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genlang
Faen
(6/19/03 1:14 pm)
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Request for Comment: Pseudonatural Fiendish Wolverine
I just had the idea for Festrath's summons to have the pseudonatural template (from Tome&Blood) applied to his summon monster III spell, as something to severely startle and unnerve my PCs -- who could do with a little of that around now.

My question to the board is: Can someone give me a good working description of a pseudonatural fiendish wolverine? Something that'll *really* unnerve the PCs? :)

My session begins around 7:30 tonight (In roughly 5 hours), and I'll be checking this thread regularly throughout the evening. Thanks in advance to any and all who help me out!

Andorax
Verrik
(6/19/03 2:05 pm)
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Re: Request for Comment: Pseudonatural Fiendish Wolverine
First and foremost...Pseudonatural *replaces* Fiendish, it doesn't stack on on top of it. Thus, it would just be a Pseudonatural Wolverine.

Don't forget the True Strike ability.


Personally, I'd use a Pseudonatural Dire Bat myself and attack them while they're still descending, followed up by drinking the potion of fly, slashing at them a time or two, then going up above the platform and sawing away at the rope while cackling madly. Pull a DM Fiat on this one and don't have him succeed, so long as reasonable measures are taken by the party to stop him (missile fire, and a Celestial Eagle, saved my PC's bacons).


Anyways, here's your two options to go with:

Pseudonatural Wolverine. Medium Animal. HD 3d8+12 (28 <34> hps). Init +2, Spd 30', burrow 10', climb 10'. AC 14 <12>
Attack: Bite +4 (d6+2) <+6 (d6+4)>
Full Attack: 2 Claw +4 (d4+2), Bite -1 (d6+1) <+6 (d4+4), +1 (d6+2)>
F/R: 5'x5'/5', SA: Rage, SQ: Scent, SR 6, Elec/Acid Res 5, Sv: Fort +7 <+9
>, Ref +5, Will +2
Abil: Str 14 <18>, Dex 15, Con 19 <23>, Int 1, Wis 12, Cha 10
Skill: Climb +15 <+17>, Listen +6, Spot +6

<raging>, which occurs as soon as it is first wounded.

True Strike 1/day

Alternate Form (-1 morale penalty to hit it). A Pseudonatural Wolverine in it's alternate form looks like a large, warty lump of flesh, propelled along the floor by dozens of tiny crab-like legs ending in sharp claws. It attacks by two whip-like tendrils tipped with sharp claws that sprout from either side of a lamprey-like orifice filled with needle-sharp teeth, row upon row.

Pseudonatural Dire Bat. Large Animal. HD 4d8+12 (40 hps). Init +6, Spd 20', fly 10' (g). AC 20
Full Attack: Bite +5 (d8+3)
F/R: 10'x5'/5', SQ: Blindsight 120', SR 8, DR 5/+1, Elec/Acid Res 10; Sv: Fort +7, Ref +10, Will +6
Abil: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
Skill: Listen +11, Move Silent +11, Spot +11

True Strike 1/day

Alternate Form (-1 morale penalty to hit it). A Pseudonatural Dire Bat in it's alternate form looks like a massive eyeball, roughly three feet in diameter, with four feathery wings sprouting from directly behind it, fluttering rapidly. It attacks by means of an extending maw (think the inner mouth of an Alien from Alien) that shoots out of the pitch-black central pupil of the eye.

"Whadda ya mean, Orcs get levels too?!?"

genlang
Faen
(6/19/03 4:40 pm)
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Re: Request for Comment: Pseudonatural Fiendish Wolverine
Thank you! I was hoping you'd see and reply to this!

I think I'll use the bat, since that *is* so much cooler a battle than just a weird looking ground-based combatant.

And thank you for the reminder on the replacing-not-stacking, because I would have stacked them for the resistance to darn near everything :)

Infiniti2000
Verrik
(6/19/03 5:11 pm)
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ezSupporter
Re: Request for Comment: Pseudonatural Fiendish Wolverine
Once again, Andorax proves why he is The Man. 8)

These nasty critters should be preserved for posterity somewhere.

Siobharek 
Verrik
(6/20/03 5:03 am)
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ezSupporter

Re: Request for Comment: Pseudonatural Fiendish Wolverine
Andorax,

After reading your two latest pseudonatural descriptions, I noticed that they arenít anywhere to be found in the BoB.

