Gosh, it's a been a while since I've posted.
Anyway, I've taken the liberty of statting up some critters from the series as Dungeons and Dragons monsters, because I'm a loser with too much free time. Keep in mind I've only gotten up to season VI. Enjoy!
Polymorph
Medium Shapshifter(G.E.L.F.)
HD:6d8+12(39hp)
Initiative:+3
Speed:40ft
AC:17(+3dex,+4natural)
Attacks: Headsucker+6 touch or 2 slams+6 melee
Damage: 1d4+3, slam 1d8+3
Special Attacks: Siphon Emotions, alternate form, Frightful Presence
Special Qualities: Fire and Acid Resistance 10, DR5/+1, SR13, Psychotic
Saves:Fort+7,Ref+8,Will+5
Abilities:Str17,Dex16,Con15,Int14,Wis13,Cha8
Skills: Disguise+17, Bluff+6, Spot+10, Listen+10, Search+7, hide+6, move silently+6 (+10 bonus to disguise due to alternate form)
Feats: Skill focus(disguise), Skill focus(bluff), ability focus(frightful presence)
__________________________________________
Climate/Terrain: Any
Organization: Solitary, pair, or cluster (3-6)
CR:5
Alignment: Usually Neutral Evil
Treasure: None
Advancement:7-10hd(medium), 11-18hd(large)
A polymorph is a hideous, twisted monstrousity the color of cold chicken, wrinkled body with the turns and rivets of a brain, huge eyes, and a long tube ending in a circular mouth.
The polymorph was originally designed as the ultimate warrior. Its shape-shifting abilities allow it to adapt to its terrain and decieve its enemies. Unfortunaely, it had a crucial flaw. It was homicidally insane.
Polymorphs hunt down people, induce heightened emotions before draining them away, then murder them when they're brain-damaged and psychologically crippled.
combat: Polymorphs prefer to hunt down and siphon opponents one by one, and drain their strongest emotion when there are no companions to point out the deception. Despite this they are not above direct combat with a group, althought they often make breif retreats for a hit-and-run style assualt.
Frightful Presence(ex): When a polymorph does something threatening (attacks, roars, rears up) creatures of 6 or less hit dice within 45ft must make a will save dc:16(+2 racial bonus to dc) or become shaken. Those with 3hd or less are frightened instead.
Psychotic: A polymorph is homocidally insane and focused on its depraved goals. As such its warped brain is immune to all mind-affecting and morale effects.
Alternate Form(su): A polymorph can assume the shape of any creature witnessed as per the spell polymorph self, as a quickened action. It can also assume the form of animated objects based on any object it has seen. It cannot assume any shape larger than its current size category. All polymorphs have a basic array of simple objects (ball, rock, etc.) and natural creatures (bird, rabbit, constrictor snake, etc.) in their memories. In general they forget a shape 1d12 days after encountering it, losing the form in the dark crevices of their deranged minds. When changing shape they heal a number of hp equal to one half their hit dice.
Siphon Emotions(pi): A polymorph can drain away the capacity for a certain emotion or mode of thought that has been heightened with a successful headsucker attack. First it must provoke the emotion to full capacity. This requires a successful disguise check to provoke whatever emotion is necisary, and possibly a bluff check to complete the deception. A creature that fails to see the deception must make a will save dc:17 (intelligence based, +2 racial bonus to dc) or be taken to the height of that emotional state, dazed for one round by the sheer psychological intensity of feeling and provoking an attack of opportunity from the polymorph. Once the polymorph drains the emotions, the creature falls unconcious and remains out cold for 1d12 minutes, in addition to taking 1d4 temporary charisma damage. The polymorph can induce and then drain the following emotions:
Guilt: Good-aligned creatures suffer a -3 morale penalty to their will saves against this, and evil-aligned ones get a +3 morale bonus. After awakening, they effectively become neutral evil and suffer the effects of an emotion(hatred) spell.
Anger: Creatures deprived of their anger lose all capacity for hostile feeling or will to harm. They are incapable of attack or offensive action.
Fear: Creatures deprived of fear suffer a -3 morale penalty to their armor class and total recklessness. They will ignore any reason or opportunity for stealth or avoidance of direct conflict, automatically failing any hide, move silently, bluff, or diplomacy checks.
Pride: Creatures with their pride sapped away lose any self respect and will to live. They fall under the effects of an emotion(despair) spell, turn to drugs and alcohol where available, and automatically fail any perform or intimidate checks. They have a general lack of care for their own existance, and will not go through elaborate measures to avoid destruction.
For each emotion drained beyond the first, the subject suffers a cumulative
-4 penalty to wisdom and intelligence as their psyche begins to crumble without the basic regulation of such mental stimuli. When left with only one or two emotions, the polymorph slays them, usually meeting with minimal resistance.
Psiren
Medium Aberration (G.E.L.F.)
HD:4d8+4(22hp)
Initiative:+1 dex
Speed: 20ft
AC:15(+1dex,+4 natural)
Attacks: 2 claws+5 melee or straw+2 melee (as sneak attack or crit only)
Damage: Claw 1d6+2, Straw 2 peircing and Drain Brain
Face/Reach:5ft by 5ft/5ft
Special Attacks: Read Thoughts, Telepathic Illusions, Drain Brain
Special Qualities: SR8, Cold Resistance 5
Saves:Fort+1,Ref+1,Will+4
Abilities:Str17,Dex12,Con13,Int13,Wis14,Cha12
Skills: Sense Motive+9, Spot+5, Listen+5, Disguise+4,Bluff+7, Pick Pocket+3
Feats: Ability Focus (telepathic illusions), skill focus(bluff), Weapon Focus(straw) (Psirens recieve one racial bonus feat)
____________________________________
Climate/Terrain: Asteroid fields and remote forests and mountains
Organization: Solitary, pair, or cluster(3-6)
CR:2
Alignment: Usually Neutral Evil
Treasure: Double Standard
Advancement:5-8hd(medium)
In their true form, psirens resemble enormous hideous dung beetles with wide, sucker-like, proboscoid mouths, emitting a gentle rythmical hum.
Psirens are murderous, evil monstrousities. These creatures lure travellers with illusions designed to tempt them. They take everything of value from them, and then glean sadistic pleasure by sucking their brains out with straws.
Combat:
Read Thoughts(pi): Psirens can percieve the deep reaches of a sentient beings thoughts. They use this informations to generate illusions, but they do not have concious access to anything beyond the knowledge granted by a detect thoughts spell.
Telepathic Illusions(pi): Psirens can generate halucinatory illusions to mimick desires or emulate a person. The former can appear as communications (such as false scrying visions or as per a major image spell) and the latter allow them to disguise themselves in the same manner as a polymorph spell, except that they remain the same size. The targeted subjects get a will save dc:18 to disbelieve. The latter allow a save for personal contact as per change self, but the dc increases by 1 with each failed save for that illusion. The latter are dependant on the self-perception of the person copied, any delusions of ability or grandure they suffer from are acted out in the illusion. For example, if a low-charisma fighter thought he was an excellent singer, the illusion-disguised psiren would have great singing ability regardless of how poor the original was.
Drain Brain(ex): A psiren that hits with a straw can begin to suck out the target's brain, dealing 1d12 damage and 1d6 permanent intelligence and wisdom damage each round, and they must make a fortitude save each round or become paralyzed. Because of the lower accuracy and general tendancy, they do not attempt to drain brains until they have successfully decieved them and taken anything of value.
Emohawk
Diminutive Shapeshifter (G.E.L.F.)
HD:2d8+2(11hp)
Initiative:+2
Speed: 5ft
AC:16(+2dex,+4 size)
Attacks: Headsucker+3 melee or bite+2 melee
Damage: Headsucker 1 plus personality drain, bite 1d4-2
Face/Reach:1ft/0ft
Special Attacks: personality drain, alternate form
Special Qualities: Horrific appearance, SR7, darkvision60ft, Fire and Acid resistance 5
Saves: Fort+4,Ref+5,Will+4
Abilities:Str7,Dex15,Con13,Int2,Wis13,Cha4
Skills: spot+4, listen+4, disguise+14, hide+3 (+10 bonus to disguise due to alternate form ability, +3 racial bonus to escape artist checks)
Feats: Weapon focus(headsucker)
_________________________________
Climate/Terrain: Any
Organization: Solitary, master (one plus 1 gelf humanoid or humanoid), flock(2-4)
CR:1
Alignment: Always Neutral
Treasure: None
Advancement:3-4hd(diminutive), 5-6hd(tiny)
An Emohawk appears as a small, puppet-like grotesque creature otherwise similar to a polymorph.
