Good news, everyone! Formless elder horrors!

Good news, everyone! Formless elder horrors!

Good news, everyone! Formless elder horrors!

I’m working on a new adventure (which may or may not ever be released to the public) and drafted this beasty as the big bad. He’s, uh, big and bad, probably the most lethal monster I’ve written up.

I wrote him using the rules right outta the book, but I’d be careful with him in play unless your players are really crafty, really lucky, or really well equipped.

I’m not sure how the formatting will come through, hope it looks okay!

– Alex

Avatar of Kanthun-opruk, the Gray Thing (Solitary, Large, Magical, Stealthy, Divine, Intelligent, Planar, Terrifying, Amorphous)

This formless gray mist, full of bloody eyes and fangs and ephemeral maws, exudes long, slimy gray tentacles. It howls out obscenities and blasphemies in every language, and sometimes – when it suits it’s purposes – it will speak to mortals, but never with good purpose.

23 HP, 5-armor

Tentacles: d12+3 close/reach

Special Quality: Formless, shapeless, with many limbs and teeth

Instinct: to drag the world into madness and suffering

* grasp, squeeze, and drag

* disappear into shadows and mist

* exude a sickening mist

* swallow someone into madness and corruption

* spit out something twisted or broken

Here’s a little something I’m planning on springing on my players at some point in their jaunt around Dis.

Here’s a little something I’m planning on springing on my players at some point in their jaunt around Dis.

Here’s a little something I’m planning on springing on my players at some point in their jaunt around Dis. Something you may recognise from the shortlist of inspirations I’ve been using in my game from the last Actual Play;

Slake Moth

Magical, Terrifying, Planar, Large

Talons (d10+3, +1 piercing) 20HP, 4 armor

Close, Reach

Special Qualities: Wings

The slake moth is a vaguely arthropodal creature chiefly known for its ability to paralyse its prey with a hypnotic display of light and colour from their wings (which can be countered by observing the slake moth’s display only through a mirror) and its unusual diet. The slake moth is a psychovore, feeding on consciousness itself, leaving its prey physically alive but braindead. Given that they are hermaphroditic, predatory of sentient beings and incredibly hard to kill (owing to their unique physiology, in which they occupy multiple planes simultaneously, thus any injury made on them does only fractional harm), a slake moth infestation can quickly grow to a massive threat if not dealt with swiftly. Worryingly, it has been theorised that they are not the apex predator of their habitat, something is keeping their numbers down, after all. Instinct: To Consume Consciousness

-Lure prey with mesmerising patterns

-Devour minds

-Sense psychic emanations

-Induce nightmares on the populace

-Lay eggs in hidden places

Monsters of madness! This time brought to you by http://commons.wikimedia.org/wiki/File:Haeckel_Cystoidea.jpg

Monsters of madness! This time brought to you by http://commons.wikimedia.org/wiki/File:Haeckel_Cystoidea.jpg

Monsters of madness! This time brought to you by http://commons.wikimedia.org/wiki/File:Haeckel_Cystoidea.jpg

CUCKOO SHELL (Solitary, Large, planar)

tentacles(1d8+1 damage) close, reach

16 HP 3 ARMOR

The Cuckoo Shell would be just another mindless ravaging beast, no more (or less) dangerous than, say, a rabid owlbear, but much as undead are powered by the energies of the Black Gates of Death’s Kingdom, so too is it a creature powered by the White Gates of Madness’s Kingdom, and such creaturess are never simple or straightforward foes.

Anyone who identifies as a member of a specific group or organization will perceive the Cuckoo Shell as a fellow member of that organization. It is not that it will appear human (or elven or whatever) to them, rather, the mind will gloss over the geometric carapace, long segmented tail, and squirming mass of tentacles unless something causes them to specifically focus on the details, instead seeing only “a fellow member of my thieves’ guild” or “a tribesman from my homeland”. This can quickly complicate a Cuckoo Shell’s attack. especially in populated areas, as a paladin who sees a “fellow” member of her order attacking townsfolk may assume those townsfolk are cultists or monsters in disguise (even as said townsfolk wonder why one of their neighbors has gone mad as is murdering them), and guardsmen witnessing adventurers attacking one of their “colleagues” will almost invariably leap in to their defense.