I think it would really benefit the adventure, or at least the DMs running it, if you posted the two above as well as those you did a while back in the BoB thread.

Iím away from a PC for the next two weeks, but Iíll update the Table of Contents ASAP once Iím back.

Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

Andorax
Verrik
(6/24/03 6:49 am)
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Re: Request for Comment: Pseudonatural Fiendish Wolverine
I've added these two, and a few more, to the BoB. Here's the additional ones I've added...from a Villain contest a while back...Marius the Mad.

Read the last one over carefully...there's some bonus descriptions in it for the things it, in turn, would summon if it could (and it CAN, if it's a Planar Ally instead of a Summon VIII).

Typical Summon Monster I: Pseudonatural Hawk (Tiny Outsider). HD 1d8; hp 4; Init +3 (Dex); Spd 60 ft. Fly (Avg); AC 17 (+2 Size, +3 Dex, +2 Natural); Atks: Claws +5 Melee (d4-2); SQ: Electricity and Acid Resistance 5, SR 2, True Strike 1/day, Alternate Form; AL N; SV Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6. Listen +6, Spot +6 (add +8 in Daylight). Weapon Finesse (Claws).

Alternate Form: A Pseudnoatural Hawk imposes a -1 Morale penalty to attacks against it in it's alternate form. The Pseudonatural Hawk's alternate form is like a normal hawk that's been plucked of all it's feathers, with leathern, bat-like wings and an enlarged, razor-sharp beak.

------------------------------------

Typical Summon Monster III: Pseudonatural Thoqqua (Medium-Size Outsider: Earth, Acid). HD 3d8+3; hp 16; Init +1 (Dex); Spd 30 ft., burrow 20 ft.; AC 18 (+1 Dex, +7 Natural); Atks: Slam +4 Melee (d6+3+2d6 Acid); SQ: Electricity Resistance 5, Acid Immunity, Tremorsense, Acidic, Acid Burn, SR 6, True Strike 1/day, Alternate Form; AL N; SV Fort +4, Ref +4, Will +2; Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10. Intuit Direction +4, Jump +6, Listen +6, Move Silent +5.

This Pseudonatural Thoqqua has substituted Acid for Fire from a "Normal" Thoqqua.

Acidic: Merely touching or being touched by a Pseudonatural Thoqqua automatically deals 2d6 acid damage.

Acid Burn: When a Pseudonatural Thoqqua hits with it's slam attack, the opponent must succeed at a Reflex save (DC 13) or be covered in acid. The Acid burns for d4 rounds (as per the rules for being caught on fire, but Acid damage).

Tremorsense: Pseudonatural Thoqquas can automatically sense the location of anything within 60 feet that is in contact with the ground.

Alternate Form: A Pseudonatural Thoqqua imposes a -1 morale penalty to attacks against it in it's alternate form. The Pseudonatural Thoqqua's alternate form is that of a severed tentacle about 5' long crawling about independantly.

------------------------------------

Typical Summon Monster IV: Pseudonatural Varguouille (Small Outsider: Evil). HD 1d8+1; hp 5; Init +1 (Dex); Spd 30 ft. Fly (Good); AC 12 (+1 Size, +1 Dex); Atks: Bite +3 Melee (d4 & poison); SQ: Shriek, poison, kiss, Electricity and Acid Resistance 5, SR 2, True Strike 1/day, Alternate Form; AL NE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8. Listen +4, Spot +3. Weapon Finesse (bite).

Shriek: Instead of biting, a Pseudonatural Vargouille can shriek. THose within 60 ft. (except for other Pseudonatural Vargouilles) who can both hear the shriek and can see the creature must make a Fortitude save (DC 12) or be paralyzed with fear until the monster attacks them, goes out of range, or leaves their sight. If the save is successful, that opponent cannot be affected again by that Pseudonatural Vargouille's shriek for one day.

Poison: Fortitude save (DC 12) or be unable to heal the bite damage normally or magically. Neutralize Poison or Heal removes the effect, while Delay Poison allows magical healing.

Kiss: With a successful melee touch attack against a paralyzed target, the Pseudonatural Vargouille begins a terrible transformation. The affected opponent must make a Fortitude save (DC 19) or begin to transform. See the description of the Vargouille for the transformation's effects, save that the result will be a Pseudonatural Vargouille.

Alternate Form: A Pseudnoatural Vargouille imposes a -1 Morale penalty to attacks against it in it's alternate form. The Pseudonatural Vargouille's alternate form is fairly similar to it's normal form, save that it is scaly, and the wings of the creature are feathered in a brilliant green plumage.

