Okay the Ghost Squid is done. Let me know what you think I still think I could edit it better. Its also the first time I've done a monster like it and I'm wondering if a CR of 12 is okay. Next up is the Speaker (think Beholders converted by the Hare Krishnas or Jehovah's Witnesses).
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Speaker Large Aberration Hit Dice: 13d8+65 (123 hp) Initiative: +6 Speed: 5 ft. (1 square), fly 20 ft. (good) Armor Class: 26 (-1 Size, +2 Dex, +15 Natural), touch 11, flat-footed 24 Base Attack/Grapple: +9/+13 Attack: 12 Eye Rays +10 Ranged Touch and Bite +4 melee (2d4) Full Attack: 12 Eye Rays +10 Ranged Touch and Bite +4 melee (2d4) Space/Reach: 10 ft./5 ft. Special Attacks: Eye Rays, Fascination Special Qualities: All-Around Vision, Dark Vision 60', Flight Saves: Fort +9, Ref +6, Will +10 Abilities: Str 10, Dex 14, Con 20, Int 14, Wis 15, Cha 18 Skills: Bluff +14, Diplomacy +12, Intimidate +14, Knowledge (Religion) +13, Listen +7, Search +11, Sense Motive +10, Spot +11, Survival +4 (+6 when following tracks) Feats: Ability Focus (Fascinate), Flyby Attack, Improved Initiative, Iron Will, Persuasive Environment: Any Organization: Solitary, pair, or coven (3-6) Challenge Rating: 13 ??? Treasure: Double Standard Alignment: Any (see text) Advancement: 14-16 (Large), 17-35 HD (Huge) Level Adjustment: ---
"Floating before you in the road is the strangest Beholder you have ever seen. Dozens of eyestalks droop from its head wreathed with flowers looking like some obscene parody of a head full of hair. Instead of a fanged maw is a more human like mouth with full plump lips, and a vacant smile. It appears to be selling flowers and trinkets. The Hare Krishnas have adopted the Beholders now apparently."
Speakers are brought to you by the same foolish Beholders who created the Voyeurs. They were originally created to serve as spokesmen for the Beholder Cults. The idea was that their Fascination abilities would be put to the use of converting new people into the cults, and acting as ambassadors to the humanoid countries. Unfortunately there was a problem. Born absolute Neutral, the Speakers stayed Neutral until exposed to a Deity or idea that sparked their imagination. At which point their Alignment becomes that of the Deity whose cause they convert too, and they campaign in his name. Being Beholders however, they tend to be somewhat...pushy in their campaigning. An example:
"Would you like to donate money to the Church of Pelor? It will go to help needy orphans?"
"I..uh...donated yesterday...."
"Would you like to bribe the Church of Pelor to not light you up with Eye Rays? It'll go to help needy orphans?"
"Uh....well when you put it that way..."
Speakers are about 9 or 10 feet wide and have many more eyestalks than the average Beholder. They speak Beholder and Common.
Eye Rays (Su): Each of a Speakers Eye Rays resembles a spell cast by a 15th level Caster. Each Eye Ray has a Range of 150 feet, and a Save DC of 20. Save is Charisma Based. The rays follow the rules for spell rays (see Aiming A Spell, page 175 of PHB). The Rays include:
Charm Monster: The target must make a Will Save or be affected as though by the spell.
Inflict Moderate Wounds: This works like the spell causing 2d8+15 points of damage (Will Save for half damage).
While the Speaker has dozens of eyestalks it can effectively only manage to coordinate well enough to use 4 eye rays in each 90 degree arc (up, forward, backward, left, right, or down). It may use one type of eye ray for all 4 attacks or divide attacks between Charm and Inflict as it sees fit in each arc.
Fascination (Su): The Speakers Central Eye continually produces a 150 foot cone that may fascinate anyone in its area. This effect is identical to to the spell Hypnotism, except the area of effect is the cone, and there is no Hit Die limit. Save to avoid this effect is Willpower DC 22 (Save is Charisma Based).
All-Around Vision (Ex): The Speakers eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.
