Can't find the time to put any more work into it. So here is my unfinished concept.
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The Amoecleya
Creating an Abberant creature for the XDMC#20
History
During eons of time mortals and gods were fascinated by The Far Realm. Contemplating on what kind of creatures and environment make up that Realm has caused mortals and gods alike to become insane. This didn't scare off the most dedicated scholars and cultists away.
Deep within the green lush forests of the Feywild was an Eladrin community. Here lived a cabal dedicated to the Far Realm and its mysteries. The scholars spent centuries gathering and deciphering everything they could find even at the cost of several Eladrin losing their sanity. One day they found a ritual which could open a gate to the Far Realm. The scholars were excited about the possibility to explore the Far Realm. Eladrin Wizards, mages and Alchemists were asked to aid in this task. There were groups opposed to the idea trying to sabotage the cabal's efforts. The cabal didn't listen to the pleas, threats and warnings which eventually escalated into a civil war within the Eladrin community.
After months of battle the Cabal managed to create the portal with The Far Realm. Odd creatures taller than the tallest trees could be seen on the other side. Then something went wrong and the portal became unstable. Energy started to pour out of it merging with Feywild energies which were drawn towards the portal. Within the Feywild region, around the portal, time altered and slowed down almost as if it no longer existing at all. Gravity lowered so that creatures can jump higher and float around. Those who can fly do so in a slower pace. Patches of land and buildings were torn from the surface ending up afloat around the portal. An odd substance comes from the Far Realm falling on two floating patches of land. The liquid falls further down as frozen purple waterfalls of unknown substances. All the buildings in the area have fallen in ruins with several still containing signs of conflict. These drastic changes caused much of the flora and fauna to die or transform in Far Realm abominations and oddities. The Far Realm influences are slowly expanding and threatening the very existence of the Feywild. This has drawn the attention of the god Heironeous.
The Amoecleya
A black waterfall came from the created portal. On closer inspection it was a flow of black amoeba-like creatures the size of medium humanoids. From the combined Far Realm and Feywild energies they started to merge into one gargantuan being. They quickly evolved into using a hyve-mind so that they could exist as one new being. In its early stages the life form absorbed parts of the Feywild's flora and fauna which have made up an outer layer of “skin”. Tree vines cover its tendrils, patches of flowers and grass cover parts of the “body”. Half rotting corpses and intestines of Eladrin and Feywild animals float inside the “body” giving it all an unnatural and eerie display.
The Amoecleya do not age like anything known to the mortals and gods. This creature can practically live forever since time does not affect it the same way as other beings. However it can be killed and its cells can die if they are poisoned. The shape of the Amoecleya can change freely and adapt to any situation due to the fluidity of the singular black cells. That explains why they gain a resistance against physical attacks. Its “natural” form is that of the biological organisms it has absorbed the most. They can “re-produce” by splitting off several of its amoebic cells similar to an Ooze dividing itself in two. Just like an ooze the Amoecleya have no facial features nor the functions that go with them. They rely on using tremor sense and sensing fluctuations in the energies around them combined with small feeling tendrils coming out of their “bodies”.
The cells which are split off will become a new singular being. It can move around on its own, absorb material of its own choice and thus evolve in its own unique way. However the Amoecleya feed mostly on the Feywild energies which bolster the field that holds the cells, and thus their body, together. Feeding on those energies allows the binding field within the creatures to grow stronger. Due to absorption they can also obtain skills, talents and other properties from the absorbed creature. The later and more evolved forms of the Amoecleya have a more humanoid/animalistic look to them. Showing shapes of limbs connected to a central column that lacks a face, but still containing the unnatural and horrific display of the gargantuan Amoecleya Origina.
The Gargantuan “mother” has absorbed the Eladrin community who were responsible of opening the gate to the Far Realm. This allowed it to develop some of its abilities. When communication is required one of the partially digested corpses is pushed towards the surface of the abominable “body”. The Eladrin body will be the vessel of communication for the creature. Mutated Eladrin abominations are pushed out of its body and controlled by small tendrils as thralls. These tendrils aren't long so the abominations are always kept in close vicinity. Its vines run underground so that it is easier to tap into the Feywild energies, but it has severely reduced mobility because of it. Since mobility isn't really required the Amoecleya Origina has taken the shape similar to a gargantuan oak with horrific twisting and turning “branches”. The vines lay relatively close to the surface allowing the creature to push them onto the surface and attack any aggressors within a large area if needed. The vines are also used to create minor tremors which are how these abominations can communicate among each other over vast distances. Its behavior is that of patience yet instinctive without any real desires of domination. It merely destroys and corrupts because it is in its nature to grow and expand like a cancer. The Amoecleya Origina is a parasite on the Feywild.
