Cawtrid: Difference between revisions
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| PriAtkNotes = | | PriAtkNotes = '''plus:''' Fevered Visions (See below) | ||
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| Ability-2-Description = A creature hit by a Cawtrid's proboscis, or by its Sensile Intrusion ranged attack, or who are knocked [[Unconscious]] by a Cawtrid's attacks, find their sanity assaulted with a frenzy of sights, sounds, smells, and tastes, which urge the victim to perform impossible acts, or comprehend things they were not meant to know. Such creatures must make a Will save, DC {{Save-DC|n=+1}}, or | | Ability-2-Description = A creature hit by a Cawtrid's proboscis, or by its Sensile Intrusion ranged attack, or who are knocked [[Unconscious]] by a Cawtrid's attacks, find their sanity assaulted with a frenzy of sights, sounds, smells, and tastes, which urge the victim to perform impossible acts, or comprehend things they were not meant to know. Such creatures must make a Will save, DC {{Save-DC|n=+1}}, or become both [[Subdued]] and [[Baffled]] until the end of the encounter. Those who succeed on the Will save are still inundated with a rush of bizarre images, sounds, and confusing sights, causing them to be both [[Secured]] and [[Muddled]] until the end of the combat. A creature who is already [[Baffled]] who fails another save instead becomes [[Confused]]. | ||
:Note that Confused creatures have reached a state of insanity sufficient that they can ignore a Cawtrid's Insanity Invisibility. If that is any sort of consolation... | :Note that Confused creatures have reached a state of insanity sufficient that they can ignore a Cawtrid's Insanity Invisibility. If that is any sort of consolation... | ||
:Any creature who has failed at least one save from Fevered Visions may voluntarily make themselves [[Confused]], giving in to the irrational flood of impossible ideas and urges which flood their mind. This surrender allows them to more effectively fight the Cawtrids, but at a terrible cost. If they give in, the Confused state persists for 1d10 minutes, long after any reasonable combat has ended, and almost certainly causing them to lash out at their allies, and perhaps worse, any innocent bystanders. | :Any creature who has failed at least one save from Fevered Visions may voluntarily make themselves [[Confused]], giving in to the irrational flood of impossible ideas and urges which flood their mind. This surrender allows them to more effectively fight the Cawtrids, but at a terrible cost. If they give in, the Confused state persists for 1d10 minutes, long after any reasonable combat has ended, and almost certainly causing them to lash out at their allies, and perhaps worse, any innocent bystanders. | ||
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| Ability-3-Description = If a creature becomes Confused by a Cawtrid, they succumb to the fiend's most awful effect, becoming Ridden by Madness. If any creature ends a combat while Confused by a Cawtrid, they must make a Will save against a DC of {{Save-DC|n=+1}}. If they fail this save, then all appears well until the next time they are in a combat. | | Ability-3-Description = If a creature becomes Confused by a Cawtrid, they succumb to the fiend's most awful effect, becoming Ridden by Madness. If any creature ends a combat while Confused by a Cawtrid, they must make a Will save against a DC of {{Save-DC|n=+1}}. If they fail this save, then all appears well until the next time they are in a combat. | ||
:The first time they have a turn in any combat after ending a combat while Confused by a Cawtrid, they are [[Dominated]], no save allowed. They are always compelled to attack their weakest (as they perceive it) ally with | :The first time they have a turn in any combat after ending a combat while Confused by a Cawtrid, they are [[Dominated]], no save allowed. They are always compelled to attack their weakest (as they perceive it) ally with a standard attack (for them) at their highest BAB. This attack does not need to include bonus or precision damage, such as Sneak Attack dice. After this attack, they shake off the Domination if they succeed in damaging their ally. If they do not, the Ridden By Madness effect persists until they succeed. It is recommended that GM's take over play of any afflicted character to demonstrate that they are no longer in their right mind until such time as they are able to discharge their Madness. | ||
