Pseudonatural CreaturePrerequisites:-Must be a corporeal creature.
-Must have tried to meddle with things mortals and gods aren't meant to meddle with.
HD:d8
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | + 2 | +0 | +2 | Pseudonatural Body, Oh gOds WhAt Is THat, Unnatural Existence, +1 Str, +1 Wis |
2 | +2 | + 3 | +0 | +3 | Alien Hide, MultiPlyIng tEntaCleS, +1 Str, +1 Con |
3 | +3 | + 3 | +1 | +3 | Tentacle Grab, mystErious FiELd, +1 Str, +1 Wis |
4 | +4 | + 4 | +1 | +4 | Tentacle Play, Unnatural Spawn, +1 Str, +1 Con |
5 | +5 | + 4 | +1 | +4 | Mysterious Tentacle, +1 Str, +1 Wis |
6 | +6 | + 5 | +2 | +5 | Alien Assimilation, Unnatural Horror, +1 Str, +1 Con |
7 | +7 | + 5 | +2 | +5 | Time Walk, +1 Str, +1 Wis |
8 | +8 | + 6 | +2 | +6 | Unnatural Master, +1 Str, +1 Con |
9 | +9 | + 6 | +3 | +6 | Rotting Constriction, Twilight Zone, +1 Str, +1 Wis |
10 | +10 | +7 | +3 | +7 | Spawn Tentacle, +1 Str, +1 Con |
11 | +11 | + 7 | +3 | +7 | Time Lock, It's Behind You-AARRGHH, +1 Str, +1 Wis |
12 | +12 | + 8 | +4 | +8 | Make It Stop Please, +1 Str, +1 Con |
13 | +13 | + 8 | +4 | +8 | Aliend Mind, +1 Str, +1 Wis |
14 | +14 | + 9 | +4 | +9 | Chronosphere, +1 Str, +1 Con |
15 | +15 | + 9 | +5 | +9 | Unnatural Mutation, +1 Str, +1 Wis |
16 | +16 | + 10 | +5 | +10 | It Came From beyond, +1 Str, +1 Con |
Skills: 4+int modifier per level, quadruple at 1st level. Class skills are Balance, Bluff, Climb, Hide, Intimidate , Knowledge (any) , Listen , Move Silently , Sense Motive, Spot , Survival
Proefeciencies:Tentacle rake attacks.
Features:
Pseudonatural Body: The Pseudonatural creature type becomes outsider but otherwise retains all its old racial characteristics, except somewhere in its body a strange mark appears, such as uncomphrensible runes or small fleshy pods. This can be usually easily covered with some clothing, but any close look at the naked creature will reveal it's not a normal specimen. In addition it gains Electricity and Acid resistance equal to its HD and a Natural Armor bonus equal to its Con modl. If it already had a better Natural Armor bonus, increase it by 1 instead.
Plus the creature's innards are completely changed, such as blood of diferent color and texture, extra or missing organs and similar. If the creature is dropped below half health it becomes instantly apparent that it simply isn't natural as those diferences start to drip out.
Not even the greatest minds in existence have come anywhere close to understanding the inner workings of a pseudonatural creature. Pseudonatural creature abilities cannot be replicated by any magic or other effect, such as polymorph, a mindstealer drone, a deepsapwn and similar.
Oh gOds WhAt Is THat: At will as a standard action, a pseudonatural creature can discard the facade and reveal its true form of a grotesque, tentacled mass (or another appripately gruesome form). Its abilities remain unchanged, except as follows
-Other creatures receive a morale penalty on their attack rolls against the pseudonatural creture equal to its Wis mod.
-For each melee attack it could perform normally, it can now perform a tentacle rake attack dealing 1d8+Str mod damage for a medium pseudonatural creature, adjust acordingly for other sizes. They all count as primary weapons and thus use the creature's best attack bonus. Plus they don't take penalty for dealing subdual damage.
-Unless the transformation was observed first hand, there's no way to tell the mass of tentacles is in any way related to the pseudonatural creature's “original” form.
It can return to normal as another standard action. A true seeing effect or similar only reveals its facade-the magic refuses to see its true form!
Unnatural Existence: The Pseudonatural creature's body disobeys at the laws of reality with terrifying frequence. It gains a miss chance of 5%, plus another 5% for every 2 pseudonatural creature levels beyond the first and every 4 other levels, up to 50% miss chance. This doesn't stack with other miss chances, but works against any form of damage or harm, even magic ones that normally don't demand an attack roll. Effects that would allow one to ignore miss chances simply allow you to attempt to re-roll it, and effects that would allow you to re-roll it don't work at all against this.