Tactics
It rarely takes the time to communicate with anyone or anything other than the Amoecleya. When intruders get near the Amoecleya Origina will defensively raise its vines from the ground. They will swipe around trying to hit anything within their area of reach making it difficult for the adventurers to move and find cover. After that several Eladrin abominations will be pushed out of the gargantuan body. These Eladrin will stay within 15 squares of the Amoecleya Origina. They will use corrupted magic, melee attacks and anything else they did when still being alive. When the adventurers get within the range of 6 squares many small tendrils will come from the Amoecleya Origina. These tendrils smack the adventurers and also try to wrap around their bodies attempting to constrict their movements. If the adventurers are being wrapped they'll be pulled towards the gargantuan being in an attempt to absorb and corrupt. During the battle it can release spores that enhance the abilities of other Amoecleya nearby.
Amoecleya Psionica
During all the time that the Amoecleya exist in the Feywild there have been groups trying to get rid of them. One of them was a large order of psionic monks who took up on the god given quest. The order never made it to the Amoecleya Origina. Psionic Monks absorbed by these large Amoecleya which made them evolve into Psionic able monstrosities.
[Under Construction]
Amoecleya Bruta
Absorbed animal life and has evolved into a more predator appearance and abilities.
Well, yes my dear, some people would say that you are suffering from dissociation. According to them, you created buffer personalities, split personalities if you prefer, to cope with life’s traumatic events. But these charlatans do not grasp the subtleties of your situations. More perceptive “specialists” would notice that you interact with these personalities. Unfortunately, they would vulgarly label you schizophrenic. A true “expert” would have understood the cyclopean truth of it all. You are alienated, my dear. Not only are you submitted to these personalities, but they also alter you as if you had drunk from a chalice filled to the brim with reality’s ichor. Your interactions with these eldritch voices transcend psychological and biological frontiers. Only a true alienist would have understood how blessed you truly are. Like the great old professor use to say about people like you: Mwgn-lthnu strj rtsiwq l’pzok dvtlk’a! So true.
Doctor Tsadìk Von Mazok, an Alienated Savant, rambling over the disembowelled corpse of Una Vhìk-Thìm.
Some unfortunate individuals who have been exposed in some way to the Far Realm have their mind alienated, their bodies altered and souls twisted. These individuals are called Alienated Ones. Most were at the wrong place at the wrong time, witnessing a portal opening to the Far Realm, getting a ghastly glimpse of the other side. Others just saw an Aberrant and their fragile minds couldn’t deal with what the horrid alien physiognomy represented. A few were just foolish and actively were seeking contact with the Far Realm to gain power and knowledge that should stay unknown to mortals. No matter how the transformation happened, these individuals seek destruction, chaos, insanity and death for the sake of it.
These twisted beings were born human but the Far Realm works in mysterious ways. In all cases the mind is the first thing to go and then the body follows. They only look human -mind over matter is a popular saying among Alienated Ones- their internal anatomy is warped and corrupted. All Alienated Ones are Aberrant. Maybe some of them are undercover agents of the Far Realm, spreading insanity and destruction for some unknown reason. Most are just mutants bend on destruction.
All Alienated Ones have many obsessive compulsive disorders. For some unexplained reason they all constantly talk, babble or gibber. Some, like the Alienated Husk, just make unintelligible sounds. Others, like the Alienated Soul, feverously say random words. Alienated Children sing nursery rhymes over and over again. The Alienated Savants actually can make sense when talking. In social gatherings they can be witty, smart and educated. They can also briefly stop talking when with others. Very briefly.
Lore
Dungeonneering or Streetwise DC 13: Some humans, by accident or willingly, are exposed o the mind warping Far Realm. Most are traumatized but keep a glimmer of sanity, never becoming wretched creatures of madness and corruption. Others have for ever lost their minds to the Far Realm, their anatomy quickly following suit. Those poor individuals are called Alienated Ones, because their minds are alienated. Most of them still look very human. To various degrees they seek the destruction of the world and it’s inhabitants. All Alienated Ones have various compulsions, but all of them can’t stop talking.
Dungeonneering DC 19: The unluckiest (some would say the luckiest) have their personality shattered and their body simply die. But their minds do not realize it. Their bodies become zombielike wandering corpse with minimal conscience, while their souls are locked in insane lubrications. When the body, called Alienated Husk, is destroyed it releases the Alienated Soul within, ready to attack a world it is no longer a part of. Husks and souls are always mumbling inane sentences.
Dungeonneering DC 21: The most unfortunate victims are always children; they are not above the corrupting influence of the Far Realm. For some reason it would seem that Alienated Childs are more frequent in rural areas or when comets pass over villages. In some cases these children come back altered from a long trip in the forest or a corn field. They always sing a tune or a rhyme, have cold emotionless features but exhibit no other signs that would indicate they are barmy and extremely dangerous.
Dungeonneering DC 23: The most terrible of the Alienated Ones are the Alienated Savants. These individuals manage to keep some grasp on reality despite or because of their ravaged minds. They elaborate complicated plans to destroy human settlements or are efficient serial killers. They often lead groups of Alienated Ones or other Aberrant creatures.
Encounters
Alienated Ones often work together and with other Aberrant, either as servants or as group leaders. Usually, an Alienated Savant or an Alienated Child will be encounter with a bunch of Alienated Husk they created from their victims. Undeads are also likely allies.
