the seeds of the hell-plant, which they implant in their victims to gain control over them. If a hell-plant seed is implanted in a living victim, it immediately spreads filament-like roots throughout the victim’s nervous system. The feeding of the insatiable sapling opens the victim to suggestion. Once the hell-plant seed sprouts, the victim’s resistance is so severely affected that the duration of a dominate person spell cast on the victim becomes unlimited. The user effectively gains full control over the victim, even across planes. Victims save with a -4 penalty. The hell-plant seed matures in 1 year, at which time it rips out of the victim and springs to horrendous life.
Wendigo (Template)
A wendigo is a human upon whom the spirit of Ithaqua the Windwalker has descended, transforming him into a wild-eyed and ravenous animal with a thirst for blood and raw flesh. A person possessed by the spirit of Ithaqua loses all humanity, and undergoes disfiguring transformations. His fingers become gnarled and tipped with vicious talons, and his teeth become as sharp as the fangs of a wolf. The most terrifying change, however, occurs in the eyes. The eyes of a wendigo are wide and wild, showing none of the human spirit that once resided there. There is no compassion, no soul, and no emotion other than an undying rage and insatiable hunger. Nothing fully sates the hunger of a wendigo, and he constantly scours the wilderness for raw meat. A wendigo voraciously devours any fresh meat it can find or kill, including human flesh.
A person possessed by Ithaqua loses all memory of his former life — his body becomes a mere vessel for the wendigo. A wendigo cannot be reasoned with, and pleas from friends and family do not make it through the rage and hunger to sway the wendigo from his quest. Even if the pleas of his victims did register in the mind of a wendigo, there would be no vestige of the person that once occupied it. That person’s soul is consumed by Ithaqua and lost forever.
Creating a Wendigo
“Wendigo” is a template that can be added to any humaniod creature (hereafter referred to as the ‘character.’) The character gains the subtype ‘lesser servitor race.’ It uses all the character’s statistics and special abilities except as noted here.
Speed: Increase by 10 ft.
Defense: The base character gains a natural armor class of +2
Attacks: A wendigo gains a claw and a bite and loses all other attack types. Wendigos do not use ranged weapons or melee weapons. They are completely animalistic, preferring to attack with their claws and teeth.
Damage: Wendigos have claw and bite attacks which deal 1d6 and 1d3 damage respectively.
Special Qualities: A wendigo loses the special qualities and spells of the base character. All aspects of the person are lost when Ithaqua consumes his soul. The wendigo gains the following special attacks.
Primal Scream: A wendigo can, as a move action, emit a powerful howl of savage fury that can be heard for 2 miles. Any animal that hears this scream tries to move out of the 2-mile area by the quickest and most direct means possible. Only a Handle Animal check (DC 10 + 1/2 wendigo’s character level + wendigo’s Charisma modifier) calms the animal. Intelligent creatures that hear this scream must make a will save (DC 10 + 1/2 wendigo’s character level + wendigo’s Charisma modifier) or suffer from confusion for 1 round per level of the Wendigo.
Contact: A wendigo can contact Ithaqua once per year. Ithaqua appears to the wendigo as a furious blizzard, his voice echoing out of the winds.
Scent: A wendigo can distinguish airborne scents nearly as well as a canine at a range of up to 60 feet.
Low Light Vision: A wendigo has low-light vision.
Alignment: Lawful Evil
Abilities: Str +4, Dex +2, Con +2, reduce Int to 3
Skills: The desire to kill and eat humans consumes all other drives the character might once have had. The character retains all skills, but generally only uses physical skills such as Balance, Climb, Escape Artist, Hide, Jump, Listen, Move Silently, and Spot.
Feats: A wendigo gains the Improved Initiative and Tracking feats if the base character didn’t already have them. He retains all other feats, but rarely uses any that have no bearing on combat or physical activity. A human wendigo keeps the extra feat it gained as a 1st level human character.
Challenge Rating: +1
Climate/Terrain: Any cold land
Advancement: By character class,