Maddened Aberrant: Difference between revisions

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m (Text replacement - " <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->" to " <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->")
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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 16
| Max-CR = 24


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Tentacle_Minion_1.png
| Image | Maddened_Aberrant_1.png
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
   }}</onlyinclude>
   }}</onlyinclude>
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Slirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Description |  It is widely accepted among most intelligent creatures, at a very general level, that the world we all live in is balanced upon the surface of a much larger, darker, and far more terrible reality called the Outer Madness. Most people have little understanding of Planes, and in the minds of most people, Demons, Devils, Aberrations, and most 'weird' monsters are part of this terrifying background reality.
| Description |  It is widely accepted among most intelligent creatures, at a very general level, that the world we all live in is balanced upon the surface of a much larger, darker, and far more terrible reality called the Outer Madness. Most people have little understanding of Planes, and in the minds of most people, Demons, Devils, Aberrations, and most 'weird' monsters are part of this terrifying background reality.


: However, there are always those who think that 'larger and more terrible' means, 'a convenient way to get power'. As a result, all over the world, in every race, creed, and culture, civilized or not, there are those with far too much greed and far too little wisdom who seek out this Deep Darkness and pledge themselves to it. The Creeping Madness is easy to access, easy to draw upon...and insanely dangerous. A fair number of those who attempt this foolish act are consumed utterly by their very first sup of that dark well, their lives, essence, souls, and flesh consumed entire.
However, there are always those who think that 'larger and more terrible' means, 'a convenient way to get power'. As a result, all over the world, in every race, creed, and culture, civilized or not, there are those with far too much greed and far too little wisdom who seek out this Deep Darkness and pledge themselves to it. The Creeping Madness is easy to access, easy to draw upon...and insanely dangerous. A fair number of those who attempt this foolish act are consumed utterly by their very first sup of that dark well, their lives, essence, souls, and flesh consumed entire.


: Many of those luckless fools do not quietly disappear, however.
Many of those luckless fools do not quietly disappear, however.


: Maddened Aberrants are those creatures, with the Spark or without, who have reached out to the Madness, and not only survived, they have grown exalted.  Aberrants are abominations, horrifically twisted, warped, and mutated, their minds filled with the ecstasy of the Great Void.  Some Maddened Aberrants are likely to be Maddened Reavers or Maddened Fanatics who have survived and grown and been granted greater gifts by the Deep Dark. Other Aberrants were created new and whole, as their exposure to True Thought tears them from humanity to Other in one horrible, ecstatic wrench.  
Maddened Aberrants are those creatures, with the Spark or without, who have reached out to the Madness, and not only survived, they have grown exalted.  Aberrants are abominations, horrifically twisted, warped, and mutated, their minds filled with the ecstasy of the Great Void.  Some Maddened Aberrants are likely to be Maddened Reavers or Maddened Fanatics who have survived and grown and been granted greater gifts by the Deep Dark. Other Aberrants were created new and whole, as their exposure to True Thought tears them from humanity to Other in one horrible, ecstatic wrench.  


:Aberrants have warped and grown awful due to their corruption, as evidenced by their vast, misshapen bulk. They are far too large to pass as any civilized race, but they can still sometimes mask their deformities with large enough obstacles, or large, shapeless clothing, to blend in at least a little with some races of Giants, or pass (poorly) as a beast of burden...in the dark...from a distance.  Maddened Aberrants are often drawn from the Civilized Races, people who should have known better, but many large 'monstrous' races are also commonly sources for Aberrants. It is possible for Ogres, Hobgoblins, and Giants, among others, to be subsumed by the Outer Madness, and thus become Maddened Aberrants.
Aberrants have warped and grown awful due to their corruption, as evidenced by their vast, misshapen bulk. They are far too large to pass as any civilized race, but they can still sometimes mask their deformities with large enough obstacles, or large, shapeless clothing, to blend in at least a little with some races of Giants, or pass (poorly) as a beast of burden...in the dark...from a distance.  Maddened Aberrants are often drawn from the Civilized Races, people who should have known better, but many large 'monstrous' races are also commonly sources for Aberrants. It is possible for Ogres, Hobgoblins, and Giants, among others, to be subsumed by the Outer Madness, and thus become Maddened Aberrants.


