Author Topic: Lovecraftian Whackadoos  (Read 12787 times)

Offline bhu

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Re: Lovecraftian Whackadoos
« Reply #20 on: November 11, 2011, 04:49:20 AM »
DEEP ONE


   
"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah-nagl fhtagn."

 This racial monster class represents the possible paths a Deep One can attain via great age due to their immortality. 

MAKING A DEEP ONE
 This class is mostly meant for NPC's, or Deep One players of sufficiently advanced age as some of the abilities reflect years of experience.

Class Skills
 The Deep One's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (any, including D20 Modern skills)(Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Heal or Treat Injury (Wis), Hide (Dex), Knowledge (any, including d20 Modern skills)(Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Profession (Wis), Repair (Int), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Path
2. +1    +3     +0     +3    The Wisdom of Age
3. +2    +3     +1     +3    Dabbler
4. +3    +4     +1     +4    Path
5. +3    +4     +1     +4    The Wisdom of Age
6. +4    +5     +2     +5    Dabbler
7. +5    +5     +2     +5    Path
8. +6    +6     +2     +6    The Wisdom of Age
9. +6    +6     +3     +6    Dabbler
10.+7    +7     +3     +7    Path
11.+8    +7     +3     +7    The Wisdom of Age
12.+9    +8     +4     +8    Dabbler
13.+9    +8     +4     +8    Path
14.+10   +9     +4     +9    The Wisdom of Age
15.+11   +9     +5     +9    Dabbler
16.+12   +10    +5     +10   Path
17.+12   +10    +5     +10   The Wisdom of Age
18.+13   +11    +6     +11   Dabbler
19.+14   +11    +6     +11   Path
20.+15   +12    +6     +12   Elder

Weapon Proficiencies: Deep Ones gain no new weapon or armor proficiencies.

Path: Path describes the focus a Deep One currently has within his life.  It's the obsession he pursues rigorously to offset the tedium of immortality.  You get to choose an ability at Level one, and subsequent abilities may be chosen from that Path Tree, or you can change Paths and start with a 1st Level ability instead (after which you may choose from either tree as you have the prerequisites for).  Choices of Path include Diplomat (you convert other races to the cause), Giant (you revel in physical power and become ever larger with age), Priest (you are taught magic due to a pact with an Old One), Scientist (you are an inventor of some sort), Warrior (you train to assault the surface world), or Wizard (you experiment with magic without a pact).

Diplomat: At Level 1 you gain the ability to cast Disguise self at will.  Most Deep Ones use it to appear as more attractive versions of their race as opposed to pretending to be human.  They will appear as humans when they need to blend, but for 1st contact they've learned 'sexy fish person' works better than 'abomination who pretended to be human.'  At 4th Level you gain React First (see D20 Modern, Negotiator).  At 7th  Level you gain Talk Down (see D20 Modern, Negotiator).  At 10th Level you gain Sow Distrust (see D20 Modern, Negotiator).  At 13th Level you gain Discern Lie (see D20 Modern, Investigator).  At 16th Level you gain Winning Smile (see D20 Modern, Personality).  At 19th Level you gain Without a Trace (see D20 Modern, Infiltrator).

Giant: At Level one you become Size Class Large and gain +2 Con.  At Levels 4, 10, and 16 you gain +4 Strength and your Natural Armor Class Bonus increases by +2.  At Level 7 you become Size Class Huge and gain +2 Con.  At Level 13 you become Size Class Gargantuan and gain +2 Con.  At Level 19 you become Size Class Colossal and gain +2 Con.

Priest: At levels 1, 4, 7, 10, 13, 16, and 19 you can choose an additional spell in a manner similar to the Dabbler ability OR you can choose a spell you know and permanently apply the effects of any one metamagic Feat you know to it OR you can choose one spell you know to be castable 3/day.  Unlike Wizard you choose from the Cleric List.

Scientist:  You gain the following abilities: Scientific Improvisation (see D20 Modern, Field Scientist) at 1st Level.  Extreme Machine (See D20 Modern, Techie) at 4th Level.  Expert Healer (see D20 Modern, Field Medic) at 7th Level.  Skill Mastery (see D20 Modern, Field Scientist) at 10th Level. Mastercraft (See D20 Modern, Techie) at 13th Level.  Minor Medical Miracle (see D20 Modern, Field Medic) at 16th Level.  Medical Miracle (see D20 Modern, Field Medic) at 19th Level.

Warrior: At levels 1, 4, 7, 10, 13, 16, and 19 you gain proficiency with any one weapon/armor/shield of your choice that you are not already proficient with.  You also gain your choice of 1 Feat.  This may be a Fighter Feat, a Monstrous Feat, or a Racial Feat (which will be forthcoming).

Wizard: At levels 1, 4, 7, 10, 13, 16, and 19 you can choose an additional spell in a manner similar to the Dabbler ability OR you can choose a spell you know and permanently apply the effects of any one metamagic Feat you know to it OR you can choose one spell you know to be castable 3/day.


The Wisdom of Age (Ex): At Levels 2, 5, 8, 11, 14, and 17 choose any 1 skill.  That skill permanently becomes a Class Skill and you may always Take 10 on Checks with it.

Dabbler: Deep Ones often dabble in magic throughout their live, either through necessity or curiosity.  At Levels 3, 6, 9, 12, 15, and 18 the Deep One gains a single spell from the Wizard list, and caster level for these spells is equal to your Hit Dice.  For purposes of the maximum level of spell you can select it's equal to the same spells a Wizard of your Hit Dice can select.  These spells can be cast once per day, and are in addition to whatever you might gain from other casting classes.
 
Elder:  Your abilities at Level 20 depend on the path you have chosen:

Diplomat: You gain Hidden Allegiance, and Utterly Convincing (see D20 Modern: Urban Arcana, Glamourist).

Giant: You increase your Natural Armor Bonus by +5 and gain DR 10/-.

Priest: Choose a number of spells gained by your Priest Path ability equal to your Wis Modifier.  You may cast these spells 3 times per day now.  If you can already cast them 3/day you may now cast them 5/day.

Scientist:  You gain Craft XP Reserve and Unflustered (see D20 Future, Engineer).

Warrior: You gain a +4 Competence Bonus on attack rolls to confirm critical hits.  When rollling damage you always re-roll any 1's on the dice.

Wizard: Choose a number of Arcane spells gained by your Dabbler or Wizard Path abilities equal to your Int Modifier.  You may cast these spells 3 times per day now.  If you can already cast them 3/day you may now cast them 5/day.

PLAYING A DEEP ONE
 Deep Ones tend to devote their time to a specific profession or ability and work towards refining it.
 Religion: Deep Ones invariably worship Dagon and Hydra (who represent Great Cthulhu), and possibly sometimes some of the other Old Ones if they are in really close proximity and are disposed to worship as merely eating them.
 Other Classes: Deep Ones are fairly individualistic in some ways, and how they relate to other classes depends on their personal prejudices.  It's more awkward when you're a different race from them than a differing class.
 Combat: Combat depends a lot on what that Deep One has studied, whether or not he sees a need for fighting as opposed to fleeing to tackle the problem later, etc.
 Advancement: Advancement for Deep Ones depend a lot on what Path abilities they choose as well as what their local Priests want.

DEEP ONES IN THE WORLD
"There certainly is a strange kind of streak in the Innsmouth folks today—I don’t know how to explain it, but it sort of makes you crawl. You’ll notice a little in Sargent if you take his bus. Some of ’em have queer narrow heads with flat noses and bulgy, stary eyes that never seem to shut, and their skin ain’t quite right. Rough and scabby, and the sides of their necks are all shrivelled or creased up. Get bald, too, very young. The older fellows look the worst—fact is, I don’t believe I’ve ever seen a very old chap of that kind. Guess they must die of looking in the glass! Animals hate ’em—they used to have lots of horse trouble before autos came in."
 Deep Ones concentrate on their experiments, and unless that work requires them to go about they really don't interact much with the world.
 Daily Life: Daily life for Deep Ones depends on their individual interests and circumstances, which vary quite widely. 
 Notables:
 Organizations: Deep Ones rarely have any organization beyond their Church, or temporary alliances with other races for some purpose.

NPC Reaction
 NPC's generally find you terrifying unless they're also a Deep One or an ally.

DEEP ONES IN THE GAME
 Given the Deep Ones sociopathic tendencies, it's best to put them in all Deep One campaigns (or make sure non Deep Ones are allies), or give them goals that coincide with the rest of the party to minimize trouble.
 Adaptation: Deep Ones are obviously meant for horror campaings but there are many comedic parodies of them.
 Encounters: Deep Ones are rarely encountered other than the deep seas or coastal communities isolated from nearby intrusion.



EPIC DEEP ONE

Hit Die: d8
Skills Points at Each  Level : 4 + int
Wisdom of Age At Level 21 and every 3 levels thereafter you may choose an additional skill to use with this ability.
Dabbler At Level 22 and every 3 levels thereafter you may choose an additional spell of any Level from the Wizard list.  With the appropriate Feats you can use this to choose an Epic Spell.
Path:
Bonus Feats: The Epic Deep One gains a Bonus Feat every x levels higher than 20th
« Last Edit: February 14, 2021, 06:52:43 PM by bhu »

Offline bhu

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Re: Lovecraftian Whackadoos
« Reply #21 on: November 12, 2011, 04:49:17 AM »
http://www.youtube.com/watch?v=bd2B6SjMh_w


Singers from Outside aka the Singers of Strange Songs
Medium Outsider (Extraplanar, Chaotic, Evil)
Hit Dice: 20d8+100 (190 hp)
Initiative: +6
Speed: 40 ft (8 squares)
Armor Class: 35 (+6 Dex, +9 Deflection, +5 Natural, +5 Profane), touch 30, flat-footed 29
Base Attack/Grapple: +20/+22
Attack: Touch +26 melee touch (vision)
Full Attack: Touch +26 melee touch (vision)
Space/Reach: 5ft./5 ft.
Special Attacks: Spells, Manifest, Strange Music, Induce Vision
Special Qualities: Immunities, Dark Vision 60’, Forbidden Knowledge, Unearthly Grace, Enhanced Hearing
Saves: Fort +26, Ref +27, Will +28
Abilities: Str 15, Dex 22, Con 20, Int 24, Wis 24, Cha 28
Skills: Bluff +28, Concentration +25, Diplomacy +28, Gather Information +28, Hide +25, Intimidate +28, Knowledge (Arcana, The Planes, Things Man Was Not Meant To Know) +26, Listen +34, Move Silently +25, Perform (Sing, 1 other) +37, Search +26, Sense Motive +26, Spellcraft +26, Spot +26, Use Magic Device +28
Feats: Combat Casting, Green Ear, Requiem, Sound of Silence, Spell Focus (Enchantment, Illusion), Sunken Song
Environment: Any
Organization: Solitary or Band (3-6)
Challenge Rating: 18
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 21+ HD (Medium)
Level Adjustment: -----

”There used to be this singer came to town named Hazel. Queer bird she was. Sung for coppers in this town when she could have easily had gold in the larger cities. Claimed she was looking for something. Must’ve found it one night, because she came to town for supplies raving about “other places” before disappearing.

Things would’ve been so much simpler if she’d stayed gone. When she came back she was…different. More confident, more intimidating, more…exotic. The first night back she played at the inn, and little Danny Williams gutted his sister that night. We found him playing with her eyes in an alley. He told us he had to have them because no other man deserved them. We had to put him down. No one thought the two events were connected at the time. The next night she played again, and the Madam of the town brothel killed herself by opening up her belly with a fishing knife. She should've been dead by the time we found her, but she was just sitting there like she was waiting for us and said "I'm sorry" before slumping over. The same thing happened over and over again. Hazel played, someone died. By the time we started putting things together she’d skipped town. Probably figured we’d be getting wise to her sooner or later. I…I won’t tell you what we found in her rooms in the house she’d bought at the end of town. I still lose sleep at night because of it. Stay away from musicians boy. They don’t need your money, just the business end of your knife.”



The Singers of Strange Songs were originally Bards of some renown, or at least talent. Like all Bards they had an immense thirst for knowledge, but the Singers always tended towards things they should have left well enough alone. It’s unknown who did it first, but eventually one of them pierced the veils of reality looking for the truth behind some old legends, and went…somewhere else. No one knows where, and the Singers aren’t saying. Legend has it they encountered a being of immense power who promised to show them the truth behind reality if they would agree to serve it. The truth it has shown them doesn’t appear to have been a very palatable one. And much of their service appears to be preparing worlds for their masters inevitable introduction to our reality.

