The Beastmaster - 3e custom monsters


Ancestor of the Sarlis | Ancient Defender | Animari | Antalotion | Arach-Thalos | Artic Beholder | Astral Giant | Augusti Tyrannis | Azimuth | Bak'juum | Beholithid | Bhagrhi Guard | Bheall | Blinking Spirit | Boarverine | Bone Dancer | Brackish Naga | Brain Leech | Bringer of the Plague | Bronze Golem | Butcher Bug | Cehram | Chaos Slime | Chulkharachatk | Cinderelle | Crackmonger | Crimson | Cromizard | Crystalline Beholder | Cura-kana | Dahlia | Darken Terror | Demiholders | Dire Brain Mole | Dire Cassowary | Dire Shrew | Dream Filcher | Eadar | Entolith | Eqaeros | Ethereal Giant | Euglassi Terror | Filcherani | Filcher Spider | Fly | Fodarick | Frostskull | Frukuku | Gelatinous Dragon | Glops | Glowbeetle | Gothfara | Gnass'Ti | Grasping Cluster | Graveyard Guardian | Hakuna | Hoji Krakhoruz | Horror Serpent | Ice Mummy | Illithiobat | Illusionary Dragon | Illutach | Inro | Jiuiliu Hounds | J'udgerii | Jyartau | Kahjinh | Kai-chini | Ka-zou-pkal-hla | Kxacchtahl | Lifeless Liberator | Luxvrakax | Maaegio RaKK | Magrako | Maintainer | Malevolant Playmate | Malicrocious | Massacumber | Mau | Mauorahn | Mudjagh | Nammayl Herhyrll | Nanobeholder | Necromantic Dragon | Noiroit | Onyx Serpent | Op-cha-chl-olp-chah | Orolathea | Osaki | Oyukurii | Phazango | Plebian Vampire | Prismatic Butterfly | Propagator Swarm | Pryzm Golem | Pseudooze | Psianatrix | Psibleed | Psionic Splinter | Psychic Beholders | Qel'tu'E | Rah'khuti | Raptivator | Rayu | Reality Render | Reizvolloth | Rime Hunter | Rokaijaihn | Rygylions | Shadow of Merdrayth | Skelek | Skelos-Flora | Sleeper Puff | Slider Rat | Snoo | Sphiz | Stone Dragon | Ssychkick | Syijo Slyvu | Thermostalk | Thoul | Tikapik | Trichronifics | Tyhistlar | Uulturex | Uyoroka | Vegenesque | Violetjay | VrGu | Wallozar | Whiphoorwhill | Wretched Ghoul | Xaghtaa'H | Xainyaer | Xaothoid | X'chil'e | Yijiuji Hounds | Zaskalahka | Zy'Larjk

By planeshifter

Gargantuan Ooze (Chaos)

Hit Dice: 72d12 (892 hp)
Initiative: +5 (+1 Dex, +4 improved initiative)
Speed: 50 ft., fly 180 ft. (good)
AC: 54 (-2 size, +1 dex, +43 natural)
Attacks: 3 Slam +56 melee, Bite +52 melee
Damage: Slam 2d10 plus 1d4 wisdom drain, Bite 1d10+5 plus Concussion Bite
Face/Reach: 10 ft. by 10 ft./10 ft.
Special Attacks: Wisdom drain, Concussion Bite, psionics, summon pseudonatural
Special Qualities: PR 43, abomination traits, regeneration 25, DR 45/+8,imagined demi-plane,create pseudo-natural
Saves: Fort +27, Ref +21, Will +48
Abilities: Str 51, Dex 13, Con 34, Int 21, Wis 57, Cha 37
Skills: Hide -3, Knowledge (the far realm) +70, Intimidate +24, Jump +34, Listen +19, Psicraft +75, Spot +32
Feats: Alertness, Chaotic Rage, Dire Charge, Endurance, Enhance Power, Epic Power Penetration, Epic Will, Improved Initiative, Improved Whirlwind Attack, Keen Strike, Maximize Power, Planar Turning, Shattering Strike
Climate/Terrain: Any land or underground
Organization: Solitary or Lunacy (1 plus 2-5 Uvuudaum and 1-2 Neh-Thalggu)
Challenge Rating: 48
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 73-80 HD (Gargantuan) 81-100 HD (colossal)

Zaskalahka are born from the wrenched psychosis of a divine being, rather like an monstrous version of a Phthisic. Zaskalahka are as their birth proves insane to the core. Even their appearance is unnatural and unmistakable for anything of the material plane. They are what pseudonatural beings consider their gods. Zaskalahka look like mainly a mass of color-changing slime that seems to strecth of into infinity. Inside their semi-liquid bodys they show images of surreal worlds, creatures and situations, all crafts of their ill-concieved imagination. From then on a long black ever-twisting tube that ends with a bony yet large torso makes up their main form. They have three thick, slime covered tentacles that end with flat-pseudopods that seeth with wisdom-draining two-headed snakes. Two of them are where the arms would be on a normal creature, and one protruding obscenely from the chest. Their main feature however is their face (which is never seen) is always hidden behind strange looking masks. Each mask is different from Zaskalahka to Zaskalahka, as they create it them-selves. Many legends exist to why they don a mask. Some say that they have no heads, so they make masks to percieve their insane reality. Some say their faces are so terrifying that they must wear one, because they have such terrible visages that anyone, including themselves would die. Zaskalahka are not evil beings, just misunderstood and insane. So mad infact that Uvuudaum and Brain Collectors strive to become more like them, although few have suceeded.

Zaskalahka only normally attack if they are attacked before hand. However they love sharing their imagination with others, so many mistake them for a threat. Although they aren't physically, just meeting a Zaskalahka can shatter one's perception.
Wisdom Drain (Su): Everytime a Zaskalahka makes a successful Slam attack, the opponent must make a will save (DC 34) or suffer 1d6+2 of tempory wisdom damage. If the opponent's Wis score ever falls below 0, the damage is permanent.
Concussion Bite (Su): Everytime a Zaskalahka makes a successful Bite attack, it's opponent must make a Ref save (DC 29) or suffer the effects of a greater concussion power (page 78 of the Psionics Handbook).
Psionics (Sp): At will- apopsi, attraction, aversion, catapsi, confidante, fatal attraction, improved telikinesis, incarnate, insanity, mass concussion, microcosm, mind probe, mind swicth, recall pain, tailor memory and ultrablast. All of these are as mannifested by a 25th level Psion.
Attack/Defense Modes (Sp): At will- all/all.
Summon Pseudonatural (Su): Up to five times a day, a Zaskalahka can summon 1d4 Uvuudaum or 1d2 Neh-Thalggu.
Abomination Traits: Immune to polymorphing, petrification and any other form-altering attack; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resitance 20; cold resistance 20; non detection; true seeing at will; blindsight 500 ft.;telepathy out to 1'000 ft.
Imagined Demiplane (Su): All Zaskalahka's own a personal demi-plane of their ill concieved imagination. This demiplane is 2'000 miles long and 1'000 miles upward, and it's boundrys are whatever it's creator wants it to be. If a Zaskalahka makes a successful touch attack (using it's own oozy mass of a body) then if it wishs to, once per day it can project the victim into it's mind, it's demiplane. Those here must make a will save (DC 57) or go complety insane, permanatly. Then those who successfully saved that must make a Fort save (DC 23) or take 4d10+27 points of sub-dual damage from the shock. It can leave, but only if he or she makes a will save (DC 45) to project itself out of this horrific dimension. Time flows faster here to, so 1 round here equals 10 rounds on the material plane. Those killed on this plane awaken 1d4 hours later as Pseuodonaturals (see below).
Create Pseudonatural (Su): Any creature slain by a Zaskalahka awakens 1d4 hours later with all the same abilitys, even HP and Abilitys that were damaged, with the Pseudonatural template. This may sound good, but this means that it cannot leave the Far Realm as it is technically speaking a petitioner of that plane. So only if it is saved and have a mordenkainens disjunction spell cast upon it. This means it is free to leave, and loses the Pseudonatural template.