Flight (Ex): A Speakers body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.
Combat: Speakers generally try to use their Fascination ability first to its maximum advantage, usually to convince people to donate money to the cause or convert weak willed passers by. If angered or attacked it relies on its Charm Monster ability to get out of trouble, and the Inflict Wounds eyes if that fails. Most will flee if combat turns against them. However most will belong to a religion or cult of some kind, and will likely have plenty of backup nearby.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
The Speaker is done. The next monster up is a Swarm of baby Ghost Squid basically. Had to go to the emergency room today and learned i may have a blood clot roaming around somewhere. So if i go poof for a while I'm prolly in the hospital, but will continue thread when i get back.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Ghost Squidling Swarm Diminutive Aberration (Incorporeal, Extraplanar, Swarm) Hit Dice: 12d8+24 (78 hp) Initiative: +7 (+3) Speed: Flight 40 ft. (8 squares, perfect) Armor Class: 26 (+4 Size, +7 Dex, +5 Deflection), touch 26, flat- footed 19 Base Attack/Grapple: +9/-4 Attack: Swarm (1 point of Wisdom Damage) Full Attack: Swarm (1 point of Wisdom Damage) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, Horrifying Appearance, Rend Soul Special Qualities: Dimensional Sense 60', Improved Incorporeality, Invisibility, Partial Invulnerability, Vulnerabilities, Confusion, Pan-Dimensional, Flight, Swarm Traits, Immune to Weapon Damage Saves: Fort +6, Ref +13, Will +10 Abilities: Str 0 (1), Dex 27 (17), Con 14, Int 14, Wis 14, Cha 16 Skills: Knowledge (Arcana, Religion, The Planes, Things Man Was Not Meant To Know) +11, Listen +10, Move Silently +16, Spot +10 Feats: Dodge, Mobility, Lightning Reflexes, Flyby Attack, Improved Flyby Attack Environment: Any Organization: Solitary or Giant Swarm (8-12 Swarms) Challenge Rating: 14 Treasure: None Alignment: Chaotic Evil Advancement: None Level Adjustment: ----
"...Private Johnson will not be returning for this reason. Neither will any member of my crew. I could still hear what they pulled from him screaming even after his body had long fallen to the ground, and I no longer believe in the Gods ability to protect us. Please give my regards to my wife and children, as after I send this message by courier I intend to take up a ball and pistol and end my life. Sincerely, Captain Wickham."
Ghost Squidling Swarms are even rarer than Ghost Squid, and understood even less. It is unknown if they are younger Ghost Squid, or a similar species, or even some other possibility entirely. They do seem to be more aggressive, and usually devour souls instead of just ripping them apart.
Horrifying Appearance (Ex): Ghost Squid generate a feeling of wrongness around them. People claim they can hear voices, but there is no sound. They know they are being watched, but there is no watcher. Anyone within 30' of an invisible Ghost Squid must make a Will Save (Dc=10 + half Ghost Squids Hit Dice+Cha modifier, in this case DC 19) or be Shaken until the Squid is no longer in range. Anyone able to see a Squid because it has dropped its invisibility must make a Will Save (Same DC), or be Paralyzed for 1d6 rounds. Anyone making the Save is immune to that Ghost Squids Horrifying Appearance for 24 hours. Anyone witnessing a swarm of Ghost Squid must also make a Will Save (Same DC) or contract some form of insanity (DM's discretion on this one, I havent made up rules for it yet). This insanity can be cured by Remove Curse. If an opponent uses True Sight or a similar ability, or Detect Thoughts or an ability that allows it to see into the Ghost Squids mind, he must make a Will Save (DC = 19, Save is Cha based) or be affected as if by a Feeblemind spell (effective caster level equal to Ghost Squids Hit Dice)
Rend Soul (Su): At the beginning of any round in which the Ghost Squid has an opponent swarmed, and at 0 Wisdom, it may automatically pull out his soul and rip it to pieces. The victim may not be Raised or Resurrected. Optionally they may only be Raised or Resurrected after the Miracle or Wish spell has been used to restore their soul. Some Squid eat the souls of their opponents, and if they are Raised or Ressurected they may have acquired the Pseudonatural or Half-Farspawn Template.