The Singers still appear to be members of whatever humanoid race they used to be. But any imperfections, both physical and mental are gone. They are tall, beautiful, and radiate charisma. Some are sometimes described as listening to music only they can hear, but rarely do they show even that much of an affectation towards being out of place. Most quickly achieve fame all over the world for their ability to perform. At least in the short term. Eventually the Singers begin to try out their new powers, corrupting the populace, turning them into madmen. After a while if no one seems able to challenge them they will become brazen, and openly begin using their powers to destroy the world around them. In their true form a Singer is a nightmarish, ever changing hallucinatory vision. A kaleidoscopic figure showing scenes of the past and future in a display of possibilities. They speak all known languages.

Spells: A Singer of Strange Songs can cast spells as a Bard whose caster level is equal to it’s Hit Dice. Unlike mortal Bards it knows 10 spells of each level.

Manifest (Su): The humanoid appearance of a Singer is purely an illusion. While this illusion cannot be dispelled, the Singer may willingly turn it on or off as a Free Action (it may expose itself to everyone that sees it, or choose to drop the illuson only against certain individuals). Any creature able to see the Singer in it's true form must make a DC 29 Willpower Save (Save DC is Charisma based), or go temporarily insane, usually some form of Psychosis ( http://en.wikipedia.org/wiki/Psychosis ). In the short term they are also Panicked for 1d6 rounds, and Shaken the rest of the day. The insanity varies heavily from one individual to the next, and lasts 1d6 days (exact effects are up to DM's as I don't have the time or ability to write up every form of pyschosis here). A successful Saving Throw means the opponent is immune to this Singers Manifest abiliy for 24 hours.

Strange Music (Su):
Strange Music is like Bardic Music, and works similarly. Feats and effects that affect Bardic Music also apply to Strange Music. A Singer may use Strange Music a number of times per day equal to it’s Hit Dice. It may use Countersong, Fascinate, Suggestion, and Mass Suggestion as well as the following effects:

I Remember When I Lost My Mind:
The Singer can inspire madness in a victim by making a Perform check if they fail a DC 29 Willpower Check. They can inflict virtually any mental disorder ( http://en.wikipedia.org/wiki/Mental_disorder )they want to on the victim. If the victim is already psychotic due to the Singers Manifest ability this usually tends to be psychopathy ( http://en.wikipedia.org/wiki/Psychopathy ). In other words not only are they delusional, now they're violent. The worst of both worlds. This can be cured by Miracle, Remove Curse, or Wish. As with the Manifest ability I don't have time to write out the effects of various mental disorders, so exact effects are up to the DM.

My Heroes Had The Heart To Lose Their Lives Out On A Limb: The Singer can awaken a potent desire in a victim by making a performance check. This is similar to Suggestion, except the suggestion can be something unreasonable. The Singer can't actually ask the victim to murder himself, but he can ask him/her to murder someone else or do anything to themself short of outright suicide. They can even suggest things no sane being would do, so long as it doesn't end in death. If the suggestion is exceptionally horrifying to the victim it gains a second Save (DC 29, same as the first) when attempting to actually go through with it. Optionally the Singer can actually shift the victims alignment one step. If the Alignment change option is used it can be reversed by Remove Curse/Wish/Miracle.

I Want To Be Like Them: The Singer can awaken the dead within a 60' radius by making a performance check. As long as the Singer can maintain his song, all dead bodies within range become zombies (skeletons if they are sufficiently decomposed). These dead do not attack the Singer, but neither do they obey him. Instead they begin viciously attacking everything living in sight.

You Really Think You're In Control?: The Singer can inspire Frenzy within any opponents within hearing range by making a Performance check. Any living creature within 30' of the Singer must make a DC 29 Willpower Save or become subject to Frenzy (see Complete Warrior page 34). Once the Frenzy starts the victims continue to Frenzy until three rounds after the Singer stops singing. They will attack anything except the Singer.

I Just Knew Too Much: The Singer can inspire suicide within 1 or more opponents within hearing range. Any living creature within 30' must make a DC 29 Willpower Save or begin to become depressed (-1 Morale penalty to all rolls), and obsessed with hearing the Singer again, as his music is the only thing that makes the pain go away (this ability only forces victims to Save once within 24 hours). If the victim fails the Save again, he slides further into depression (Morale penalty increases to -2). He/she will also be notably violent and paranoid. If the victim manages to attend a third concert by the SInger (or is simply exposed to this ability again), he/she will become obsessed with ending their own life in a manner designed to cause as much horror as possible, and will kill themselves within the week. If they fail a 4th Save before actually offing themselves (which is rare but it happens), they will still be able to act normally until at -10 hp, thereby causing terror in witnesses (who must make a DC 20 Willpower Save or be Shaken for 2d6 rounds). If the victim has Miracle, Remove Curse, or Wish cast on them before dying, they are cured.

Induce Vision (Su): The touch of a Singer induces visions of a personal nature in the target. They will learn some great personal truth they have been searching for, or perhaps a secret they had no knowledge of. Or perhaps they will see a horrifying hallucinatory mindscape that flashes unrelated images. Or at least they’ll seem unrelated at the moment (DM’s take note of possible plot device here). Victims must make a DC 29 Willpower Save (Save DC is Charisma Based) or temporarily lose 1 point Intelligence, Wisdom, and Charisma as well as being Stunned for 1 round. If they succeed with the Saving Throw they are still Stunned.

Immunities (Ex): The Singers of Strange Songs are immune to mind-affecting effects, sleep effects, death effects, poison, paralysis, stunning, fatigue/exhaustion, polymorph, petrification, ability drain or damage, energy drain, critical hits, and Sonic damage. Singers are not subject to Silence spells or similar effects, and may hear or speak normally within the range of such spells. They automatically Save against any illusion that does not also include an aural component.

Forbidden Knowledge (Su): This ability is similar to Bardic Knowledge, but comes from the Singers connection to their master. They roll 1d20 plus Intelligence Modifier plus 40 for their checks.

Unearthly Grace (Su): The Singers add their Charisma Modifier as a Bonus to Saving Throws, and a Deflection Bonus to Armor Class.

Enhanced Hearing (Su): The Singers effectively have Blindsight 120'. They may hear normally despite magical silence, and automatically detect creatures invisible to sight within this range if they aren't invisible to hearing as well.

Skills: A Singer of Strange Songs has a +8 Racial Bonus to Perform and Listen checks.

Combat: The Singers From Outside rarely go for overt physical combat. They’re job is to destroy society through chaos and subversion. They will let minions do their fighting for them or hope opponents will get caught up in the madness that follows them like a plague. If forced to fight they will Manifest, and use their spells or Strange Music to incapacitate opponents or bend their minds.


-=-=-=-=-=-=-

Lore

Characters with ranks in Knowledge (Arcana) or Knowledge (Things Man Was Not Meant To Know) can learn more about the Singers. They can also make a Knowledge (The Planes) or Bardic Knowledge check if they are sufficiently knowledgeable about the Far Realms and alternate realities. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

DC|Lore
20|There are Bards in the world dedicated to finding out the truth behind reality. They are not necessarily sane or temperate company.
25|Some of these Bards pierce the veil separating realities and travel through. It is unlikely that they come back, but those that do are changed.
30|The Bards are known as the Singers of Strange Songs according to an obscure old legend. This reveals that they have become an Outsider, and reveals all Outsider traits and Subtypes.
35|The Singers have traded their souls, and their very existence over to an unknown extradimensional entity for knowledge and power. They cause death and chaos wherever they go and are like a cancer on the body of society.
40|The Singers ultimate goal is to completely destabilize the world, and drown it in chaos and death to prepare it for the coming of their unknown benefactor.

Plot Hook
  • A local Bard has returned to town after being thought long dead. Formerly a recluse, and long derided as mentally dysfunctional, he now appears to be the picture of physical and mental perfection. His skills seem to be unbelieveable, and crowds throng to see him. And thats when the trouble starts. People start going mad. Killing themselves or others. Or committing horrifying acts for no reason. Most are completely lost, and out of touch with reality, and have to be locked away or killed. Eventually the nobility sequesters themselves in their fortess/castle to avoid all the death, and the Bard goes with them. Strange rumors begin to abound about events at the castle, and many terrifying sights are seen. Finally it will become obvious something is going on, and the PC's are asked to sneak into the fortress and deal with things by the desperate public.
  • The PC's come across a slaughtered Orc village. It doesn't appear to be too unusual since the Orcs are fairly warlike, but closer inspection reveals many of them died by their own hand. Eventually the PC's will find a dying elderly Orc who tells them of a famous Orc warchanter who went on a vision quest, and returned changed. He destroyed his own people, and walked out into the world to spread the death elsewhere. The old Orc asks if they will grant a dying mans request, and put down the thing that killed his people.
  • The PC's are entering a forest headed towards a nearby village that hasn't been heard from in days. Along the path they see a Bard leaning against a tree playing a guitar. He will chat with them politely if asked. As the group his leaving he will call one of them by name and say "Ain't nuthin' in that town but dead folk." He will be gone when they turn around. Arriving at the village the PC's find they have committed mass suicide in a ritualistic fashion from the eldest to the newborn babes. Was the Bard trying to warn them? Or did he do this? And what about their home town only a day or rwo's ride back the way they came from?
  • A Bard of some kind is leading an army of the dead and insane across the world. It is ever growing as a legion of necromancers continue re-animating their victims. It seems to have no purpose or goal, merely staggering in random directions swallowing up whatever encounters it. A King has hired the PC's to find out what is going on, and how to stop it.
My Personal Suggestions for Psychosis
Hallucinations: Since many psychotics hallucinate they will be easier to fool with illusions, and will suffer a -2 on all Saves vs Spells from the Illusion school.

Paranoia: If a psychotic fails a Sense Motive check of any kind it will immediately perceive the target it failed against as an enemy, and will not change it's mind.

Delusional: Psychotics have a -2 to -4 penalty on ALL Charisma based skill checks except for intimidate (for which they get a +2 bonus) and Use Magic Device.

Alignment: Psychotics will usually lose any Lawful component of their alignment, as well as any Good. Their warped perceptions of reality make it difficult for them to tell good from evil.[/list]
[/tr][/table]
« Last Edit: November 17, 2011, 04:55:44 AM by bhu »

Offline bhu

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Re: Lovecraftian Whackadoos
« Reply #22 on: November 27, 2011, 02:21:10 AM »
deep one class updated

Offline bhu

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Re: Lovecraftian Whackadoos
« Reply #23 on: April 19, 2017, 12:21:07 AM »
Spawn of Abhoth

"...[H]e described a sort of pool with a margin of mud that was marled with obscene offal; and in the pool a grayish, horrid mass that nearly choked it from rim to rim... Here, it seemed, was the ultimate source of all miscreation and abomination. For the gray mass quobbed and quivered, and swelled perpetually; and from it, in manifold fission, were spawned the anatomies that crept away on every side through the grotto. There were things like bodiless legs or arms that flailed in the slime, or heads that rolled, or floundering bellies with fishes' fins; and all manner of things malformed and monstrous, that grew in size as they departed from the neighborhood of Abhoth. And those that swam not swiftly ashore when they fell into the pool from Abhoth, were devoured by mouths that gaped in the parent bulk."

Spawn of Abhoth is an Inherited Template that can be applied to any living corporeal creature.

Size and Type: Size is unchanged (but see below), Type becomes Outsider with the Extraplanar Subtype.  Do not recalculate base attack bonus, or skill points.

Hit Dice: All current and future Hit Dice become d8's unless they are already higher.

Speed: Unchanged (but see text).

Armor Class: Unchanged (but see text).

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Frightful Presence (Ex):  There are three ways to do this.  In a traditional DnD campaign, when the Spawn attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a DC 14 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter.  In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds.  In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).

It may also choose one ability from the following list for every 5 HD it has:

Frightful Moan (Su): A Spawn can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same Spawn’s moan for 24 hours.

Growth (Ex):  Spawn are known for their quick growth, and this feature may be taken multiple times.  Each time it is taken, the base creatures Size Category increases by 1.  It gains all the ability score bonuses and other benefits listed in the Monster Manual.

Disease (Ex): One of the base creatures attacks is diseased.  If it successfully does damage the target must make a Fortitude Save  (Save DC is Con based) or contract any one disease whose infection method is injury or contact.

Poison (Ex): One of the base creatures attacks is venomous.  If it successfully does damage, the target must make a Fortitude Save vs Poison (Save DC is Con based).  Initial and Secondary damage is the same, and is based on size: Tiny (1 Con), Small (1d2 Con), Medium (1d3 Con), Large (1d4 Con), Huge (1d6 Con), Gargantuan (1d8 Con), Colossal (1d10 Con).

