Tuesday, March 9, 2010

The Thought Entity, Krimm Blackleaf gets full credit


Gargantuan Outsider (Extraplanar, Psionic)
HD: 32d8+584 (728 hp)
Initiative: +12
Speed: 30 ft. (6 squares), fly 100 ft. (perfect), swim 80 ft. (16 squares)
Armor Class: 51 (+8 Dex, -4 size, +17 madness, +20 natural), touch 31, flat-footed 43
Base Attack/Grapple: +32/+53
Attack: Mind-hand manipulation +47 (1d8+25) or tentacle +36 (4d6+8)
Full Attack: 15 mind-hand manipulations +47 (1d8+25) and 10 tentacles +36 (4d6+8)
Space/Reach: 20 ft./20 ft.(50 ft. with tentacles, 420 ft. with mind-hand manipulation)
Special Attacks: Aura of madness, manifesting, mind-hand manipulation, spell-like abilities, will-crushing onslaught
Special Qualities: Alien mind, all-around vision, constructive convergence of principles, cosmic transcendence of good and evil, counter-conceptual interposition, darkvision 60 ft., DR 20/epic and lawful, epic madspawn, immunity to acid, cold, petrification, mind-affecting abilities and transmutation, regeneration 15, resistane to elec 20, fire 20, sonic 20, spell resistance 43, telepathy 1,000 ft., true seeing
Saves: Fort +43, Ref +25, Will +12
Abilities: Str 28, Dex 26, Con 43, Int 41, Wis 1, Cha 30
Skills: Appraise +15(+17 living things), Autohypnosis +17, Bluff +30, Concentration +51, Craft (genesis) +50, Diplomacy +47, Disguise +42, Escape Artist +43, Heal +10, Hide +22, Intimidate +47, Jump +11, Knowledge (arcana) +50, Knowledge (history) +50, Knowledge (psionics) +50, Knowledge (the planes) +50, Listen +25, Move Silently +38, Psicraft +62(+64 to address power stones), Search +38, Sense Motive +30, Sleight of Hand +20, Spellcraft +50(+52 to decipher scrolls), Spot +29, Survival +30(+32 on other planes or following tracks, +34 following tracks on other planes), Swim +47, Tumble +38, Use Magic Device +30, Use Psionic Device +45
Feats: Ability Focus(Aura of Madness), Empower Power, Improved Initiative, Improved Toughness, Mind Over Body, Psionic Meditation, Quicken Power
Epic Feats: Epic Manifesting, Epic Skill Focus (Psicraft), Epic Toughness(x2)
Environment: The Far Realm
Organization: Solitary
Challenge Rating: 30
Treasure: Standard, always horrific
Alignment: None
Advancement: 33+ HD (Gargantuan)
Level Adjustment: --

It appears as a dot in the sky several hundred yards above you. Suddenly your mind grasps the 'shape' of the monster, and it is maddening simply to look upon it. Tentacles and eyes swarm about the shapeless core of it. The next instant the ground at your feet is impacted by countless invisible forces, and cloven by countless invisible blades. At the same time, your brain is berated by madness.

The Thought Entity is a scarcely known Far-Realm entity, and said by several scholars of distant and terrible things to be the cause of many a tragic and horrific event. It has been accused of things from nightmares to entire villages and cities to physical destabilization to many parts of almost every plane. If it is the cause of any of these things is yet to be proven, and can only be speculated on. One that is certain is that anyone that has faced it and lived can claim that it is indeed powerful enough to any of these things-that is if they are sane enough to speak.
In truth, whatever horrific occurances the Thought Entity is responsible, there are many more 'chosen' of this entity who cause more havoc than the Entity does alone. These monsters that were once men have their minds shattered and given some of the abilities of the Entity until they are almost as strong as it is. Many of these chosen are sought out randomly with yet to be figured motives. Because it is a Far-Realm entity, it's motives are likely as big a mystery to itself as it is to anyone who seeks them.

The Thought Entity does not speak coherently through the rims of it's tendril-sockets, but it is capable of getting it's communications across through maddening and semi-coherent telepathy.

It weighs only a couple of tons despite it's size, and keeps itself aloft with effortless psychic force. The core of the Entity is nearly eight meters in diameter and it's tentacles are hard to gauge the length of, due to their retractability.

Like all outsiders, the Thought Entity need only breathe, but it can breathe air, salt water, fresh water, Far Realm viscerae, acid, gamma radiation and fear.