------------------------------------

Typical Summon Monster VI: Pseudonatural Unicorn (Large Outsider: Good). HD 4d10+20; hp 42; Init +3 (Dex); Spd 60 ft.; AC 18 (-1 Size, +3 Dex, +6 Natural); Atks: Horn +11 Melee (d8+8) , 2 Hooves +3 melee (d4+2); SQ Magic Circle vs. Evil; Spell-like Abilities, Immunities, Electricity and Acid Resistance 5, SR 8, True Strike 1/day, Alternate Form; AL CG; SV Fort +9, Ref +7, Will +6; Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24. Animal Empathy +11, Listen +11, Move Silently +9, Spot +11, Wilderness Lore +9 (Further +3 within their forests). Alertness.

Pseudonatural Unicorns continuously radiate a Magic Circle against Evil, which they cannot suppress.

Spell-Like Abilities: Pseudonatural Unicorns can detect evil at will as a free action. Once per day, they can teleport without error to move anywhere within it's home, although not beyond nor back into from outside their forest boundaries. A Pseudonatural Unicorn can use cure light wounds three times per day, and cure moderate wounds once per day as per a 5th level Druid, and neutralize poison as an 8th level Druid, with a touch of it's horn(s).

Immunities: Pseudonatural Unicorns are immune to all poisons, charms, and hold spells.

Alternate Form: A Pseudnoatural Unicorn imposes a -1 Morale penalty to attacks against it in it's alternate form. The Pseudonatural Unicorn's alternate form has a scaly, brown hide, a tough insect-like outer carapice, six insectoid legs, and a tri-forked horn set at the end of the bony plate covering it's head.

------------------------------------

Typical Summon Monster VIII: Pseudonatural Cornugon (Large Outsider: Evil, Lawful). HD 11d8+33; hp 82; Init +1 (Dex); Spd 20 ft./fly 50 ft. (Avg); AC 25 (-1 Size, +1 Dex, +15 Natural); Atks: Whip +15/+10/+5 Melee (d4+5 and Stun) OR 2 claws +15 Melee (d4+5), bite +9 melee (d4+2), tail +9 melee (d3+2 and Wound); SQ Spell-like Abilities, Fear Aura, Stun, Wound, Summon Baatezu, Damage Reduction 20/+2, SR 24, Regeneration 5, Immune to Fire and Poison, See in any Darkness, Telepathy (100 ft.), Cold and Acid Resistance 20, Electricity Resistance 15, True Strike 1/day, Alternate Form; AL LE; SV Fort +10, Ref +8, Will +9; Str 21, Dex 12, Con 17, Int 14, Wis 14, Cha 14. Bluff +14, Search +14, Concentration +15, Hide +7, Listen +14, Move Silently +14, Climb +16, Sense Motive +14, Spot +14. Cleave, Power Attack, Sunder.

At Will: Animate Dead, Charm Person, Desecrate, Detect Good, Detect Magic, Detect Thoughts, Dispel Chaos, Dispel Good, Magic Circle Against Good, Major Image, Produce Flame, Pyrotechnics, Suggestion, Teleport w/o Error (Self + 50 lbs). 3/day Fireball and Lightning Bolt. 1/day Wall of Fire (all as 12th level Sorceror, save DC 12 + Spell Level).

Fear Aura: As a free action, a Pseudonatural Cornugon creates an aura of fear in a 5' radius. Otherwise, it's identical to a fear cast by a 12th level Sorceror (save DC 17). Won't affect other Baatezu, and anyone who makes their save can't be affected for one day.

Stun: Whenever a Pseudonatural Cornugon hits with it's whip, the opponent must make a Fortitude save (DC 17) or be stunned for D4 rounds.

Wound: A hit from a cornugon's tail attack causes a bleeding wound. This wound loses an additional 2 hps per round until a heal check (DC 10) is used to staunch it, or the creature dies.

Summon Pseodunatural Baatezu. once per day, a Pseudonatural Cornugon can attempt to summon 2d10 Pseudonatural Lemures (fleshy blue spheres with three stumpy legs and sharp claws around it's circumfrence), or 1d6 Pseudonatural Barbazu (A lobster-like creature (2 claws) who's back is covered in slime-ridden tentacles, each ending with a sucker mouth (beard) and a stinging whip-like protrusion in the middle of it's forehead (glaive)) with a 50% chance of success, 1d6 Pseudonatural Hamatulas (a roughly humanoid blob of pale yellow goo, with spines that extrude outward, then suck back into the body, with each shuddering, wheezy breath it takes) with a 35% chance of success, or another Pseudonatural Cornugon (as described below) with a 20% chance of success.

