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Prak
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Hecatomb

Post by Prak »

A while ago I wrote up some rules for a Hecatomb d20 game, and I've recently gotten drawn back into Hecatomb so I figured I'd post here and get some more input from some very knowedgable and valued sources.

here's what I've got so far(broken up into several posts):

Table of Contents:
Post 1: Intro
Posts 2-5: the Dooms
Post 6: The Endbringer
Post 7: From Plastic to Stat Block
Post 8: The Cosmologies of the Doomed
Post 9: Minions



HECATOMB

The World is ending. People call you insane, and tell you to get a job, but you know. You know the things that stalk the edges of shadows, twisted abominations that lash out at passersby and rip out their souls and tender organs with vile, filth encrusted claws.
You know that the world is less than a handful of vital souls of true believers away from destruction at any given moment.
You know that unspeakable gods grant favour and power to those who bring the end.

You know all this, because you've seen it. You know all this, because you hold the mystic reins of those abominations. You know all this because you hold several of those vital souls and need only a few more...

You know all this because you hold the favour of a long forgotten elder deity, and finally, you know all this because you are
.
.
.
an ENDBRINGER
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Re: Hecatomb

Post by Prak »

The Four Dooms

Greed
the first doom
Greed is the power of unrestrained wealth, despotic political authority, and unholy desire.

Greed was the first Doom to assail the world. Greed is founded in the avarice, jealousy, and uninhibited primitive instincts of humanity’s ancestors. When tribes of protohumans first gathered to compare their skills, the fruits of each other's hunt, and their success in taking a comely mate, Greed was seeded. While some, when faced with their own inadequacy, strove to improve themselves, others lusted after the triumphs of their fellows. Greed blossomed and has deviled humanity in all the long millennia since.

Being the first doom, Greed is sometimes seen as the root of all evil, and the Doom by whose hand all of existence will eventually burn.

Color: Greed is green as the odiferous yolk in the heart of a rotten egg.

Opposed: The deadly lusts inspired by Greed can and do work hand in hand with the dooms of Destruction and Deceit. But Corruption, the doom of madness and otherworldly passions, is Greed's rival for the heart of humanity. Those who fall to Corruption care little for the ardor of avarice and envy--madness blots out every desire but those that propagate further lunacy.

Corruption
the second doom

Corruption is the power of mutation, madness, deformity, and knowledge that mortals were not meant to know.

Corruption was the last Doom to assail the world, although none of the four Dooms followed too far behind humanity's mental awakening. Corruption stems from the search for knowledge at any price, regardless of whether others pay that price or the cost is personal.

The undiluted answers that lie behind the sky and past the rain are too soul-shattering for a mortal mind to contain. Wrecked minds fall most easily into Corruption, and Corruption wrecks minds, creating a spiral that spells ultimate ruin.

As Corruption is the Doom through which reality's secrets can be laid bare, its fanatics hope to summon up the Great Old One whose arrival is Earth's funeral.

Color: Corruption is black as a cadaver's heart rotting in the sepulcher.

Opposed: The sick insights provided by Corruption are often useful to the aims of Destruction and Deceit, while these two Dooms often enough serve Corruption's final goals. But Greed, the doom of analytical austerity, is Corruption's rival for the heart of humanity. Those trapped by Greed are too cowardly to search beyond the sane edge of reason and thereby become mere instruments of greater beings--cold calculation froze Greedy hearts and minds long ago.

Deceit
the third doom

Deceit is the power of lies, trickery, shadow, and shapechanging--Deceit makes a lie of everything we think is true.

Deceit was the third Doom to assault the world. While Destruction may meet a force equal to its fury, Deceit wins the battle before the army takes the field. An army defeated by Deceit is just as beaten as one brought low by force, but with propaganda enough, it may itself fall into Deceit's service. Those who walk knowingly in the shadow of Deceit are master liars who spin fabrications of both fact and body for the sheer exuberance of controlling the destiny of other creatures through falsehood.

Because the perfect lie can make a willing servant of any creature, it may be that Deceit will be the Doom through which the apocalypse is finally triggered.

Color: Deceit is blue as a soldier's corpse betrayed by propaganda.

Opposed: Deceit may flow from frustrated Greed, but Destruction, the Doom of brutes and low-brow thinkers, is Deceit's ideological enemy. Why exert so much effort to destroy a foe when a well-placed lie makes your foe into your ally in the first place?

Destruction
the fourth and final doom

Destruction is the power of wild desire to sunder, crush, injure, and defeat friend and foe alike. Destruction glories in obliteration for it own sake.

Destruction was the second Doom to assault the world. Destruction's origin lies in the displeasure and the childlike frustration when desires, no matter how petty, are not fulfilled. When that frustration was first unleashed to maim and kill, Destruction arose. At its heart, Destruction embodies the rabid ferocity of the beast that kills not for food, but simply for the joy that bloodshed brings. Termination by an act of destruction -- such is the self-referential nature of this aggressive Doom.

Because it is the most assertive of the four Dooms, those who walk to Destruction's drumbeat assume that it will be the Doom that ends existence.

Color: Destruction is red as the steaming blood unleashed by a lunatic's axe.

Opposed: Destruction may flow from frustrated Greed, or sometimes grow from Corruption that grows too focused. But Deceit, the Doom of liars and cheats, is Destruction's enemy in action and philosophy. Why take the time to dissemble when a fist through the window accomplishes the same thing, and faster?
Last edited by Prak on Fri Sep 16, 2011 4:05 am, edited 2 times in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Re: Hecatomb

Post by Prak »

Endbringer is a PrC, it could be a base class, but I think PrC is better. I'll eventually make some other classes though that fit with it. The endbringer class is most easily entered by someone with Knowledge (Arcane, Religion, or the Planes) as a class skill.

The Endbringer class assumes three things: One, that you're using Book of Vile Darkness, or at least the sacrifice rules from it, Two, that you're using Tome, or at least Tome of Necromancy, and Three, that there are other Endbringers in your setting. Failing any of these, well, you'll have to figure your own stuff out, but it shouldn't be too bad.