Improved Grab (Ex): If the base creature successfully hits an opponent at least 1 Size Category smaller with it's Primary Natural Attack, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity.

Constriction (Ex): You do damage based on your Size plus one and a half times Str modifier with a successful Grapple Check.  1d4 for Medium, 1d6 for Large, 1d8 for Huge, 2d6 for Gargantuan, 2d8 for Colossal.

Swallow Whole (Ex): A Spawn can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes bludgeoning damage based on size acid damage equal to it's Str modifier (minimum of 1) per round from the Spawns gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal x points of damage to the gizzard (AC x). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Gizzard damage is based on size.  Medium does 1d8 plus Str Modifier, Large 2d6 plus Str modifier, Huge 2d8 plus Str Modifier, Gargantuan 3d8 plus Str modifier, Colossal 4d6 plus Str modifier.  Gizzard AC is 10 plus 1/2 the creature's Natural AC Bonus.  Damage needed to exit the Gizzard is twice the Gizzard's AC.  For example if the Gizzards is AC 12, 24 points of damage must be done to exit.

Trample (Ex): Does damage depending on size (must be at least large to choose Trample) plus one and a half times Str Modifier.  Does 2d6 for Large, 2d8 for Huge, 3d8 for Gargantuan, and 6d8 for Large.

Special Qualities: Retains all Special Qualities of the Base Creature, plus chooses one ability from the following list for every 5 HD it has:

Regeneration (Ex): The base creature gains Fast Healing 10.

Darkvision (Ex): If the base creature doesn't have Darkvision, it gains it with a range of 120 ft.  If it has Darkvision with a lower range it improves to 120 ft.

Loyalty (Ex): Spawn are capable of being ordered via telepathic communication by Abhoth at virtually any range, and are immune to any spell, power or effect that would allow or cause them to disobey their parent.  He may cast spells upon them at any range as well.  Their Mindless ability does not protect them from their parents orders.

It may also choose one ability from the following list for every 5 HD it has:

Additional Movement Type (Ex): The Spawn gains any one type of Movement it doesn't currently possess, with a move speed equal to it's base land speed (or whatever it uses as it's primary form of movement currently).  If it gains Flight the Maneuverability is Average.  May be taken multiple times.

Mindless (Ex): No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Blind (Ex): Blind (but have the Blindsight special quality with a range of30 feet), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Gelatinous (Ex): Cannot be Flanked and is immune to Critical hits.

Tough (Ex): Gain DR 10/-.   Optionally you gain a Natural Armor Bonus to AC equal to your base Hit Dice (Minimum +1). May be taken multiple times.

Enhanced Regeneration (Ex): Your Fast Healing 10 becomes Regeneration 10 (Regeneration does not work against Acid or Fire damage).

Energy Resistance (Ex): Gain Energy Resistance 10 to one Energy Type.  May be taken multiple times.

Spell Resistance: Gain Spell Resistance equal to 15+CR.

Telepathy: Gains Telepathy with a range of 120 feet.

Tremorsense (Ex): Gains Tremorsense with a range of 30 feet.

Adaptable (Ex): Due to it's travels, the Spawn can adapt to virtually any planet or dimension.  It permanently gains the benefits if an Avoid Planar effects spell.

Saves: All Saves become Good Saves, and must be recalculated.

Abilities: Pool the base creatures stats, add to it a number equal to it's Hit Dice, and reassign as you see fit.  Each Ability Score must have a minimum of 1, and Int cannot be higher than a 10.  For example lets take a typical Ogre: Adding it's ability scores (Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7) plus it's Hit Dice (4) gives us a pool of 71 points to redistribute as we see fit among the Ability Scores.

Skills: Skills will need to be recalculated due to ability score changes.

Feats: Unchanged.

Environment: Usually Underground.

Organization: Usually Solitary.

Challenge Rating:
+2, with an additional +1 for every 10 Hit Dice the base creature possesses.

Treasure: None

Alignment: Usually Neutral.

Advancement: Spawn of Abhoth usually tend to grow with time, and it is unknown if they have an upper limit.  See text above.

Level Adjustment: ---


« Last Edit: May 04, 2017, 10:58:11 PM by bhu »

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Re: Lovecraftian Whackadoos
« Reply #24 on: April 19, 2017, 12:21:31 AM »
The Dark Demon
                      Medium Outsider (Extraplanar, Avatar*)
Hit Dice:             10d8+340 (385 hp)
Initiative:           +7
Speed:                40 ft. (8 squares)
Armor Class:          13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple:  +10/+15
Attack:               Claw +15 melee (1d8+5)
Full Attack:          2 Claws +15 melee (1d8+5) and 1 Gore +10 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:     Spellcasting, Death Throes, Possession, Frightful Presence
Special Qualities:    Darkvision 120 feet, Avatar traits, Reformation
Saves:                Fort +41, Ref +10, Will +17
Abilities:            Str 21, Dex 17, Con 79, Int 30, Wis 30, Cha 25
Skills:               Bluff +19, Climb +16, Concentration +34, Diplomacy +19, Hide +16, Intimidate +19, Jump +16, Knowledge (Arcana, History, Dreamlands Geography, Interdimensional Geography, Mythos, Religion) +22, Listen +23, Move Silently +16, Search +23, Sense Motive +23, Spellcraft +23, Spot +23, Swim +16
Feats:                Greater Spell Focus (Necromancy), Improved Initiative, Spell Focus (Necromancy), Spell Penetration
Environment:          Any (usually Dreamlands)
Organization:         Unique
Challenge Rating:     12
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          11+ HD
Level Adjustment:     ---

“Horror is the removal of masks.”

The Dark Demon is considered by many scholars to be one of the myriad avatars of Nyarlathotep.  Regularly haunting the Dreamlands, he often contacts Dreamers, astral travelers or would be sorcerers and offers them knowledge and power in exchange for the use of their bodies.  Left unsaid is that he extinguishes their life in the process to gain access to the material world.  In this form Nyarlathotep is a black, demonic creature with thick black fur, claws, and green eyes.  It also has a vaguely piglike snout.

Spellcasting: The Dark Demon knows virtually any spell Nyarlathotep does.  If using a more traditional D&D type spellcasting scheme, it can cast spells as a Sorcerer equal to it's Hit Dice.

Death Throes (Su): If reduced to 0 hit points, the Dark Demon disintegrates into a fiery cloud of black smoke that emanates 15 feet from the squares it occupies.   The cloud lasts 1d4 rounds, and anything inside it takes 1d6 fire damage per round, and must make Fortitude Saves to avoid being poisoned.  Contact, Fort Save DC 49 (Save DC is Con based), Initial damage is 2d4 Con, secondary damage is death.

Possession (Su): The Dark Demon approaches would be Wizards traveling the Dreamlands and tempts them with power and immortality.  Unfortunately what it really wants is to pass into the waking world via possession of their body.Once the poor fool agrees the Demon takes possession of his body the next time he dreams, replacing the dreamer with himself (the possessed is slain instantly and may not be Raised or Resurrected).  This process takes 1d4+2 rounds, during which time the Demon  is helpless, and effectively has the stats of the creature he is possessing.  If the host body is destroyed in this time the Demon returns to the Dreamlands without dissolving into fire and poison.

Frightful Presence (Ex):  There are three ways to do this.  In a traditional DnD campaign, when the Dark Demon attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a DC 22 Willpower Save (Save DC is Charisma Based) or be Shaken for the duration of the encounter.  In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds.  In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).

Reformation (Su): At any time the Dark Demon may voluntarily take 1 point of temporary Charisma damage (any effect giving it immunity to ability damage does not function against this) to cast Heal on itself as a 20th Level Cleric.  The Heal effect does not restore the Charisma damage used to create it, and using this ability is a Swift Action.

Combat:  Despite it's vast magical power the Demon vastly prefers the thrill of melee combat.  It is not stupid, however, and will not take risks. 

AVATAR SUBTYPE
Avatars are independent manifestations of the power of a Great Old One or Elder God.  Stats for it will be forthcoming, but until then assume it is a Divine Rank 0 being.
« Last Edit: May 18, 2017, 10:10:36 PM by bhu »

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Re: Lovecraftian Whackadoos
« Reply #25 on: April 19, 2017, 12:27:32 AM »
Child of Shub-Niggurath

Child of Shub-Niggurath is an Acquired or Inherited Template that can be applied to any Humanoid.  Also known as the Gof'nn hupadgh Shub-Niggurath, these are her favored worshipers swallowed and reborn into immortal, satyr-like beings or mutants.  Some unborn children spawned by her worshipers have this Template as well.

Size and Type: Size is unchanged (but see below), Type becomes Outsider with the Native Subtype.

Hit Dice: All current and future Hit Dice become d8's unless they are already higher.   Do not recalculate base attack bonus, or skill points.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: If it doesn't already have them, the base creature gains a Primary Claw attack and a Secondary Bite attack.  It has 2 Claws and 1 Bite with a Full Attack.

Damage: Claws do 1d4 plus Str modifier, and Bite is 1d3 plus 1/2 Str Modifier (assuming the base creature is Medium).

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Ram (Ex): The Child has goat or ram like horns, doing 2d4 plus one and a half times Str modifier on a successful Charge attack.

Spells: Children with a sufficiently high Charisma Score may learn a few spells, usually ones associated with Shub-Niggurath.  If using a more traditional D&D style system it may cast spells as a Sorcerer whose Level equals it's Hit Dice.

Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

Fast Healing 3

Loyalty (Ex): Children are capable of being ordered via telepathic communication by Shub-Niggurath at virtually any range, and are immune to any spell, power or effect that would allow or cause them to disobey their parent.  She may cast spells upon them at any range as well. 

Immortal (Ex): The Children do not age and are immune to disease and aging effects. 

Adaptable (Ex): Due to it's travels, the Child can adapt to virtually any planet or dimension.  It permanently gains the benefits if an Avoid Planar effects spell

Scarlet Circle (Su): When a group of Children form a circle they may opt to sacrifice at least 1600 pounds of living beings to Shub-Niggurath, along with each of them taking 1 point of temporary Cha damage.  This temporarily creates a Gate (as per the spell) for a number of minutes equal to the participating Children (minimum of 4).

Saves: Children gain a +2 Resistance Bonus on all Saving Throws.

Abilities: +6 Con, +6 Cha

Skills: Gains a +8 Racial Bonus to Hide and Move Silently Checks.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Chaotic Neutral

Advancement: Unchanged (but see text).

Level Adjustment: ---
« Last Edit: May 05, 2017, 12:39:34 AM by bhu »

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Re: Lovecraftian Whackadoos
« Reply #26 on: April 19, 2017, 12:28:34 AM »
                    Night-gaunt
                      Medium Aberration
Hit Dice:             3d8+6 (19 hp)
Initiative:           +2
Speed:                25 ft. (5 squares), Fly 85 ft (Average)
Armor Class:          15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +2/+7
Attack:               Grapple +4 melee touch
Full Attack:          Grapple +4 melee touch
Space/Reach:          5 ft./5 ft.
Special Attacks:      Tickling, Improved Grapple, Drop, Frightful Presence
Special Qualities:    Dark Vision 120 ft, I Have No Eyes But I Still See, Sense Enemy, Adaptable, Polyglot
Saves:                Fort +3, Ref +3, Will +5
Abilities:            Str 12, Dex 14, Con 14, Int 4, Wis 14, Cha 12
Skills:               Hide +20, Knowledge (Interdimensional Geography) +4, Listen +3, Move Silently +10, Spot +3
Feats:                Ability Focus (Tickling), Flyby Attack
Environment:          Any (prefers remote and inaccessible locations)
Organization:         Solitary or Flock (10-100)
Challenge Rating:     3
Treasure:             None
Alignment:            Neutral
Advancement:          4-5 HD (Medium), 6-9 HD (Large)
Level Adjustment:    ---

"But Carter preferred to look at them than at his captors, which were indeed shocking and uncouth black things with smooth, oily, whale-like surfaces, unpleasant horns that curved inward toward each other, bat wings whose beating made no sound, ugly prehensile paws, and barbed tails that lashed needlessly and disquietingly. And worst of all, they never spoke or laughed, and never smiled because they had no faces at all to smile with, but only a suggestive blankness where a face ought to be. All they ever did was clutch and fly and tickle; that was the way of night-gaunts."