Regeneration: Pseudonatural Cornugons take normal damage from acid (that can pierce their resistance), and from holy and blessed weapons of at least +2 enchantment.

Alternate Form: A Pseudnoatural Cornugon imposes a -1 Morale penalty to attacks against it in it's alternate form. The Pseudonatural Cornugon's alternate form is that of a black, amorphous cloud from which a mass of tentacles protrudes. Several short ones near the top have eyestalks upon them, a long, thick one ends in a maw of razor-sharp teeth, a pair of them end in a mass of sharp barbs (claws), while a longer one near the rear has a razor-sharp bone-like spike sticking out from it (tail). The longest tentacle, which swirls about it constantly, is the "whip" that it wields.

"Whadda ya mean, Orcs get levels too?!?"

JRedGiant
Faen
(6/27/03 5:53 am)
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Re: Request for Comment: Pseudonatural Fiendish Wolverine
That's extremely cool and will be added to my RttToEE folder shortly. One question though...pseudonatural unicorn??? I don't know that I could see the EEE/Tharizdun cultists summoning a good creature, even a horribly alien one. Any reason why I couldn't shift the alignment and magic circle to an evil creature?

Andorax
Verrik
(6/27/03 6:54 am)
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Re: Request for Comment: Pseudonatural Fiendish Wolverine
In purely technical terms, both the Unicorn and the Cornugon are equally illegal for a CE priest of Tharizdun to summon...one for being Good, the other for being Lawful.

Personally, I'm one for saying that a lot of Far Realm critters warped by Tharizdun's presence aren't really the alignment they portray...tending to keep that alignment up as a pretence just as much as they do the "borrowed" form in lieu of their true form.

Since most of my Summoned Pseudonatural critters tend to be in their true form, and since most of my PCs never wind up recognizing what it was in the first place, I usually just let it slide.

However, he is correct...in purely technical terms, the Unicorn (and the Cornugon) are illegal choices.

"Whadda ya mean, Orcs get levels too?!?"

Gansk
Human
(6/28/03 1:17 pm)
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Re: Request for Comment: Pseudonatural Fiendish Wolverine
Andorax, how would you describe a pseudonatural creature in its non-alternate form? I tried to give some clues when Undra summoned a pseudonatural hyena, and the PC's still concluded that it was fiendish.

Andorax
Verrik
(6/30/03 8:32 am)
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Re: Request for Comment: Pseudonatural Fiendish Wolverine
In it's non-pseudonatural form, a pseudonatural creature looks exactly and entirely normal (at least, that's my understanding of it). It wouldn't look fiendish, it wouldn't have any "clues" as to it's alien nature.

Mind you, I also allow caster's choice as to which form the PCreature shows up in.

"Whadda ya mean, Orcs get levels too?!?"

Gansk
Human
(6/30/03 10:37 pm)
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Re: Request for Comment: Pseudonatural Fiendish Wolverine
Quoting Tome & Blood, "They often take the form of familiar creatures, though they are more gruesome in their appearance than their earthly counterparts."

Of course if you allow the caster to pick the form, I would always have it appear in its alternate form. Considering the creature gets to apply the -1 morale penalty to its foes, plus the summoned creature doesn't have to waste a standard action transforming when it could be attacking, that's pretty much a no-brainer.

Andorax
Verrik
(7/1/03 6:23 am)
Reply
Re: Request for Comment: Pseudonatural Fiendish Wolverine
I stand corrected...although my tendancy would be towards the better camoflauge. Makes them more interesting to use as part of an "undercover invasion" sort of concept.


However, my suggestion would be to suggest "bits" of their pseudonatural shape if you want to go the gruesome route.

To use my first two examples:

A massive bat, 15' across from wingtip to wingtip. Howe'er, across nearly the entire top of it's head, a large single eyeball takes the place of two small ones on either side (and, for that matter, most of the skull as well).

A large, viscous-looking wolverine. It is, however, nearly hairless, and much of it's skin is covered in lumpy boils. A closer inspection reveals two short tendrils sticking out of it's back.

"Whadda ya mean, Orcs get levels too?!?"

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