Alienated Husk
Zombies are coming toward us. Not to worry civilians! Quickly get behind me! The Light is with us and will protect us from these ungodly fiends! By the power of the Light, I have the power! Ha ha! Now they are all dead, may the rest in pieces ha ha ha ... What behind me? **** why didn’t they die, what is this crap... AAAAAARRRGGGG!!!!
Brother Valorius Sunson, First Blade Knight Champion of the Righteous Holy Order of the Mighty Golden Phoenix, failed paladin.
These poor wretched creatures look alot like zombies, except that they always make guttural sounds, as if always talking to themselves. They are dead flesh rotting away but still walking. A vigilant observer will notice that they often have bitten their lips away, scratched patched of flesh or bitten their nails and the flesh on their finger to the bones.
HP 1; a miss attack never damages a minionInitiative +8
AC 24, Fortitude 22, Reflex 20, Will 19 Perception +4
Speed 6 Dark Vision
Immune disease, poison Resist 10 psychic
Standard Actions
LockjawAt-Will
Attack: melee 1 (one creature); +15 vs. AC
Hit: 8 damage and the alienated husk grab the target. When grab the victim takes 3 damage.
Triggered Action
Release Soul Encounter
Trigger: The Alienated must be at 0 HP.
Effect (immediate interrupt): Put an Alienated Soul on the square that the alienated husk occupied. The Alienated Souls gets to roll a stealth check when it first comes into play.
Str 20 (+9) Dex 10 (+4) Wis 10 (+4)
Con 16 (+8) Int 3 (0) Cha 6 (+2)
Alignment Chaotic Evil Languages –
Alienated Husk Tactics
Alienated husk will bite the closest creature and will try to latch to it. When it is reduced to 0 hit points, the alienated husk collapse and it’s alienated soul is left standing in the same square.
Alienated Soul
Yeah, when the body is destroyed the mad soul is left standing and attacks you. Rare buggers. I always let the overzealous and inexperience hit the walking corpses first. Just in case.
Ratz Azz, experience rogue.
When the Alienated Husk falls to the ground, the unfortunate individual’s soul is left behind standing, grasping and moaning. Alienated Souls are greyish and transparent, appearing like they did when they were alive and sane, except their features and bodies are twisted by pain, insanity and the influence of the Far Realm. They continually talk, saying nonsensical things.
HP 1; a miss attack never damages a minionInitiative +12
AC 22, Fortitude 19, Reflex 22, Will 20 Perception +4
Speed 6 fly (hover), phase Dark Vision
Immune disease, poison Resist 10 psychic
Traits
Unexpected Arrival
When the alienated soul comes into play, all adjacent creatures must roll a perception check vs. the alienated soul’s stealth check. If they fail, they are surprised bu the alienated soul.
Unprepared Minds
The alienated soul deals an extra 2d6 psychic point of damage against surprised creatures.
Standard Actions
Psychotic GraspAt-Will
Attack: melee 1 (one creature); +13 vs. AC
Hit: 8 psychic damage
Triggered Action
Clinging to Life Encounter
Trigger: The alienated soul comes into play after the alienated husk fell to 0 HP.
Effect (immediate interrupt): close burst 1the alienated soul attacks with psychotic grasp any adjacent creature once.
Skills Stealth +14
Str 10 (+4) Dex 20 (+9) Wis 10 (+4)
Con 16 (+6) Int 10 (+4) Cha 6 (+2)
Alignment Chaotic Evil Languages Common
Alienated Soul Tactics
Right after the alienated husk is reduce to 0 hit points, the alienated soul appears in the same square, trying to surprise nearby creatures. It immediately attacks any adjacent creature with trying to take advantage of their surprise. The alienated soul will attack the creature that killed it’s husk then attack the nearest creature.
Alienated Child
One two three, you’re next to me
Four five six, you need a fix
Seven eight nine, sorry but I need those body parts for this collection of mine
An Alienated Child singing to his mother.
Although quite mad, these children look very normal. The only thing that set them apart from other children is their face; it is always stoic and cold. Alienated Children are very polite and like to hum a rhyme or a song over and over again. Sometimes that song becomes grim and disturbing. Around these children objects maybe suddenly break, doors are mysteriously shut closed and strange noises distant noises can be heard.
AC 25, Fortitude 18, Reflex 26, Will 23 Perception + 6
Speed 6Dark Vision
Resist 10 psychic
Saving Throws +2; Actions Points 1
Traits
Can’t Hit a Child Aura 5
Anyone in the aura has an -2 penalty to hit on attacks done to the alienated child.
Hyper Active
An alienated child can’t be immobilized.
Standard Actions
Awaken Childhood Trauma (psychic)At-Will
Attack: range 6 (one creature); +12 vs. Will.
Hit: 2d8+5 psychic damage.
Innocence Lost (psychic) At-Will
Effect: The alienated child shifts 4 square and use awaken childhood trauma any time during the shift.
Relive Nightmare (fear, psychic) Recharge
Attack: range 6 (one creature); +12 vs. Will
Hit: 3d8+5 psychic damage and the target is stunned (save ends)
Triggered Action
The Mister Hurt Me (psychic) Encounter
Trigger: When first bloodied
Effect (immediate interrupt): close burst 3 +10 vs. Will, and relive nightmare is recharged.