Endbringer

Unbeknownst to many, there is a secret game for the fate of every world, and yes, there are many of them. The Endbringer is a player of this game, and strives to destroy worlds to increase their own power. To destroy world, one must undertake a vast, consuming ritual, using 20 key souls, and as many lesser souls as they can obtain.
This may seem a simple task, but each Endbringer is in contention with the others. Even those who form temporary alliances never truly trust or stop working against their ally of convenience. Indeed, an Endbringer is almost always mentored by another, and must either escape, or kill their mentor. Beyond their rivals, the are heroes of Hope and Virtue which defend the worlds, and even other villains who do not wish their world destroyed will fight Endbringers (perhaps all their stuff is there).
That said, no Endbringer, save those who die to foolish mistakes early on, is alone in their bid for power. There are dark gods which are more than willing to grant Endbringers favor for a taste of the sacrifices that would otherwise be offered up to the nothingness of the universe.
Finally, Endbringers often seek out, or craft for themselves, relics of great power.
Strictly speaking, there's nothing saying an Endbringer must actually destroy worlds, but it's typically the entire appeal of the path. Others, usually those who aren't completely insane, see the value in Endbringer powers for other pursuits which can often bring them plenty of power in their own right. In fact, the favouring gods tend to prefer these Endbringers who don't end worlds, as it means the god doesn't have to pack up and leave, or try to find new followers on another world.

Requirements
Alignments: Any Evil
Skills: Knowledge (Arcana, Religion, or the Planes) 8r
Special: Must be trained by an existing Endbringer (just long enough to gain their first class level), or given the knowledge of the path by a powerful outsider, or read the Tome of Endings. Must perform a sacrifice strictly to become an Endbringer (basically kill someone, "in the name of/for the glory of" a god, and not accept any Sacrifice Reward).

HD: d8
BAB: Special, see below
Saves: Good Will
Skills:
Skill Points: 4+Int
LevelSpecial
1Craft of Doom, Soul Harvest, Form of Doom, Minions
2Sphere, Doom Touched Immunity
3Dark God's Favour
4Sphere, Doomy Doom Artifacts of Doom
5Soul Sustenance
6Sphere, End Bringing

Craft of Doom
There are many ways to end a world, but they can all be classified into one (or possibly more) of four categories, known as the Dooms. The Doom of Corruption poisons the world and it's inhabitants, making them the instrument of their own destruction. The Doom of Deceit fools the Endbringer's quarry into seeing them as an ally, or even a hero, and thus he may work with less resistance. The Doom of Destruction goes out and pursues the destruction of a world in a proactive manner which usually involves much more outright violence and many more weapons than other dooms typically do. The Doom of Gluttony merely consumes and acquires, eating and stealing what it wants.
While most Endbringers are spellcasters, there is nothing which requires them to be. At first level, the Endbringer decides which Doom he primarily works with, which will influence later abilities, and how his basic abilities progress, which typically coincides with their doom.
  • Corruption Endbringers typically begin as spellcasters and continue to grow as such, having a Poor (1/2 HD) BAB, but gaining in spellcasting ability with each level as if they had gone up a level in their original class (but only the spellcasting bit). Corruption Endbringers gain a bonus equal to half their character level on Diplomacy, Disable Device, Escape Artist, and Knowledge checks as they seduce those they converse with to their way of thinking surprisingly easily, corrode physical matter with a mere touch and act of will, and constantly hear whispers of creatures outside of time about all manner of things.
  • Deceit Endbringers are often thieves and liars to begin with, and the knowledge of dark secrets does not change this, giving them Fair (3/4 HD) BAB, and the Sneak Attack ability of a Rogue (Rogue and Endbringer Levels stack in this event. If the Endbringer belonged to a class with an ability similar to, but different from SA, the Scout's Skirmish abilty, or the Ninja's Sudden Strike, for example, the Endbringer may choose to improve this ability instead). Deceit Endbringers gain a bonus equal to half their character level on Bluff, Disguise, Forgery and Use Magic Device checks, for obvious reasons.
  • Destruction Endbringers are almost without exception great, swaggering warlords, wading into battle for themselves, alongside their minions and Abominations. They were generally members of a martial class before learning the Path of Endbringing, and continue to improve their combat abilities, gaining Full (1/1 HD) BAB, and gaining, or improving, a Barbarian's Rage ability (levels stack for Core Barbarian Rage, Tome Barbarian Rage Dice and the DR gained from the Tome Rage ability). Destruction Endbringers gain a bonus equal to half character level on Disable Device and Intimidate checks, and a bonus Combat, Necromantic (use Character Level in place of Caster Level), Monstrous (Fiend, etc.), or Skill (Disable Device or Intimidate) feat at 7th level and every three levels thereafter (10th, 13th, etc.)
  • Greed Endbringers do not generally have a common beginning (though there is a strange preponderance of monstrous races who have become Greed Endbringers). Greed Endbringers gain the BAB of their creature type (Humanoids gain Fair, Undead Half, Outsiders Full, etc.), and a Bite attack and the Swallow Whole ability. The damage of a Greed Endbringer's Bite, and the max size they can swallow depend upon the character's level, with every five levels constituting a virtual increase in size for these purposes (they do not gain ability bonuses, natural armour, actual size increase, or any other effect of changing size, they merely do more damage with their bite, and can swallow larger creatures. Swallowed creatures are not held within the Endbringer's body, but rather a demi-plane with the minor negative dominant trait, and otherwise shares the traits of whatever plane the Endbringer is on. This does not change the way Swallow Whole works at all). Greed Endbringers gain a bonus equal to half character level on Appraise, Gather Info, Sleight of Hand, and Survival checks as they become intimately familiar with all manners of riches, know the best ways to steal information and goods, and are sustained by their gluttony even when all around them is dust and rocks.
Soul Harvest
Anytime an Endbringer, a minion under their direction, or Abomination controlled by them kills a creature with an Intelligence of 3 or more, the soul of that creature is bound to the Endbringer. They may unbind these souls to create Soulgems as normal, but they are generally much more valuable to an Endbringer than that. These souls fuel the rituals they use to destroy worlds, and cannot be removed from them except as specified: if they choose to release a soul, it will return to the creature's body, if it is animate or preserved, returning the creature to life, otherwise it goes on to the afterlife as normal. They may also place them into gems as a character usually would.
An Endbringer may only have up to 2(Character Level) souls bound to him at any time.
A soul may be unbound by a wish spell, but only if it has not otherwise been released or used.
Author's Note wrote: Yes, you have to keep track of the things you've killed. To be honest, it's highly unlikely someone's going to want to unbind Goblin #3's soul, so you can probably just keep track of named characters, possibly making a mark next to the name that you've likely already written down to remember the name of a plot important NPC, and then keep a chart of number of things killed by HD.
Form of Doom
The special effects department works overtime on the Endbringer. While it will not change his stats in any way, and his general form must remain roughly the same, he may otherwise appear anyway he wishes, so long as it does not duplicate another creature. Effectively, the Endbringer can pick a bunch of Fiendish Physical Traits to manifest. Regardless of his form, he always is surrounded by a palpable field of wrongness, detectable by those who know how (Radiates Evil as an Evil Outsider), which otherwise acts as the Fear Aura of a Bone Devil (Charisma Based DC). Endbringers may also take Necromantic and Fiend feats, using Character Level as Caster Lever when it matters.

