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Brews out the Box 2: Aspect of the Old One

26 Jan

Aspect of the Old One

Description: An Aspect of the Old One is a being of madness and horror. Not the true form of a god from the darkness beyond the stars – to look upon that is to invite insanity and death. An Aspect is only a small piece of it’s true power, which has managed to leak through the locks that hold the greater being at bay and into our world. A massive, writhing ball of razor sharp tentacles undulating around an unseen core some thirty feet across, it seems to suck in the light from the area around it. At it’s center, seen through glimpses between it’s limbs, is a great eye burning with a hunger to consume… everything.

Idea: The Aspect was the Big Boss of one of my more recent campaigns. The bad guys had been working to summon the Old Ones and Outer Gods to our world, to destroy it (they think) in order to rebuild it in their image. Surprise surprise, the crazy cultists got double crossed. Turns out, they weren’t getting anything. They were stopped before they could open the gate to the Outer Gods fully, but an Aspect managed to bleed through.

The party facing the boss was a big one, and I had been having trouble finding a balance for bosses. Anything tough enough to survive a few rounds with all six of them was also dangerous enough to crush some of them, so I wanted to try something different. I wanted to force them to fight in a way other than “I hit it, it hits me, repeat” sort of brawl.

Mechanics: While it was one big thing, the Aspect fought almost like 11 distinct creatures. There was the core of it, and then 10 tentacles. The core was big, but stationary. The tentacles were smaller, and could move (though part of them always had to be touching the base). To beat the monster, the players had to kill the core… But it had huge defenses. Every tentacle they killed, however, would lower the defense of the core. The tentacles would come back, though, so the players had to jump between damaging the tentacles to make the core easier to fight, but then getting some swings at the core before the tentacles respawned. It led to the party making better teamwork decisions than the usually did, so I called it a win.

Statistics: (Made for Pathfinder). There were really two stats blocks for the Aspect, one for the core and one for each of the ten tentacles connected to it.

Aspect Core:

250 hp. 30-ft space, 0-ft reach. AC: 30 (t10 ff20). Initiative: 0. Fort: 20 Ref: 14 W: 30. CMB: 30. CMD: 40. Speed: 0. Damage Reduction: 100/-. Resist: Elements 100. SR: 100.

Melee Attack: Consume (+20 Attack, 4d6+15). Ranged Attack: Chaos Blast (60-ft line, 4d6+15 negative energy, Ref 25 halves).

Special Rules:

-Tentacle Guarded (each time a tentacle connected to the Aspect Core is destroyed, the Aspect Core’s Damange Reduction, Elemental Resistance, and Spell Resistance are reduced by 10).

 

Aspect Tentacle:

66 hp. 5-ft space (special), 10-ft reach (special). AC: 19 (t9 ff18). Initiative: 1. Fort: 7. Ref: 3. Will: 10. CMB: 16. CMD: 27. Speed: 30. Damage Reduction: 5/slashing. Immune: Cold, mind effects, breath effects, poison. Resist: Acid 10, fire 10.

Melee Attack: Tentacle (+12, 2d6+13+grab).

Special Rules:

-Constrict (every successful grapple check deals 2d6+13)

-Move (every successful grapple check moves target up to 15 feet towards Aspect Core)

-Unending (when a tentacle is destroyed, a new one grows to replace it from the core in 1d6 rounds)

-Connected (the tentacle space measures it’s tip; it can only attack from it’s tip; however, when it moves, it always has a “body” that connects it to the core, which has a space composed of 5-ft sections in a line from core to tip. Its “body” can be targeted)

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Posted by on January 26, 2016 in Homebrews, Role-Playing Games

 

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