Primarily associated with Nodens, the Night-gaunts are known to serve several other masters (notably Yibb-Tstll) and a close relationship to the Ghouls of the Dreamlands.  Shantak Birds and the more human populations of the Dreamlands live in terrible fear of them, most likely because they act as guards for dangerous places, and drop intruders into even worse places.  It is possible they are telepathic, as they seeem to understand those who speak to them, but do not communicate themselves.

Tickling (Ex): If the Nightgaunt makes a successful Grapple Check, it's victim must make a DC 15 Willpower Save (Save is Con based) or become Dazed 1 round.

Improved Grapple (Ex): Nightgaunts may initiate a Grapple without provoking an Attack of Opportunity, and gains a +4 Racial Bonus to Grapple Checks.  If you win a Grapple Check you can move with your opponent at full speed.

Drop (Ex): Nightgaunts may opt to drop Grappled opponents, usually from a great height.  Normal falling damage applies

Frightful Presence (Ex):  There are three ways to do this.  In a traditional DnD campaign, when the Nightgaunt attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a DC 14 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter.  In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds.  In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).

I Have No Eyes But I Still See (Ex): Nightgaunts are immune to Blindness, Deafness and  Gaze attacks as they have no (obvious) sensory organs,  Despite this they seem to be able to see and hear normally.  They never speak, yet have some obvious ability to communicate between themselves and whichever God/Old One they serve.  It is possible they are telepathic.  They may not require food and water, though they have been described as suckling from at least one Old One.

Sense Enemy (Ex): Upon killing a Nightgaunt sent for him, a man is marked.  He will be periodically visited by other Nightgaunts at random points in his life, who always seem to know how to find him.  They are best left alone.  It is said thinking of them makes it more likely you will be attacked.

Adaptable (Ex): Due to it's travels, the Ngihtgaunt can adapt to virtually any dimension.  It permanently gains the benefits if an Avoid Planar effects spell.

Polyglot (Ex):  Though they do not communicate, summoners have reported that Byakhee seem to understand them regardless of the language they are speaking.  It is possible they have some form of short range, low level Telepathy.

Skills: Nightgaunts gain a +8 Racial Bonus to Hide and Move Silently Checks.  The Racial Bonus to Hide Checks increases to +16 in areas of darkness.

Combat: Night-gaunts go directly for the grapple, and if necessary multiple Night-gaunts will swarm a single powerful individual in order to carry him aloft.  They then drop the victim from a great height in monster-infested areas.
« Last Edit: April 22, 2017, 08:40:20 PM by bhu »

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Re: Lovecraftian Whackadoos
« Reply #27 on: April 19, 2017, 12:35:32 AM »
                    Brood of Eihort
                      Fine Outsider (Native)
Hit Dice:             1/4d8+1 (2 hp)
Initiative:           +5
Speed:                15 ft. (4 squares), Climb 5 ft.
Armor Class:          23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple:  +1/-21
Attack:               Gnaw +6 melee touch (1 point)
Full Attack:          Gnaw +6 melee touch (1 point)
Space/Reach:          1/2 ft./0 ft.
Special Attacks:      Infest
Special Qualities:    Darkvision 60 ft., Quick Healing, Light Vulnerability, Mindless, Loyalty
Saves:                Fort +3, Ref +7, Will +3
Abilities:            Str 1, Dex 20, Con 12, Int -, Wis 12, Cha 1
Skills:               Climb +8, Hide +21, Move Silently +9
Feats:                Weapon Finesse (B)
Environment:          Any, usually Underground
Organization:         Solitary or Swarm (10-10000)
Challenge Rating:     1/10
Treasure:             None
Alignment:            Neutral
Advancement:          (see text)
Level Adjustment:     ---

"His entire body lost its cohesiveness and he dissolved in on himsef. His face, chest, legs- every single part-liquified into soggy mounds of writhing, shining, jellied spiders."

The Brood of Eihort resemble their parent, and are often referred to as spiders or mites composed of white jelly.  Eihort infests victims with them, and they replicate inside the poor sod until nothing is left.  When the stars are right they will grow into smaller versions of their parent, but until then they remain tiny creatures hiding from the sunlight they so despise.

Infest (Ex): If the Brood makes a successful opposed Move Silently vs Spot Check against a sleeping character, it slips inside his mouth (or other available orifice).  The victim gains the Bargainer Template.

Quick Healing (Ex): Brood heal their Con Modifier in hit points every 10 minutes, and unless killed outright will fully regenerate from any wound, even replacing lost body parts.

Light Vulnerability (Ex): Brood hate bright light, and are Dazzled in bright sunlight or by effects such as the Daylight spell.

Loyalty (Ex): Brood are capable of being ordered via telepathic communication by Eihort at virtually any range, and are immune to any spell, power or effect that would allow or cause them to disobey their parent.  He may cast spells upon them at any range as well.  Their Mindless ability does not protect them from their parents orders.

Skills: Brood of Eihort gain a +4 Racial Bonus to Move Silently Checks.  They may use Dex instead of Str for Climb Checks, and may always Take 10 on a Climb Check.

Combat: A single Broodling can do virtually nothing against someone in combat.  They're basic job is to spy for their master, or infest sleeping victims giving them the Bargainer template.



Bargainer

Bargainer is an Acquired Template that can be applied to any corporeal living being that accepts Eihort's Bargain (usually Humanoids), or that become infested with one of his Brood.  The Broodlings gradually convert the entire victims body mass into their number, during which time he has blackouts and the collective hivemind of the swarm takes over to carry out their masters bidding.  Not long after gaining the template (the time varies from a few months to a few years depending on the individual) the Bargainer dissolves into a hug mass of Brood, leaving his skin and bones behind.  It thus becomes a Brood Swarm, intent on converting more victims.

Size and Type: Size is unchanged, Type becomes Outsider with the Native Subtype. 

Hit Dice: All current and future Hit Dice become d8's unless they are already higher.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special attacks of the base creature, plus gains the following:

Spellcasting:  Brood with a sufficiently high Charisma Score may learn a few spells, usually ones associated with Eihort.  If using a more traditional D&D style system it may cast spells as a Sorcerer whose Level equals it's Hit Dice.

Terror (Ex):  There are three ways to do this.  In a traditional DnD campaign, when an Opponent attacks the Bargainer, that opponent must make a Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter.  In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds.  In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).

Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

Quick Healing (Ex): Brood heal their Con Modifier in hit points every 10 minutes, and unless killed outright will fully regenerate from any wound, even replacing lost body parts.

Maturity (Ex): The base creature who bargained with Eihort has had one of the creatures imature Brood inseminated into him.  These Brood reproduce asexually quite rapidly, eventually replacing all the Bargainers biomass with the exception of his skeleton, and his skin (which helps protect them from light). 

Loyalty (Ex): Brood are capable of being ordered via telepathic communication by Eihort at virtually any range, and are immune to any spell, power or effect that would allow or cause them to disobey their parent.  He may cast spells upon them at any range as well.

Saves: All Saves become Good Saves, and must be recalculated.

Abilities: +4 Str, +6 Con, +6 Int, +6 Wis, +6 Cha

Skills: When the Brood are in control the Bargainer gains a -2 Penalty to all Skill and Ability Checks as it spends much of it's concentration pretending to be a normal example of it's host species.

Feats: Unchanged.

Environment: Unchanged.

Organization: Usually Solitary

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Chaotic Evil.

Advancement:
See text above.

Level Adjustment:
---




            Brood Swarm
                      Fine Outsider (Native, Swarm)
Hit Dice:             6d8+6 (33 hp)
Initiative:           +5
Speed:                15 ft. (3 squares), Climb 5 ft
Armor Class:          23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple:  +4/-
Attack:               Swarm (2d6)
Full Attack:          Swarm (2d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Spells, Infest
Special Qualities:    Darkvision 60 ft., Quick Healing, Light Vulnerability, Immune to Weapon Damage, swarm traits, Loyalty
Saves:                Fort +6, Ref +10, Will +8
Abilities:            Str 1, Dex 20, Con 12, Int 16, Wis 16, Cha 16
Skills:               Balance+10, Bluff +12, Climb +5, Concentration +9, Diplomacy +12, Hide +21, Knowledge (Arcana, Mythos) +12, Listen +12, Move Silently +10, Profession +12, Search +12, Spellcraft +12, Spot +12 
Feats:               
Environment:          Any, usually Underground
Organization:         Solitary or Mass (10-20 Swarms)
Challenge Rating:     6
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          ---
Level Adjustment:     ---

Swarms of Broodlings are very dangerous, as trying to avoid their Infest attack is quite difficult.

Distraction (Ex):  Any living creature that begins its turn with a Brood Swarm in its space must succeed on a DC 16 Willpower Save or be Shaken for the duration of the encounter. In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds.  In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming). The save DC is Charisma based.

Spells: Brood with a sufficiently high Charisma Score may learn a few spells, usually ones associated with Eihort.  If using a more traditional D&D style system it may cast spells as a Sorcerer whose Level equals it's Hit Dice.

Infest (Ex): If the Brood makes a successful opposed Move Silently vs Spot Check against a sleeping character, it slips inside his mouth (or other available orifice).  The victim gains the Bargainer Template.  Opponents who roll a Natural 1 on their Willpower Save must make an Opposed Spot vs Hide Check to avoid gaining the Bargainer Template.

Quick Healing (Ex): Brood heal their Con Modifier in hit points every 10 minutes, and unless killed outright will fully regenerate from any wound, even replacing lost body parts.

Light Vulnerability (Ex): Brood hate bright light, and are Dazzled in bright sunlight or by effects such as the Daylight spell.

Loyalty (Ex): Brood are capable of being ordered via telepathic communication by Eihort at virtually any range, and are immune to any spell, power or effect that would allow or cause them to disobey their parent.  He may cast spells upon them at any range as well.

Skills: Brood may use Dex instead of Str for Climb Checks, and may always Take 10 on a Climb Check.

Combat: Swarms tend to mass around victims, looking for a way inside them. 
« Last Edit: May 06, 2017, 08:18:42 PM by bhu »

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Re: Lovecraftian Whackadoos
« Reply #28 on: April 19, 2017, 12:36:29 AM »
                    Byakhee
                      Large Aberration
Hit Dice:             4d8+16 (34 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Fly 140 ft (Good)
Armor Class:          14 (-1 Size, +2 Dex, +3 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +3/+11
Attack:               Claw +6 melee (1d4+4)
Full Attack:          2 Claws +6 melee (1d4+4) and 1 Bite +1 melee (1d4+2)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Spellcasting, Frightful Presence
Special Qualities:    Darkvision 240 feet, Interstellar Adaptation, Hune, Polyglot, Adaptable
Saves:                Fort +5, Ref +3, Will +7
Abilities:            Str 18, Dex 14, Con 18, Int 11, Wis 16, Cha 11
Skills:               Knowledge (Interstellar Geography, Interdimensional Geography, Mythos) +3, Listen +4, Search +3, Spot +4, Survival +3
Feats:                Flyby Attack, Hover
Environment:          Outer Space
Organization:         Single or Flock (4-12)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-6 HD (Large), 7-12 HD (Huge)
Level Adjustment:     ---

"Out of the unimaginable blackness beyond the gangrenous glare of that cold flame, out of the tartarean leagues through which that oily river rolled uncanny, unheard, and unsuspected, there flopped rhythmically a horde of tame, trained, hybrid winged things that no sound eye could ever wholly grasp, or sound brain ever wholly remember. They were not altogether crows, nor moles, nor buzzards, nor ants, nor vampire bats, nor decomposed human beings; but something I cannot and must not recall. They flopped limply along, half with their webbed feet and half with their membranous wings; and as they reached the throng of celebrants the cowled figures seized and mounted them, and rode off one by one along the reaches of that unlighted river, into pits and galleries of panic where poison springs feed frightful and undiscoverable cataracts."

Byakhee are interstellar predators who prefer the void of space to atmospheric planets, only descending to feed or because they are summoned.  Despite being closely associated with Hastur, all manner of summoners call upon the Byakhee, as their Hune organ makes them quite versatile as both mounts and hunters.  It is thought that there are various species of Byakhee, some of which subsist on the blood of terrestrial beings, and some of which don't "carry" riders through space so much as reduce them to subatomic particles only to reassemble them at their destination.
 
Spellcasting: Byakhee with a sufficiently high Charisma Score may learn a few spells, usually ones associated with Hastur.  If using a more traditional D&D style system it may cast spells as a Sorcerer whose Level equals it's Hit Dice.

Frightful Presence (Ex):  There are three ways to do this.  In a traditional DnD campaign, when the Byakhee attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a DC 14 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter.  In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds.  In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).