Minions
The Endbringer, above all else, is a leader. A cult leader, an army leader, a commander of bound demons, it doesn't matter, they command a horde of lesser creatures to bring them glory. The Endbringer gains a [Leadership] feat of their choice. These minions are not controlled through any magical, absolute means, but rather mundane means, such as pay, sacrifice, fear, devotion, etc. It is possible that you will tell your minions to do something, and they will refuse. You'll probably kill them and go round up some more, though, so it's not like it's a huge thing.
Author's Note wrote:By the source material (Hecatomb, an experimental, and poorly executed game by WotC), Endbringers should be able to merge minions into Abominations. I have yet to work out a proper method of doing this, though I'm currently thinking of just using prescribed templates by creature type and a bullshit ritual, possibly costing souls.


Sphere
At 2nd level, the Endbringer begins to gain the innate power of his chosen Doom. He gains Basic Access to a Sphere, chosen from the list below, and no, it need not match the doom he chose as his primary at level one.
The Endbringer gains access to another sphere, or improves his access to a sphere already possessed every other level. Endbringers gain Fiendish Traits for each Sphere they Possess.
[insert list of spheres here, ordered by dooms. It's forthcoming]

Doom Touched Immunity
The powerful energies of the Dooms do not leave an Endbringer untouched, and not every touch is scarring. A 2nd level Endbringer gains immunity to a specific effect tied to his Primary Doom.
  • Corruption- Knowing well the path of Corruption and seduction of ideals, the Corruption Endbringer is immune to mind affecting effects, the simplest form of corruption.
  • Deceit- The energies of Deceit grant their Endbringers a limited immunity to the deception of others, manifesting as the ability to ignore illusion effects of a spell level lower than or equal to half their character level.
  • Destruction-Destruction Endbringers are notably more resilient than their fellows from other Dooms. They are immune to Smite effects (not just the extra damage, the attack literally does not affect them), and an Energy Type of their choosing.
  • Greed- The energies of Greed render their Endbringers immune to disease and poison, the better to consume and acquire all they set their eyes upon.
Dark God's Favour
By third level, the Endbringer has attracted the favour of a dark god. This gives them access to a sphere/domain (Endbringer's choice as to which it acts as), and a turning/rebuking ability, according to the chosen god.
[insert list of gods]

Doomy Doom Artifacts of Doom
Endbringers seek out and create powerful items known as Relics. Creation of a Relic is possible through the expenditure of a bound soul (the Endbringer gains Craft of the Soulstealer). No feat is needed to create an item. Otherwise, relics are created as normal for a given type of item, save for the following specifications:
  • The Endbringer's Character Level functions as Caster Level for the creation of an item.
  • The Endbringer may create Artifacts which are within his Character Level
  • The Endbringer may substitute Evil spells of the same level for any required spell he does not have (in effect using the power that would other wise cast said evil spell to mimic the effect of the other).
  • Endbringer Created Relics always radiate evil, at the Creating Endbringer's aura strength or the items, whichever would be stronger.
Soul Sustenance
At fifth level, the Endbringer is sustained by his evil. When a fifth level Endbringer is reduced to or below -10 hp, his body automatically consumes a soul to place his body into a recuperative sleep during which time the Endbringer gains Fast Healing equal to the HD of the soul used until they've reached half max hit points, or have been awakened (any method of awakening that would require a roll has it's DC raised by 10. Automatic forms of awakening a target, such as spells, require a Character Level Check by the character trying to wake the Endbringer against a DC of 10+Endbringer's character level). This process always consumes the least powerful soul by HD bound to the Enfbringer. Complete destruction of the body kills the Endbringer, but this will not free souls he has bound to him.
In cases where the Endbringer has "died" since a specific soul has been bound, there is a percentile chance it is no longer there to be unbound. This chance is equal to 100/# of souls bound, minimum one percent.

End Bringing
By the end of the class, the Endbringer understands the secrets necessary to destroy a world. Using the Sacrifice rewards system from Book of Vile Darkness, he may conduct a lengthy ceremony involving mass sacrifices to destroy the plane he is on. The Knowledge Religion DC for this sacrifice is 100, and only modifiers from "Sacrifice Elements" apply to his check (no feats, class bonuses, items, whatever, just his ranks, unmodified ability bonus, and Sacrifice Elements). The ceremony requires 20 victims of 16+HD, known as Keysouls, (which gives a +80), which may be sacrificed then, or taken from souls bound to the Endbringer (in the latter case, they do contribute to his check). The Ceremony automatically consumes all souls bound to the Endbringer, whether they're used to fuel it or not, and lasts 10 hours, minimum (half an hour per Keysoul, whether sacrificed during the ceremony or taken from bound souls). The bound souls are consumed ten minutes prior to the end of the ceremony (and the total length is determined before it begins, so no saying "oh, no, it's going to be another hour... yeah..." right as someone snipes you from the crowd).
After the Ceremony is finished, the plane gains the major negative planar trait, and is destroyed in ten minutes. If the Endbringer is slain before the plane is destroyed, it will be saved, though much damage will already have been done.
And that's how you create an apocalypse causing class. It may not be great (I was going off the top of my head and spot adjudicating), but at least it has a specific flavour.

Suggestions and feedback are welcome. I'd like to make the class a bit longer, because saying "Hey, congrats on reaching level 11, you can destroy the world" is just weird... but I'd need to work on more abilities, this is the strictest base line for the source material, pretty much.
Last edited by Prak on Fri Sep 16, 2011 4:14 am, edited 2 times in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Re: Hecatomb

Post by Prak »

reserved-class stuff
Last edited by Prak on Fri Sep 16, 2011 4:20 am, edited 2 times in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Re: Hecatomb

Post by Prak »

reserved-feats
Last edited by Prak on Fri Sep 16, 2011 4:20 am, edited 2 times in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Prak
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Re: Hecatomb

Post by Prak »

reserved
Last edited by Prak on Fri Sep 16, 2011 4:21 am, edited 2 times in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Re: Hecatomb

Post by Prak »

From Plastic to Stat Block

these rules are more about taking a minion card and giving it D20 stats, but serve as something of a set of guidelines for creating new minions also.