Ability Score Increase:The Pseudonatural creature gains +1 Str at every level, +1 Wis at odd levels and +1 Con at pair levels, for a total of +16 Str, +8 Wis, +8 Con at 16th level.
Alien Hide: At 2nd level the Pseudonatural creature gains DR/- equal to half its HD and SR equal to 11+HD, which may be dropped at any time as a free action even if it isn't its turn. If it already had DR/-, increase it by an amount equal to its Wis mod. If it already had SR, increase it by 5.
MultiPlyIng tEntaCleS: At 2nd level, when it transforms with Oh gOds WhAt Is THat, the Pseudonatural creature grows one extra tentacle rake attack, plus another for each 4 HD it has.
Tentacle Grab: At 3rd level if the pseudonatural creature hits an opponent with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
If it has 8 or more HD it now ignores Freedom of Movement effects on its opponents as well.
mystErious FiELd: A strange aura surrounds the Pseudonatural Creature at 3rd level, granting it a permanent Shield bonus to AC equal to its Wis mod, that also applies against incorporeal touch attacks and blocks magic missiles. As a standard action, the Pseudonatural creature may transfer this protection to a willing creature whitin reach whitout duration limit, but it stops benefiting the Pseudonatural creature itself. It may reverse this decision as an immediate action.
Tentacle Play: At 4th level, the pseudonatural creature becomes truly adept at keeping creature locked into its tentacles. It can choose to keep grabbing a creature with a single tentacle whitout counting grappled itself by taking a -10 penalty on the grapple checks. It can choose to “invest” more tentacles in each such grappled creature, gaining a +2 bonus on the grapple checks for each tentacle beyond the first, plus one of the following bonus for each additional tentacle involved in the grapple
-The victim cannot speak.
-The pseudonatural creature can make one sunder or disarm on the grappled creature as a a free action 1/round, and can perform such on armor and other clothing (stackeable)
-The victim takes a penalty on all mental and concentration skill checks equal to your Bab+Str mod (stackeable).
In addition creatures grappled by the Pseudonatural creature can now only escape with either a sucessful grapple check or escape artist check. Dimensional travel and other such methods mysteriously automatically fail.
Unnatural Spawn: At 4th level the Pseudonatural creature can insert “eggs” inside an helpless/pinned grappled living non-pseuodonatural creature of at least small size as a fullround action. As long as the creature lives, in 1d12 days the “eggs” hatch and 1d3 spawns come out dealing 1d12 damage to the “progenitor”. For each size category that the victim is bigger than small, an extra 1d3 spawns are birthed and an extra 1d12 damage dealt. The spawns have one level of pseudonatural creature, the race of the “progenitor” (or 1st monster level if it wasn't a base race creature) and elite array of stats. They have no alliance whatsoever to the Pseudonatural Creature tough and will follow their own twisted agendas, which may vary from just killing, feeding, and multiplying, start rpoducing bizzarre structures, or producing their own additions to popular tabletop games.
Mysterious Tentacle: At 5th level one of the pseudonatural creature's tentacles starts developing strange properties. It doubles its reach and can now be used in either form, being extendable and retracteable as a free action into the pseudonatural creature's body. It also gains an enanchment bonus to attack and damage rolls equal to half its HD and ignores all DR and hardness. It cannot have a bonus to attack and damage rolls actually bigger than +5, but the pseudonatural creature can pick special weapon abilities from the following list. They can be changed with 5 minutes of
meditation uncomprehesible gibbering, foaming and scribbling mysterious marks with your own internal fluids.