Interstellar Adaptation (Ex): Byakhee are immune to the perils of space travel, effectively immune to both Cold and Radiation damage.  They do not breathe and are apparently unaffected by the loss of gravity or pressure.  While extremely hot temperatures do not bother them, they can still take fire damage. 

Hune (Ex): Byakhee possess a bizarre paramagnetic organ called the Hune, which allows them to create a phenomenon known as Keim.  Once free of an atmosphere, Keim allows a Byakhee to travel up to 400 times the speed of light.  In theory it also allows for interdimensional travel, meaning it would be able to Plane Shift as per the spell at will.  Additionally the Hune seems to protect them from atmospheric re-entry, perhaps via teleportation.

Polyglot (Ex):  Though they rarely communicate, summoners have reported that Byakhee seem to understand them regardless of the language they are speaking.  It is possible they have some form of short range, low level Telepathy.

Adaptable (Ex): Due to it's travels, the Byakhee can adapt to virtually any planet or dimension.  It permanently gains the benefits if an Avoid Planar effects spell.

Combat:  Byakhee are intelligent predators, and fight like them.  They may resemble beasts, but they have human level intellect, and some will know spells which they will use to their benefit.
« Last Edit: April 22, 2017, 08:36:44 PM by bhu »

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Re: Lovecraftian Whackadoos
« Reply #29 on: May 08, 2017, 07:46:46 PM »
Deep One Hybrid

Deep One Hybrid is an Inherited Template that can be applied to any Humanoid, Shark, or Dolphin.  Deep Ones often mate with Humans in order to spread their influence onto land.  Hybrids appear normal, with signs of change appearing sometime between early and late teens.  By middle age they look horribly deformed, and shun the public, becoming full fledged Deep Ones and joining their inhuman parents in the Sea.  Occasionally they also mate with either Dolphins or Sharks, with the Dolphins becoming intellectual scholars and the sharks becoming savage murderers.  Both develop rudimentary claws on their front fins, and do not metamorphosis into true Deep Ones (though they remain invulnerable).

Size and Type: Size is unchanged.  If Humanoid Type changes to Monstrous Humanoid.  If Shark or Dolphin, Type changes to Aberration.  Dolphins gain the Aquatic and Amphibious Subtypes.  Sharks gain the Amphibious Subtype.

Hit Dice: Unchanged.

Speed: Humanoids gain a Swim speed equal to their base land speed.

Armor Class: Unchanged.

Attacks: Unchanged if Humanoid.  Gains a Secondary Claw attack if Dolphin or Shark.

Damage: Unchanged if Humanoid.  Claw does 1d4 plus 1/2 Str Modifier if Medium (1d6 if Large, 2d4 if Huge).

Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:

Spellcasting: Hybrids with a sufficiently high Charisma Score may learn a few spells, usually ones associated with Cthulhu.  If using a more traditional D&D style system it may cast spells as a Sorcerer whose Level equals it's Hit Dice.

Frightful Presence (Ex):  There are three ways to do this.  In a traditional DnD campaign, when the Hybrid attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter.  In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds.  In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).

Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

Darkvision 60 feet

Immortality (Ex): Deep ones are effectively immortal.  So long as they have sufficient food and water and aren't killed forcibly they will never die.  They are immune to non-magical diseases and aging effects.  Deep Ones are remarkable resistant, and instead of dying from starvation they will lose body mass until they can gain sufficient food to regain normal size.  Many Deep Ones with a steady food supply grow steadily larger with age.  It also means the Deep Ones tend to be knowledgeable about many things, and for each year of life after 50 they can change one skill from a cross class to a class skill.

Hold Breath (Ex): A formerly Humanoid Hybrid can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Transformation (Ex): Sometime after middle age, formerly Humanoid Hybrids become Deep Ones of similar Hit Dice.

Saves: Unchanged.

Abilities: Humanoids gain +2 Con, +2 Int.  Dolphins and Sharks gain +4 Str, +4 Con.  Dolphins roll 3d6+2 for Int and 3d6 for Cha.  Sharks roll 1d6+6 for Int and 3d6 for Cha.

Skills: Due to their long lives Deep Ones gain incredible bonuses to skills.  All Deep Ones have a +2 Racial Bonus to Listen Checks.  For every 50 years of age they gain a +2 Competence Bonus to three skills based on Intelligence, Wisdom, or Charisma.  Hybrids who were formally Humanoids gain a -2 Penalty on Cha based skills other than Intimidation against their former kind due to their hideous appearance.

Feats: Unchanged.

Environment: Land dwelling Humanoids eventually become Aquatic and take to the sea.

Organization: Unchanged, but normally found in small towns or Deep One cities as a prevalent population.

Challenge Rating: +0 (Spellcasters CR is equal to Hit Dice)

Treasure: Unchanged.

Alignment: Usually becomes Neutral Evil over time, but can retain it's old Alignment in some cases.

Advancement: Unchanged.

Level Adjustment: +1
« Last Edit: May 16, 2017, 10:55:51 PM by bhu »

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Re: Lovecraftian Whackadoos
« Reply #30 on: May 08, 2017, 08:43:31 PM »
Crawling One

Crawling One is an Acquired Template that can be applied to any dead spellcaster.  They are massive swarms of worms and maggots in humanoid form that have fed on the remains of a Wizard and in some abomination of nature gained his knowledge and semblance of personality.  They cannot speak, but can communicate via writing.  They are often connected to Cthulhu and his relatives, as well as Hastur and Tulzscha.

Size and Type:
Size is Unchanged, Type becomes Outsider with the Native and Swarm Subtypes. 

Hit Dice: All current and future Hit Dice become d8's.

Speed: Unchanged.

Armor Class: The base creature loses all Natural Armor Bonuses to AC.

Attacks: The base creature loses all natural attacks, and gains a Swarm attack.

Damage: Damage from Swarm attack depends on the Crawling Ones Hit Dice (see MM).

Special Attacks: The base creature loses all Special Attacks that rely on their physical form, plus gains the following:

Frightful Presence (Ex):  There are three ways to do this.  In a traditional DnD campaign, when the Crawling One attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter.  In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds.  In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + ½ swarm’s HD + swarm’s Con modifie) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Silent Spells (Su): Spells cast by the Crawling Ones no longer require verbal components.

Special Qualities: The base creature loses all Special Qualities based on it's physical form, plus gains the following:

Blind (Ex): Crawling Ones have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Blindsight (Ex): Range 30 feet.

Immune to weapon damage (Ex)

Saves: All Saves become Good Saves and must be recalculated.

Abilities: +4 Con, +2 Int, +8 Cha, -4 Str, -4 Dex

Skills: Gains a +4 Racial Bonus to Move Silently Checks.

Feats: Unchanged.

Environment: Any.

Organization: Usually Solitary.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Neutral Evil.

Advancement: Unchanged.

Level Adjustment: ----
« Last Edit: May 16, 2017, 11:01:47 PM by bhu »

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Re: Lovecraftian Whackadoos
« Reply #31 on: May 08, 2017, 08:46:09 PM »
Thrall of Cthulhu

Thrall of Cthulhu is an Acquired Template that can be applied to any Humanoid the proper rituals have been performed on.  Thralls are former men altered via various rituals into bloated, gray humanoids composed of jelly-like flesh.  They are hairless, earless, and appear to sweat a fluid that smells of methane.  They have wide, unblinking yellow eyes, and their fanged mouths are surrounded by vestigial tentacles.  Their nails on both hands and feet have lengthened into claws.  Upon reaching advanced age the THrall takes to the sea to join Cthulhu, forever unable to leave the water again.

Size and Type: Size increases 1 Size category, Type becomes Outsider with the Native and Amphibious Subtypes. 

Hit Dice: Unchanged.

Speed: Land speed reduces by -10 feet.  Gains swim speed equal to twice base land speed.

Armor Class: Unchanged.

Attacks: The Thrall gains a Primary Claw attack (2 Claws with a Full attack).

Damage: Claw damage for Medium Thralls is 1d6 plus Str Modifier.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Frightful Presence (Ex):  There are three ways to do this.  In a traditional DnD campaign, when the Thrall attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter.  In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds.  In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).

Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

Regeneration (Ex): The Thrall gains Regeneration 3.  Their Regeneration does not work on damage from supernatural sources.  Once it becomes sea-bound due to it's Transformation, it's Regeneration/Rejuvenation abilities only work when submerged in salt water.

Rejuvenation (Ex): Once a Thrall is reduced to 0 hit points by non magical means, it dissolves into a gray, foul-smelling gas, which reforms into a Thrall within 1d8+1 rounds.  It retains any damage from magical sources, as Rejuvenation only fixes non-magical damage.

Sunlight Phobia (Ex): Even though it does not harm them, a Thrall must make a DC 15 Willpower Save to walk into sunlight.  Once in sunlight they must make another Save to remain there without fleeing towards the darkness each round.  Each round the Thrall makes a successful Save the DC increases by a cumulative +1.

Transformation (Ex): Sometime after many years the Thrall goes to the Ocean to join it's master, gaining the Aquatic Subtype (while losing the Amphibious Subtype).

Loyalty (Ex): Thralls are capable of being ordered via telepathic communication by Cthulhu at virtually any range, and are immune to any spell, power or effect that would allow or cause them to disobey their master.  He may cast spells upon them at any range as well. 

Immortality (Ex): Thralls are effectively immortal.  So long as they have sufficient food and water and aren't killed forcibly they will never die.  They are immune to non-magical diseases and aging effects.  Thralls are remarkable resistant, and instead of dying from starvation they will lose body mass until they can gain sufficient food to regain normal size.  Many Thralls with a steady food supply grow steadily larger with age.  It also means the Thralls tend to be knowledgeable about many things, and for each year of life after 50 they can change one skill from a cross class to a class skill.

Saves: Recalculate Fort Save due to Con change..

Abilities: +4 Str, +4 Con, -4 Dex.

Skills: The Thrall loses all ranks (and cannot gain new ones) from the following skills: Bluff, Climb, Diplomacy, Heal and Ride.  It gains a -4 Racial Penalty to Listen Checks made above water, but a +4 Bonus to Listen Checks made under water.  Thralls have a -8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.

Feats: Unchanged.

Environment: Unchanged, but always eventually takes to the sea.

Organization: Usually Solitary.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: Unchanged.

Level Adjustment: ---
« Last Edit: May 16, 2017, 11:07:47 PM by bhu »

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Re: Lovecraftian Whackadoos
« Reply #32 on: May 08, 2017, 08:47:04 PM »
TCHO-TCHO


   
"Our attackers. . . were a horde of little men, the tallest of them no more than four feet, with singularly small eyes set deep in dome-like, hairless heads.  These. . . attackers fell upon the party and had killed men and animals with their bright swords almost before our men could extract their weapons."

 Sometime in the dim past Chaugnar Faugn created a race of humanoid dwarfs called the Miri Nigri as servants.  These amphibious abominations co-bred with asian humans, and thus the Tcho-Tchos were born.  They resemble short, dark-skinned (sometimes to the point of being a shiny black) asian men who are usually completely hairless.  Some of them are born without nails.

TCHO-TCHO RACIAL TRAITS
·   +2 Con, +2 Int, -2 Cha
·   Size Class: Medium (Some individual clans will be Small)
·   Humanoid with the Tch-Tcho Subtype
·   Base land speed 30 ft.
·   Tcho-Tchos gain a +4 Racial Bonus on Saves against Poison and Disease.  If they have a Con Score of 16 or higher they are immune to non-magical poison and disease.
·   Skills: Tcho-Tchos have a +4 Racial Bonus on Knowledge (Arcana, Mythos) Checks.  They are proficient with Simple and Martial Weapons, as well as Blowguns.  Those in a D20 Modern campaign will have Personal and Advanced Firearms proficiency.
·   Automatic Languages: Tcho-Tcho. Bonus Languages: Any nearby race.
·   Level Adjustment: +0
·   Favored Class: Any

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d% years (though most die violently long before this)

HEIGHT AND WEIGHT
 Base Height: Male: 3'9" Female: 3'7"
 Height Modifier: +2d4"
 Base Weight: Male: 130 lbs.   Female: 100 lbs.
 Weight Modifier: x (2d6) lbs.

TCHO-TCHO CHARACTERS
 Tcho-Tchos have a horrible reputation they are only now just beginning to try to alter via claims of racial discrimination.  You may as well choose career options no one else will touch, because everyone will assume you're a monster in human form anyway.
 Adventuring Race: You adventure to expand the power of your race, family and probable cult or Triad you belong to.  Occasionally to gain power for yourself, but for the most part the Tcho-Tcho are remarkably cooperative among their own, and decisions are made for the good of the many as opposed to the few.
 Character Development: Your people have both a talent for crime and the occult, so arcane spellcaster or criminal make obvious choices.  Many Tcho-Tcho are raised as killers from birth as warriors in more primitive parts of the world as well, and they have a fierce reputation.
 Character Names: Tcjo-Tcho adopt names from whichever society they live among, reserving their true names for use among themselves.