Hit: 3d10+5 psychic damage and is dazed (save ends).
Miss: Half damage
Skills Bluff + 14 Stealth +11
Str 8 (+3) Dex 15 (+6) Wis 14 (+6)
Con 12 (+5) Int 18 (+8) Cha 20 (+7)
Alignment Chaotic Evil Languages Common, Deep Speech
Alienated Child Tactics
Alienated child will try to use it’s natural stealth to get close to it’s targets or use bluff to gain their confidence. In combat, it will often start by using their action point to use Relive Nightmare and then use Innocence Lost to attack and stay away from it’s target. In combat it will switch between Innocence Lost and Relive Nightmare when it recharges.
Alienated Savant
I am afraid we haven’t made any progress, my dear. We have to reschedule. See you at the next new moon, my dear.
Doctor Tsadìk Von Mazok, still talking to the disembowelled corpse of Una Vhìk-Thìm.
Rich nobles who dabbled in forbidden arts, the head of an asylum who spent too much time studying madness or a beggar who was exposed to the Far Realm; these are all possible origins of the Alienated Savants. They look like ordinary men or women who are very smart and talk excessively, have too much confidence and pose. They are actually very much insane and dangerous; often acting has the head of small cult with a doomsday plan or a lone serial killer.
Alienated Savant Level 10 Solo Controller (leader)
Medium aberrant humanoid, human XP 2,500
HP 432 Bloodied 216 Initiative +10
AC 26, Fortitude 24, Reflex 22, Will 24 Perception + 9
Speed 6Dark Vision
Resist 10 psychic
Saving Throws +5; Actions Points 2
Traits
Hypnotic Movements Aura 5
When the alienated savant voluntarily moves or teleports, all opponents within the aura when the alienated savant started moving have a -2 penalty to attacks until the start of the alienated savant’s next turn.
Master Mind Aura 10
All allies within the aura have a +2 to initiative.
Standard Actions
Diminish Ego (charm, psychic)At-Will
Attack: range 10 (one creature); +14 vs. Will
Hit: 3d6+5 psychic damage and the target is weakened (save ends)
Slam At-Will
Attack: melee 1 (one creature) +15 vs. AC
Hit: 1d8+5
Throw Back (force) At-Will
Attack: range 4 (one creature); +14 vs. Fortitude
Effect: 2d8+5 force damage, the target is push back 3 and is prone.
Miss: Half damage.
You are Mine (compulsion) Encounter
Attack: range 10 (one creauture) +14 vs. Will
Effects: The target is dominated until the beginning of the alienated savant’s next turn. Controlling the dominated creature is a free action for the alienated savant.
Miss: Target is slowed until the beginning of the alienated savant's next turn. Move Actions
Warped Distance (teleportation) Recharge
Effect: the alienated savant teleports 8 squares.
Minor Action
Guilty Conscience (charm) Recharge
Attack: range 10 (one creature) +14 vs. Will target is stunned until the alienated savant’s next turn.
Triggered Action
Warped Field (force) Encounter
Trigger: When first bloodied
Effect (immediate interrupt): close burst 3 +12 vs. Fortitude, Warped Distance and You are Mine are recharged.
Hit: 4d10+5 force damage and is pushed back 3.
Miss: half damage.
Skills Bluff + 15, Diplomacy +15, Insight +14
Str 18 (+9) Dex 17 (+8) Wis 19 (+9)
Con 20 (+10) Int 20 (+10) Cha 20 (+10)
Alignment Chaotic Evil Languages Common, Deep Speech
Alienated Savant Tactics
The alienated savant will often start by using his guilty conscience power on highly a highly mobile opponent. He will then either use Throw Back to push back opponent who is too close or use Diminish Ego on an opponent that deal lots of damage. He will then move away with Warped Distance and use an Action Point to either use Throw Back or Diminish Ego again. On the second round the alienated savant often uses it’s last action point to use You are Mine in conjunction of it’s other powers.
-Natural appearance: they look human -Genesis: I explain that they are humans exposed to the far realm and are corrupted by it. -Compulsion: all alienated ones can't stop talking.
Some dude once said: "If WotC would put crap in boxes with the DnD logo on them, some people would still call it the best product WotC has made."
Resident Pervert.
Don't flame me for my writen errors, English is my second language.
In the ancient passageways of time and space, beyond the worlds that mortals know, and past the shattered remnants of the Living Gate, lies the Far Realm. Little is known about this place. What is known suggests only that it is a place of madness, a place where the laws of reality as mortals know them hold no sway, and that strange and unknowable creatures exist there.
The scattered knowledge does not come nearly to the truth. But there are kernels of truth in it. One such legend, perhaps inspired by a visitation hundreds or thousands of years ago, is the legend of Erikathar.