Size and Type: Size is largely based on DM opinion, though it usually has some basis on the the card, and what it represents(ie, Felis Mortis, an Undead Cat would be Diminuitive, while Hellevator would probably be Huge, Cultists are, usually, small to large size.) Type can be found on the reference chart below;

Card Type-Creature type
Alien- Aberration
Animate- Construct
Aztecal- Humanoid(Aztecal), Magical Beast(Aztecal) or Monstrous Humanoid(Aztecal)
Beast- Animal or Magical Beast
Cultist- Humanoid or Monstrous Humanoid
Demon- Outsider(Chaotic, Evil)
Dragon- Dragon
Fish- (Aquatic)
Giant- Giant
Insectoid- (Insectoid)
Mutant- Aberration
Outsider- Outsider
Shapeshifter- (Shapeshifter)
Undead- Undead
Vermin- Vermin

All Minions have at least one of the following subtypes; (Corruption), (Deceit), (Destruction) or (Greed)

Hit Dice: Equal to Strength on card

Armour Class: Natural Armour can usually be judged based upon the composition of the creature's body and several d20 books have charts for this purpose. I will also feature one here for sake of completeness.

Composition- Bonus
(Rotting) Flesh- +0-+1
Bone- +1-+2
Exoskeleton- +2-+5
Scales/ Thick Hide- +5-+15
Armour Scales/Tough Hide- +10-+20
Resin/Bone- +20-+22
Metal- +23(+)

Speed: The Monster Manual has a chart for speed based upon size and relative swiftness of the creature(slow, normal, or fast).

Attacks and Damage: As would make sense for the creature(ie, Hellevator would not have a claw attack but could certainly have a bite and would definately have a slam attack).

Special Attacks and Qualities: See Soon to Come chart

Saves: as appropriate for type

Abilities: As a general rule, the creature's strength can be fairly pegged at around 4-7 times the card's strength(doesn't work so well for cultists, try 10 as a minimum). The charts for appropriate physical ability scores based on size and type in Monsters of Fearun and d20 Modern should be consulted though.

Skills and Feats: As appropriate for type, DM discretion.


as far as existing monsters as minions, any non-good creature(ie, creatures with an evil alignment or the evil subtype) can be considered a minion.(yes, this includes the rare fallen celestial, or risen demon, either can be used as a minion, though the risen demon might make a better sacrifice.)


When the Twain Meet
Or, What Happens When You Stitch

First of all, when stitching, the component minions fuse together to form a bizarre amalgamation with the total HD of both minions, the average ability scores and speed of both minions, and any special attributes specified as carrying over in either minions’ stats. It is the size of the larger minion, if they differ in size. The new creature has all the movement modes of the two original creatures, all their skills and all their feats. Redundant abilities produce no special effect. The new abomination has all the gear(if any) of the prior two minions. The minds of both minions fuse into a single mind, capable of controlling the new body.
Last edited by Prak on Fri Sep 16, 2011 4:31 am, edited 2 times in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Re: Hecatomb

Post by Prak »

The Cosmologies of the Doomed

Gods and their Dooms

This section will focus on Deities from a myriad of sources within D&D and their appropriate dooms.


Deities and Demigods

Greyhawk
Erythnul-Destruction
Gruumsh-Greed
Hextor-Corruption
Kurtulmak-Deceit
Lolth-Destruction
Nerull-Corruption
Tiamat-Greed/Destruction
Vecna-Corruption
Wee Jas-Deceit

Olympian Pantheon
Ares-Destruction
Hades-Greed
Hecate-Deceit

Pharonic Pantheon
Apep-Destruction
-Osiris-Corruption-
Set-Greed/Destruction
Sobek-Deceit

Asgardian Pantheon
Aegir-Desruction
Hel-Greed
Loki-Deceit/Corruption

Other
Taiia-Destruction
Toldoth-Corruption

Libris Mortis
Afflux-Deceit
Doresian-Greed
Evening Glory-Corruption
Orcus-Destruction

Book of Vile Darkness
Vile Gods
Karaan-Greed/Destruction
Rallastar-Corruption
The Patient One-Corruption
Scahrossar-Deceit
The Xammux-Greed
Yeathan-Corruption

Demon Princes
Demogorgon-Corruption/Deceit
Graz'zt-Greed
Juiblex-Deceit/Destruction
Orcus-Destruction
Yeenoghu-Greed/Destruction

The Arch-Devils
Bel-Greed/Deceit
Dispater-Deceit
Mammon-Greed
Belial/Fierna-Greed
Levistus-Destruction
Hag Countess-Deceit
Baalzebul-Deceit
Mephistopheles-Greed
Asmodeus-Deceit

Complete Divine
Beltar-Destruction
Incabulos-Corruption
Iuz-Deceit
Pyremius-Destruction
Tharizdun-Corruption
Wastri-Corruption/Greed

Complete Warrior
Typhos-Greed
Sulerain-Destruction
Nadirech-Deceit

Defenders of the Faith
Monstrous Deities
Blipdoolpoolp-Destruction
Diirinka-Corruption
Great Mother-Corruption
Hruggek-Deceit/Destruction
Kaelthiere-Destruction
Laduguer-Greed
Laogzed-Greed
Maglubiyet-Destruction
Merrshaulk-Destruction
Panzuriel-Corruption
Sekolah-Deceit
Sixin-Deceit/Destruction
Falazure-Corruption
Grolantor-Destruction/Greed
Memnor-Deceit
Surtr-Greed
Thrym-Destruction
Vaprak-Destruction

Draconomicon
Garyx-Destruction

Lords of Madness
The Aboleth Elder Evils
Bolothamogg-Greed
Holashner-Destruction
Piscaethces-Corruption
Shothotugg-Corruption
Y'chak-Deceit/Corruption

The Others
The Great Mother-Corruption
Ilsensine-Greed
The Patient One-Greed
Mak Thuum Ngatha-Corruption
Ghaunadur-Greed

Races of Destiny
Zarus-Greed
Soorinek-Corruption
Wathaku-Destruction

Races of Stone
Laduguer-Greed
Roknar-Greed
Gelf-Destruction
The Glutton-Greed

Eberron
The Devourer-Destruction
The Fury-Corruption
The Keeper-Greed
The Mocker-Deceit
The Shadow-Corruption
The Traveler-Deceit

Frostburn
Auril-Corruption
Iborighu-Greed
Levistus-Destruction
Thrym-Destruction

Fiendish Codex 1
Baphomet-Destruction
Dagon-Corruption
Fraz-Urb'luu-Deceit
Kostchtchie-Greed
Malcanthet-Deceit
Obox-ob-Corruption
Pale Night-Deceit
Pazuzu-Corruption
Zuggtmoy-Destruction


Spells of Damnation

This is a list of spells from a variety of books that have the neccessary flavour to be classified as belonging to one doom or another(or, rarely, multiple dooms), in a Hecatomb campaign, each doom is a subschool and these spells belong to their doom's subschool.