ROLEPLAYING A TCHO-TCHO
 Attaining rule of the humans who want the world that is rightfully yours is all.  Nothing that achieves this end is off limits.
 Personality: You have no moral compass as humans understand one.  There is no act you find taboo besides disobeying your superiors or bringing harm to your people.  You have at least learned to hide this nature now that your people are moving out into the world.
 Behaviors: Tcho-Tchos are unusually aggressive, even for savage tribesmen.  Their more modern, civilized counterparts inevitably become involved in either terrorism or organized crime.  No act is too low for them, and even other criminals are loathe to associate with them.
 Language: The Tcho-Tcho have their own language which bears only a passing resemblance to any other human language.

TCHO-TCHO SOCIETY
 Tcho-Tchos had their origin as filthy, degenerate cannibal tribes.  They have since parlayed their magical knowledge and lack of empathy into political and criminal influence worldwide.  They are infinitely adaptable, doing anything required to spread their evil, no matter how debasing.  Their cannibalistic practices have led to the formation of a prion disease they call Chawa, and to which many Tcho-Tchos have begun to develop an immunity.
 Alignment : Tcho-Tchos are universally Evil.
 Lands : Normally the Tcho-Tchos are found on the asian plateau of Tsang and parts of Tibet.  They are also found in parts of the Dreamlands, especially Leng. 
 Settlements : In the mid 1990's thousands of the Tcho-Tchos began immigrating to North America to form Triad like societies.
 Beliefs : Despite owing their existence to Chaugnar Faugn the Tcho-Tchos worship virtually any of the Great Old Ones or Elder Gods.  It generally depends on whichever being the family traditionally serves.
 Relations: Tcho-Tchos are cannibals, and even though they eat their own they prefer the flesh of other humans.  They do not perceive other humans as people, and think nothing of corrupting or destroying them.  They regard Triffids highly, and often ally themselves with them, being immune to their stings.

TCHO-TCHO ADVENTURES
·   Someone is muscling in on the drug and prostitution rings your family relies on to generate easy cash.  You have been asked to find and eliminate them.
·   You have been given the honor of 'mating' with Nug and Yeb, which humans do not generally survive.  You have 6 months to find a way to survive the process, while dodging your relatives who assume you're skipping out on your assigned fate.
·   The CIA used to fund your clan in Vietnam to oppose the communists.  Now, decades later they suddenly decide to cut the money over recent 'events' inspired by your people.  You have been tasked with changing their minds.  Forcefully if necessary.
« Last Edit: May 17, 2017, 10:49:09 PM by bhu »

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Re: Lovecraftian Whackadoos
« Reply #33 on: May 08, 2017, 08:48:15 PM »
                      Dwellers in the Depths
                      Large Aberration (Aquatic, Amphibious)
Hit Dice:             4d8+24 (42 hp)
Initiative:           +1
Speed:                25 ft. (9), Swim 45 ft.
Armor Class:          10 (-1 Size, +1 Dex), touch 10, flat-footed 9
Base Attack/Grapple:  +3/+12
Attack:               Tentacle +7 melee (1d6+5)
Full Attack:          2 Tentacles +7 melee (1d6+5)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spellcasting, Frightful Presence
Special Qualities:    Blind, Blindsight 60 ft., Physical Invulnerability
Saves:                Fort +7, Ref +2, Will +7
Abilities:            Str 20, Dex 13, Con 23, Int 13, Wis 16, Cha 17
Skills:               Concentration +8, Knowledge (Arcane, Geography, History, Nature, Things Man Was Not Meant To Know) +3, Listen +5, Spellcraft +6, Survival +6, Swim +13, Use Magic Device +6
Feats:                Combat Casting, any Metamagic Feat
Environment:          Any Aquatic
Organization:         Solitary or City
Challenge Rating:     5
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          5-6 HD (Large), 7-12 HD (Huge)
Level Adjustment:    ---

"The thing had eight major armlike appendages protruding fiom an elliptical which were tipped with flipper-like protrusions,
the other two being tentacular. Four of the webtipped legs were located at the lower end of the body, and used for walking upright. The other two were near the head, and could be used for walking near the ground. The head joined directly to the body; it was oval and eyeless. In place of eyes, there was an abominable sponge-like circular organ about the center of the
head; over it grew something hideously like a spider’s web. Below this was a mouth-like slit which extended at least halfway
round the head, bordered at each side by a tentacle-like appendage with a cupped tip, obviously used for carrying food to the mouth. . . . The sketch and the Necronomicon illustration had not reproduced everything; they had not shown the transparency of the half gelatinous flesh, revealing the mobile organs beneath the skin. Nor had they shown the globular organ above the brain. . . . And as the mouth fell open when they stirred the body, he saw that the being possessed no teeth, but six rows of powerful tentacles interlaced across the opening of the throat."


The true name of the Dwellers is virtually unknown, and despite their wildly divergent appearance some scholars still insist they are related to the Deep Ones.  The Dwellers are, however, closely linked to most of the ocean dwelling Great Old Ones, who sometimes release them to wreak havoc on the surface world.  "Release" being part of the description makes one wonders if they serve willingly...

Spellcasting: Dwellers with a sufficiently high Charisma Score may learn a few spells, usually ones associated with ocean dwelling Great Old Ones.  If using a more traditional D&D style system it may cast spells as a Sorcerer whose Level equals it's Hit Dice.

Frightful Presence (Ex):  There are three ways to do this.  In a traditional DnD campaign, when the Dweller attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a DC 17 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter.  In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds.  In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).

Blind (Ex): Dwellers have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Physical Invulnerability (Ex): The Dwellers physical qualities render it immune to most damage.  Only Fire, Electricity or damage from magical sources or weapons hurts it.  It does, however, have a weakness: it's "brain" organ.  On a successful critical hit it takes damage normally, whether or not the source is a form of damage it's normally vulnerable to.  Opponents making a DC 20 Knowledge (Mythos) Check know about this vulnerability and can specifically target this organ which is AC 18.  If the hit is successful the attack automatically succeeds in threatening a critical hit and does damage normally.

Skills: Dwellers gain a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.

Combat:
« Last Edit: May 17, 2017, 08:48:01 PM by bhu »

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Re: Lovecraftian Whackadoos
« Reply #34 on: May 17, 2017, 10:01:44 PM »
                     Dark Ones
                      Tiny Aberration
Hit Dice:             1d8+1 (5 hp)
Initiative:           -5
Speed:                5 ft. (1 squares)
Armor Class:          7 (+2 Size, -5 Dex), touch 7, flat-footed 7
Base Attack/Grapple:  +0/-13
Attack:               ---
Full Attack:          ---
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Animate Corpse, Frightful Presence
Special Qualities:    Blind, Blindsight 30 Ft., Scent, Immune to Mind-Affecting Effects, Technology and Magic, Immortal
Saves:                Fort +1, Ref -5, Will +1
Abilities:            Str 1, Dex 1, Con 12, Int 8, Wis 8, Cha 8
Skills:               Climb +1, Handle Animal +5, Hide +3, Move Silently +1, Ride +1
Feats:                Animal Affinity
Environment:          Any
Organization:         Group (10 or more)
Challenge Rating:     1/6
Treasure:             See below
Alignment:            Chaotic Evil
Advancement:          ---
Level Adjustment:     ----

Dark Ones are said to be the Norse Svartalfar (and are also called Dveorg), maggots from the corpse of Ymir made into Dwarves who live under hills and make fantastic things.  In truth they are cat sized, two-headed maggots who evolved some intelligence and who worship Nyarlathotep and the Magnum Innominandum.  Virtually defenseless, the maggots burrow into corpses that they take care to preserve, by living in dark, dry caves, the arctic or peat bogs.  They have a taste for mummies as well.  They animate these corpses, pretending to be pale, smelly men until the rot is too evident.  When the corpse begins to expire, they find (or make) a new one.  While not intelligent their virtual immortality has left them skilled nonetheless.  Most speak multiple languages (at least 3) and are proficient with Simple and Martial Weapons, Light and Medium Armor, and all Shields except Tower Shields. Modern Era Dark Ones will likely be proficient with some sort of firearm as well. 

Animate Corpse (Ex): As a Full Round Action, a Dark One may choose to burrow into a corpse, which reanimates within 1d6 rounds.  The corpse then acts at it's directives becoming a Host (see Template below).

Frightful Presence (Ex): There are three ways to do this.  In a traditional DnD campaign, when the Dweller attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a DC 17 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter.  In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds.  In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).

Blind (Ex): Dark Ones have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. It loses this ability when animating a corpse as it gains access to the corpses former senses.

Blindsight (Ex): Dark Ones have Blindsight with a range of 30 Ft.  It loses this ability when animating a corpse as it gains access to the corpses former senses.

Technology and Magic: Despite their low intelligence, the Dark Ones have fabulously advanced technology, likely gifted to them via Nyarlathotep.  Their machines can change the wind and weather, modify living being, open Gates, or animate robots.  None of these appear to be weapons in the traditional sense.  The Dark Ones rely heavily on their technology, ass they are completely incapable of spellcasting.

Immortal (Ex):  Being Immortal, the Dark Ones pick up a lot of odd bits of knowledge.  Effectively they have Bardic Knowledge as per the Bard ability from the PHB.  Their effective Bard Level for this ability is their age divided by 10 rounded down (maxes at level 20).

Skills: Dark Ones have a +4 Racial Bonus on Climb, Handle Animal, Hide, Move Silently and Ride Checks.  The Bonus to Handle Animal and Ride Checks increases to +8 with horses.

Combat: Dark Ones prefer to avoid combat unless they outnumber opponents.  They will use their machinery to set the battleground in their favor if they can. 
« Last Edit: February 14, 2021, 05:54:33 PM by bhu »

Offline bhu

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Re: Lovecraftian Whackadoos
« Reply #35 on: February 14, 2021, 12:13:17 AM »
Dark One Host

Dark One Host is a Acquired Template that can be applied to any once living, corporeal creature that is Medium size.

Size and Type: The creature’s Type changes to Undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind.  Size is unchanged.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s.

Speed: All movement speeds increase +5 Ft. If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by +2.

Attacks: A Host has a base attack bonus equal to ½ its Hit Dice. A Host retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature.  If it has no natural weapons, it gains a Slam attack. 

Damage:
The Hosts Slam damage does 1d6 plus Str modifier. 

Special Attacks: The base creature only retains Extraordinary abilities, and only those related to it's physical form.  It also gains the following:

Frightful Presence (Ex):  There are three ways to do this.  In a traditional DnD campaign, when the Host attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter.  In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds.  In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).

Special Qualities: The base creatures loses all Spell-like or Supernatural Abilities, as well as any abilities gained due to class levels. 

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2

Abilities: +2 Str, +2 Dex and has no Constitution score.  It's mental ability scores are replaced with those of the Dark One.

Skills:
Skills are replaced with those of the Dark Ones.

Feats:
Feats are replaced with those of the Dark Ones.

Environment: Any

Organization: 10 or more.

Challenge Rating:
CR depends on  Hit Dice.  1 HD: 1/2, 2 HD: 1, 4 HD: 3, 6 HD: 4, 8-10 HD: 4.