Legend has it that Erikathar was once a god; of time, earth, and knowledge. During the Dawn War, he found himself fascinated with the Living Gate and thoughts of what lay beyond, and he could not restrain himself; when the Gate was destroyed, he surged through. No one knows what he found there; various versions of the legend disagree on this point. However, they all agree on one point; whatever he found there was inimical, and it was stronger than him. He was bound and tortured, and eventually escaped into his own mind. But that was no true escape from creatures of the Far Realm, and the siege of a god's psyche continues to this day. And in his fight, as he throws off deific energy, strange things are created. Are they his nightmares? Are they things he summoned to help him in his fight? Are they his subconscious? No one knows what they are for sure, though theories abound. But they are known as 'recondites' (from an ancient word for 'mysterious'), and when they spill into the mortal realm, they are terrible to behold. However, despite the terror they inspire in onlookers, recondites do not usually leave a trail of pain and death behind when they leave; they more often seek out a specific target, destroy that target and anything that attempts to prevent them from reaching it, then disappear.
All recondites share three qualities. Firstly, they are Unknowable: it is impossible to focus your gaze upon a recondite fully. Anyone attempting to do so finds their attention wavering, their gaze sliding, and even thinking about what the creature could be is difficult. (All recondites have total concealment against all creatures.)
Secondly, recondites cannot be killed by normal means. When they are reduced to 0 HP or fewer, they are merely knocked out, and become surrounded by a shell of divine energy (gaining immunity to all damage). After one hour, they wake up and teleport to a random location in the world.
The third quality is their weakness. Recondites are mysterious by their nature. Actually finding out the truth about them harms them severely. Recondites are legal targets for any diviniation ritual, even ones that would normally target objects only (though the recondite still must be within the range of the ritual). Casting any divination ritual on a recondite removes its Unknowable trait for 72 hours. (Recondites are balanced assuming that this ritual has already been cast, and that the heroes no longer find them Unknowable.) Casting the History Revealed ritual on an unconscious recondite destroys them utterly. Without their mystery, they cannot exist.
A Recondite Earth Render is a strange creatue. It appears human, from a distance. As you get closer, you see a dull, strange light shining from it. It appears to be some sort of a damped out silvery glow. When it turns to face you, you realize that this is no human, and indeed no creature born on this planet; for it has no eyes whatsoever, not even holes where such a thing would be, and a protruding, hard, squid-like beak fused onto an otherwise normal mouth. Some Earth Renders even have beards or stubble, making the whole thing look even more strange. The Recondite Earth Render is by far the most common variety of recondite. Of the few people who have even learned any lore of the recondites at all, they almost without exception know only of the Earth Render. All of the ancient stories that refer to recondites refer to Earth Renders; it is unknown whether the other varieties have even appeared in the world yet.
A Recondite Earth Render's actions are fueled by its unshakable compulsion for freedom, which arises from the torment of its creator. If it sees any creature in chains, or in a harness, or any such device, it will immediately go berserk and attack everything in its way as it attempts to reach the creature in chains. It will be very careful to not harm the creature that it believes it is saving. When it reaches the creature, it will free it, and then disappear, teleporting to a random location in the world. If it does not see anything that needs freeing, it will simply wander until it does find something. It will, of course, defend itself if attacked, but there are stories of an earth render living peacefully among the peoples of a nation as it wanders between their cities and towns for years.
In combat, a recondite earth render is not subtle. It maneuvers itself to blast as many enemies as possible with its Rend Earth and Volcanic Eruption abilities, trusting in its Unknowable trait to protect it from attacks as it gets close to enemies. When neither of those are available, it will blast shards of earth under its opponents with its Earth Eruption ability. While it is capable of striking opponents with its own body, making unarmed Slam attacks, it will never do so unless there are extenuating circumstances that prevent it from utilizing its Earth Eruption ability.
A Recondite Harvester is the stuff of nightmares among those few who know they exist. Its body is, on one side, much like you would expect from a Far Realm monster; a mass of whipping, reaching tentacles, each of which ends in a bone point sharp enough to slice through stone. Its other side is a normal human body. This leads to it moving with a strange, awkward gait, as the tentacular mass on one side of its body struggles to move alongside the normal human leg on the other side. However, despite this handicap, it is still capable of moving as fast as any human; one shudders to think what its speed would be like if it were able to move as quickly as its warped side wishes.
The harvester has a very similar desire to the Earth Render and the Time Thief; the longing for freedom. However, a harvester believes that mortality is a prison. Souls are shackled within lumps of flesh, and in order to blossom, they must be freed. A harvester is a pure killing machine. While its intentions may be good, the result is that it simply indiscriminately slaughters every living thing that it sees. A recondite harvester would be a plague almost as terrifying as a tarrasque; while it does not have the sheer size or power of the tarrasque, it is capable of beiefly becoming noncorporeal to pass through any obstacle, and is immune to any attacks which would slow or immobilize it.
In combat, a recondite harvester is indiscriminate. It makes no attempt to protect its allies, and merely charges ahead into enemies, attempting to kill as many as it can. It uses its Reaping Whirlwind to severely injure any creature it can focus its assaults on; and when they are injured, it pounces on them with Harvesting Strike, attempting to free their soul. The harvester knows that neither barriers nor slowing attacks can impair it, and will chase down a wounded target regardless of the effort required.