COMBAT
The Thought Entity rarely attacks within close range, allowing it's invisble psychic weapons cleave through it's opposition from afar, and usually after using it's greater invisibility spell-like ability. It's mind-hand manipulation is definitely it's main combat tactic, but it is just as likely to use it's psion-powers and most especially it's epic power. If attacking with it's mind-hand manipulation, it never attacks a single enemy one or twice, even if it has the means to attack it over a dozen times. Only if it is pressed will it attack with it's many many psychic weapons, and if an opponant has brought itself within tentacle-range, it will not hesitate to rain blows from it's tentacles upon them, though it despises the use of it's actual body(the tentacles seem to attack, regardless of the Entity's constant psychic protests).

The Thought Entity's natural weapons and any manufactured weapons it wields through mind-hand manipulation are counted as chaotic and epic for the purposes of overcoming damage reduction.

Alien Mind (Ex): The mind(s?) of the Entity is an infinite labyrinth that can swallow even the most powerful mind. Any creature who attempts to read the thoughts of the Entity or otherwise study it's mind must make a Will save with a DC of 36 or suffer the effects of the insanity spell. This is a Charisma-based save.

All-Around Vision (Ex): The Thought Entity's tentacles and core are dotted with alien eyes, providing a +4 racial bonus on Spot and Search checks. The Entity can’t be flanked.

Aura of Madness (Su): As a free action, the Entity can trigger a 40-foot-radius burst of mental chaos centered on itself. Any creature in the area must succeed on a Will save with a DC of 38. If they fail, they are affected as by the insanity spell. Any creature that successfully saves against this ability cannot be affected by it again for 24 hours. This ability is a mind-affecting compulsion effect. The save DC is Charisma-based.

Constructive Convergence of Principles (Su): The pitiful adamant steadfastness of physical law is something far younger than the Thought Entity or the Far Realm, and such things can easily be overcome. The Thought Entity has the ability to treat all planes it is on as being highly morphic. Additionally, at the cost of 10,000 XP, it may create a single living creature with an effective character level of 20th or lower(usually a unique lesser daelkyr) over the course of 24 hours. This creature is not controlled by the Entity, but is considered loyal to it. In the face of any situation though, it may choose for itself. It is capable of creating more than one creature, but each individual creature has another 10,000 XP cost.

Cosmic Transcendence of Good and Evil (Ex): The essence of morality and ethics are so puny and insignificant in the Far Realm that the creatures there don't even acknowledge it's existence in the rest of the Multiverse. The Entity does not have an alignment to speak of. It's not as simple as being of true neutral alignment, but not having an alignment at all.
Additionally, any attacks it makes with it's Mind-Hand Manipulation ability(be it force-weapons or weapons wielded through telekinesis) gain a +2 to attack rolls and +2d6 to damage rolls with creatures with only one neutral alignment component, and a +4 bonus to attack rolls and +4d6 damage to creatures of an extreme alignment.
The Entity, if it should ever attain more feats or class levels need not comply to alignment restrictions, nor similar restrictions when it comes to magic items.

Counter-Conceptual Interposition (Su): Faced with any physical attack, pure chaos can shift in the Entity's favor. It adds a madness bonus equal to it's base Will save modifier to it's Armor Class(already figured into it's statistics block). Three times per encounter as an immediate, it may also reduce the damage it's taken from any source by half.

Epic Madspawn (Ex): The Entity has a mind(or more) that is completely alien, completely insane by mortal standards. It is immune to confusion or insanity-like effects, and are not affected by Wisdom damage, drain, or burn, or by penalties to Wisdom. Additionally, it is immune to being detected by any non-epic divination spells save ones that meant to detect him within normal visual range, such as true seeing or see invisibility.

Mind-Hand Manipulation (Su): The Thought Entity is not a creature that is so crude that it would even desire to use it's physical body in any task, it is after-all, a creature of thought. The Entity can use telekinesis at will as a supernatural ability, with a caster level of 32nd. However, unlike the normal telekinesis spell, the Entity need not concentrate to maintain the effect and can manipulate 3,200 lb.
It can also create weapons of pure, invisible force. This acts as the spiritual weapon spell, and the Entity can only have 15 such weapons active at once.

Regeneration: The Thought Entity's regeneration can only be overcome by weapons that are both lawful and epic, as well as weapons forged by demigods or gods of greater power with the Lawful subtype against the outer-hull of the very heart of Mechanus.

True Seeing (Su): As the spell, and constantly active. Caster level 20th.