Spell- Doom or notes
Acid Arrow- Destruction
Acid Fog- Destruction
Acid Splash- Destruction
Alter Self- Deceit
Animal Shapes- Deceit
Animate Dead- Greed
Animate Objects- Deceit
Baleful Polymorph- Deceit
Bane- Corruption
Bestow Curse- Corruption
Black Tentacles- Corruption
Blade Barrier- Destruction
Blasphemy- Corruption
Blight- Corruption
Blindness/Deafness- Corruption
Call Lightning- Destruction
Call Lightning Storm- Destruction
Cause Fear- Corruption
Chain Lightning- Destruction
Charm Animal- Corruption
Charm Monster- Deceit
Charm Monster, Mass- Deceit
Charm Person- Corruption
Command- Corruption
Command, Gtr- Corruption
Command Undead- Greed
Contagion Corruption
Control Undead- Greed
Create Undead- Greed
Creeping Doom- Greed
Crushing Despair- Corruption
Curse Water- Corruption
Delayed Blast Fireball- Destruction
Desecrate- Corruption
Destruction- Destruction
Disguise Self- Deceit
Disintegrate- Destruction
Disrupt Undead- Corruption
Doom- Corruption
Earthquake- Destruction
Energy Drain- Corruption
Enervation- Corruption
Enthrall- Deceit
Explosive Runes- Destruction
Eyebite- Corruption
Fabricate- Deceit
False Vision- Deceit
Fear- Corruption
Fire Seeds- Destruction
Fire Shield- Destruction
Fire Storm- Destruction
Fireball- Destruction
Flame Arrow- Destruction
Flame Blade- Destruction
Flame Strike- Destruction
Flaming Sphere- Destruction
Geas, Lsr- Greed
Geas/Quest- Greed
Ghoul Touch- Corruption
Hallucinatory Terrain Deceit
Halt Undead- Corruption
Heroes' Feast- Greed
Hide From Undead- Corruption
Horrid Wilting- Corruption
Illusory Script- Deceit
Illusory Wall- Deceit
Implosion- Destruction
Incendiary Cloud- Destruction
Inflict X Wounds- Corruption
Insanity- Corruption
Invisibility- Deceit
Invisibility, Gtr- Deceit
Invisibility, Mass- Deceit
Invisibility Sphere- Deceit
Legend Lore- Greed
Lightning Bolt- Destruction
Limited Wish- Greed
Locate Creature- Greed
Locate Object- Greed
Major Image- Deceit
Meteor Swarm- Destruction
Mind Blank- Deceit
Mind Fog- Corruption
Minor Image- Deceit
Mirage Arcana- Deceit
Mirror Image- Deceit
Misdirection- Deceit
Mislead- Deceit
Modify Memory- Deceit
Nondetection- Deceit
Obscure Object- Greed
Permanent Image- Deceit
Persistent Image- Deceit
Phantasmal Killer- Deceit
Phantom Steed- Deceit
Phantom Trap- Deceit
Poison- Corruption
Polymorph Any Object- Deceit
Polymorph- Deceit
Programmed Image- Deceit
Project Image- Deceit
Prying Eyes- Greed
Prying Eyes, Gtr- Greed
Ray of Enfeeblement- Corruption
Scare- Corruption
Scorching Ray- Destruction
Scrying- Deceit
Scrying, Gtr- Deceit
Secret Chest- Greed
Secret Page- Greed
Seeming- Deceit
Shadow Conjuration- Deceit
Shadow Conjuration, Gtr- Deceit
Shadow Evocation Deceit
Shadow Evocation, Gtr- Deceit
Shapechange- Deceit
Shatter- Destruction
Silent Image- Deceit
Storm of Vengeance- Destruction
Suggestion- Corruption
Suggestion, Mass- Corruption
Summon Swarm- Greed
Symbol of Fear- Corruption
Symbol of Insanity- Corruption
Symbol of Persuasion- Corruption
Symbol of Weakness- Corruption
Tasha's Hideous Laughter- Corruption
Touch of Fatigue- Corruption
Touch of Idiocy- Corruption
Undetectable Alignment- Deceit
Vampiric Touch- Greed
Veil- Deceit
Vision- Greed
Waves of Exhaustion- Corruption
Waves of Fatigue- Corruption
Weird- Deceit
Wish- Greed

PHBII
Black Karma Curse- Corruption
Blade of Blood- Destruction
Bleakness- Corruption
Blood Creepers- Destruction
Call of Stone- Corruption
Cloud of Knives- Destruction
Crown of the Grave- Greed
Detonate- Destruction
Doom Scarabs- Greed
Divine Retaliation- Greed
Electric Vengeance- Greed
Electric Vengeance, Gtr- Greed
Energy Surge- Destruction
Energy Surge, Gtr- Destruction
Energy Surge, Lsr- Destruction
Evard's Menacing Tentacles- Corruption
Explosive Rune Field- Greed
Incite Riot- Corruption
Increase Virulence- Corruption
Inevitable Defeat- Corruption
Kelgore's Fire Bolt- Destruction
Kelgore's Grave Mist- Corruption
Meteoric Strike- Destruction
Mirror Image, Gtr- Deceit
Plague- Corruption
Toxic Weapon- Corruption
Vertigo- Deceit
Vertigo Field- Deceit
Whelm- Corruption
Whelm, Mass- Corruption
Whelming Blast- Corruption

Races of the Dragon
Essence of the Dragon- Greed/Destruction
Hoard Life- Greed
Instant Diversion- Deceit
Manifest Dragon Heritage- Greed/Destruction
Manifest Dragon Heritage, Gtr- Greed/Destruction
Mighty Wallop- Destruction
Mighty Wallop, Gtr- Destruction
Power Word Fatigue- Corruption
Power Word Maladroit- Corruption
Power Word Nauseate- Corruption
Power Word Pain- Destruction
Power Word Sicken- Corruption
Power Word Weaken- Corruption
Sense of the Dragon- Greed