Melee Bonus||Price
AcidicburstS||+1bonus
Berserker||+1bonus
Blessed||+1bonus
Bloodfeeding||+1bonus
Bloodstone||+1bonus
Brash||+1bonus
Chargebreaker||+1bonus
Charging||+1bonus
Corrosive||+1bonus
Deadlyprecision||+1bonus
Defending||+1bonus
Dessicating||+1bonus
DessicatingburstS|+1bonus
Divinewrath||+1bonus
Eager||+1bonus
Flaming||+1bonus
Frost||+1bonus
GhoststrikeS||+1bonus
Ghosttouch||+1bonus
Harmonizing||+1bonus
Heavenlyburst||+1bonus
HolysurgeS||+1bonus
Hunting||+1bonus
Impact||+1bonus
IncorporealbindingS||+1bonus
Keen||+1bonus
Kifocus||+1bonus
Magebane||+1bonus
Maiming||+1bonus
Merciful||+1bonus
Mightycleaving||+1bonus
Mightysmiting||+1bonus
Mindfeeder||+1bonus
Morphing||+1bonus
PowerstoringS||+1bonus
Profane||+1bonus
Profaneburst||+1bonus
Psychokinetic||+1bonus
PsychokineticburstS||+1bonus
Resounding||+1bonus
Revealing||+1bonus
Sacred||+1bonus
SacredburstS||+1bonus
Screaming||+1bonus
Screamingburst||+1bonus
ShattermantleS||+1bonus
Shielding||+1bonus
Shock||+1bonus
Soulbound||+1bonus
SoulbreakerS||+1bonus
SouldrinkingS||+1bonus
SpellstoringS||+1bonus
Spellstrike||+1bonus
StunningS||+1bonus
Stunningsurge||+1bonus
Sundering||+1bonus
Sweeping||+1bonus
Throwing||+1bonus
Thundering||+1bonus
UnholysurgeS||+1bonus
Vicious||+1bonus
Warning||+1bonus
Weakening||+1bonus
Anarchic||+2bonus
Aquan||+2bonus
Auran||+2bonus
Axiomatic||+2bonus
Collision||+2bonus
Consumptive||+2bonus
Disarming||+2bonus
Disruption||+2bonus
Domineering||+2bonus
Doomburst||+2bonus
Energyaura||+2bonus
Enervating||+2bonus
Flamingburst||+2bonus
Fleshgrinding||+2bonus
Holy||+2bonus
Icyburst||+2bonus
Ignan||+2bonus
Impedance||+2bonus
Metalline||+2bonus
Mindcrusher||+2bonus
Paralyticburst||+2bonus
Parrying||+2bonus
Psibane||+2bonus
Psychic||+2bonus
Shockingburst||+2bonus
Soulbound,greaterS||+2bonus
Terran||+2bonus
Transmuting||+2bonus
Unholy||+2bonus
Vampiric||+2bonus
Wounding||+2bonus
Prismaticburst||+30,000gp
Bodyfeeder||+3bonus
Cursespewing||+3bonus
Etherealreaver||+3bonus
Implacable||+3bonus
Necroticfocus||+3bonus
Speed||+3bonus
Brilliantenergy||+4bonus
Dancing||+4bonus
Vorpal||+5bonus
In addition all your tentacles now deal damage as if they were one size category larger.
Unnatural Horror: Witnessing the transformation process of a pseudonatural creature is rarely good for your sanity. At 6th level it can trasnform as a move action, and any creatures that witness it must suceed on a Will save with DC 10+1/2 HD+Con mod+Wis mod or take a -5 penalty on all d20 rolls for 1 round. If they failed by 5 or more they also become dazed for 1 round. If they failed by 10 more more they fall under an Insanity effect, except that instead of trying to attack the origin they'll attack their closest ally. Even if they would be normally immune to confusion or cured from it, each hour there's a 10% chance the insanity comes back for 1 hour anyway. It takes a yearly limited wish, wish or miracle to keep them “sane”.
Regardless of suceeding or failing on the save, they can't be affected again by this for 1 minute.
Should the pseudonatural creature for some reason to don't want to drive others mad, it can spend 8 hours on its "normal" form talking to those it wishes to keep sane, slowly preparing them for the shock. After that those creatures are no longer subject to this ability, altough they may still develop one minor quirk or another after witnessing the real thing.
Alien Assimilation:At 6th level as a fullround action, the pseudonatural creature can insert mysterious fluids into an helpless/pinned corporeal creature it is grappling. The creature loses any number of levels of your choice and gains the same amount of levels of Pseudonatural creature (it cannot replace more levels than it originally had). It also becomes friendly towards you (unless it had more to begin with). At your choice, it also enters a catatonic state and will wake up in 1d12 hours whitout memories of what hapened (but will still be instintively be friendly towards you in either form), in which case it will take some time time to realize its “new” nature. If it reproduces, the offspring will have one level of pseudonatural creature. Only a limited wish, wish or miracle can revert this process.
Time Walk: At 7th level the pseudonatural creature can warp reality around so it instantly moves to another point, and f*** up anyone caught in the end. This works as Dimensional Door SLA useable 1/hour per 2 HD, except the Pseudonatural creature can take any remaining actions at the end, and any adjacent opponents in a radius of 5 feet per HD must suceed on a Reflex save with DC 10+1/2 HD+Wis mod+Con mod or be slowed for 1 round as the spell. Creatures normally immune to Slow can be affected, but they gain a +5 bonus on the save.