Distraction (Ex): Any living (or incorporeal undead such as ghosts) creature (solid or incorporeal) that begins its turn with a Ghost Squid Swarm in its space must make a DC 18 Fortitude save or be Nauseated for 1 round. The Save DC is Constitution based.
Pan-Dimensional (Su): Ghost Squid exist simultaneously on the same point in multiple planes. Should someone cast spells or use abilities similar to Etheral Jaunt or Astral Projection to escape to another plane they have a 50% chance that the Ghost Squid is already there waiting for them. If not there is a 50% chance it will arrive within 1d6 rounds.
Dimensional Sense (Ex): The Ghost Squid has a sort of 3 dimensional spatial sense that allows it to 'see' everything within 60'. This includes invisible creatures, and even ones behind walls if they are within range. This effectively means that anything within 60 feet has no concealment , and automatically fails all Hide rolls. The Ghost Squid cannot be flanked.
Invisibility (Su): The Ghost Squid can become Invisible at will as per the spell. Truthfully invisibility is their natural state, and they only become even partially visible when attacking.
Partial Invulnerability (Ex): The Ghost Squid is Immune to the following: Critical hits, ability drain or damage, energy drain, mind affecting effects, non lethal damage, poison, sleep effects, paralysis, stunning, posion, paralysis, polymorph, death effects, energy drain, disease, and fatigue/exhaustion. It does not breathe, eat or sleep. There are some exceptions to these rules spelled out below.
Improved Incorporeality (Ex): Unlike normal Incorporeal beings, Force effects and positive/negative energy still have the standard 50% miss chance when targeting the Ghost Squid, and it can pass through Forcewalls. They may also pass through other Incorporeal beings and even one another.
Confusion (Ex): Because of their Pan-Dimensional nature Ghost Squid seem to always be distracted or performing random actions, or simply acting in ways not understood by others. It effectively permanently suffers from the Confusion spell, unless something narrows its attention. Things that would narrow its attention would be spells or effects that effect space/time (Time Stop, Ethereal Jaunt, Plane shift, Gate, Summoning, etc.), powerful items that can alter reality (most artifacts, Spheres of Annihilation), being attacked effectively, or beings of great power (exceptionally powerful Oustiders mostly). If such a thing is within the Squids Dimensional Sense Range, the Squid gets a Willpower Save (DC 20) to shrug off the Confusion effect until the end of the encounter.
Vulnerabilities (Ex): Ghost Squid are vulnerable to specific spells, and other powers or abilities that mimic their effects. Spells or effects that would send an Extraplanar creature back to its home plane (Banishment, Dismissal, Holy Word, etc.) cause it to flee from the caster at full speed for 1d6 minutes instead. If a Ghost Squid is summoned via Greater Planar Binding it remains present after the spell ends. Targeting a Ghost Squid with Plane Shift Stuns it for 1d6 rounds. Ghost Squids will not enter Antimagic Fields. If a Ghost Squid enters a Gate it teleports 1d00 miles in a random direction. Temporal Stasis and Time Stop do not effect the Ghost Squid. They gain the same benefits as the caster in the case of Time Stop. Ghost Squid may not enter the area of effect of a Forbiddance Spell. Dispel Magic targeted on a Ghost Squid Nauseates it for 1 round if it fails a Will Save (DC 10 Spell level + appropriate caster stat). Greater Dispel Magic Nauseates it for 1d4 rounds, and Mordenkainen's Disjunction Nauseates it for 1d6 rounds, and Dazes it for 1d6 rounds after that. Casting Dimensional Lock or Dimensional Anchor on a Ghost Squid casues it to become solid for the spells duration. While solid it loses the Incorporeal subtype and gains the following changes to its stats:
It uses the stats and initiative listed in parentheses. Flight speed becomes 15' (poor). The Ghost Squid can concentrate so it no longer suffers from Confusion. Armor Class becomes a 19 (+4 Size, +3 Dex, +2 natural), touch 17, flat footed 16. Its touch corrodes matter, so instead of Wisdom Damage its attacks do acid damage.