Emohawks are a smaller, less agressive variety of polymorph. They are half-domestic, and many can be tamed and used as pets.
Combat: Like all polymorphs, emohawks sneak about, disguised as animals and objects, waiting for somebody to happen upon them, attacking and draining them, then returning to a disguised form so as to catch the next target unawares.
Personality Drain(su): Unlike a true polymorph, an emohawk preys more upon personality facets than emotions.
With a successful headsuck attack, an emohawk can stun its target for 1d6 rounds, deal 1 permanent charisma drain from the resulting personality sapping, and alter them by removing their most powerful facet.
Appearance: A snappy dresser, at least 5 ranks in knowledge(fashion) or craft(seamstress), or at least two outfits both of which cost 30 gold or highe and charisma of 13 or higher. Recieves -8 penalty to charisma, and automatically fails all such checks.
Bitterness: must be somebody with charisma score of 5 or lower. The person actually recieves a charismatic inversion. Subtract current charisma score from 10 and add the result to 12 for new charisma. However, the character becomes insanely altruistic, and tends to go through irrational measures to be kind and pleasant. They suffer a -2 penalty to AC and must make a will save dc:17 to back down from any confrontation, and tend towards the most radical measures possible.
Noble: character with an extreme good tendancies, usually paladin or cleric of a good god. The character's alignment shifts to chaotic evil effectively, they must make a will save dc:15 to not attempt to pick pocket a fellow, lie when asked for important information, or betray a comrad.
Brave: Characters with high will saves, any special resistance to fear. The character becomes a simpering coward. They are constantly shaken, and suffer a -5 penalty to saving throws against fear, and must make a will save dc:15 to take the offensive or go first in line.
Free-willed: A character with chaotic alignment and a will save bonus of +5 or higher or the iron will feat. The character shifts to lawful, becomes boring and predicatable giving others a +10 bonus to sense motive checks against them and automatically failing all perform, intimidate, and diplomacy checks. They suffer a -4 penalty to will saves and a -8 to saves against mind control.
Tricky: Character with at least 4 ranks in two of the following: bluff, hide, move silently, open lock, disguise, or pick pocket, and evil or chaotic alignment. The evil or chaotic alignment portion reverses, and they become extremely open, revealing information when asked, automatically failing all bluff, hide, move silently, disguise, and pick pocket checks.
Sageous: Intelligence or wisdom 15 or higher. Reduce said score to 9, suffer -2 penalty to all knowledge, spellcraft, and concentration checks.
Each facet drained beyodn the first incurs a -2 penalty to intelligence and wisdom. The effects can be repressed for one day with a lesser restoration spell, but it takes a remove curse spell or healing the ability drain to end the effect. It can also be ended by killing the emohawk and consuming a stew made from the pulsating luminous blue sack inside its body. The sack can be eaten raw to the same effect, but it is far less appetizing. Knowing this requires a knowlege(dungeoneering) check dc:18.
Alternate Form(su): As per the polymorph spell, except the emohawk assumes only the forms of animal-type creatures or inanimate objects, none of which can be more than one size category larger than it. Unlike its greater polymorph kin, it does not remain animate in object form. A slain emohawk reverts to its true state.
Emohawk Familiars and Animal Companions: An emohawk can become a familiar or an animal companion at level 2(?), even a pet with a successful handle animal check. In all of these cases, in addition to the normal master/creature symbiosis, it bestows a -2 penalty to charisma, due to its sapping of its masters emotional and personal energies.
It's A Smegging Garbage Pod! The Red Dwarf Guild
![]() |
|
|||||
|
||||||
|
//
//
//
//
//
Have an account? Login Now!
