Saturday, December 27, 2008

Why, that's an Abolderithicus!

The final comments are in from last week's "Weekly What the Heck". The result is the abolderithicus, a giant mutant aboleth that has eaten a beholder by phagocytosis, but the beholder fused with it.

I'd like to thank Ripper and Jeff (with special thanks to Ripper for the name) for their ideas, all of which have been mashed together to create:
Abolderithicus
An abolderithicus is a weird starfish-shaped cross between an aboleth and a beholder. It sprays poisonous, flammable mucus at its enemies or grabs them with its tentacles and dessicates them. Its eyes are usually used to daze people, and hold them immobile in their tracks to be prone to its mucus attacks. If royally ticked, the abolderithicus uses its fiery eye rays to ignite its mucus.

Level 18 Minion
Abolderithicus Staryu
XP 500
Medium aberrant magical beast (aquatic)
Initiative +12 Senses Perception +16; darkvision
HP 1; a missed attack never damages a minion.
AC 32; Fortitude 30, Reflex 30, Will 31
Speed 4, swim 8
mHydro Pump (standard; at-will)
+23 vs. AC; 8 damage.
CWater Gun (standard; at-will) * Zone
Close blast 3; targets enemies; +19 vs. Reflex; 4 damage, and the target is immobilized (save ends). The zone is filled with mucus and enemies treat the area as difficult terrain until the end of the encounter (also see mucus ignition).
Surf (move; at-will)
The abolderithicus can shift any number of squares as long as all of the squares it passes through are currently mucus zones.
Alignment Evil Languages Deep Speech
Skills Athletics +20 (+30 when jumping)
Str 22 (+15) Dex 17 (+12) Wis 25 (+16)
Con 22 (+15) Int 22 (+15) Cha 25 (+16)

Abolderithicus Staryu Tactics
Abolderithicus staryus uses water gun as often as possible to give themselves and their fellow abolderithici as much area to surf on as possible.

Level 15 Controller
Abolderithicus Starme
XP 1,200
Large aberrant magical beast (aquatic)
Initiative +10 Senses Perception +13; darkvision
HP 148; Bloodied 74
AC 29; Fortitude 27, Reflex 27, Will 28
Speed 4, swim 8
mHydro Pump (standard; at-will)
+20 vs. AC; 1d10 + 5 damage, and the abolderithicus regains 5 hit points.
RDazing Gaze (minor; at-will)
Ranged 20; +19 vs. Will; the target is dazed until the end of the abolderithicus' next turn.
CWater Gun (standard; at-will) * Zone
Close blast 3; targets enemies; +17 vs. Reflex; 2d8 + 7 damage, and the target is immobilized (save ends). The zone is filled with mucus and enemies treat the area as difficult terrain until the end of the encounter (also see mucus ignition).
CMucus Ignition (free, when first bloodied and again when the abolderithicus is reduced to 0 hit points) * Fire
Close burst 3; targets creatures within any mucus zones; +17 vs. Reflex; the target takes 5 ongoing fire damage (save ends). Any mucus zones in the area burn away and are no longer considered difficult terrain.
AMucus Burst (standard; at-will) * Zone
Area burst 3 within 10; targets enemies; +17 vs. Reflex; 1d8 + 7 damage, and the target is immobilized (save ends). The zone is filled with mucus and enemies treat the area as difficult terrain until the end of the encounter (also see mucus ignition).
Surf (move; at-will)
The abolderithicus can shift any number of squares as long as all of the squares it passes through are currently mucus zones.
Alignment Evil Languages Deep Speech, telepathy 10
Skills Athletics +17 (+22 when jumping)
Str 20 (+12) Dex 16 (+10) Wis 23 (+13)
Con 20 (+12) Int 20 (+12) Cha 23 (+13)

Abolderithicus Starme Tactics
Abolderithicus starmes use water gun and mucus burst as often as possible to give themselves and their fellow abolderithici as much area to surf on as possible.