Book of Vile Darkness
Aberrate- Corruption
Absorb Mind- Greed
Absorb Strength- Greed
Abyssal Might- Destruction
Addiction- Corruption
Angry Ache- Corruption
Apocalypse from the Sky- Destruction
Befoul- Corruption
Bestow Greater Curse- Corruption
Bestow Wound- Corruption
Bodak Birth- Greed
Boneblade- Destruction
Boneblast- Destruction
Charnel Fire- Destruction
Cheat- Greed
Circle of Nausea- Corruption
Claws of the Bebilith- Destruction
Claws of the Savage- Destruction
Cloud of the Achaierai- Corruption
Consume Likeness- Deceit
Crushing Fist of Spite- Destruction
Curse of the Putrid Husk- Deceit
Damning Darkness- Corruption
Dance of Ruin- Destruction
Darkbolt- Corruption
Death by Thorns- Corruption
Despoil- Corruption
Dread Word- Corruption
Ectoplasmic Enhancement- Greed
Entice Gift- Greed
Evil Eye- Corruption
Extract Drug- Corruption
Eyes of the Zombie- Greed
False Sending- Deceit
Fangs of the Vampire King- Greed
Flesh Armour- Greed
Flesh Ripper- Destruction
Grim Revenge- Greed
Gutwrench- Greed/Destruction
Hellfire- Destruction
Hellfire Storm- Destruction
Liquid Pain- Corruption
Mindrape- Greed
Mirror Sending- Deceit
Morality Undone- Corruption
Pestilance- Corruption
Phantasmal Thief- Greed
Plague of Nightmares- Corruption
Power Leech- Greed
Pox- Corruption
Psychic Poison- Corruption
Rapture of Rupture- Destruction
Reality Blind- Corruption
Red Fester- Destruction
Rotting Curse of Urfesta- Corruption
Sap Strength- Corruption
Seething Eyebane- Destruction
Slow Consumption- Greed
Sorrow- Corruption
Soul's Treasure Lost- Destruction
Spread of Savagery- Destruction
Steal Life- Greed
Tongue Tendrils- Corruption
Touch of Juiblex- Corruption
Vile Lance- Destruction
Wave of Grief- Corruption
Wave of Pain- Corruption
Whirlwind of Teeth- Destruction
Wither Limb- Corruption
Wrack- Corruption
Wretched Blight- Destruction

Complete Adventurer
Blade Storm- Destruction
Instant Search- Greed
Mindless Rage- Destruction
Shadow Form- Deceit
Wracking Touch- Corruption

Complete Arcane
Arc of Lightning- Destruction
Blackfire- Corruption
Burning Blood- Corruption
Cobra's Breath- Corruption
Creeping Darkness- Corruption
Fire Breath- Destruction
Fire Shuriken- Destruction
Fire Wings- Destruction
Fireburst- Destruction
Fireburst, Gtr- Destruction
Illusory Pit- Deceit
Internal Fire- Destruction
Kiss of the Toad- Corruption
Lightning Blade- Destruction
Orb of Acid/Cold/Electricity/Fire/Sound- Destruction
Orb of A/C/E/F/S, Lsr- Destruction
Pain- Corruption
Phantom Assailants- Deceit
Poison Needles- Corruption
Programmed Amnesia- Deceit
Resonating Bolt- Destruction
Shadow Binding- Deceit
Sphere of Ultimate Destruction- Destruction
Steam Breath- Destruction
Sword of Darkness- Corruption
Sword of Deception- Corruption
Transmute Rock to Lava- Destruction
Water to Poison- Corruption
Whirling Blade- Destruction
Withering Palm- Corruption

Complete Divine
Cometfall- Destruction
Contagious Touch- Corruption
Creeping Cold- Destruction
Creeping Cold, Gtr- Destruction
Curse of Ill Fortune- Corruption
Dragon Breath- Destruction
Infestation of Maggots- Corruption
Maddening Scream- Corruption
Maelstrom- Destruction
Monstrous Thrall- Deceit
Murderous Mist- Destruction
Otyugh Swarm- Corruption
Phantasmal Decoy- Deceit
Phantasmal Disorientation- Deceit
Phantom Bear- Deceit
Phantom Stag- Deceit
Phantom Wolf- Deceit
Poison Thorns- Corruption
Poison Vines- Corruption
Slime Wave- Destruction
Storm of Elemental Fury- Destruction
Stormrage- Destruction
Touch of Madness- Corruption
True Domination- Corruption
Wave of Grief- Corruption

Savage Species
Blood Wind- Destruction
Crawling Darkness- Corruption
Dessicating Bubble- Corruption
Extend Tentacles- Corruption
Babau Slime- Corruption
Balor Nimbus- Destruction
Barghest's Feast- Destruction
Bodak's Glare- Greed
Death Throes- Destruction
False Gravity- Deceit

Races of Destiny
Charm Person, Mass- Corruption
Friendly Face- Deceit
Phantom Guardians- Deceit
Scholar's Touch- Greed
Shadow Guardians- Deceit

Eberron Campaign Setting
Feast of Champions- Greed
Touch of Madness- Corrption

Heroes of Horror
Call Forth the Beast- Destruction
Chain of Sorrow- Corruption
Manifest Desire- Greed
Manifest Nightmare- Deceit
Oath of Blood- Greed
Plague of Undead- Greed

Deities and Demigods
Rage- Destruction

Frostburn
Cometstrike- Destruction
Ice Assassin- Deceit
Mindfrost- Corruption
Shivering Touch- Corruption
Shivering Touch, Lsr- Corruption

Draconomicon
Aura of Terror- Corruption
Draconic Might- Destruction
Draconic Polymorph- Deceit
Dragonsight- Greed
Hide From Dragons- Deceit
Maddening Whispers- Corruption
Miser's Envy- Greed
Phantasmal Thief- Greed
True Domination- Corruption
Voice of the Dragon- Deceit