A Recondite Time Thief, unlike an Earth Render or a Harvester, is almost entirely a horror. If you were a great distance away, you might mistake it for a human. But as you got closer, you would realize that it is only in the shape of a human. If someone took a mold of a human, and filled it entirely with eyeballs, he would have a model of a Recondite Time Thief. This monstrosity has eyes darting everywhere. Sages theorize that it is only capable of concentrating on a few eyeballs at a time, giving it no better vision than other recondites, but that does not seem to stop the eyes moving on their own, watching everything around it of their own volition.
The time thief, like the other recondites, has an unwavering compulsion towards freedom. The time thief's interpretation of this is more like the earth render's than the harvesters; whenever it sees anything in captivity, it will immediately take steps to end that captivity. However, the time thief is more subtle and patient than the earth render. Of course, with its appearance, it cannot simply negotiate for the release of the captive. However, it may take a lateral approach; for example, if it sees a village with a number of horses in harness, it may kill the village's tax collector when it arrives to collect the taxes, thus drawing the wrath of the king down upon the village. While the time thief will never support captivity or enslavement, it enjoys creating situations in which it will repeatedly intervene against more and more people (for example, when the king came to punish the village, he would likely have used horses in captivity; and now the time thief will find some way to punish the king and those with him.)
In combat, the time thief attempts to position itself to have at least one enemy, and as many allies as possible, within its aura. If there are enough allies, it will then focus its aura on the hapless enemy, leeching his time away to speed up the time thief's allies. If there are not, it will use Sieze the Moment and Glimpse the Future as often as possible, falling back on Chrono Blast when not available. While it is capable of forming a thick rope of eyeballs into its arm and lashing opponents with it, the time thief will only do so if it finds itself in melee combat. It will not enter melee willingly, and when there, it will use Lashing Arms to push the enemies away and reposition behind allies.
Excerpt from minutes from Faculty and Staff Meeting, Department of Extraplanar Survey, Holy Knower University 35th of Fahrnover in the year 1791, Hrissen Reckoning. Associate Professor Greves Alduc recording secretary.
Hon. Minister Blessed Professor Nakkar Fain, Chair: You are stating definitively that you have managed to preserve dead tissues of creatures from the outermost observerable portions of the Far Realm, Professor?
Professor Hon. Lord Torban Karam: Yes, Minister, we have preserved over fifty dead samples and my department [sec’ty note: Department of Xenobiology] has dissected four obviously different specimens. The conclusions that Professor Hirin described in his paper on their biology are upheld completely. Not only do the peculiar energies of the Far Realm corrupt life as we know it, but so does ingesting any food that originated from there. In our meetings with the Intelligence Secretary [Hon Minister Onar Wren], we informed him also of our pre-publication findings. He feels that suppressing the paper is important. This knowledge would allow the Cult of Entropy to summon simple food from the Far Realm and corrupt commonfolk, possibly breeding an army.
Professor Barian Samil (interjecting): Tell him the rest, Torban. This threat is not as dire as you make it seem.
Prof Karam: Barian’s correct. For the most part, the converted we found were from an area known as Seh’Kanwin-Doh. Supplied with ample food of any sort, especially food of questionable value, the Afflicted remain docile. However, when hungry, they become a genuine threat. I personally believe and the department believes that the Afflicted could be used as a weapon in their active ‘grazing’ state, as they will literally eat anything.
End excerpt
The Afflicted of Seh’Kanwin-Doh are normal humanoidss converted into aberrations by ingesting food from the Seh’Kanwin-Doh region of the Far Realms. The peculiar nature of the food from this place destroys normal cells, replacing them with a new biology. As the Afflicted advance through their ‘promotion cycle’ they become able to convert mundane creatures into their own.
The ‘promotion cycle’ of the Afflicted progresses from Afflicted Consumer to Afflicted Server to Afflicted Fry Cook to Afflicted Shift Manager to Afflicted Franchisee.
The Afflicted are meant to be a somewhat scary humorous foe for groups in the upper Heroic Tier. If you’re not from the US or Canada, I’m mocking fast food.
Afflicted Consumer The Afflicted Consumer appears to be a three-to-six foot tall maggot with vestigial arms and sensory organs. It is usually found hunched over food of some kind and if closely inspected is wearing the remains of humanoid clothing. Its only goal is to eat.
Afflicted Consumers will continue eating until commanded to attack (verbally by an Afflicted Server or Fry Cook or with the ‘Dinner Rush’ ability of the Shift Manager) or disturbed. If there is no food nearby, Afflicted Consumers will attempt to eat the nearest organic material.
In combat, Consumers will usually swarm a single target, attack it until it is unconscious, then eat the unconscious target.
Afflicted Consumer
Level 8 Minion
Medium Aberrant Humanoid
XP 88
Initiative+4 Senses Perception +1 HP 1; A missed attack never damages a minion; Bloodied AC 22; Fortitude 21, Reflex 20, Will 19 Speed: 4
Digestive Enzymes ( Standard, at-will )Acid
Range 5;+13 vs AC; 5 damage. The Consumer squirts a stream of digestive enzymes at a nearby foe
Consume ( Standard, at-will )Acid
+13 vs AC; 10 damage. Only usable against Dying, Unconscious, Immobilized, Helpless, Prone, Restrained or Unconscious targets. The Consumer attempts to eat easy prey.