If the pseudonatural creature has 13 or more HD it may use this as a move action. If it has 19 or more HD it may use this as a swift action.
In addition all of its movement speeds are now doubled.
Unnatural Master:at 8th level the pseudonatural creature becomes able to exert some control over its spawns and assimilated creatures. But if the equivalent Encounter Level of all those minions becomes higher than your CR-2, any excess breaks free from your control. In addition as a 24 hour process it can merge multiple spawns and/or assimilated creatures, combining them in a single creature whose levels consist of the ones of the components. The final build must be “legal” tough and have at least one level of pseudonatural creature, so mixing in Monster Blood and Monster Hybrid may be needed for spawns of diferent “progenitors”.
Rotting Constriction: At 9th level once the pseudonatural creature has hold of an opponent, each successful grapple it makes during subsequent rounds permanently drains 1d6 points of Con (the pseudonatural creature can choose to don't inflict this drain). At the same time, the pseudonatural creature regains double that amount of lost hit points. Even creatures normally immune to ability drain are affected, but they are allowed a Fort save with DC 10+1/2 HD+Str mod to resist. Undeads and constructs take Str drain instead (or Cha drain if they don't have a Str score either).
At 12 HD and every 3 HD thereafter increase the amount of ability drain one die size.
Twilight Zone: At 9th level 1/hour the pseudonatural creature can twist the laws of reality in a zone. This works as an Unhallow SLA, except it only takes a standard action to create, works against all alignments but neutral and the Pseudonatural creature picks two spells of its choice to tie in to the zone from the list in the descrition. Any save DCs become 10+1/2 HD+Wis mod.
The pseudonatural creature cannot have more simultaneous Twilight Zones than its Wis mod, but can dismiss any number of them as a free action. They can be removed as an usual Unhallow area.
Spawn Tentacle:At 10th level as standard action the Pseudonatural creature can make one of its tentacles grow and sprout from a surface in view(including a liquid surface if available). It is a large creature with 20 feet reach that grapples as the pseudonatural creature itself (except for size mod), including any extra abilities on a grapple. It acts once formed and at the start of your next turns, has ¼ your HP and defenses as you do, including the same number of Aoos per round, but it is immobile once created. While it lasts, you have one less tentacle natural attack.
Once one tentacle is in place, the pseudonatural creature can spawn additional ones whitin 10 feet as a swift or move action, each time sacrificing another of its own. The Pseudonatural creature cannot have more spawned tentacles than its Wis mod or its natural tentacles, whiever is less. It can dismiss any number of them as an immediate action, recovering the respective natural attacks.
The pseudonatural creature also gains regeneration 1, which stacks with any existing regeneration and allows it to regrow lost tentacles in 2d4 rounds. It is bypassed by energy damage (acid, fire, electricity, cold). If the pseudonatural creature had or gains regeneration from another source, instead increase it by 1.
Time Lock: Reality simply has an hard time keeping togheter near the Pseudonatural creature. At 11th level it can now transform as a swift action and creatures damaged or grappled by the Mysterious Tentacle must suceed on a Will save with DC 10+1/2 HD+Wis mod+Con mod or take a -5 penalty on all d20 rolls for 1 round. If they failed by 5 or more they also become dazed for 1 round. If they fail by 10 more they fall under an Insanity effect, except that instead of trying to attack the origin they'll attack their closest ally. Even if they would be normally immune to confusion or cured from it, each hour there's a 10% chance the insanity comes back for 1 hour anyway. It takes a yearly limited wish, wish or miracle to keep them “sane”.
It's Behind You-AARRGHH: At 11th level when iniative is rolled, the pseudonatural creature may reposition itself to any place it can view. It must choose to use this before knowing the iniative results.
Make it Stop Please: The pseudonatural creature may actually be friendly and trying At 12th level non-grappled creatures that can see the pseudonatural creature on its “true” form at the start of their turns must make a Will save with DC 10+1/2 HD+Con mod+Wis mod or be confused for 1 round. If they fail by 5 or more this ignores immunity to confusion. If they fail by 10 or more they'll attack their nearest ally or do nothing if they have no allies in view. If they fail by 15 or more they'll spend their turn trying to kill themselves to the best of their ability (except they can't auto-fail saves). Creatures already confused take a -5 penalty on this save. Creatures that stood 24 straight hours in presence of the pseudonatural creature become immune to this (which usually involves heavy restraining).