Libris Mortis
Avascular Mass- Destruction
Avasculate- Destruction
Awaken Undead- Greed
Bite of the King- Greed
Blade of Pain and Fear- Destruction
Chill of the Grave- Corruption
Consumptive Field- Greed
Consumptive Field, Gtr- Greed
Energy Ebb- Corruption
Eyes of the King- Greed
Field of Ghouls- Greed
Kiss of the Vampire- Greed
Necrotic Awareness- Corruption
Necrotic Bloat- Corruption
Necrotic Burst- Corruption
Necrotic Cyst- Corruption
Necrotic Domination- Corruption
Necrotic Empowerment- Corruption
Necrotic Eruption- Corruption
Necrotic Scrying- Corruption
Necrotic Tumor- Corruption
Necrotic Termination- Corruption
Night's Caress- Corruption
Revive Undead- Greed
Veil of Undeath- Greed

Lords of Madness
Brain Spider- Greed
Pox- Corruption
Probe Thoughts- Greed
Undulant Innards- Corruption

Boook of Eldritch Magic
Acidic Curse- Destruction
Arcana Form- Deceit
Bind Item- Greed
Bone Tattoo- Greed
Devlin's Barb- Deceit
Devlin's Venomblade- Deceit
Flaming Corrosion- Destruction
Guilt- Corruption
Hidden Object- Greed
Mirror Truth- Deceit
Static Veil- Deceit

Book of Eldritch Magic II
Acuminate- Deceit
Animate Necrosis- Corruption
Blood Spikes- Destruction
Brutal Seething Surge- Destruction
Call of the Diamond- Greed
Call of the Emerald- Greed
Creature Loresight- Greed
Eriador's Permanent Levity- Corruption
Forceblast- Destruction
Gestalt- no specific doom, but automatically known by 12th level endbringers
Object Loresight- Greed
Phantom Foil- Deceit
Spine Tendril- Corruption
Thief of Spells- Greed
Utter Thrall- Corruption

Fiendish Codex I
Abyssal Frenzy- Destruction
Abyssal Frenzy, Mass- Destruction
Beckoning Call- Corruption
Befoul- Corruption
Demon Wings- Corruption
Demoncall- Greed
Demonflesh- Corruption
Despoil- Corruption
Embrace the Dark Chaos- Greed
Extract Gift- Greed
Inner Beauty- Corruption
Oozepuppet- Corruption
Slime Wave- Destruction
Vision of Entropy- Corruption

Relics

A relic is any major item(magical or highly technological) created by an Endbringer. The Endbringer's character level is added to the item's hitpoints, hardness, break dc and any other stats that deal with whether or not it can be destroyed. When attempting to destroy a relic the destroyer must succeed at a contested Wis check against the creator.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Prak
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Re: Hecatomb

Post by Prak »

Minions

Skinny Pete: CR 2; Medium Aberration (Corruption); HD 1d8+2; HP 10; Init +4; Spd 30 ft. Def 16, touch 14, flat-footed 12 (+2 natural, +4 Dex); BAB +0; Grap +10; Atk +4 (2d4, bite); Full Atk +6 (2d4+3, bite) and +2 (1d4+3, 4 tentacles) or +4 ranged; SQ Darkvision 60 ft., improved grab, squeeze; AL Chaos, Evil; SV Fort +2, Reflex +4, Will +3; AP 0; Rep +1; Str 16, Dex 18, Con 14, Int 14, Wis 13, Cha 6.

Skills: Climb +4, Disable Device +6, Escape Artist +12, Hide +8, Listen +4, Move Silently +8, Speak English (understand only), Spot +4, Survival +6.

Feats: Track, Weapon Finesse (bite), Weapon finesse (tentacles).

Special Qualities: Squeeze (Ex): Skinny Pete’s unique physiology allows him to slither into the narrowest cracks to find his prey. Pete can fit into any opening that is equal to or greater than .16 inches across. He also receives a +4 bonus to his Escape Artist checks.
Corruption Condition: Destroy a relic with caster level 3 or less within line of sight, and within 60 ft. The targeted relic gets a save(using it's possessor's fortitude bonus) against DC 13.

Abhorrent Enforcer: CR 5; Large Aberration (Deceit); HD 3d8+12; HP 28; Mas 16; Init +1; Spd 30 ft.; Def 15, touch 10, flat-footed 16 (+5 natural, -1 size, +1 Dex); BAB +2; Grap +10; Atk +7 melee (2d6+9, bite); Full Atk +7 melee (2d6+9, bite), +3 melee (1d6+6, 2 claws) or +2 ranged; SQ Darkvision, DR 3; AL Order, Evil; SV Fort +6, Ref +1, Will +2; AP 0; Rep +0; Str 23, Dex 12, Con 17, Int 10, Wis 8, Cha 8.

Skills: Climb +10, Intimidate +9, Profession +3, Sense Motive +3, Spot +3.

Feats: Simple Weapons Proficiency, Toughness.

Special Qualities: Deceit Condition: An abomination of your choice gains 2 temporary hd which disappear at the next dawn.

Feculus, Lord of the Sewer: CR 4; Large ooze(Greed); HD 2d10+15; hp 30; Mas —; Init +0; Spd 20 ft.; Defense 9, touch 9, flat-footed 9 (-1 size); BAB +1; Grap +11; Atk +5 melee (1d8+5 plus disease, slam); Full Atk +5 melee (1d8+5 plus disease, slam); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ blindsight 30 ft., camouflage, constrict, disease, expansion, immunities, improved grab, intelligent ooze, toxic fumes; AL chaos, evil; SV Fort +2, Ref +1, Will +3; AP 0; Rep +0; Str 20, Dex 10, Con 21, Int 7, Wis 14, Cha 9.
Skills: Move Silently +6, Hide +1.
Feats: Stealthy.

SQ
Blindsight (Ex): Feculus is blind but can ascertain all creatures and objects within 30 feet just as a sighted creature would. Beyond that range, all targets have total concealment.
Camouflage (Ex): If he isn’t moving, Feculus looks like nothing more than a pile of rotting garbage. A successful Spot check (DC 17) is required to recognize it as a creature.
Constrict (Ex): Feculus deals slam damage (1d8+5) with a successful grapple check against a target at least one size category smaller than himself.
Disease (Ex): The touch of a sewer sludge carries typhoid bacillus. Feculus carries a deadly strain of this disease (Fort DC 15 negates; incubation period 1d4 minutes; initial 1d4 Con; secondary 1d6 Con).
Expansion (Ex): Feculus absorbs the bodies of creatures he has killed in battle. This process takes a number of rounds depending on the size of the corpse: Diminutive or smaller 0, Tiny 2, Small 4, Medium-size 6, Large 8, Huge 16, Gargantuan 32, and Colossal 64. Feculus grows by 1 Hit Die for every 6 rounds it spends consuming bodies, to a maximum of twice his normal number of Hit Dice.
Immunities (Ex): Feculus is immune to acid, electricity, and cold damage. If a cold attack deals damage equal to or greater than a toxic sludge’s Constitution score, the toxic sludge is affected as though by a slow spell.
Improved Grab (Ex): To use this ability, Feculus must hit an opponent at least one size category smaller than itself with its slam attack. If it gets a hold, it automatically deals slam damage each round that the hold is maintained, and it can constrict in the same round.
Intelligent Ooze: Feculus has the traits and immunities common to oozes, except he has an Intelligence score. He is able to use skills and feats.
Toxic Fumes (Ex): Any creature that comes within 10 feet of Feculus must make a successful Fortitude save (DC 15) or take 1d4 points of Strength damage. A new save must be made each round a creature remains within 10 feet of the toxic sludge.