: Maddened Aberrants, like all of the Maddened, are united in their allegiance to the Endless Night, the Dark Sweet Depths that lie Outside. They are not terribly organized, but they act, vaguely and constantly, to tear down civilization, destroy all the structures of the world, material and social, for good and for ill. They lurk and plot, they poison, murder, and ruin, they steal and burn, everything. Maddened Aberrants are terrible juggernauts of bleak, writhing woe, and they will attack anything, civilized or monster, if they think it will lead them to the Final Truth: All things must fall to the Dark, sooner or later.
Maddened Aberrants, like all of the Maddened, are united in their allegiance to the Endless Night, the Dark Sweet Depths that lie Outside. They are not terribly organized, but they act, vaguely and constantly, to tear down civilization, destroy all the structures of the world, material and social, for good and for ill. They lurk and plot, they poison, murder, and ruin, they steal and burn, everything. Maddened Aberrants are terrible juggernauts of bleak, writhing woe, and they will attack anything, civilized or monster, if they think it will lead them to the Final Truth: All things must fall to the Dark, sooner or later.


: Maddened Aberrants are far more introspective than other Maddened, although their allegiance to the Pure Bleak Woe is absolute. Aberrants seek to always press forward the end of all, but they are not talkative, even with other Maddened, and they tend to be 'deep thinkers', although the paths their thoughts roam are unknowable to the sane. Aberrants are able to transform themselves into completely inhuman pools of deadly, wriggling palps, scutes, and tentacles, and their power is vast. Aberrants tend to allow Fanatics, Mavens, Magnates, or even Reavers to choose where their attacks will be directed, being far more interested in sowing destruction and contemplating their internal landscapes than plotting.  
Maddened Aberrants are far more introspective than other Maddened, although their allegiance to the Pure Bleak Woe is absolute. Aberrants seek to always press forward the end of all, but they are not talkative, even with other Maddened, and they tend to be 'deep thinkers', although the paths their thoughts roam are unknowable to the sane. Aberrants are able to transform themselves into completely inhuman pools of deadly, wriggling palps, scutes, and tentacles, and their power is vast. Aberrants tend to allow Fanatics, Mavens, Magnates, or even Reavers to choose where their attacks will be directed, being far more interested in sowing destruction and contemplating their internal landscapes than plotting.  


   }}</onlyinclude>
   }}</onlyinclude>
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
| Type | Humanoid
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Outsider
| Subtype | Outsider
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
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   <!-- Put any DR or ER values here -->
   <!-- Put any DR or ER values here -->


| StrongAgainst = Hardened (damage): Versus all effects that allow a Reflex Save
| StrongAgainst = Hardened (&frac12; damage): Versus all effects that allow a Reflex Save
   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (&frac12; damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit = +1
| NudgePriToHit = +1
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| Dex = 20
| Dex = 20
| Con = 26
| Con = 26
| Int = 18
| Int = 28
| Wis = 8
| Wis = 8
| Cha = 8
| Cha = 28




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| Skill3 = Knowledge (Planes)
| Skill3 = Knowledge (Planes)
| Skill4 = Knowledge (Local)
| Skill4 = Knowledge (Local)
| Skill5 =  
| Skill5 = Knowledge (Deep History)