Treasure:
See Dark One

Alignment: Chaotic Evil

Advancement:
---

Level Adjustment: ---

Example of creature using template here:

« Last Edit: February 14, 2021, 05:30:52 PM by bhu »

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Re: Lovecraftian Whackadoos
« Reply #36 on: October 11, 2022, 11:11:41 PM »
The Martenses
                      Small Humanoid
Hit Dice:             2d8+2 (11 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Burrow 10 ft.
Armor Class:          14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +1/-5
Attack:               Bite +4 melee (1d4-2)
Full Attack:          1 Bite +4 melee (1d4-2) and 2 Claws -1 melee (1d3-2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frightful Presence, Rage
Special Qualities:    Darkvision 60 ft., Low-light Vision, Scent
Saves:                Fort +1, Ref +5, Will +1
Abilities:            Str 7, Dex 14, Con 12, Int 6, Wis 12, Cha 9
Skills:               Climb +6, Hide +6, Jump +6, Listen +2, Move Silently +4, Spot +2, Survival +2
Feats:                Weapon Finesse
Environment:          Underground
Organization:         Solitary, Pair, Hunting Party (3-9), or Family 10-100)
Challenge Rating:     1
Treasure:             None
Alignment:            Neutral, with some tendencies toward Chaos or Evil
Advancement:          3 HD (Small), 4-6 HD (Medium)
Level Adjustment:     ---

"God knows how many there were—there must have been thousands. To see the stream of them in that faint, intermittent lightning was shocking. When they had thinned out enough to be glimpsed as separate organisms, I saw that they were dwarfed, deformed hairy devils or apes—monstrous and diabolic caricatures of the monkey tribe. They were so hideously silent; there was hardly a squeal when one of the last stragglers turned with the skill of long practice to make a meal in accustomed fashion on a weaker companion. Others snapped up what it left and ate with slavering relish. Then, in spite of my daze of fright and disgust, my morbid curiosity triumphed; and as the last of the monstrosities oozed up alone from that nether world of unknown nightmare, I drew my automatic pistol and shot it under cover of the thunder."  The Lurking Fear-H.P. Lovecraft

"According to my ancestor, the Martense home was founded in 1670 by Gerrit Martense.  He deliberately chose Tempest Mountain, in the Catskills, for it's remoteness, and it's 'unusual scenery.'  The Martenses were well known for two things: Hatred of the British and all who accepted their rule, and having one blue and one brown eye.  My great grandfather further reports that the Martenses began intermarrying with the local squatter population, which he describes in terms of the utmost bigotry.  He ascribes to the Martenses rumors of degeneracy and incest, right up until their disappearance in 1816.  He led several attempts to determine whether the rumors of monsters in the old Martense home were true, leading to the death of all who went with him, before he contacted the Federal government and had the top of the mountain dynamited."

"FBI records show that they assumed this would be the end of things, but I am not so certain.  Great grandfather described the creatures who used to be the Martense family as being 'in the thousands', and while I can allow that some of that is hyperbole due to fear, certain other things he mentions disturb me.  He blithely assumes that inbreeding results in the Martenses gorilla-like appearance, but I doubt that such would be possible in just over a century, nor do I think they could 'devolve' in that time due to environmental factors.  But my ancestor also mentions 'a blasphemous abnormality from hell’s nethermost craters; a nameless, shapeless abomination which no mind could fully grasp and no pen even partly describe' and 'mound-like tentacles groping from underground nuclei of polypous perversion'.  He also describes many trees as being 'over-nourished' or in some ways fearsome.  I believe something else lies beneath the surface of Tempest Mountain.  The Old Ones are well known for corrupting life about their resting places, and it would explain the appearance of the surrounding woods, the lack of animal life, and the transformation of the Martense family.  I believe the Martenses made contact with this theoretical entity, and received the usual cursed gifts offered by their kind: a form of biological immortality in exchange for shedding their humanity.  I would also point out that despite their being graveyards on the mountain, and many small communities, they lack any sign of Ghouls, which are ubiquitous elsewhere.  Despite their frenzy, the smaller Martenses would be no match for the Ghouls, which suggests something keeps them at bay.  Furthermore, despite being described as cannibals, there is not enough biomass to feed such an army, and the Martenses only come forth during the summer storms.  Even were there truly thousands of them, they would cannibalize each other into extinction.  The murders ascribed to them mention bodies being gnawed on, but not devoured.  I believe the Martenses feed out of habit, but no longer find it strictly necessary.  I believe they are kept alive, and in thrall. to whatever being lives under the mountain and calls down the lightning."

Frightful Presence (Ex): There are three ways to do this.  In a traditional DnD campaign, when the Martense-kin attacks an opponent whose Hit Dice is equal to or less than it's own, that opponent must make a DC 12 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter.  In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds.  In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have below, the Martense-kin causing a loss of 0/1d3 Sanity for an individual or 1/1d6+1 for the horde).

Rage (Ex): A Martense exposed to  thunder or lightning, or that is injured in combat, flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Skills: The Martense-kin gain a +4 Racial Bonus on Climb and Jump Checks, and can use their Dexterity or Strength Modifier for Climb and Jump Checks.

Combat: The Martenses rely heavily on stealth, and often make a game of killing individuals next to their sleeping companions.  They are often driven into a frenzy by the summer storms, and will often destroy all in their path during this time.



Mentality Rules


Beginning Mentality All PC's start with a beginning Mentality equal to their lowest mental stat times 5.  They take damage to this score from casting spells, seeing things they were not meant to see, encountering things from other worlds, etc.  Maximum possible Mentality is your highest mental stat times 5.  Mentality is effectively the defense humanity has evolved against the things from Outside.  While it's in place, humans reject the 'supernatural', and the Outside doesn't bother with them unless they get in the way.  Once it's gone, you can interact with them, and they can interact with you, because technically you are now one of them.  They no longer seem alien and impossible to understand, and they see you the same way.


Losing Mentality Whenever a PC encounters something from Outside (or something that significantly affects their view of reality), he or she must make a Willpower Save (DC is given below) or take the appropriate amount of Mentality loss.  Once Mentality reaches 0, that character becomes "incurably mad" in the eyes of his fellows, and is retired from the game as they are effectively dead (or have joined the other side).  Their mind is a shattered wreck and they are incapable of doing much of anything but scream, and fight.  There is however a possibility they simply become an Outsider with the Native Subtype, particularly if they have the appropriate Knowledge skill, can cast spells, or have been exposed to 'Monsters' quite a bit, or their Mortality has also reached 0.  Instead of their mind shattering, they effectively spontaneously alter into an alien life form that no longer shares anything in common with humanity (they are still NPC's).  They'll remember what it's like to be human (or mortal), but that memory will fade with time, along with any compassion or understanding for their former species.  They'll also slowly stop looking human as well.  Should a PC roll a Natural 1 on a Willpower Save to avoid Mentality damage, or take more than 20% of their current Mentality all at once (or within 1 hour), they will develop a Temporary Difficulty detailed below.


If players are subject to Temporary Difficulty, have them roll a Willpower Save, DC 15.  If they succeed Temporary Difficulty lasts 1d10 Rounds, if they fail it's 1d10 Hours.  If they roll a Natural 1, it's 1d10 Days.  If during Temporary Difficulty the PC loses up to 20% of their current Mentality again (or if they ever lose 20% of their maximum Mentality in one hour or less), they gain a Permanent Difficulty, rendering them incapable of functioning for (20 minus Wisdom Score days) and providing permanent symptoms thereafter (See Difficulties listed below).  For Mentality Loss due to monsters and events consult the chart below (Mentality damage listed before the slash is for a successful Save, damage listed after is for an unsuccessful Save).  Difficulties result from psychic contamination by things from Outside, and are the minds way of adapting to this new reality.


Regaining Mentality

There are several ways to regain Mentality damage (note that none of these allow you to exceed your maximum Mentality):

Defeating Things from Outside: If a PC's loss of Mentality is due to exposure to a creature of some sort, killing or defeating it results in the PC regaining the Mentality lost at a rate of (Wis modifier, minimum of 1) points per day. Some particularly powerful beings can permanently effect PC's, and this will be listed in their entry.

Closing the Gate: If the PC's loss of Mentality is due to exposure to some form of alien energy or event, successfully stopping the source of contamination also results in the PC regaining the Mentality lost at (Wis modifier, minimum of 1) points per day.

By increasing their mental stats: If the stat their Mentality is based on increases, so does their Mentality.  For every permanent +1 to that mental stat they gain +5 Mentality.

Not casting spells: If the PC's Mentality loss is caused by spellcasting, they can regain one point of Mentality each day they refrain from using spells. Some class features may give you the ability to "get used to" casting spells.



Event   Me Loss

Encounter a monster from Outside (DC equals 10 plus 1/2 creatures Hit Dice plus Charisma Modifier), Mental Fortitude loss depends on the creature's Hit Dice (note some Monsters vary from this, and that will be reflected in their statblock):

Less than 1 Hit Die: 0/1

1HD: 0/1d4

2-3 HD: 0/1d6

4-5 HD: 1/1d8

6-7 HD: 1d3/1d10

8+ HD: 1d4/1d20

Spells: Listed in spells description.

See an unexplainable phenomena only attributable to the supernatural that isn't apparently dangerous (but still unsettling) (DC 14, o/1d3) or DC 15 (0/1d4) or DC 16 (0/1d6)

Meet someone you know to be dead, or other potentially dangerous phenomena only attributable to the supernatural (DC 17) 0/1d8

See a corpse rise from the grave, or another obviously dangerous phenomena only attributable to the supernatural (DC 20) 0/1d10

Confront a deity (DC equals 10 plus 1/2 Deities Hit Dice plus Charisma Modifier i.e. you aren't making it)  1d10/1d100


Temporary Difficulty Options


If the PC gains temporarily difficulties, the DM chooses whichever of the following is most appropriate:

Gains the Frightened condition.

Intense but temporary Phobia (see Phobia below, Base Save to approach object of phobia is DC 20, Penalty increases to -4)


If the PC rolled a Natural 1 on the Save, DM's may also choose from the following:

Gains the Panicked condition.

Temporarily gains any of the Permanent Difficulties listed below.




Permanent Difficulty



If the PC gains permanent Difficulty they may suffer from one of the following Difficulties:


Behavior: The PC gains unusual beliefs or behaviors after exposure to the Outside.  You become a little more alien, as you begin thinking like one.  In game terms, the character takes a -4 penalty on all Charisma based checks (except Intimidation) against other creatures who aren't from Outside. In addition, the attitudes of NPCs the character encounters are shifted in a negative direction. When determining NPC attitudes, the player must make an Opposed Bluff vs Sense Motive check for the character. On a failed check, the attitude of the NPC in question shifts one step toward hostile; on a successful check, the attitude is determined as normal.  The PC also gains a +2 Resistance Bonus on Willpower Saves, as they are now less susceptible to mental shocks, having already changed in their way of thinking.


Fetish: The subject has an object without which they cannot rest or feel safe, possibly because they feel it keeps the Outside at bay (which it might).  If it is taken from them they will go mad with fear trying to get it back, and will likely agree to nearly anything to regain it's possession, including violence.  Until it is returned they suffer a -4 on all rolls.  If it is destroyed, or not returned within a week this will eventually convey symptoms similar to Stress (see below).  While in possession of the Fetish, the PC can ignore any Damage Reduction opponents may have.


Nightmares: The PC suffers from frequent, horrifyingly violent nightmares because off what they have been exposed to.  This is their mind trying to sort out new information.  Each night as they go to sleep the PC must make a DC 10 Willpower Save, which increases by +1 each day (meaning they will fail eventually).  If they fail, their sleep is interrupted by nightmares and they gain no rest, and are Fatigued until they gain at least 8 hours sleep.  Unfortunately, they now fear the nightmares, and will do whats necessary to stay awake.  A living creature can go without sleep for a number of days equal to its Constitution modifier (minimum one). Thereafter it is fatigued, remaining in this state for a number of days equal to its Constitution modifier (again, minimum one); if it would become Fatigued during that time, it is Exhausted instead. Each day after that period, the creature takes 1 point of Wisdom damage.  Once Wisdom hits 0, the PC is out of the game until they can be forcefully put to sleep as they are now suffering from a particularly violent form of sleep deprivation induced symptoms, and are effectively an NPC until they can get rest.  Ironically, this constant exposure to fear in their dreams renders them immune to Fear effects in the waking world.


Phobia: The PC has an unreasonable or irrational fear related to exposure to specific objects or situations. As a result, the affected person tends to actively avoid direct contact with the objects or situations and, in severe cases, any mention or depiction of them. The fear can, in fact, be disabling to their daily lives.  This isn't necessarily fear of something they have encountered.  For example, if the PC has been trapped alongside a light fearing species, it may pick up that fear, even though it has no physical reason to fear light.  A DC 15 Willpower check is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia, and even then the character takes a -2 Morale Penalty to all rolls as long as the object of fear remains. In severe cases, the object of the phobia is imagined to be omnipresent, perhaps hidden—thus, someone with severe acrophobia (fear of heights) might be frightened when in an enclosed room on the upper story of a building, even if there were no window or other way to see how high up the room was. The difference between this and Phobia (Greater) is that the object of the Phobia is potentially avoidable.  The subject of Phobia (Greater) is either omnipresent, or cyclical and unavoidable (such as nightfall), and thus the penalty is effectively always on. The presence of the object you fear enables you to move normally as long as it is present, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. You automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.


Stress: After exposure to the Outside, the PC develops problems with anxiety, a loss of interest in life, possibly some paranoia, and nightmares and flashbacks inspired by the original event.  This represents their minds ongoing inability to accept what it has learned.  This causes them to take a -2 Morale Penalty to all attack rolls, saving throws, and checks.  When under severe stress such as being wounded, cursed, suffering a negative status condition, or other calamity they must make a DC 15 Willpower Save to avoid the Penalty increasing to -4 temporarily.  If they succeeds  in making the Save they must continue to make a daily Save with the Save DC increasing by a cumulative +1 each day until the problem goes away or they fail.  Once whatever is causing the increased difficulty is removed, the PC gets a DC 15 Willpower Save to snap back out of it each day, and return to only having a -2 Penalty.  Additionally when the Penalty is at the -4 level, the PC must make a DC 15 Willpower Save to allow themselves to be convinced to perform any action that will require a Skill Check, Saving Throw, or Opposed Check of any kind.  They gets a +1 to the Check per Ally who successfully makes a DC 15 Diplomacy Check against him (perversely he also takes a -1 Penalty for every Ally who fails that Diplomacy Check).  On the plus side, you can't gain any more Difficulties, either Temporary or Permanent.


Extremely powerful entities such as Gods or the most powerful monsters can cause minor strokes or other physical damage which may result in Difficulties listed in individual Deity entries, or one of the following (It should be noted these are not common and usually only result as Permanent as opposed to Temporary Difficulties):

Alienation:  The PC believes some physical aspect of themselves is flawed.  The PC undergoes extravagant lengths to hide their "flaw", sometimes leading to illness or self-harm.  If their flaw is exposed and mentioned, the PC will often fly into a Rage (as per the Barbarian Ability listed in the PHB) and blindly attack the exposer, and then anyone within reach (the Rage will end when no one is standing and fighting back).  In some cases they see the flaw as a curse, or corruption due to contact with the Outside.  They might also believe they are turning into something inhuman, or at least a part of them is (which it may very well be).  You gain a +1 Inherent Bonus to any physical ability score.


Cannibalistic Impulses aka Wendigo Psychosis:  The PC begins to hunger for his own kind after exposure.  Each day the afflicted PC must make a DC 10 Willpower Save or feel compelled to eat human flesh.  For each day they succeed, the Check takes cumulative -1 Penalty (meaning they will eventually fail).  If the Willpower Save is failed he will attack someone if sufficiently provoked, and will begin to warn others he is a danger to them.  He will be agitated, and aggressive, taking a -2 Penalty on all Charisma based skill checks other than Intimidation, and on Concentration Checks.  If the PC is damaged, suffering the effects of any negative status condition or harmful spell such as Bestow Curse, or under stress they take an additional Penalty to the Willpower Check of -1 (-2 if the problem has persisted more than 1 day).  After a second failure the PC will begin to stalk victims with the intent to murder and eat them, and will have to make a DC 20 Willpower Save to refrain from killing anyone they find themselves alone with.    After a third failure the victim becomes incoherent and raving and will attack anyone they see until they eat human flesh.  After this point they will refuse to eat anything but their own kind, and will eventually starve unless force fed (Presuming of course that they're locked away. If they're free to run about and murder people this is no longer a problem.).  You gain a +1 Circumstance Bonus on attack and damage rolls.


Phobia (Greater): See Phobia above, plus while in the presence of your Phobia, your speed increases +10 feet.





Mortality Rules



Beginning Mortality All PC's start with a beginning Mortality equal to their lowest physical stat times 5.  They take damage to this score from casting certain spells, being exposed to alien energies or beings, mutations, etc.  Maximum possible Mortality is your highest physical stat times 5.  Physical Fortitude is the measure of how "human" you are, as well as how mortal you are.  Complete loss of Mortality is, in fact, a way of becoming an alien being.


Losing Mortality Whenever a PC encounters a possible metaphysical event that could alter them physically (or casts a spell), they must make a Fortitude Save (DC is listed with the Spell/Monster/Encounter) or take the appropriate amount of Mortality loss.  Once Mortality reaches 0, that character becomes incurably mutated, and is retired from the game as they are effectively dead (or have joined the other side).  Their body (and maybe their mind) are no longer human.  There is however a possibility they simply become an Outsider with the Native Subtype, particularly if they have the appropriate Knowledge skill, can cast spells, or have been exposed to Monsters quite a bit (in which case they are still an NPC), or their Mentality has also fallen to 0.  Should a PC roll a Natural 1 on a Fortitude Save to avoid Mortality damage, or take more than 20% of their current Mortality all at once (or within 1 hour), they will develop a Temporary Mutation detailed below.  Mutations are changes within the body due to exposure to the Outside.


If players are subject to Temporary Mutation have them roll a Fortitude Save, DC 15.  If they succeed Temporary Mutation lasts 1d10 Rounds, if they fail it's 1d10 Hours.  If they roll a Natural 1, it's 1d10 Days.  If during Temporary Mutation the PC loses up to 20% of their current Mortality again (or if they ever lose 20% of their maximum Mortality in one hour or less), they gain a Permanent Mutation, rendering them incapable of functioning for (20 minus Constitution Score weeks) and providing Permanent Mutation symptoms thereafter (See Permanent Mutations below).  Mortality damage listed before the slash in entries is for a successful Save, damage listed after is for an unsuccessful Save).



Regaining Mortality



There are several ways to regain Mortality damage (note that none of these allow you to exceed your maximum Physical Fortitude):

Defeating Things from Outside: If a PC's loss of Mortality is due to exposure to a creature of some sort, killing or defeating it results in the PC regaining the Mortality lost at a rate of (Con modifier, minimum of 1) points per day.  Some particularly powerful beings can permanently effect PC's, and this will be listed in their entry.

Closing the Gate: If the PC's loss of Mortality is due to exposure to some form of alien energy or event, successfully stopping the source of contamination also results in the PC regaining the Mortality lost at (Con modifier, minimum of 1) points per day.

By increasing their physical stats: If the stat their Mortality is based on increases, so does their Mortality.  For every permanent +1 to that physical stat they gain +5 Mortality.

Not casting spells: If the PC's Physical Fortitude loss is caused by spellcasting, they can regain one point of Mortality each day they refrain from using spells.  Some class features may give you the ability to "get used to" casting spells.


Event   Mo Loss

Encounter a monster from Outside with the Infectious ability (DC equals 10 plus 1/2 creatures Hit Dice plus Charisma Modifier), Mortality loss depends on the creature's Hit Dice (note some Monsters vary from this, and that will be reflected in their statblock):

Less than 1 Hit Die: 0/1

1HD: 0/1d4

2-3 HD: 0/1d6

4-5 HD: 1/1d8

6-7 HD: 1d3/1d10

8+ HD: 1d4/1d20

Spells: Listed in spells description.

Exposure to an unexplainable phenomena only attributable to the supernatural that isn't apparently dangerous (but still unsettling) (DC 14, o/1d3) or DC 15 (0/1d4) or DC 16 (0/1d6)

Exposure to a potentially dangerous phenomena only attributable to the supernatural (DC 17) 0/1d8

Exposure to an obviously dangerous phenomena only attributable to the supernatural (DC 20) 0/1d10

Confront a deity (DC equals 10 plus 1/2 Deities Hit Dice plus Charisma Modifier i.e. you aren't making it)  1d10/1d100



Temporary Mutations Options



If the PC is temporarily mutated, choose whichever of the following is most appropriate:


Gains the Sickened Condition.

Intense but temporary Physical Wasting (see Physical Wasting below, increase the Penalty to -4)


If the PC rolled a Natural 1 on the Save, DM's may also choose from the following:

Gains the Nauseated condition.

Temporarily gains one of the Permanent Mutations listed below.


Permanent Mutations


If the PC is permanently mutated they may suffer from one of the following disorders:


Biological Immortality: You do not age, and will no longer die by other than violent means.  You are immune to disease, poison, death effects and aging effects.  You cannot die from lack of air, food or water, and if such brings you to 0 hit points you enter a comatose state until exposed to air or given food and water.  On the downside, you tire easily, taking a -2 Penalty on all Strength or Constitution based ability and skill checks, as well as Fortitude Saves.


Dermatological Disruption: You have a skin condition that hampers you.  Whether festering sores, peeling skin or some more arcane issue, you find anything touching you to be painful.  Your condition gives you a -4 Penalty on all Charisma related Skill Checks, other than Intimidation which gains a +4 Bonus.  People fear you on sight, or more accurately fear you are contagious and will not touch you or come near you (the attitude of NPC's who do not know you or about your condition is rarely better than hostile).  In addition, heavy clothing is quite painful.  The Max Dexterity Bonus of any Armor you might wear is reduced by 2, and the Check Penalty is increased by 4.  Even simple clothing has a max Dex Bonus of 8 and a Check Penalty of -2.  You gain DR x/-, where x is equal to your Constitution Modifier.  You also gain a +2 circumstance Bonus on saving throws against disease.


Dietary Supplementation: Your new body craves some substance that the human species does not normally require to survive (fresh blood or cerebrospinal fluid are cliche options).  You must consume a small amount of whatever substance is required of you once every 24 hours.  If you do not then you are Fatigued until you do.  If you go a second day without it you take 1 point of non-healing Constitution damage for each day you do not consume your required substance.  Once you feed again, you are no longer Fatigued, and begin healing 1 Con per Round.  Optionally, no matter how much you eat you simply don't seem to absorb the nutrients properly, and begin wasting away.  To avoid starvation you must drink at least 2 gallons of fluid and eat 4 pounds of food a day.  You begin to suffer from thirst or starvation after 24 hours, and have a -2 Penalty on the Constitution Checks meant to avoid damage from thirst or starvation.  You take 1d6 lethal damage if you fail instead of non-lethal.  Characters who take damage are still Fatigued, but become Exhausted if they go more than 48 hours without food or water.  On the plus side you gain a +2 Circumstance Bonus to all rolls for 8 hours after feeding.


Physical Wasting: Your body has been altered in ways that cause you physical problems, such as lethargy, and vulnerability to some effects such as exposure to the elements.  In addition to taking double damage from exposure to the heat or cold, you take a -2 Penalty on all Attack and Damage rolls, Skill Checks and Fortitude/Reflex Saving Throws.  But your brain has been altered in beneficial ways, and gain a +4 Resistance Bonus on Willpower Saves.  A number of times per day equal to your Wisdom modifier, you may re-roll any result of 1 on a Willpower Saving Throw.


Sensory Impairment: Your hearing or sight is in some way impaired.  If the impairment is aural, usually you become Deaf, but you may instead become incredibly sensitive to sound, suffering pain from loud noises.  You automatically fail Listen Checks do to the massive cacophony, but take a -4 Penalty to Initiative and Attack and rolls due to the massive pain.  Some people permanently deafen themselves to finally cure the pain.  Optionally attacks doing Sonic damage do not need to roll to confirm criticals against them, and automatically do maximum damage.  If your vision is impaired in some way, you are usually Blinded.  Optionally you are Dazzled in even faint light, and must make a DC 20 Fortitude Save if exposed to sudden, bright light or be Stunned for 1d3 rounds.  If your sight is impaired, you gain Blindsight with a range of 30 feet as long as you don't also become deaf.  If your hearing is impaired, you gain Tremorsense with a range of 30 feet.



Extremely powerful entities such as Gods or the most powerful monsters can cause alterations listed below, which will be listed with their entry:


Infected: You become a carrier of disease or parasites.  Exactly which will be determined by the Event or creature you encounter as it will be listed with them.  You do not suffer the normal ill effects of infection, but you do manage to spread it far and wide.  NPC's who discover your condition will be hostile to you, and attempts will be made on your life to end the 'plague'.  You do suffer some minor ill effects such as mild fever and fatigue, so you do get a -1 Penalty to all Attack and damage rolls, Skill Checks and Saving Throws.  Prolonged infection from this condition may result in harsher problems (which will be listed with the causal creature or Event).  The Save DC to avoid infection for those coming in contact with you is 10 plus 1/2 HD plus Con modifier.  You can be infected with any disease listed as being infectious by Contact.


Toxic: Your blood or sweat is toxic to humankind (and unfortunately to you as well).  Against others of your kind, your blood is a contact poison with a Save DC equal to 10 plus half your Hit Dice plus your Con Modifier.  Initial and Secondary damage is 1d4 Con.  You have more resistance to it, but you are Exhausted as long as you have this condition. 


Vulnerable: A common substance is now toxic to you, or you are in some way easier to kill.  Common cliches include sunlight and silver.  You take 1d6 damage per round you are exposed to this substance.  On the plus side, you are now immune to poisons, disease, aging and nonlethal damage.
« Last Edit: December 10, 2022, 08:19:13 PM by bhu »