Neck Redder: CR 2; Medium-size Animated Chainsaw; Small construct; HD 2d10+10; hp 21; Mas —; Init +1; Spd 30 ft.; Defense 14, touch 12, flatfooted 13 (+1 size, +1 Dex, +2 natural); BAB +1; Grap +3; Atk +3 melee (3d6+2, chainsaw blade); Full Atk +3 melee (3d6+1, chainsaw blade) or +2 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct, darkvision 60 ft.; AL chaos, evil; SV Fort +0, Ref +1, Will –5; AP 0; Rep +0; Str 15, Dex 12, Con —, Int —, Wis 1, Cha 1.
Skills: None.
Feats: None.

Hypersonic Fiend: CR 4; Humanoid Fast Hero 3 (Deceit); HD 3d8+3; hp 19; Mas 12; Init +5; Spd 300 ft.; Def 25, touch 17, flat-footed 25 (+8 natural, +4 class, +3 Dex); BAB +2; Grap +6; Atk +7 melee (2d6+1/19-20, katana); Full Atk +7/+7 (2d6+1/19-20, katana) or +7 ranged; SQ Always as if under the effects of a Haste spell, two extra actions per round; AL any Evil; SV Fort +1, Ref +5, Will +1; AP 10; Rep +1; Str 13, Dex 17, Con 12, Int 10, Wis 12, Cha 14.
Skills: Balance +5, Drive +4, Escape Artist +8, Hide +8, Knowledge (religion) +1, Move Silently +8, Read/Write Latin, Slight of Hand +7, Speak English, Speak Latin, Speak Spanish, Tumble +8.
Feats: Exotic Weapon Proficiency (katana), Simple Weapon Proficiency, Weapon Finesse (katana).

Nocturnal Grazer: CR 3; Small Animal (Destruction); HD ½ 6d8; HP 12; Mas 11; Init +3; Spd 30 ft.; Def 17, touch 14, flat-footed 14 (+3 natural, +1 size, +3 Dex); BAB +4; Grap +1; Atk +8 (1d8/19-20, bite); Full Atk +8 (1d8/19-20, bite) or +8 ranged; FS 2 ft. by 2 ft.; Reach 2 ft.; SQ Darkvision 60 ft., scent; AL Chaos; SV Fort +7, Ref +10, Will +4; AP 0; Rep +0; Str 10, Dex 16, Con 11, Int 2, Wis 14, Cha 10.
Skills: Hide +11, Listen +4, Spot +4, Survival +4.
Feats: Weapon finesse (bite).

Amorphous Psychic: CR 2; Malleable Aberration Strong Hero 3/Battle Mind 1 (Corruption); HD 4d8+8; hp 28; Init +0; Spd 30 ft.; Def 15, touch 12, flat-footed 15 (+2 natural, +3 class); BAB +3; Grap +8; Atk +5 melee (1d6+3, appendage); Full Atk +5 melee (1d6+3, appendage) or +3 ranged; SQ Darkvision, psionics; AL any chaos; SV Fort +7, Ref +1, Will +4; AP 11; Rep +0; Str 13, Dex 10, Con 15, Int 12, Wis 16, Cha 10.
Skills: Autohypnosis +9, Bluff +2, Climb +5, Concentration +4, Disguise +6, Escape Artist +12, Intimidate +5, Jump +7, Sense Motive +4.
Feats: Brawl, Deceptive, Nimble, Simple Weapon Proficiency, Wild Talent.
Talents: Melee smash, Improved melee smash.

SQ
Psionics: Burst 1/day, missive 1/day.

Twilight Hunter: Medium Outsider(Deceit); HD 3d8+3; hp 18; Mas 12; Init +0; Spd 40 ft.; Defense 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); BAB +3; Atk +8 melee (1d8+5, bite); Full Atk +8 melee (1d8+5, bite) and +3 (1d4+3, 2 slams); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ Dark vision 30 ft., Dimension Door 1/day, Outsider traits, scent; AL Chaos, evil; SV Fort +6, Ref +3, Will +5; AP 0; Rep +0; Str 19, Dex 16, Con 12, Int 10, Wis 14, Cha 9.
Skills: Bluff +5, Hide +6, Knowledge (streetwise or wilderness lore) +3, Move Silently +6, Survival +5.
Feats: Track, Weapon Focus (bite).

Sample Stitched Creature:
Skinny Enforcer, CR ?; Large aberration(Corruption, Deceit); HD 4d8+23 (41 hp); Init +5; Spd 30 ft.; Def 21, touch 14, flat footed 16 (+5 dex, +7 natural, -1 size); BAB +3; Grap +12; Atk +13 melee (2d6+13, bite); Full attack +13 melee (2d6+13, bite), +8 melee (1d4+9, tentacles); SQ Darkvision 60ft., DR 3; Improved Grab, Squeeze; AL Evil; SV Fort +6, Ref +6, Will +4; Str 29, Dex 20, Con 21, Int 14, Wis 11, Cha 4

Skills: Climb +14, Intimidate +7, Profession +5, Sense Motive +4, Spot +7, Disable Device +6, Escape Artist +13, Hide +9, Listen +3, Move Silently +9, Speak English(Understand Only), Survival +5

Feats: Track, Simple Weapons Proficiency, Toughness, Weapon Focus(bite), Weapon Focus(Tentacles).

Special Qualities: Squeeze (Ex):Skinny Pete’s unique physiology allows him to slither into the narrowest cracks to find his prey. Pete can fit into any opening that is equal to or greater than .54 inches across. He also receives a +4 bonus to his Escape Artist checks.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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