Attack: Swarm 3d6 acid The Ghost Squid may not use its Rend Soul ability while solid.
Flight (Ex): The Ghost Squids ability to fly is unexplained. Gravity apparently offers no hold on the Squid and it simply hovers in mid air until it wills itself to move in a direction. This means it cannot fall below its current position, and is immune to effects like the Reverse Gravity spell.
Combat: Pretty much the same as a regular Ghost Squid.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Yellow Beholder Large Aberration Hit Dice: 10d8+40 (85 hp, 105 while raging) Initiative: +6 Speed: 5 ft. (1 square), fly 20 ft. (4 squares, good) Armor Class: 26 (-1 Size, +2 Dex, +15 Deflection), touch 26, flat-footed 24 While raging 24 (-1 Size, -2 Rage, +2 Dex, +15 Deflection), touch 24, flat-footed 22 Base Attack/Grapple: +7/+13 Attack: Bite +8 melee (2d6+3), during rage Bite +10 melee (2d6+6) Full Attack: Bite +8 melee (2d6+3), during rage Bite +10 melee (2d6+6) Space/Reach: 10 ft./5 ft. Special Attacks: Ghost Touch, Fruit Rage Special Qualities: Flight, Dark Vision 60 ft. Saves: Fort +7, Ref +5, Will +9 (+11 during Fruit Rage) Abilities: Str 14 (18), Dex 14, Con 18 (22), Int 8, Wis 15, Cha 10 Skills: Hide +5, Intimidate +3, Listen +4, Move Silently +5, Spot +4 Feats: Improved Initiative, Improved Natural Attack, Dodge. Mobility Environment: Any Organization: Solitary Challenge Rating: 5 Treasure: Standard Alignment: Neutral Advancement: 11-15 HD (Large), 16-30 HD (Huge) Level Adjustment: ---
"Floating in front of you is a large yellow sphere with black pupil less eyes and a huge mouth. It seems to be eating a ghost if thats possible.....Man, you've really gotta stop sampling the local mushrooms..."
Yellow Beholders were created from lesser Beholderkin to exterminate the nasty problem of Beholder Ghosts. Since Beholders tend to assassinate one another with some frequency, they tend to have a high portion of their race returning from the dead with unfinished business. Unfortunately the Yellow Beholder isn't very bright. It tends to attack anything incorporeal and it also devastates fruit crops sometimes used to feed slave races. Most Beholders kill them on sight. Farmers and Undead aren't very fond of them either. Yellow Beholders speak Beholder. They are roughly 10' in diameter and usually weigh as much as a large buffalo.
Ghost Touch (Ex): Yellow Beholders can touch (and be touched by) Incorporeal creatures. Each still uses its deflection AC bonus against the other, but they are both solid for purposes of fighting each other. Incorporeal creatures are the Yellow Beholders main food source. It also likes fruit which causes some problems....
Fruit Rage (Ex): Most forms of fruit are highy toxic to Yellow Beholders, as well as incredibly addictive. If a Yellow Beholder eats fruit it must make a Fortitude Save (DC 20) or fly into a destructive Rage. This Rage is identical to the Barbarian Rage ability (including duration), and also increases the Yellow Beholders Flight Speed to 30. Stats in parentheses are for while raging. While raging, Yellow Beholders will attack about anything. (Fruit is effectively a poison, Ingested, Fort Save DC 20, Initial and Secondary damage Rage).
Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.
Combat: Yellow Beholders tend to ignore anything that doesn't attack them first except fruit trees and incorporeal beings which it immediately attacks and begins biting until one of them is eaten or dead. Usually the fruit trees don't fight back but there have been exceptions.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Okay the Yellow Beholder is done (and is probably the silliest one so far). Vampire Squid is coming up next for the serious monster (or at least I'm calling it that for now).
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available