Level 19 Artillery
Abolderithicus Wistar
XP 2,400
Large aberrant magical beast (aquatic)
Initiative +12 Senses Perception +16; darkvision
HP 142; Bloodied 71
AC 31; Fortitude 31, Reflex 31, Will 32
Speed 4, swim 8
mHydro Pump (standard; at-will) * Weapon
+26 vs. AC; 1d10 + 6 damage, and the abolderithicus regains 5 hit points.
RChaos Cube (standard; recharge 4 5 6)
Ranged sight; up to 3 targets; +24 vs. Fortitude; 3d6 + 7 damage. This damage bypasses all resistances.
RDazing Gaze (minor; at-will)
Ranged 20; +24 vs. Will; the target is dazed until the end of the abolderithicus' next turn.
CWater Gun (standard; at-will) * Zone
Close blast 5; targets enemies; +22 vs. Reflex; 3d6 + 7 damage, and the target is immobilized (save ends). The zone is filled with mucus and enemies treat the area as difficult terrain until the end of the encounter (also see mucus ignition).
CMucus Ignition (free, when first bloodied and again when the abolderithicus is reduced to 0 hit points) * Fire
Close burst 5; targets creatures within any mucus zones; +22 vs. Reflex; the target takes 5 ongoing fire damage (save ends). Any mucus zones in the area burn away and are no longer considered difficult terrain.
AMucus Burst (standard; at-will) * Zone
Area burst 4 within 10; targets enemies; +22 vs. Reflex; 2d6 + 7 damage, and the target is immobilized (save ends). The zone is filled with mucus and enemies treat the area as difficult terrain until the end of the encounter (also see mucus ignition).
Surf (move; at-will)
The abolderithicus can shift any number of squares as long as all of the squares it passes through are currently mucus zones.
Alignment Evil Languages Deep Speech, telepathy 20
Skills Athletics +20 (+30 when jumping)
Str 22 (+15) Dex 17 (+12) Wis 25 (+16)
Con 22 (+15) Int 22 (+15) Cha 25 (+16)

Abolderithicus Wistar Tactics
An abolderithicus wistar prefers to lead from the rear, out of reach of its foes. It uses water gun and mucus burst as often as possible to give itself and its fellow abolderithici as much area to surf on as possible. It uses chaos cube if it cannot reach any enemies with mucus burst.

Abolderithicus Lore
A character knows the following information with a successful Dungeoneering check.
DC 20: Abolderithici blend traits of beholders and aboleth, using eye rays and flammable mucus against their enemies.
DC 25: The oldest and largest abolderithici are spellcasters that can blast enemies at long range with cubes of pure chaos.

Encounter Groups
Abolderithici are served by kuo-toa and servitors just as true aboleths are.
Level 18 Encounter (XP 9,900)
* 1 abolderithicus starme (level 15 controller)
* 5 abolderithicus staryus (level 18 minion)
* 1 aboleth slime mage (level 17 artillery)
* 2 aboleth lashers (level 17 brute)
* 4 kuo-toa guards (level 16 minion)

Level 19 Encounter (XP 12,200)
* 2 abolderithicus wistars (level 19 artillery)
* 4 abolderithicus staryus (level 18 minion)
* 1 aboleth overseer (level 18 controller)
* 4 aboleth servitors (level 16 minion)
As a grumpy old D&D guy, I completely don't get the pokemon and Sega game references, but I'm still pretty pleased with how these things came out. I really like the progression of powers as they get tougher, and the way surf and mucus ignition will be more and more useful as you get more of them in an encounter flinging mucus around.

3 comments:

Unknown said...

That's good enough to use in my own game!

I grew up on Sega Channel. Man, those were the days!

coolcyclone2000 said...

This just totally made my day. And I was probably in delirium when I wrote those comments; with biology references and random pokemon inserted. These WWTH need to be brought to the attention of more people, Keep up the Great Work!

Also, I am curious if you use the MM (or is it the DMG...) rules for monster creation. Also, I noticed a trend of having minions at higher levels than some of their non-minion-relatives, any reason for this?

Gregor LeBlaque said...

Ripper, I follow the DMG monster creation guidelines pretty religiously (more religiously than the MM does in most cases, actually - I could probably afford to freewheel a bit more). For the past month or two I've used Asmor's 4e Monster Math Cruncher, and it's sped up the process quite a bit (or at least made it so I can get more inventive without killing my entire Saturday every week).

My inclusion of minions vs. full monsters doesn't follow any pattern I know of. If I'm being that predictable I need to be sure to add minions to the next low level monster I do (well, after today's, which is already written up, low level, and has no minion block... damn!)

I was thinking about doing a summary post soon with some WWTH statistics. Mostly, for my own curiosity, I want to see just how many wind up related to beholders (it feels like a lot), but a list of levels and roles like in the back of the MM would be a good thing to include, too. Then I'll see if I really am making the top levels more minion-heavy.