Metamorphosis ( Free, at-will )Polymorph
Onlyusable when the Consumer is targetted by another Afflicted's Promote ability. Afflicted Consumer is immediately replaced by an Afflicted Server (full hps)
Alignment Unaligned
Languages Supernal, Common
Skills none
Str 17 (+7)
Dex 10 (+4)
Wis 5 (+1)
Con 10 (+4)
Int 5 (+1)
Cha 8 (+3)
Equipment
Afflicted Server The Afflicted Server is a more advanced and devious Afflicted whose role is to create Afflicted Consumers. Afflicted Servers are created when a more advanced Afflicted targets an Afflicted Consumer with its Promote ability.
Afflicted Servers are pasty-white humanoids with skinny arms with sparse wiry black hairs. Their lower body ends in a tail that strongly resembles the body of a maggot. Every Afflicted Server has an identical set of heraldry which proclaims its ‘clan affiliation’ within the greater sphere of Seh’Kanwin-Doh. The heraldry is worn as a shirt by all Servers and sometimes as a hat or helm of matching colors by certain ‘clans.’
In combat, Afflicted Servers will attempt to lock-down weaker enemies using their ‘Queue Up’ and ‘Supersized!’ abilities. Bloodied foes will be targeted with ‘Binge’ by nearby Servers, who will attempt to convert them into Afflicted Consumers.
Afflicted Server
Level 8 Controller
Medium Aberrant Humanoid
XP 350
Initiative+7 Senses Perception +3 HP 82; Bloodied 41 AC 22; Fortitude 20, Reflex 20, Will 19 Speed: 6
Queue Up! ( Standard, at-will )Force
Range 8, +12 vs Reflex, 1d8+5 damage. Foe is shifted 3 squares. The Afflicted Server ensures you are properly 'in-line' (whatever THAT means)
Supersized ( Standard, at-will )
+13 vs AC, 2d6+5 damage. The Server Crams awful tasting food into target's mouth. Target feels bloated. Target is slowed (save ends)
Binge! ( Standard, at-will )Charm
Range 5, +12 vs Will, 2d6+5 damage. Can only target Bloodied opponents. If a target is killed by Binge, 1d6 Afflicted Consumers spawn in/near the square they occupied the following round (bursting forth from their body). Target is compelled to eat what is being Served. Ew.
Metamorphose ( Standard, at-will )Polymorph
Only usable when the Server is targetted by another Afflicted's Promote ability. Afflicted Server is immediately replaced by an Afflicted Fry Cook (same number of hps as it had before).
Alignment Evil
Languages Supernal, Common
Skills none
Str 17 (+7)
Dex 16 (+7)
Wis 9 (+3)
Con 10 (+4)
Int 14 (+6)
Cha 15 (+6)
Equipment Uniform.
Afflicted Fry Cook The Afflicted Fry Cook is a slightly more advanced Afflicted than the Afflicted Server. In appearance it is similar to the Afflicted Server, only bloated and covered with yellow greasy slime. Afflicted Fry Cooks are created when an Afflicted Server is Promoted by an Afflicted Shift Manager or Franchisee.
In combat, Afflicted Fry Cooks serve as artillery, attempting to soften up foes to allow the Servers to do their work. Afflicted Fry Cooks will use their ‘Order Up’ ability as often as they can on fresh targets.
Afflicted Fry Cook
Level 9 Artillery
Medium Aberrant Humanoid
XP 400
Initiative+9 Senses Perception +4 HP 70; Bloodied 35 AC 21; Fortitude 21, Reflex 22, Will 21 Speed: 6
Want Fries With That? ( Standard, at-will )Fire
Ranged 10, +16 vs AC. 2d6+5. Target is doused in oily burning-hot 'fries' Fried WHAT is an important question here. Secondary effect: Target is -2 AC vs Afflicted Consumers until end of Afflicted Fry Cook's next turn.
Order Up! ( Standard, recharge )Fire
+15 vs Reflex. 3d6+5 damage. What IS this stuff?
Promote ( Standard, at-will )Polymorph
Ranged 10. Afflicted Consumer is Promoted to Afflicted Server. Only usable if an Afflicted Server has been reduced to 0 hps in the last turn. Only usable once per Server Death.
Metamorphosis ( Standard, at-will )Polymorph
Only usable when the Fry Cook is targetted by an Afflicted Franchisee's Promote Ability. Afflicted Fry Cook is immediately replaced by an Afflicted Shift Manager (full hps). As Shift Manager is Size Large, all adjacent creatures are pushed one square away from the newly-minted Shift Manager.
Alignment Evil
Languages Supernal, Common
Skills none
Str 14 (+6)
Dex 20 (+9)
Wis 14 (+6)
Con 10 (+4)
Int 14 (+6)
Cha 14 (+6)
Equipment Uniform, Basket, Spatula
Afflicted Shift Manager The Afflicted Shift Manager is the most powerful of the mundane Afflicted of Seh’Kanwin-Doh. It was made from the rank-and-file Afflicted by the blessed Franchisee.