:It is further suggested that GM's roll these attacks instead of the players, and carefully roleplay the odd behavior of those afflicted by Ridden By Madness. | :It is further suggested that GM's roll these attacks instead of the players, and carefully roleplay the odd behavior of those afflicted by Ridden By Madness. | ||
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| Ability-4-Name = | | Ability-4-Name = Psychophage | ||
| Ability-4-Type = | | Ability-4-Type = Su | ||
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| Ability-4-Description = | | Ability-4-Description = If the Cawtrid is able to render any enemy creature unconscious, they become tied to that creature's psyche, draining its intelligence until only insanity remains. As a [[swift action]], a cawtrid can inflict {{Ability-Dmg}} points of [[Ability Drain|Intelligence Drain]] on an unconscious creature within 30 feet of their space. There is no save against this effect. | ||
:The Intelligence drain recovers at the rate of 1 point per day, unless restored via magic, such as a [[Restoration, Lesser (Cleric Spell)|Lesser Restoration]] spell. Gaining access to such aid is VERY warranted, as noted below. | |||
:Any creature reduced to 1 Intelligence by a Cawtrid's Fevered Visions is rendered permanently insane, which can only be cured via a [[Restoration, Greater (Cleric Spell)|Greater Restoration]] spell, even if their Intelligence is restored through other healing. Insane creatures have the [[Baffled]] condition at all times, and GM's are encouraged to come up with one or two other traits the character must endure (such as a powerful delusion, or synesthesia, etc.) until they are cured. | |||
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:Cawtrids don't experience fear as we would define it, and won't typically run from a fight that they can't win. However, in some cases, they have been known to disengage as if signaled by something no one could perceive (this has occurred even when their victory was certain). | :Cawtrids don't experience fear as we would define it, and won't typically run from a fight that they can't win. However, in some cases, they have been known to disengage as if signaled by something no one could perceive (this has occurred even when their victory was certain). | ||
:Cawtrids never kill their victims. Even though their attacks deal damage, | :Cawtrids never kill their victims. Even though their attacks deal damage, they are always inflicted with the intent of subduing their victims and putting them into a deep unconsciousness. Once done, Cawtrids will steadily drain the victim's Intelligence until it is rendered permanently insane. It is speculated that the fevered imaginings of the insane victims helps the Cawtrids in some way, or perhaps placates their violent tendencies for a time. | ||
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<!-- TREASURE AND XP --> | <!-- TREASURE AND XP --> | ||
| TreasureNotes = Cawtrids that have been 'defeated' leave behind some sort of...mental...slime...stuff. People who realize what it is will pay a LOT for it. | | TreasureNotes = Cawtrids that have been 'defeated' leave behind some sort of... mental... slime... stuff. People who realize what it is will pay a LOT for it. | ||
| XPNotes = | | XPNotes = |
Revision as of 18:34, 16 January 2020
Cawtrid (CR 15)
Pure Evil - Small - Aberration |
---|
Lore: | K. (Dungeoneer) | ||
32 | 41 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
35 | +25 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
429 | 214 | 29 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +12 |
Refl: | +12 |
Will: | +17 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Psychic Proboscis +26 vs. AC (always hits on a 17+ on the die) (0/x2)
as psychic (energy, uncommon)
plus: Fevered Visions (See below)
Full Attack (Melee):
Standard Attack (Ranged):
- 1x Sensile Intrusion +26 vs. AC (always hits on a 17+ on the die) (0/x2)
as psychic (energy, uncommon)
(Increment: 25 ft.; Max Range: 100 ft.)
plus: Fevered Visions
Full Attack (Ranged):
- 3x Sensile Intrusion +26 vs. AC (always hits on a 17+ on the die) (3d10+23/x2)
as psychic (energy, uncommon)
(Increment: 25 ft.; Max Range: 100 ft.)
plus: Fevered Visions
Siege Damage: Not siege capable
Statistics
11 |
STR |
10 |
DEX |
11 |
CON |
36 |
INT |
22 |
WIS |
25 |
CHA |
Skills:
- Perception: 25
- Stealth: 33 (Gains +8 bonus (included) against any non-insane target.)
- All other skills: 20 (no ranks)
Feats:
- Second Chance (EFFECT: Reroll a missed attack or failed combat maneuver)
- Second Chance, Improved (EFFECT: You may reroll up to three misses per encounter.)