| NudgeSkill1 =  
| NudgeSkill1 =  
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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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| Ability-1-Type = Ex
| Ability-1-Type = Ex
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Immediate action when Maddened ally killed
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Up to once per round, whenever any Maddened creature is killed by enemy actions, any Maddened Aberrant who has line of sight and line of effect to the attacker who made the killing blow may choose to make an immediate action attack of opportunity against that creature. They must have an attack of opportunity available, but Aberrants have Combat Reflexes, so that is rarely an issue. Aberrants prefer to use Tearing Chop for this attack, but will use their Orbs if they must. They must take all normal modifiers for such attacks as normal.
| Ability-1-Description = Whenever any Maddened creature is killed by enemy actions, any Maddened Aberrant who has line of sight and line of effect to the attacker who made the killing blow may choose to make an immediate action attack of opportunity against that creature. They must have an attack of opportunity available, but Aberrants have Combat Reflexes, so that is rarely an issue. Aberrants prefer to use Tearing Chop for this attack, but will use their Orbs if they must. They must take all normal modifiers for such attacks as normal.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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| Ability-2-Type = Ex
| Ability-2-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required = Full Attack Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = Whenever a Maddened Aberrant declares a Full Attack Action, so that it is not using a Move action for Movement, they...'unfold' their horrible body into a sessile form that appears like a rooted mass of tentacles. They may make their Full Attack Action against any targets they choose within their (admittedly large) melee reach, but in addition, they are Immune to forced movement until their next action, and they may [[Pull]] any enemy creatures they choose that are within eight squares of their space up to six squares, so that they are within their melee reach, or even adjacent. Like all forced moves, affected creatures may fall prone to avoid this effect. Note that Aberrants will then prioritize ranged attackers and spellcasters for attacks of opportunity if they move away or otherwise provoke attacks of opportunity.   
| Ability-2-Description = Whenever a Maddened Aberrant declares a Full Attack Action, so that it is not using a Move action for Movement, they may...'unfold' their horrible body into a sessile form that appears like a rooted mass of tentacles. They may make their Full Attack Action against any targets they choose within their (admittedly large) melee reach, but in addition, they are Immune to forced movement until their next action, and they may [[Pull]] any enemy creatures, or even other Maddened, they choose that are within eight squares of their space up to six squares, so that they are within their melee reach, or even adjacent.  
 
They will use this to both attack their enemies and move other Maddened to advantageous positions. Fights with Aberrants become surreal shuffling affairs, with the battlefield re-arranging like dreams. Note that Aberrants cannot use this ability upon any other Aberrant that has also used this ability in the same round, but they are clever enough to alternate use of this power so that they all gain additional mobility and arrange battle to their liking.
 
Like all forced moves, affected creatures may fall prone to avoid this effect. Note that Aberrants will then prioritize ranged attackers and spellcasters for attacks of opportunity if they move away or otherwise provoke attacks of opportunity.   


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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| Ability-3-Type = Su
| Ability-3-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Action-Required = Swift Action 1/Enc
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
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| Ability-4-Type =  
| Ability-4-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
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| Ability-5-Type =  
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
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| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
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| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
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| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
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| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
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   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
| Role-Only--Replace-Rez-Power--Name =
| Role-Only--Replace-Rez-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
| Role-Only--Add-Killer-Power--Name =
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Killer-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 1,060: Line 1,548:
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = Maddened Aberrants are huge masses of fleshy, bone-and tooth-studded, palps and tentacles, all dry and rubbery and horrid. They have a powerful Vaulting ability, and will typically Brachiate from the surroundings or Vault until they get at least two enemies within their huge melee reach. Once they are within melee range, they will use their Puddle of Guts and Look Within The Void abilities to 'sweep up' all their enemies as close to them as possible, and then start making full attacks while taking five-foot steps backwards, forcing their enemies to hopefully follow and thus be less effective in battle, or possibly flee and allow attacks of opportunity. Once enemies have opened the distance, they will do it all again. As they take casualties, they will use their Fanatical Vengeance often, to deadly effect.
| CombatTactics = Maddened Aberrants are huge masses of fleshy, bone-and tooth-studded, palps and tentacles, all dry and rubbery and horrid. They have a powerful Vaulting ability, and will typically Brachiate from the surroundings or Vault until they get at least two enemies within their huge melee reach. Once they are within melee range, they will use their Puddle of Guts and Look Within The Void abilities to 'sweep up' all their enemies as close to them as possible, while at the same time moving some or all of their allies into flanking positions, or, out of melee. One or two of them will then do this again, and again, 'resetting' the melee combat to their advantage every round.
 
Puddle of Guts is useful enough that you will frequently see an Aberrant or two in the company of groups of Maddened far more mighty (Magnates and Mavens and Travesties, oh my...), just for the battlefield utility these mad philosophers bring to combats.
 
Aside from re-arranging the battle, Aberrants will make full attacks (without Puddle of Guts) while taking five-foot steps backwards, forcing their enemies to hopefully follow and thus be less effective in battle, or possibly flee and allow attacks of opportunity. Once enemies have opened the distance, they will do it all again. As they take casualties, they will use their Fanatical Vengeance often, to deadly effect.


: Simple, but devastating.  
Simple, but devastating.  


: Once battle has begun, Aberrants will kill every non-maddened thing they can find, unless they are destroyed first.
Once battle has begun, Aberrants will kill every non-maddened thing they can find, unless they are destroyed first.






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Maddened Aberrants are the first of the Maddened who have completely given up their humanoid forms, but the shattered wreckage of their minds are still...sort of...humanoid.  As a result, out of combat Aberrants seek to maintain some vestige of humanoid behavior, living in buildings and ruins, forming their unquiet mass into a vaguely humanoid configuration, even 'wearing' clothes and keeping some of their eyes and mouths in a 'head' sort of formation.   
| OutOfCombat = Maddened Aberrants are the first of the Maddened who have completely given up their humanoid forms, but the shattered wreckage of their minds are still...sort of...humanoid.  As a result, out of combat Aberrants seek to maintain some vestige of humanoid behavior, living in buildings and ruins, forming their unquiet mass into a vaguely humanoid configuration, even 'wearing' clothes and keeping some of their eyes and mouths in a 'head' sort of formation.   


: Aberrants are not good planners, but they are exceptional thinkers of the darkest and maddest sort. It is common to see Fanatics and even Mavens or Magnates consulting an Abberant for their views and ideas for how best to promulgate the Final Ending. If such consultations are heeded and carried out effectively, the world has enormous problems. It is common to see Aberrants acting in roles ranging from berserk muscle to wise council, sometimes even at the same time. The safest course is to destroy Aberrants as soon as they are discovered.
Aberrants are not good planners, but they are exceptional thinkers of the darkest and maddest sort. It is common to see Fanatics and even Mavens or Magnates consulting an Abberant for their views and ideas for how best to promulgate the Final Ending. If such consultations are heeded and carried out effectively, the world has enormous problems. It is common to see Aberrants acting in roles ranging from berserk muscle to wise council, sometimes even at the same time. The safest course is to destroy Aberrants as soon as they are discovered.





Latest revision as of 19:12, 10 September 2022

Maddened Aberrant (CR 19)

True Chaotic - Large - Humanoid (Outsider, Aberration)
Lore: Know (Local)
38 53
Basic DC Full DC
Initiative
Initiative Icon 2.png
31
Perception:
43 +33
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
45
Man Def
Shield Icon 3.png
43
Monster Health
883 441 36
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +21
Refl: +16
Will: +16

Strong Against:

  • Hardened (½ damage): Versus all effects that allow a Reflex Save

Weak Against:

Offense

Size: Large
10 ft. 15 ft.
Space Reach
To-Hit
+29
Sword Icon 3.png
Man Off
+33
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Tearing Chop +29 (5d8+24/19-20 x2)
    as gnashing (physical, uncommon)

Full Attack (Melee):

  • 3x Tearing Chop +29 (4d8+22/19-20 x2)
    as gnashing (physical, uncommon)

Standard Attack (Ranged):

  • 1x Chaos Orbs +28 (4d8+22/19-20 x2)
    as interstice (physical, rare)
    (Increment: 100 ft.; Max Range: 500 ft.)

Full Attack (Ranged):

  • 3x Chaos Orbs +28 (4d8+22/19-20 x2)
    as interstice (physical, rare)
    (Increment: 100 ft.; Max Range: 500 ft.)

Siege Damage: Not siege capable

Statistics

28
STR
20
DEX
26
CON
28
INT
8
WIS
28
CHA

Skills:

Languages: Common, Gurahn'lloig (Low Aberrant)

Feats:

  • Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)

Special Abilities

Fanatical Vengeance (Ex) Immediate action when Maddened ally killed

Whenever any Maddened creature is killed by enemy actions, any Maddened Aberrant who has line of sight and line of effect to the attacker who made the killing blow may choose to make an immediate action attack of opportunity against that creature. They must have an attack of opportunity available, but Aberrants have Combat Reflexes, so that is rarely an issue. Aberrants prefer to use Tearing Chop for this attack, but will use their Orbs if they must. They must take all normal modifiers for such attacks as normal.

Puddle of Guts (Ex) Full Attack Action

Whenever a Maddened Aberrant declares a Full Attack Action, so that it is not using a Move action for Movement, they may...'unfold' their horrible body into a sessile form that appears like a rooted mass of tentacles. They may make their Full Attack Action against any targets they choose within their (admittedly large) melee reach, but in addition, they are Immune to forced movement until their next action, and they may Pull any enemy creatures, or even other Maddened, they choose that are within eight squares of their space up to six squares, so that they are within their melee reach, or even adjacent.

They will use this to both attack their enemies and move other Maddened to advantageous positions. Fights with Aberrants become surreal shuffling affairs, with the battlefield re-arranging like dreams. Note that Aberrants cannot use this ability upon any other Aberrant that has also used this ability in the same round, but they are clever enough to alternate use of this power so that they all gain additional mobility and arrange battle to their liking.

Like all forced moves, affected creatures may fall prone to avoid this effect. Note that Aberrants will then prioritize ranged attackers and spellcasters for attacks of opportunity if they move away or otherwise provoke attacks of opportunity.

Look Within The Void (Su) Swift Action 1/Enc

Once per encounter, as a swift action, if a Maddened Aberrant can trace Line of Sight to an enemy creature that has targeted them or inflicted damage upon them from beyond their melee reach in the current combat, they will look back, fixing several of their maddened eyeballs upon the target. They then warp space to draw the victim through the Deep Dark and dump them next to them. Affected creatures are allowed to make a Will Save against a DC of 29. If they fail this saving throw, they are immediately teleported to an open space adjacent to the Aberrant. This space does not have to be a 'safe' space, and frequently won't be if the Aberrant can arrange it. If the saving throw is successful, the creature is not teleported, but is instead Hexed by their exposure to the Outer Madness.

Maddened Aberrant

Maddened Aberrant

It is widely accepted among most intelligent creatures, at a very general level, that the world we all live in is balanced upon the surface of a much larger, darker, and far more terrible reality called the Outer Madness. Most people have little understanding of Planes, and in the minds of most people, Demons, Devils, Aberrations, and most 'weird' monsters are part of this terrifying background reality.

However, there are always those who think that 'larger and more terrible' means, 'a convenient way to get power'. As a result, all over the world, in every race, creed, and culture, civilized or not, there are those with far too much greed and far too little wisdom who seek out this Deep Darkness and pledge themselves to it. The Creeping Madness is easy to access, easy to draw upon...and insanely dangerous. A fair number of those who attempt this foolish act are consumed utterly by their very first sup of that dark well, their lives, essence, souls, and flesh consumed entire.

Many of those luckless fools do not quietly disappear, however.

Maddened Aberrants are those creatures, with the Spark or without, who have reached out to the Madness, and not only survived, they have grown exalted. Aberrants are abominations, horrifically twisted, warped, and mutated, their minds filled with the ecstasy of the Great Void. Some Maddened Aberrants are likely to be Maddened Reavers or Maddened Fanatics who have survived and grown and been granted greater gifts by the Deep Dark. Other Aberrants were created new and whole, as their exposure to True Thought tears them from humanity to Other in one horrible, ecstatic wrench.

Aberrants have warped and grown awful due to their corruption, as evidenced by their vast, misshapen bulk. They are far too large to pass as any civilized race, but they can still sometimes mask their deformities with large enough obstacles, or large, shapeless clothing, to blend in at least a little with some races of Giants, or pass (poorly) as a beast of burden...in the dark...from a distance. Maddened Aberrants are often drawn from the Civilized Races, people who should have known better, but many large 'monstrous' races are also commonly sources for Aberrants. It is possible for Ogres, Hobgoblins, and Giants, among others, to be subsumed by the Outer Madness, and thus become Maddened Aberrants.

Maddened Aberrants, like all of the Maddened, are united in their allegiance to the Endless Night, the Dark Sweet Depths that lie Outside. They are not terribly organized, but they act, vaguely and constantly, to tear down civilization, destroy all the structures of the world, material and social, for good and for ill. They lurk and plot, they poison, murder, and ruin, they steal and burn, everything. Maddened Aberrants are terrible juggernauts of bleak, writhing woe, and they will attack anything, civilized or monster, if they think it will lead them to the Final Truth: All things must fall to the Dark, sooner or later.

Maddened Aberrants are far more introspective than other Maddened, although their allegiance to the Pure Bleak Woe is absolute. Aberrants seek to always press forward the end of all, but they are not talkative, even with other Maddened, and they tend to be 'deep thinkers', although the paths their thoughts roam are unknowable to the sane. Aberrants are able to transform themselves into completely inhuman pools of deadly, wriggling palps, scutes, and tentacles, and their power is vast. Aberrants tend to allow Fanatics, Mavens, Magnates, or even Reavers to choose where their attacks will be directed, being far more interested in sowing destruction and contemplating their internal landscapes than plotting.

Combat Tactics

Maddened Aberrants are huge masses of fleshy, bone-and tooth-studded, palps and tentacles, all dry and rubbery and horrid. They have a powerful Vaulting ability, and will typically Brachiate from the surroundings or Vault until they get at least two enemies within their huge melee reach. Once they are within melee range, they will use their Puddle of Guts and Look Within The Void abilities to 'sweep up' all their enemies as close to them as possible, while at the same time moving some or all of their allies into flanking positions, or, out of melee. One or two of them will then do this again, and again, 'resetting' the melee combat to their advantage every round.

Puddle of Guts is useful enough that you will frequently see an Aberrant or two in the company of groups of Maddened far more mighty (Magnates and Mavens and Travesties, oh my...), just for the battlefield utility these mad philosophers bring to combats.

Aside from re-arranging the battle, Aberrants will make full attacks (without Puddle of Guts) while taking five-foot steps backwards, forcing their enemies to hopefully follow and thus be less effective in battle, or possibly flee and allow attacks of opportunity. Once enemies have opened the distance, they will do it all again. As they take casualties, they will use their Fanatical Vengeance often, to deadly effect.

Simple, but devastating.

Once battle has begun, Aberrants will kill every non-maddened thing they can find, unless they are destroyed first.

Out of Combat

Maddened Aberrants are the first of the Maddened who have completely given up their humanoid forms, but the shattered wreckage of their minds are still...sort of...humanoid. As a result, out of combat Aberrants seek to maintain some vestige of humanoid behavior, living in buildings and ruins, forming their unquiet mass into a vaguely humanoid configuration, even 'wearing' clothes and keeping some of their eyes and mouths in a 'head' sort of formation.

Aberrants are not good planners, but they are exceptional thinkers of the darkest and maddest sort. It is common to see Fanatics and even Mavens or Magnates consulting an Abberant for their views and ideas for how best to promulgate the Final Ending. If such consultations are heeded and carried out effectively, the world has enormous problems. It is common to see Aberrants acting in roles ranging from berserk muscle to wise council, sometimes even at the same time. The safest course is to destroy Aberrants as soon as they are discovered.

Rewards

XP: 204,800

Treasure: Sellable Goods worth 89,889 gp.

Weight: 190 lbs.     Volume: 7.6 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)