Alien Mind: at 13th level the Pseudonatural creature is under a permanent Mindblank effect, except the Pseudonatural creature can let benefical effects trough. In addition if an enemy attempts to harm it with an effect that would be blocked by this and allowed a save the pseudonatural creature may attempt to save anyway. If it suceeds the effect backlashes on the enemy, dealing them 1d6 damage and rendering them confused for 1 round. A sucessful Will save with DC 10+1/2 HD+Wis mod halves this damage and negates the confusion.
Chronosphere: At 14th level 1/hour as an immediate action the Pseudonatural creature may make the laws of reality simply stop working inside one of its Twilight Zones. For 1d12 rounds, nobody else but the pseudonatural creature can act inside the area, altough attacks from the exterior do work. Creatures that would be caught inside are allowed reflex saves with DC 10+1/2 HD+Wis mod to get out in time. Confused creatures take a -2 penalty on this save.
In addition the Pseudonatural creature is under a permanent Haste effect while inside one of its twilight zones, except the bonus to attack rolls, AC and reflex saves is equal to its Wis mod.
Unnatural Mutation: At 15th level when you hit a creature with a tentacle rake, you may make them mutate as an immediate action. They must suceed on a Fort save with DC 10+1/2 HD+Wis Mod+Con mod. Failing means they can only take one standard or move action on their next round as they fight off the mutation. Failing by 5 or more means they spend they gain 1 speudonatural creature level, instantly changing into tentacles mass form and fighting for you for their next round before returning to normal. Failing by 10 or more works as the last effect, except it lasts 1d4 rounds and then the creature explodes dealing 1d12 damage per HD to any creatures whitin 30 feet, reflex save with DC equal to 10+HD for half, which also destroys the mutated creature.
In addition at the start of your turn roll a 1d12 and you gain the following benefit
1-Your aspect changes momentarily but nothing pratical happens.
2-Your next attack whitin 1 round receives a True Strike effect.
3-The next attack against you whitin 1 round automatically misses.
4-One of your ability scores increases by 2 for 1 round.
5-You gain one extra tentacle rake attack for 1 round.
6-You heal 1d12 HP per HD.
7-You can take an extra move action.
8-You can take an extra swift action.
9-You can take an extra standard action.
10-You gain an insight bonus to attack rolls and grapple checks equal to your Wis mod for 1 round.
11-Pick one of your choice.
12-Roll twice and apply the results.
It Came From Beyond: At 16th level the Pseudonatural creature form finally stablizes into something that most definetely is not from this reality. Double all of its tentacles reach (mysterious tentacle now having triple normal reach), and they now count as epic for bypassing DR and ignore all concealment and cover. Also all of its HD are now maximized, retroactively.
Plus any creature that has eye contact with the pseudonatural creature or entered one of its twilight zones from now on, the Pseudonatural creature knows the general direction they're in as well as the plane, and if they go into another dimension, even a private one like rope trick or mage's mansion, you can enter those dimensions with an use of Time Walk, that works as Plane Shift in this case, except only towards the dimension where your prey is. The pseudonatural creature can remember a number of such "targets" up to its Wis mod, but may discard old ones at will to make room for new stalking victims.
In addition strange voices can be heard in its vicinity. It can now 1/round either add its Wis mod on any 1d20 roll it makes as a free action, or apply half that as a penalty on any one 1d20 roll an enemy whitin view makes. In either case the pseudonatural creature has to choose to use this before knowing the result of the roll.
CommentsAh, another epic level handbook template that utterly sucked in the original. A 21 CR monster with 6 HD and no bonus on saves? And no abilities besides grappling creatures into nothingness? Really?
Pop culture to the rescue! Now I could've gone the cthlulu route, but since this is a template I believe it would be better to represent "corrupted/changed" creatures rather than elder entities from beyond. Also I don't know that much about actual cthlulu.
Luckily there's still plenty of media on the net about creatures starting to sprout tentacles out of every part of their bodies and using them on whatever comes in range. Perhaps too much. Also took a quick trip trough some games.
In the end I choose to go the tentacle grappler route with some minions and buffs/debuffs thrown in for good measure. Transform, make twilight zones, grab, corrupt, pursue, nobody is safe. I wonder if I crossed the line on this one with all the nasty stuff you can do when someone gets helpless in your tentacles.
If you find any typos they were totally intended to mess up with your minds.
So if you want to play an hentai monster, the pseudonatural creature's for you!
Now if you'll excuse me I'll have to go clean my brain a little.