Instinct: To rampage mindlessly

Moves

– Entangle someone with tentacles

– Confuse someone into fighting alongside it

– Twist magic used against it with the touch of madness

http://commons.wikimedia.org/wiki/File:Haeckel_Cystoidea.jpg

For the Thrice-Damned Manual of Madness:

For the Thrice-Damned Manual of Madness:

For the Thrice-Damned Manual of Madness:

FLUTERS OF THE UNNAMABLE (group, small, planar)

Fluters of the Unnamable are often called forth in response to a botched summoning spell or teleportation ritual, and can also be found clustered in small swarms around “naturally” occurring holes in reality. Sages believe they hail from the Dimensional Vortex, where they act as symbiotes to far more powerful and terrible beings, but, as much related to that unfathomable place, this is largely a matter of conjecture.

What is known is that their presence upsets the natural order of reality: within the sound of their shrill piping blood flows from walls, clocks run backwards, animals behave unusually, glass ripples, writing rearranges itself into strange symbols, etc, etc.  This ‘softening’ of reality is occasionally used by wizards in their mystical rituals, or by certain more unhinged arcanists purely for atmospheric ambiance.

Mad piping (d6 (see below)) close, near, far

9 hp, 4 armor

Qualities: Floating, Vortexspawn

Instinct: to herald a greater threat

Moves:

 – entrance someone with alien harmonies

 – give rise to unnatural phenomena

 – widen the cracks in reality

The mad piping of Fluters Of The Unnamable deals sanity damage, if that rules option is being used. If not, consider it to be armor-ignoring (psychic) damage.

(For visual reference see image 9 of http://upload.wikimedia.org/wikipedia/commons/0/0a/Haeckel_Polycyttaria.jpg)

http://upload.wikimedia.org/wikipedia/commons/0/0a/Haeckel_Polycyttaria.jpg

This is my personal version of a legendary lich I made for my Dungeon World campaign.

This is my personal version of a legendary lich I made for my Dungeon World campaign.

This is my personal version of a legendary lich I made for my Dungeon World campaign. Please, give me hints about it (and correct my English if necessary).

– – –

Nylora, Lich Queen

Solitary, Magical, Stealthy, Intelligent, Cautious, Hoarder, Construct

Magical Force (b[2d10]+5 damage, ignores armor)

Close, Near, Far

18 HP                              5 Armor

Special Qualities: Phylactery, scheming mind

– – –

The legends say Nylora was a powerful seiðkona, wife of the cursed king Harald of a past age. She was slain because of her witchcraft by a champion of good whose name was forgotten a long time ago. After her death she went to Hel, where she made a bargain with the goddess of the underworld herself. Hel crafted Nylora’s body with the divine unholy power of the undeath and turned her into the most powerful unliving lich. The goddess put Nylora’s phylactery into a secret keep in Niflheim, where a legion of demons guard it in the eternal cold night, and sent her back to bring forth Hel’s revenge against the world of men and the order of the celestial gods. Instinct: To bring death to the world

• Cast a dreadful spell of death, decay or frost

• Weave a shacking enchantment of mental dominion

• Disguise as a strikingly beautiful woman

• Reanimate an undead legion or a powerful undead

• Set a ritual or great working into motion

• Reveal a preparation or plan already completed

So I made a pair of unique monsters today, but I could use some help with the fluff.

So I made a pair of unique monsters today, but I could use some help with the fluff.

So I made a pair of unique monsters today, but I could use some help with the fluff.

https://docs.google.com/file/d/0B05-2PdMTEo8T0dyQ2hJdG10TkU/edit?usp=sharing 

This is a monster conversion I made from Pathfinder (http://paizo.com/pathfinderRPG/prd/monsters/wight.html).

This is a monster conversion I made from Pathfinder (http://paizo.com/pathfinderRPG/prd/monsters/wight.html).

This is a monster conversion I made from Pathfinder (http://paizo.com/pathfinderRPG/prd/monsters/wight.html). I’m looking for advice and proofreading.

– – –

Wight                              (Group, Stealthy)

Slam (d8 damage)          10 HP          1 Armor

Close

Special Qualities: Draining touch

– – –

Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. They are barely recognizable to those who knew them in life; their flesh is twisted by evil and undeath, the eyes burn with hatred, and the teeth become beast-like. In some ways, a wight bridges the gap between a ghoul and a spectre—a warped animated corpse whose touch steals living energy. Instinct: to consume life force

• Drain vital energy by touch

• Flank attack from a black spot

• Turn dead victims into spawn