Will-Crushing Onslaught (Su): Of course, the Thought Entity is a creature of thought! Mental force is superior to physical force. Whenever the Entity deals damage with it's Mind-Hand Manipulation ability it automatically deals an additional 20 points of force damage.

Manifesting: The Thought Entity manifests powers as though it were a 25th level psion with a discipline in telepathy. It also knows several psychokinesis-discipline powers, despite the restriction. The save DC's are Intelligence-based.

Psion powers known (543 pp, base save DC 25 + power level):
1st - create sound, disable, inertial armor, psionic charm, synethete
2nd - brain lock, ego whip, psionic suggestion, read thoughts
3rd - body adjustment, crisis of breath, energy cone, false sensory input, time hop
4th - control body, death urge, energy ball, psionic dominate
5th - energy current, mind probe, psionic major creation, shatter mind blank
6th - fuse flesh, mass cloud mind, mind switch, psionic contigency
7th - crisis of life, decerebrate, insanity, reddopsi
8th - bend reality, mind seed, psionic telekinetic sphere, recall death, true metabolism
9th - apopsi, psychic chirurgery, reality revision, tornado blast

11th - madness epidemic

The Entity has an effective pool of 32,000 XP it may use for powers or other abilities, such as Constructive Convergence of Principles. It may replenish this pool by killing creatures and acquiring XP, or spending a material-plane-year in the Far Realm.

Spell-Like Abilities: at will - detect thoughts, etherealness, greater invisibility, greater plane shift, greater teleport, mind fog; 3/day - time stop

Skills: The Thought Entity has a +8 racial bonus on any swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
The thought entity is also capable of instances of clarity through the chaos of the Far Realm, allowing it the ability to take 20 on any Psicraft check every 3 rounds.

Epic Manifesting [Epic, Psionic]
You are capable of using great and terrible psychic powers, beyond the scope of lesser manifesters of all sorts.
Prerequisites: Knowledge (psionics) 24 ranks, Psicraft 24 ranks, ability to manifest 9th level powers
Benefits: You gain a number of bonus powers points equal to twice your manifester level, which rises along with an increased manifester level as you progress. Additionally, you are capable of using epic powers. Epic powers are treated just as epic spells(using the feanmerc system) except they use Psicraft instead of Spellcraft and instead of using spell slots, they require a number of power points equal to (power level*2)-1. Instead of using normal spells as seeds, it uses psionic powers that the manifester has access to.
Psions are capable of using epic powers if all the power seeds are of their discipline or are not restricted to a discipline, even if they do not know it but they cannot use an epic power if any of the seeds are of a different discipline unless they know each of the seed-powers that are of another discipline.
Special: This feat can be taken multiple times, each time it's taken after the first the manifester gains an additional number of power points equal to twice their manifester level.
Note: This is a psionic adaptation of my other feat, Improved Spell Capacity.
Madness Epidemic
Telepathy (Compulsion) [Mind-Affecting]
Level: 11th
Psicraft DC: 45
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Single target; see text
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 21

To Develop: 294,000 gp; 9 days; 11,200 XP. Seed: insanity (DC 25). Factors: virulence (ad hoc +20)

A shocking mental force penetrates your mind like a spike of pure madness being driven through your skull. As if the Far Realm itself has invaded you, your mind begins to tear. Even as you drool and babble, flail madly at the closest thing to you or run as fast as you can in a random direction, you feel the madness trying to escape and spread.

This epic power functions just as the insanity power, with one major exception. Once the original target or targets of this power fail their save, they become permanently confused as normal, but can also spread the madness as if it were a disease.
Whenever one of the targets stays within contact with anyone not immune to mind-affecting abilities or insanity by some means must make a save as well, with a DC equal to the one made by the original target minus 2. If the second target also fails, they are also insane and carry this same virulant madness. Spreading it to more targets along that chain reduces the DC by 2 every time. Once the DC becomes 0 or lower the madness can no longer be spread.

Augment: For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.


Personal comments
I was just reading the D&D Elder Evils book, and while i like some of the fluff, i was struck by how lame the elder evils were as challenges, they were more like particularly tough monsters, not ungodly creatures who are the greatest challenge the game has ever seen. So I really like this.... thing, because it seems like it could legitimately single-handedly wipe out a whole world, and could really be the greatest challenge players would ever face. I wish their was more of an effort to establish it as a threat, because its only scary when you look at its stats and realize its a a powerhouse. So more fluff and more detail, but it seems great as sort of the ultimate cosmic horror faced at the end of a game
from
EE

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