The Afflicted Shift Manager has already started its much slower metamorphosis into a Franchisee, appearing to be a person-shaped pile of maggots, wearing an ornate version of the Fry Cook/Server uniform and a really nifty hat.
In Combat, the Shift Manager will use his Break Time ability to rejuvenate injured Servers and Fry Cooks, its ability to command Consumers (with Dinner Rush) to swarm enemy casters and its sheer bulk to screen the weaker Fry Cooks and Servers from enemy melee.
Afflicted Shift Manager
Level 9 Elite Solider (Leader)
Large Aberrant Humanoid
XP 800
Initiative+8 Senses Perception +6 HP 180; Bloodied 90 AC 25; Fortitude 22, Reflex 20, Will 21 Speed: 6
... With Fries and a Drink ( Standard, at-will )Fire, Cold
+16 vs AC; 2d6+5 damage; Target is pelted by both burning hot 'food' and a tasty sugary beverage. Is that Diet Burst? It tastes just like regular Burst!
Dinner Rush ( minor, at-will )
Ranged 10; Target is Marked. Each Afflicted Shift Manager may only have one target Marked at a time. Afflicted Consumers gain a +2 bonus to hit Marked Target
Promote ( Standard, at-will )Polymorph
Ranged 10, Afflicted Server is Promoted to Afflicted Fry Cook. Only usable if an Afflicted Fry Cook has been reduced to 0 hps in the last turn. Only usable once per Fry Cook Death.
Break Time ( minor, recharge )Healing
Ranged 20. Target Afflicted Fry Cook, Server or Shift Manager is removed from the board until the end of the Shift Manager's Next Turn. When the Target returns, it regains 20 hps.
Ranged 20. Burst 2. +14 vs Reflex; 3d10+5 damage. Only usable once per turn, Only usable when an Afflicted Fry Cook, Server or Shift Manager is reduce to or below 0 hps.
Alignment Evil
Languages Supernal, Common
Skills none
Str 20 (+9)
Dex 14 (+6)
Wis 14 (+6)
Con 10 (+4)
Int 14 (+6)
Cha 18 (+8)
Equipment Uniform, Hat, Tie
Afflicted Franchisee The Franchisee is the final evolutionary course of the Afflicted of Seh’Kanwin-Doh. Centuries after a Shift Manager is created, it mutates into a massive Franchisee, capable of propagating the knowledge of the horrors of Far Realm Cuisine.
The Franchisee is intended to be a ‘boss’ opponent, either showing up at the end of a cycle of fighting against the Afflicted or returning to the world for revenge against the heroes.
The Franchisee resembles a great mass of maggots able to assume most forms (imagine an amoeba, made of maggots). When it needs to eat or speak, it forms a maggot-mouth, when it needs to carry things or manipulate things, it forms maggot-tentacles or hands. It smells of grease and filth.
If alone in combat, the Franchisee will attempt to maul individual weaker opponents to death with brute force, knowing that it will be destroyed by overwhelming numbers eventually. It will use its Exciting Job Opportunities on an enemy Leader.
If coming back for revenge, it will be accompanied by 5-20 Consumers, and 2-3 each Fry Cooks, Servers and Shift Managers.
Afflicted Franchisee
Level 15 Solo Brute
Huge aberrant beast
XP 6,000
Initiative+10 Senses Perception +10 HP 604; Bloodied 302 AC 27; Fortitude 26, Reflex 27, Will 27 Speed: 6 [saving throws/action points]: Action Points 2
Ranges 10, +16 vs Will, 1d10+6 psychic damage. Target temporarily becomes an Afflicted Server or Fry Cook, losing their normal abilities and gaining the abilities of that creature. Target is Dominated (save ends both effects)
Promote ( Standard, at-will )Polymorph
Ranged 10, Afflicted Fry Cook is Promoted to Afflicted Shift Manager. Only usable if an Afflicted Shift Manager has been reduced to 0 hps in the last turn. Only usable once per Shift Manager Death.
Alignment Evil
Languages Supernal, Common
Skills none
Str 17 (+10)
Dex 17 (+10)
Wis 17 (+10)
Con 23 (+13)
Int 17 (+10
Cha 17 +10)
Equipment Maggots. Lots of maggots.
Knowledge Arcana or Nature DC15: All material from the Far Realm can be considered dangerous, these appear to be those humanoids who have ingested large amounts of Far Realm food. You can’t imagine the horrors they have tasted.
Arcana or Nature DC20: The afflicted have lost all taste for mundane food, but powerful food-summoning rituals (Travelers’ Feast possibly, Primal Grove definitely), might successfully attract them into an area where they might be dealt with by mundane means (fire, explosives, antibiotics, etc).
Included Optional Elements: Origin: Mommy, where do Afflicted come from? They are people who eat Far Realm food. Ontogeny: Afflicted have a rigorous promotion system, rewarding service and the death of nearby superiors. Ritual -Prone: The Afflicted are attracted to summoned food.