Special Abilities
Insanity Invisibility (Ex) |
Cawtrids are invisible versus all sane creatures, at all times, granting them +4 to stealth checks (not included above) and total concealment (50% miss chance) against all creatures in their right minds and which rely on visual senses to target in combat. However, this invisibility is pierced by anyone suffering from the Confused status condition. Those rendered insane by Fevered Visions are also able to see Cawtrids.
|
Fevered Visions (Su) |
A creature hit by a Cawtrid's proboscis, or by its Sensile Intrusion ranged attack, or who are knocked Unconscious by a Cawtrid's attacks, find their sanity assaulted with a frenzy of sights, sounds, smells, and tastes, which urge the victim to perform impossible acts, or comprehend things they were not meant to know. Such creatures must make a Will save, DC 27, or become both Subdued and Baffled until the end of the encounter. Those who succeed on the Will save are still inundated with a rush of bizarre images, sounds, and confusing sights, causing them to be both Secured and Muddled until the end of the combat. A creature who is already Baffled who fails another save instead becomes Confused.
|
Ridden By Madness (Su) |
If a creature becomes Confused by a Cawtrid, they succumb to the fiend's most awful effect, becoming Ridden by Madness. If any creature ends a combat while Confused by a Cawtrid, they must make a Will save against a DC of 27. If they fail this save, then all appears well until the next time they are in a combat.
|
Psychophage (Su) |
If the Cawtrid is able to render any enemy creature unconscious, they become tied to that creature's psyche, draining its intelligence until only insanity remains. As a swift action, a cawtrid can inflict 1d4+1 points of Intelligence Drain on an unconscious creature within 30 feet of their space. There is no save against this effect.
|
Cawtrid
Cawtrids are madness monsters. Only the insane believe they really exist... but there's a lot of insane people in asylums and back alleys that seem to agree on many of the same terrible details. Are Cawtrids myth? Or something so awful, so 'out of left field' that they are real, but simply unknown to most of the civilized world?
- If they truly exist, Cawtrids are surly some form of aberration. Fringe lunatics speculate the cawtrids inundate the small extra-dimensional gaps between the Prime Material and other planes. This is an horrific idea, because, if they could exist, if they are real... they could be ANYWHERE.
- Those few who claim to have seen them, and are not utter lunatics, those that can possibly be believed about it, have always claimed that they were everywhere and innumerable. This implies that Cawtrids exist because all races with the Spark seem to BELIEVE they exist. This is the sort of thing that's truly horrifying, because how do you stop something might have come into existence purely because so many beings believe they exist? Every child's night terrors... only... somehow... real? This is the sort of thing that leads to belief in the Real Darkness, the ever-consuming Void behind all things....
- Sobering stuff, eh?
- If they are real, they are awful.
- If they are real, it is not known what causes Cawtrids to take an interest in beings on the Prime Material, but the simple fact is, if you look hard enough, there are attacks that DO happen with no explanation. These attacks DO happen, no matter the scornful the denials, the mocking, the disbelief. When they happen, they are the worst possible, typically leaving the victims raving with incurable madness. Whether this is caused by the psychic damage inflicted by these "Cawtrids", or by the glimpses of the tattered holes in our reality leading to the Outer Madness...
- Nobody knows.
Combat Tactics
Cawtrids are inscrutable monsters that live in multiple planes of existence at once. They do not eat, sleep, or breathe as we would define such things, and they don't have any apparent needs that anyone has been able to determine. However, occasionally, a hapless group of people will suddenly provoke a group of Cawtrids into violence, although it is certainly a terrible, treacherous violence. Such attacks are probably rare. However, since many of the victims of these attacks are rendered insane, it is possible they are more common than most experts believe. Certainly, these ravening madmen claim that Cawtrids are everywhere, all the time, which, if true, suggests they are usually non-violent.
- Once provoked, they set upon the offenders with fierce efficiency. They are highly intelligent and will fight from range if possible. If an opponent somehow closes to melee with them, they will use full attacks to defend themselves.
- Cawtrids don't experience fear as we would define it, and won't typically run from a fight that they can't win. However, in some cases, they have been known to disengage as if signaled by something no one could perceive (this has occurred even when their victory was certain).
- Cawtrids never kill their victims. Even though their attacks deal damage, they are always inflicted with the intent of subduing their victims and putting them into a deep unconsciousness. Once done, Cawtrids will steadily drain the victim's Intelligence until it is rendered permanently insane. It is speculated that the fevered imaginings of the insane victims helps the Cawtrids in some way, or perhaps placates their violent tendencies for a time.
Out of Combat
Nobody knows. It is possible that nobody CAN know.
Rewards
XP: 51,200
Treasure: Sellable Goods worth 32,125 gp.
- Weight: 150 lbs. Volume: 6 cu. ft.
- Cawtrids that have been 'defeated' leave behind some sort of... mental... slime... stuff. People who realize what it is will pay a LOT for it.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |