Developed/Edited by WoLT, inspired in many ways by Bruce Cordell, Dragon Magazine #330, and other Far Realms Resources (official and unofficial).
Outside of all of creation, much further than the realms beyond the veil of the dark tapestries ruled by The Outer Gods, beneath the stains of time and space lies the great beyond known as The Out Realms. It is a place of varied characteristics, indiscernible geometries and utter madness that is highly caustic to the minds and bodies of mortals and immortals alike. Only by the slimmest margins can the residents of such a non-space even be called alive, and most are well beyond mortal comprehension.
Those who have miraculously witnessed and returned capable of speech declare the Out Realms to be some sort of shared collective unconsciousness that feels similar to a dreaming state, as if pure maelstrom, but most assuredly it is more akin to a nightmare by any standards; as anyone who has returned will report, the Out Realms are not only sentient, but also malign.
At times foolish mortals have attempted to pierce through the veils to glimpse what lies beyond resulting in the creation of arcane tomes of madness, written in languages even they do not understand. At other times nexus points have created wormholes into other, more stable realms, leaking the essence of the Out Realms into other planes... at times this have even spiraled out of control and become a toxic infestation of a plane of existence, causing the plane to shift, sometimes drifting too close to the Out Realms and ultimately falling over the edge, slipping into the breach into the fanciful realm of horror to be consumed and assimilated.
At times, relics and artifacts from these worlds have uncannily survived and ended up on other worlds, and inevitably curiosity takes hold and someone dares to look outside of creation, becoming forever warped by the experience...
EE RULES:All Out Realms features are available to PT3 Except as noted in the EE Faction Manual.only.
Feat: General
The hero has managed to create a spiritual link of some kind (arcane or divine or otherwise) to the Out Realms whether intentional or not.
Prerequisites: The character must have access to the Out Realms either through scrying, being affecting by a fear affect from a Warped Spell, having been to the Out Realms, or near a nexus that leaks essence of the Out Realms into the world of the hero. To make the most effective use of this Feat the character must also have one caster level but it is not necessary to take the feat.
Benefit: The character has achieved Warped One status and may learn and cast spells from the Warped One spell list as normal. If you prepare spells you may add these spells to your book as soon as you are able to cast them. If you are a spontaneous caster you may add these spells as bonus spells to your spells known as you are able to cast them. These revelations are explained as having come about through dark visions, nightmares, omens or other thematically appropriate device.
Casting Warped One spells without this feat ensures that they automatically Escalate as if the caster had failed their Will Save as well as the caster receiving 2d6 damage per level of the spell and the frightened condition for 1 round per level of the spell in addition to any other effects.
The caster cannot cast Warped One spells they are not normally high enough level to cast. Attempting to do so with various abilities, feats and class features will cause warped backlash automatically as if the caster had attempted escalation and failed. If they attempt this without the Warped One feat, they are additionally subject to the effects of the level 7 Warped One spell, Expulse.
Additionally the caster save at all effects from Warped One spells, the Out Realms and Out Realms creatures with a +2 resistance bonus as the Out Realms are inseparably part of the character now and forever. (stacks with cracked psyche)
Special: Your Aura will show an anomaly that DC 25 Planes Lore will reveal as you being a Warped One. This does not allow you to be targeted in any special way but does impart the knowledge that you have spiritual connection to the Out Realms as well as resistance to it's effects.
Additionally (for cinematic purposes) the character is plagued by persistent, awful nightmares that are beyond recollection and fueled by their permanent sympathetic connection to the Out Realms. They are always restless in their sleep and suffer a permanent -1 penalty to constitution unless they do not require/engage in sleep and/or some other form of rest (such as meditation).
Feat: General
The caster can pierce the veil of unreality with precision and expertise whether due to intense exposure, or willingly diving head long into the breach. You have mastered the ability to channel powers from the warp, but at what cost?
Prerequisites: Cracked Psyche Trait, Caster Level 1, special (see text)
Benefit: You gain one extra spell slot in your daily allotment that you can use for a cebrosis spell you know. You may take this feat multiple times. The first time you take this feat it grants a bonus level 1 Spell, The second time it grants a bonus level 2 spell and so on. You may choose to cast a lower level Warped One spell with a higher level Warped One spell slot.
Special: Upon taking this feat the caster's alignment shifts to chaotic if it is not already.
Attempting to cast a Warped One Spell with this feat that is a higher caster level than you are capable is outlined in the Warped One Feat.
Each time you take this feat you suffer a permanent -1 adjustment your wisdom score due to the intense strain on your psyche that cannot be removed short of a Wish or Miracle spell that is cast by a non-Warped One (In either case of the wizard, cleric or deity may deny the request if it contradicts their agenda to return the Warped One to a higher wisdom). If at any time you suffer so much wisdom Damage that your wisdom score goes to 0 for any reason, the strain on your mind breaks your psyche completely and you are subject to all of the effects of Expulse as if cast on yourself, by yourself, as an immediate action. You are still allowed a save, but with the penalties accrued from your new wisdom score.
If you should attempt to utilize your Far Reach Spell Slots to cast non Warped One spells through use of class features, traits or other mechanisms, you must declare a Warped One spell of the same level of the slot being used at the time of the casting (even if the spell you are casting is a lower level) and then make the Warped One Escalation Save as if you had cast the spell with escalation. Success means you are allowed to cast the spell under the normal conditions outlined by the mechanism that has allowed you to alter the spell effect. Failure means you will have cast the spell as if the escalation had failed.
Feat: Combat
You're highly perceptive and you've seen enough to know what's coming. Your wisdom improves your reaction time.
Benefit: You add your Wisdom modifier to initiative checks. This is in addition to other modifiers to initiative checks, like the bonus provided by a high Dexterity or the Improved Initiative feat.
Warped One spells require the Warped feat to cast (but not to learn). Warped One spells may only be escalated at the time of their casting.
1st—
Dread Emanation
Necromancy [Fear, Mind-Affecting]
Level: Warp 1
Components: V, S
Casting Time: 1 standard action
Range 10'
Targets: All enemies of 4 HD or less in a 10' radius burst centered on the caster
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Your presence fills those around you with dread from the beyond. All creatures capable of being targeted (friend and foe, not including the caster) in the radius are given the shaken status for the duration of the spell, though allies of the caster save with a +2 circumstance bonus. Creatures of more than 7 Hit Dice are unaffected.
Escalation: The affected Hit Dice of creatures are altered to be equal to the caster's own Hit Dice (or 4 HD, whichever is greater) and instead of applying the shaken status your foes that have failed to save receive the frightened condition for the duration. To escalate this spell the caster must make a will save DC 13 to succeed in escalation. Failure indicates instead the caster is filled with dread and is frightened for one minute.
2nd—
Call Warp Worm
Conjuration (Summoning)
Level: Warp 2
Components V, S
Casting Time: 1 round
Range: Close (25' +5'/2 levels)
Effect: One summoned amoebic crawler
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The spell calls an extraplanar creature known as a warp worm, leaking it from the beyond to world of the caster. It appears where designated and attacks immediately on your turn, striking the designated opponent to the best of its ability. If the caster can communicate with the summoned creature it can direct it to act otherwise.
Escalation: You call an even more powerful Crawler with the following modifications: Space/Reach: 15'/15', HP 4d10+24 (46 HP), CR 3. In order to do this you must make a Will save at DC 13 or the crawler is still still enhanced, but instead turns on you.
Large Ooze (ExtraPlanar)
Hit Dice : 2d10+12 (23 HP)
Initiative: +0
Speed: 20' (4 squares)
Armor Class: 9 (-1 size), touch 9, flat footed 9
Base Attack/Grapple: +2/+6
Attack: Tentacle +2 Melee (1d6 plus 1d6 acid)
Space/Reach: 10'/10'
Special Attacks: Acid, improved grab, vile touch
Special Qualities: Blindsight 60', immune to electricity, ooze traits, translucent
Saves: Fort +7, Ref +1, Will -4
Abilities: Str 10, Dex, 11, Con 22, Int n/a, Wis 1, Cha 11
Skills: n/a
Feats: n/a
Environment: Outer Realm, Any
Organization: Solitary
Challenge Rating 2
Treasure: Standard
Alignment: Always N
Advancement: 5-12HD (Large), 13-24HD (Huge)
Level Adjustment: n/a
A wriggling and pulsing, amoebic ooze that is seemingly magnetically shifting to some unnaturally rhythm from beyond. The creature is translucent for the most part, bloody blotches inside hint at the notion it might have some biotics, or more likely be digesting something that did. Roughly ten feet in length the odd worm shaped creature can seemingly extend tentacles at will that exceeds three times that.
The creature is generally considered to be malign bits of toxic, warped, outer realm that have leaked into other worlds. The presence of the creature exudes a feeling of palpable dread, true to its plane of origin.
Combat: The ooze attacks with lashing tentacles and will attempt to grab and strangle helpless foes. Subdued foes are absorbed into the anathema's body in a visible digestion process.
Acid(Ex): The acid of the ooze does not harm metal or stone, it does 1d6 damage under normal conditions.
Grab(Ex): To use this ability the creature must hit with a tentacle attack. it can then attempt to start a grapple as a free action without provoking an AoO. If it wins the grapple check, it establishes a hold and deals damage every round as those grappled are affected by the vile touch ability.
Vile Touch(Su): Those grappled by the creature will be burdened with visions of the Outer Realms, causing screaming and convulsions of naseau. Each round grappled the victim must make a DC12 will save or scream (if possible) as well as the nauseated condition for the round. While grappled the victim will also receive acid damage.
Translucent(Ex): these crawling oozes are hard to spot even under ideal lighting. To notice a crawler a DC 10 perception check or greater magic is required. A check is always prompted if a character is about to walk into a crawler, but failure means it walks into the beast and receives acid damage.
3rd—
Visitation
Necromancy [Fear, Mind-Affecting]
Level: Warp 3
Components: V.S
Casting Time: 1 Standard action
Range: Medium (100'+10'/level)
Target: One Living Creature, see text
Duration: 1d4+1 rounds; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
The caster extracts an indescribable horror from the beyond and focus it's terribleness upon the target. The caster and others see only a vague, yet malign form that enshrouds the target. The target then saves versus will, a failure indicates the horror over the creature dazes them for 1d4+1 rounds, but even while dazed the target continues to scream, weep, froth and otherwise act horrified, simulating panicked behavior but with all of the restrictions of the dazed condition.
This spell does not affect extra-planar beings or constructs. Outsiders are not dazed but are instead given the frightened condition on a failed save for the duration of the spell.
Escalation: The caster may make the visitation even more terrible by pulling the creature more fully into the realm, causing it's affects to linger. Even after the visitor is gone, providing the target failed the save, the target received the shaken condition for 1d4+1 additional rounds. To perform the escalation the caster must make a DC 16 Will save or instead become the target of the spell.
Rift
Conjuration (Teleportation)
Level: Warp 3
Components: V
Casting Time: 1 standard Action
Range: Long (400 ft +40 ft/level): see text
Target: Caster and touched objects or other touched willing creatures
Duration: Variable; see text
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
The caster's knowledge of the underlying tapestries of reality allows them to attempt to take dangerous shortcuts through space by making use of the alien geometries of the Out Realms. The travelers "rift" from the current location to any other spot within the spell's range. The travelers usually arrive at the exact spot desired whether by visualizing or stating direction, such as "500 ft straight downward" or "upward to the northeast, 45 degree angle, 800 ft".
The passage between the initial location and the new location is not instantaneous, it takes one full round or more. As the caster slides through the nether reaches of space they may encounter outer beings and corrosive elements of the Out Realms that may take an unhealthy interest in them and can cause varied effects.
In addition to being dangerous the trip is mentally taxing. The travelers feel that they move under the power of the caster but do not climb, fly, run or wriggle (including the caster). Instead they feel transmuted, body and mind, through a horribly alive medium of the Out Realms. Thankfully the trip is usually too brief to leave lasting mental scarring on the travelers.
After using the spell the caster and travelers may take no other actions until their next turn. Objects that exceed the maximum carry load of the caster may not be taken, though willing participants and their loads (also subject to not exceeding their own personal carry capacity) do not count against this. Willing participants must be Medium or Smaller in size and are limited to 1 per 3 Warped One levels of the caster. A large creature may be transported but counts as two medium creatures and a Huge creature counts as four medium creatures and so on, doubling for each size category.
All creatures to be transported must be in physical or equivalent contact with each other. Commonly a circle of held hands is used, but is not required, any physical contact or equivalent is sufficient. All travelers and objects have the same travel time, damage (if any) and other effects applied universally. If the travellers arive to an occupied space they are instead moved to the nearest unoccupied space, determined randomly if necessary, they need not be in the same formation they left in.
Rift Table
d100
Transit Time
Damage
01-25
1 round
None
26-65
2 rounds
None
66-80
2 rounds
1d6 HP
81-85
3 rounds
2d6 HP
86-90
4 rounds
3d6 HP
91-95
5 rounds
4d6 HP
96-99
1 full minute
5d6 HP and a will save VS fear conditions*
00+
10 full minutes
**
* If the travelers are in the Out Realms for too long they will be subject to a fear check.
The states of fear are: Stage 1) None, Stage 2) Shaken, Stage 3) Frightened, Stage 4) Panicked and Stage 5) Dead from fright/madness. A DC 0 adds 5 levels of fear condition. A DC 10 adds 4 levels of fear conditions, a DC 15 adds 3 levels of fear conditions a DC 20 adds 2 levels of fear conditions and a DC 25 adds 1 level of fear condition while a DC 30 adds 0 levels of fear condition. For example, if a character is already shaken, meeting a DC 20 puts them at panicked. Effects last 1d10 rounds before dropping to the next stage down, which then in turn lasts 1d10 rounds and so on. This is a mind-affecting effect and can be cured through standard means as if the Spell were level 3 and the caster level is equal to the Warped One caster level of the caster.
**later scrutiny reveals only bones of the travelers, having been dead for centuries, though appearing only ten minutes later.
Escalation: The caster may double the spell range and arrive 2 rounds later without any travelers rolling on the rift table. To do so the caster must make a DC 16 Will save or travelers do not arrive for 5 rounds and receive 4d6 HP damage and the frightened condition for 1d4+1 rounds.
As Call Warp Worm, except that this spell summons 1d3+1 Extra-Planar creatures known as Warp Crawlers.
Escalation: Instead of randomly determining how may warp crawlers respond the caster calls forth five Warp Crawlers to do their bidding, however, they must make a DC 16 Will Save or two of the warp crawlers instead turn on the caster first, their party members and any NPC allies (in that order, one per target if multiple targets are available, additional crawlers all target in the same order and if the caster is rendered dead or the spell ends they return as if the spell had ended).
Tiny Aberration (Psionic, Extra-planar)
Hit Dice: 1d10+6 (11 HP)
Initiative +7
Speed: 40 ft (8 squares)
Armor Class: 22 (+2 size, +3 natural, +7 Dex), Touch 19, Flat-footed 15
Base Attack/Grapple: +1/-11 (+1 when attached)
Attack: Touch +10 melee (1d3 or 1d4)
Full Attack: Touch +10 melee (1d3 or 1d4)
Space/Reach: 2.5 ft or 0ft
Special Attacks: Attach, Death Urge
Special Qualities: Darkvision 60', low light vision, disquieting
Saves: Fort +8, Ref +9, Will +1
Abilities: Str 3, Dex 24, Con 22, Int 1, Wis 12, Cha 16
Skills: Stealth +15, Perception +5
Feats: Alertness, Weapon Finesse
Environment: Any, native to the Our Realms
Organization: 2-4
Challenge rating: 3
Treasure: None
Alignment: Always Neutral Evil
Advancement: n/a
Level Adjustment: n/a
About the size of a deflated human head, this horrid creature is a cross between a ghastly humanoid face and an obscenely bloated tick with legs that taper into needle points. The face sits upon the creature's back and howls, screams and gibbers aloud its eager deathly urges.
Warp Crawlers are creatures native to the Our Realmsand feed on the essence of death and to that end attempt to coerce victims into lethal actions via direct contact. Even a single Warp Crawler can pose a significant threat.
A Warp Crawler is pinkish in color, it's shell and facial skin being almost translucent, as if it were only partially phased into existence. The eyes of the face are bone white while its teeth are yellowed with corruption, it's tongue diseased, blackened and overly long. The exact face of the Warp Caller is taken from the last victim of the Warp Crawler.
Combat
A Warp Crawler attacks first by charging up to a victim, migrating to the victim's head and plunging it's needle tipped legs into the skull. This is a touch attack that does 1d3 damage only possible on creatures with a discernible head/skull that are sentient and not of extra-planar origin (all attacks are also ineffective elementals and hive mind creatures). For the purposes of Eternity's End, Eternity's End natives are not considered extra-planar, but rather, Eternal Outsiders and may be targeted.
Disquieting (Ex): All sentient creatures that are not Warp Callers within 30 ft will hear the insane howlings of the warp crawler and must make a DC 13 will check or acquire the shaken condition for the encounter duration. If the face on the back of the crawler is a friend, ally or loved one the DC save is increased to 18. Once a creature attempts a saving throw, whether it succeeds or not, it cannot be disquieted again by a Warp Crawler for one full day.
Attach (Ex): If a Warp Crawler targets the head/skull and strikes with a touch attack it automatically scrambles onto the victim's head and inserts its barbed legs into the skull (providing such is possible, for example, a magical full helm with no visible openings would prevent such an attack). The Warp Crawler is effectively "grappling" its prey. It immediately loses its dexterity bonus to AC and is flat footed at all times, but holds on with great fortitude, recieving a +12 racial bonus to grapple checks (already figured into the above statistics). An attached Warp Crawler can be struck with a weapon or grappled itself, but to remove it through grappling a successful pin check must be made.
Death Urge (Sp): Once successfully attached, the creature delivers a death urge attack in the subject's subconscious that allows a save DC 15 Will. Each round that the Warp Crawler is attached the victim must make another save or receive the death urge condition. On the next turn after being infected with the Death Urge the subject must immediately seek out the most lethal and immediate method available to end their life. This effect lasts 1d4 rounds and will force another save if the Warp Crawler is still attached at the end of the duration. The following priority actions must be taken unless the subject is pinned or otherwise incapacitated.
Priority one is mass damage such as hurtling oneself off a cliff, into a pit of lava or into similar life threatening circumstances.
In second priority if the subject is armed or possesses lethal/damaging spells they will make an attack on themselves as a full round action scoring an automatic critical hit. Any spells they cast on themselves are considered to automatically fail any saves, evasion or other methods of willful avoidance of damage.
Thirdly a party may attempt suicide by third party by jumping onto the blade of an enemy into the breath weapon of a dragon or similar.
In the event none of these options is available (completely unarmed and unable the subject will injure themselves at a rate of 1 HP per round through scratching themselves, hurtling themselves into walls and fleeing the scene at half movement in search of a way to lethally dispatch themselves.
These priorities may be altered due to special circumstances such as if a character knows they are immune to fire based attacks, jumping into a fire is not an acceptable method of dispatching themselves, while drinking a vial of poison may be a more immediate method of dispatch. Even if the attempt is not entirely lethal, the most damaging method is preferred in all circumstances. Death Urge cannot effect a target that incapacitated with the stabilized or bleeding out condition, however the Warp Crawler will remain attached unless a more viable target is presented and can realistically die in a faster fashion than the current subject.
If the Warp Crawler is removed or killed the target immediately makes a will save.
DC 0 indicates the panicked condition is acquired for the encounter duration.
DC 10 indicates the frightened condition is acquired for the encounter duration.
DC 15 indicates the shaken condition is acquired for the encounter duration.
DC 20 indicates the subject is mentally resilient enough not to acquire any additional condition and may act as normal.
In the event a subject dies from the effects of the death urge the Warp Crawler disengages and seeks a new target. The face of the Warp Crawler will now resemble that of the most recent victim and will affect friends, allies and loved ones with an effected save adjustment as outlined above
Lingering Horror
Necromancy [Fear, Mind Affecting]
Level: Warp 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft +10 ft/level)
Target: One Living Creature per round; see text
Duration: 2 rounds, see text.
Saving Throw: Will save then fortitude save partial; see text
The caster calls forth a horror from the Out Realms that takes the form of a massive eye bulging forth from a mass of tentacles. The caster and others only see (initially) the vague shape of the creature as it lurches forth at the target. The creature is placed anywhere within spell range and line of sight of the caster. The horror is considered Medium sized as it only partially manifests, tearing through the fabric of reality.
The target first gets a Will save (DC 10 + spell level + caster's casting ability score modifier) to resist the hysterical fear as the horror lurches forth, yet a successful will save indicates grasping at the target as a touch attack with a +10 bonus to transfer its insanity. The touch is automatically successful if the will save is failed. If the subject is touched it must then succeed a Fortitude save DC 10 + spell level + caster's casting ability score modifier) or Die from fear. A successful fortitude saving throw results in 2d6 damage from the rending black tentacles and bites from various maws.
Failure to kill the target indicates during subsequent rounds the creature will attack the same target again if possible. If not possible the horror will randomly attack any nearby creature with a range of 15', closer targets being preferred. The horror will then attack in the same manner and may move up to five feet per round to complete an attack. This does entirely place allies of the caster and the caster at equal risk. If the caster is targeted they receive an additional +2 bonus on all saving throws in addition to all other warped one feat bonuses. After the second round the horror fades into obscurity, returning to the Out Realms. The horror cannot be harmed or defeated in any manner but the spell may be defeated by Dispell Magic, Banish, or greater effects. For purposes of resisting use the scores of the caster.
Escalation: The caster can attempt to pull the horror more fully into the realm in question, allowing it to linger for a third round. The creature is then considered Large sized and has a reach of 30 ft but still only a 5 ft movement, yet it is still only partially manifested. This must be decided at the initial calling. The creature will act as outlined above for the third round. The caster must make a DC 17 Will save or the horror is called for three rounds and placed adjacent or as close to the caster as possible, intent on attacking the caster. If the caster dies during this time, the horror fades into obscurity.
5th—
Unspoken Terrors
Necromancy [Fear, Mind-Affecting]
Level: Warp 5
Components: V,S,M
Casting Time: 1 full round
Range: Caster
Area: 30 ft radius burst, centered on the caster
Saving Throw: Will Negates
Spell Resistance: Yes
The caster summons forth an abhorrent vision from the Out Realms into their own mind and hurls it outward, inflicting the cruel waking nightmare on those around them. All creatures make a Will save to negate (DC 10 + spell level + caster's casting ability score modifier). Those that fail are given the panicked condition for one round + 1 round per 2 levels of the caster.
Escalation: The caster summons forth the vision from the deepest depths of the Out Realms. They must make a DC 19 Will save or the spell is lost and the caster is panicked for one full minute as the vision was too horrible for them to unleash properly. On a successful caster save, all who fail their save also take 1d4 points of wisdom damage.
6th—
Call Warp Anathema
Conjuration (Summoning)
Level: Warp 6
Effect: Summons one Warp Anathema
As Call Warp Worm, except that this spell summons 1 Extra-Planar creature known as a Warp Anathema.
Escalation: Instead of merely calling one Warp Anathema the caster calls forth two Warp Anathemas. To do so successfully requires a Will save DC 19 or both creatures turn on the caster.
Warp Anathema
Huge Outsider (Extra-Planar)
Hit Dice: 9d10+45 (94 hp)
Initiative: +2
Speed: 40 ft (8 squares)
Armor Class: 27 (-2 size, +2 Dex, +17 Natural), Touch 10, Flat-Footed 25
Base Attack/Grapple: +9/+25
Attack: Bite +16 melee (2d8+8) and 2 claws +14 melee (2d6+4)
Space/Reach: 15 ft/10 ft
Special Attacks: Spell-like abilities
Special Qualities: Blindsight 120 ft, reluctant servant
Saves: Fort +11, Ref +10, Will +6
Abilities: Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6
Skills: Acrobatics +18, Perception +9
Feats: Alertness, Iron Will, Lightning Reflexes, Weapon Focus (Bite), Multiweapon Fighting
Environment: Any
Organization: Solitary, Pairs or Packs
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral Evil
Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan)
Level Adjustment: n/a
This predatory, quadra-pedal, two-tailed creature is armored in a viscous black resin that is ribbed along tensions lines and seems to be perpetual wet with supernatural corruption. As it moves it leaves a shimmering trail of itself in its wake. It's claws and teeth are vicious and jagged, though it's head is eyeless and earless, yet somehow it knows instinctively when its prey is near.
Forgotten lores state these creatures find their origin as a biological weapon used as a terra-forming mechanism created by some long dead species of gene-splicers. It is assumed the intention was eradicating life so that new life may grow, though the creators found themselves unable to control the device that would be their undoing.
Combat:
A Warp Anathema eats anything, even undead, constructs, oozes and more. In spite of its bulk, the creature uses its spell-like abilities to stealthily maneuver itself and strike at its unaware prey when possible.
Reluctant Servant (Ex): If a Warp Anathema is called into service through a spell or other effect there is a 1% cummulative chance each round that it turns on the creature that summoned it.
Spell-like Abilities: 2/day-Gaseous Form, Spider Climb, Invisibility, Silence. All are cast at CL 8.
7th—
Expulse
Conjuration (Teleportation)
Level: Warp 7
Components: V,S
Casting Time: One standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One Creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
With a gesture that roughly outlines the silhouette of the intended target the caster attempts to push the target out of reality through a wormhole into the most unforgiving recesses of The Out Realms. For most creatures this means instantaneous death as they become digested by the new environment.
The target is entitled to a Will save (DC 10 + spell level + caster's casting ability score modifier) to resist being drawn through the sub-space hole. If the save is successful the creature instead takes 5d6 damage from the temporary contact from the caustic reality of the Out Realms. If the target is sucked through the target must make a fort save or die immediately without any trace do to the caustic reality of the Out Realms. A successful fort save (DC 10 + spell level + caster's casting ability score modifier) means the character is transported to the Out Realms and receives an additional 1d6 damage per caster level. In the event of death from additional damage remnants to serve as a basis for resurrection may exist within the outrealms at the GM whim as they may be consumed at random at any time by any number of things. Being expulsed to Out Realms automatically incurs 1d6 wisdom damage +1 per caster level and takes another 1 wisdom damage per hour and will be effected by madness once their widom score reaches 0 or this may occur due to any random encounter within the Out Realmsif the GM deems the target must make a will save VS madness and then fails. The exact nature of the madness can be selected by the GM or offered to be selected by the target at GM whim or rolled randomly. Accumulation of multiple insanities while wandering the Out Realms is very likely, as is death from a random encounter. In most cases the target will have to hope they have a dimensional gate spell handy.
Escalation: During an escalation the caster has managed to skillfully call forth a more sentient and malevolent part of the Out Realms that actively seeks to ensnare the target, causing the spell to be cast as if the caster were four levels higher, affecting all associated saves and spell range appropriately. This is considered a circumstance penalty and if the target is expelled the effect automatically reduces the target's Wisdom to 0 as well as being subject to ingore any onset time for the insanityimmediate insanity if they manage to survive the event. This particular insanity may only be cured by Greater restoration, heal, limited wish, miracle, or wish and may not be cast by the target of the spell. To Succeed the caster must make a DC20 Will Save or the effect strikes them instead as if the spell were not escalated.
8th—
Call Nightbane
Conjuration (Summoning)
Level: Warp 8
Effect: One Summoned Nightbane
As Call Warp Worm, except that this spell summons 1 Extra-Planar creature known as a Nightbane.
Escalation: The Caster may attempt to call an exceptionally powerful Nightbane forth from the bleakness; this creature has the psuedonatural template applied. In the case the pseudonatural template is already applied, see the bestiary text. To succeed in this attempt the caster must make a Will save DC 22 or the Nightbane will be summoned adjacent to the caster and focus all attacks on the caster.
Huge Ooze (Extraplanar)
Hit Dice 20d10 +180 (290 HP)
Initiative: -5
Speed: Fly 20 ft (4 squares) (Clumsy)
Armor Class: 3 (-2 size, -5 Dex) touch 3, Flat-footed 3
Base Attack/Grapple: +15/+31
Attack: Slam +21 melee (3d6+12 plus 3d6 acid)
Space/Reach: 15 ft/10 ft
Special Attacks: Acid, Assimilate, Engulf, Reluctant Servant
Special Qualities: Blindsight 500 ft, Ooze Traits, Daylight Vulnerability
Saves: Fort +15, Ref +1, Will +1
Abilities: Str 26, Dex 1, Con 28, Int n/a, Wis 1, Cha 1
Skills: n/a
Feats: Hover
Environment: Any
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always Neutral
Advancement: n/a
Level Adjustment: n/a
Hardly distinguishable from the night itself the sack of ooze is an aerial pulsating mass of ravenous hunger. A feint illumination reveals the squammous mass to be a collection of vibrating, sinister ooze dancing to a tonal pattern of unendurable and unutterable vision.
These creatures prefer absolute darkness in the deepest recesses of non-space where even the stars fear to tread, feeding upon those lost to the light.
Combat:
Nightbane are driven by hunger. They move always towards their food except when deterred by sunlight or their own destruction.
Acid (Ex): A nightbane secrets a digestive acid that dissolves living materials and entities powered by arcane or divine powers to include undead and constructs. The acid does not dissolve thoroughly inanimate materials such as stone, leather or dead bodies.
Assimilate (Su): An engulfed creature is partially assimilated into the nightbane's form and takes 20d6 damage. Any creature reduced to 0 or fewer HP while engulfed is entirely assimilated into the nightbane, leaving no trace as a basis of resurrection, though their equipment is unaffected.
A creature that is partially assimilated (that is, engulfed but with at least 1 HP remaining) grants the nightbane a number of temporary hit points equal to half the damage of the engulfment for 1 hour. Partially engulfed victims continue to receive acid damage each round.
A creature that is completely assimilated (the creature is reduced to 0 or fewer HP after being engulfed) gives the nightbane temporary hit points equal to the engulfment damage for 1 hour. A creature that is first partially engulfed and then deteriorated will not offer more temporary hit points than the original engulfment damage.
If a creature that is completely assimilated knows spells, has spell-like abilities or possesses psionic powers the nightbane is granted one of those abilities (game master choice) to be used only once and must be used within the next 48 hours before fading. In the event the Nightbane was summoned the caller may not select the power but may know the ability and may command it's use through the nightbane. These powers are cast/used as if manifested by the assimilated creature for the purpose of Caster Level and DC. In the event a Warp spell is assimilated the Nightbane may not consciously choose to escalate but do count as a warped one for purposes of casting warp spells.
A nightbane may store up to 20 psi/spell levels total at which point the next ability assimilated push the oldest ability assimilated off of the list. For purposes of determining order of assimilation in instances where multiple creatures with abilities are assimilated first use creature size, larger is assimilated first, and then Hit Dice in the event multiple creatures of the same size with abilities are assimilated, greater hit dice being assimilated last. In the event creatures are the same size and hit dice, choose randomly.
Engulf (Ex): Although the Nightbane can make slam attacks against opponents, it's more feared attack is the engulf ability. The Nighbane moves it's mass into the space occupied by the target that it wishes to assimilate; it can attempt to engulf large or smaller creatures as a standard action. The nightbane may not make a slam attack in the same round that it chooses to engulf. The Nighbane may attempt to engulf and assimilate as many creatures at once as it can cover with its 3 square diameter mass simply by occupying the same space. Opponents may make an attack of opportunity against the Nightbane when it does so, however, doing so forfeits the target's saving throw. Evasion may be used to counter this attack and improved evasion reduces the damage to 3d6 acid damage only on a failure. Those who do not make attacks of opportunity must make a DC 28 reflex save (strength based) or be engulfed; on a success the target is moved to an adjacent square of the target's choice. Engulfed creatures are then immediately subject to the Nightbane's assimilate ability.
Reluctant Servant: If a Nightbane is called into service through a spell or other effect there is a 1% cumulative chance each round that it turns on the creature that summoned it. If the Nightbane is given extra templates through summoning each extra template increases the percentage per round, for example: If the Nightbane is summoned by a cleric with the Warp Domain who uses their Once per day "It came from beyond" summon ability to apply the advanced template and also that the spell "Call Nightbane" was escalated, the total chances are 7% cumulative each round that the Nightbane will turn on the caster. The benefit of having applied two templates of Pseudonatural to the Nightbane is that the Pseudonatural template is applied once but the creature also starts combat with a one time use of the level 5 Warp spell "Unspoken Terrors" at CL 9 as if it had assimilated a creature with such an ability.
Daylight Vulnerability: When exposed to natural daylight a nighbane is reduced to taking only a single move action each round. If the exposure continues for five consecutive rounds total the Nightbane evaporates and is defeated. This weakness can be surmised by Planeslore DC 30.
If exposed to magical light or otherwise simulated daylight the Nightbane is reduced to taking a single move action for 1d4+1 rounds before shaking off the effect completely.
9th—
Smash Spatial Geometries
Smash Spatial Geometries
Conjuration (summoning)
Level: Warp 9
Components: V,S,M
Casting Time: 1 full round
Range: Medium (100 ft + 10 ft/level)
Area: 10 ft radius spread
Duration: Instantaneous
Saving Throw: Fortitude Partial; Will negates secondary spread, see text
Spell Resistance: Yes
The caster briefly summons forth the essence of the most inhospitable regions of the Our Realms for a single instant, causing a collision between reality and what appears to be a flash of a sticky twilight medium that is accompanied by the sound of a horrible cacophonous pulse of a discordant pipe playing the song of non-existence.
Creatures within the 20 ft diameter area where the Out Realms briefly flash into existence for but a moment are subject to the horrible medium that is instantaneously destructive to their flesh and minds.
Creatures within the affected area must immediately make a fortitude save. A failed fortitude save results in 20d6 HP damage and is followed by a will save or the target is also panicked for 1 minute. A successful fortitude save limits the damage to 5d6 HP damage and must then make a will save or be panicked for 1 round. In any result if the creature is reduced to 0 or fewer HP it is completely digested, leaving no trace behind, though their equipment is unaffected and remains when the Out Realms aspect fades away.
Escalation: The caster doubles the radius to 20 ft but must make a DC 23 Will save or the spell becomes centered on the caster, which is still a 20 ft radius, rather than centered on the intended target.
Warp is a sub domain of Maddness, Chaos, Time and Void
Please note that the domain imparts knowledge of the Warped One spells, but still requires the Warped One feat in order to cast them properly.
Granted Powers
It Came From Beyond (Ex): At 1st level, once per day when you cast a Warped One summoning spell, any one creature you summon is more powerful than normal. The creature gains the Pseudonatural Template. If you summon more than one creature with a spell, only one of the summoned creatures gains the Pseudonatural template. A summoned creature that gains the advanced creature simple template in this manner looks exceptionally and horribly deformed or hideous, usually sprouting many extra eyes, mouths, talons, spines, etc. This ability only works on Warped One Spells.
Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + ½ your Cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
"Pseudonatural" is an acquired template that can be added to any corporeal creature (referred to hereafter as the base creature).
A pseudonatural creature uses all the base creature's statistics and abilities except as noted here. Even though the creature's type changes, do not recalculate Hit Dice, base attack bonus, or skill points.
Size and Type: The creature's type changes to outsider. Size is unchanged.
Special Attacks: A pseudonacural creature retains all the special attacks of the base creature.
Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains the following special qualities.
Reluctant Servant: If a Pseudonatural creature is called into service through a spell or other effect there is a 3% cumulative chance each round that it turns on the creature that summoned it in addition to any other reluctant servant cumulative penalties.
Immunity (Ex): A pseudonatural creature is immune to fear and mind-affecting effects.
Resistance (Ex): A pseudonatural creature has resistance to acid, warp and electricity based on the base creature's Hit Dice (see the table below).
Damage Reduction (Ex): A pseudonatural creature gains damage reduction based on the base creature's Hit Dice (see the table below).
Spell Resistance (Ex): A pseudonatural creature gains spell resistance equal to 10 + the base creature's HD (maximum 25).
Hit Dice
Acid, Warp, Electricity Resistance
Damage Reduction
1-3
5
-
4-7
5
5/magic
8-11
10
5/magic
12 or more
15
10/magic
Alternate Form (Su): As a standard action, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the GM). Despite the alien appearance, its abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.
Abilities: Same as the base creature, but Intelligence is at least 3.
Environment: Any land and underground.
Challenge Rating: Up to 3 HD, as base creature; 4 HD to 11 HD, as base creature +1; 12 or more HD, as base creature +2.
Psuedonatural Creature (Epic)
“Pseudonatural Creature (Epic)” is a template that can be added to any corporeal creature (referred to hereafter as the base creature).
Size and Type: The creature’s type changes to outsider (extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
HD: A pseudonatural (Epic) creature always has maximum hit points.
Speed: A pseudonatural (Epic) creature’s speed doubles, for all movement types.
AC: Pseudonatural (Epic) creatures gain a +35 natural armor bonus. If the creature already has an armor bonus, use whichever is better.
Attack/Full Attack: A pseudonatural creature substitutes tentacle rake attacks for its melee attacks while in pseudonatural form. These tentacle attacks always use the creature’s best attack bonus. It also gains additional tentacle rake attacks (also at its best attack bonus) as noted on the table below.
Damage: Tentacle rakes from a pseudonatural creature deal damage equal to 2d8 + Str modifier.
Special Attacks: A pseudonatural (Epic) creature retains all the special attacks of the base creature and also gains the following.
Constant Insight (Su): The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.
Improved Grab (Ex): If the creature hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Rotting Constriction (Ex): Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.
Spell-Like Abilities
At will—blur, dimension door, shield, unhallow, alter self and all Warp Spells. Caster level 20th. The DCs are Charisma-based.
Hit Dice
Electricity, Warp and Acid Resistance
Damage Reduction
Extra Tentacle Rake Attacks
1-3
15
5/epic
1
4-7
20
5/epic
2
8-11
25
10/epic
3
12-15
30
10/epic
4
16-20
35
15/epic
5
21-24
40
15/epic
6
each 4 more HD
+5
15/epic
+1
Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains the following.
-Electricity, Warp and acid resistance of a varying amount related to its Hit Dice (see table). If the creature already possesses such resistance, use whichever is better.
-Damage reduction of a varying amount related to its Hit Dice (see table). If the creature already possesses damage reduction, use whichever is better.
-Spell resistance equal to the creature’s HD ×5. If the creature already possesses spell resistance, use whichever is higher.
-One extra tentacle rake attack (the creature can use another of its many tentacles to attack at no penalty while in pseudonatural form) for each 4 HD the creature has.
-A pseudonatural creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
-If the creature already has one or more of these special qualities, use the better value.
Alternate Form (Su): At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form.
Immunity (Ex): A Pseudonatural (Epic) creature is immune to Fear effects, Mind-Affecting effects, Polymorphing effects and Charm Effects.
Reluctant Servant (Ex): If a Psuedonatural (Epic) creature is called into service through a spell or other effect there is a 10% cummulative chance each round that it turns on the creature that summoned it in addition to any other reluctant servant penalties. Unlike typical pseudonatural creatures, the Pseudonatural Epic creature may remain on a plane to wreak havoc long after the destruction of the caster.
Saves: Same as the base creature.
Abilities
Increase from the base creature as follows: Str +22, Con +10, Dex +10, Wisdom +10, Intelligence at least 3.
Skills
Same as the base creature.
Feats
Same as the base creature.
Climate/Terrain
Any land and underground.
Organization
Same as the base creature.
Challenge Rating
Up to 6 HD, as base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature +10