Statblock Sunday (Uralicans Uncut): Veinar

veinar

Bright orange, red, and green gems and chunks of ore shine in the twilight, but as you draw closer an overwhelming stench worse than death reaches your nose and tentacles unfurl, lashing out in every direction.

Veinar      CR 5
XP 1,600
CN Medium aberration (extraplanar)
Init +2; Senses darkvision 60 ft., mindsense; Perception +7
Aura stench (DC 17, 5 rounds)

DEFENSE
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural armor)
hp 38 (4d8+20)
Fort +6, Ref +3, Will +6
Defensive Abilities mind screen; Immune disease, mind-affecting effects, poison, diseases; PR 10
Weakness confused (10 hp)

OFFENSE
Speed fly 20 ft. (poor)
Melee 3 tentacles +5/+0/+0 (1d6+2 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks gene fusion, implanting touch, strangle
Psi-Like Abilities (ML 4th; concentration +6)
At will—mind thrust (DC 14, 4d10)

TACTICS
Before Combat When outside of combat, veinar curl into shapes that resemble gems or chunks of ore until disturbed by a nearby mind.
During Combat Veinar are constantly confused, but when they are able to act, manifest mind thrust at targets beyond their reach. After an opponent proves resistant to its mental attack or rendered defenseless, the veinar uses its tentacles.
Morale When a veinar goes below 10 hp it snaps out of its confusion and moves toward the nearest veinar to gene fuse with it; if there are no other veinar it fights to the death instead.

STATISTICS
Str 14, Dex 15, Con 20, Int 8, Wis 14, Cha 11
Base Atk +3; CMB +5 (+11 grapple); CMD 17 (19 vs. grapple; cannot be tripped)
Feats Combat Reflexes, Improved Grapple
Skills Acrobatics +9, Fly +5, Perception +9, Survival +9
Languages telepathy 100 ft.

ECOLOGY
Environment Veinar are only found in dimensions that the mad god has entered. Veinar are part of the mad god and are only found within it or alongside god spores; when separated from the mad god, they remain curled up and motionless.
Organization clutch (3-5) or horde (12-30)
Treasure none

SPECIAL ABILITIES
Gene Fusion (Ex) As a standard action, a veinar can merge with another veinar, granting that veinar +2 power resistance for 4 rounds and giving it 10 temporary hit points. If a veinar fuses with 4 other veinar, it evolves into a high veinar.
Implanting Touch (Su) Whenever a creature come into contact with the veinar’s body they must make a DC 30 Will save or have hallucinations about the veinar for 1d4 weeks. For every -5 a creature fails this save by, the duration of these hallucinations increases by +1 week (on a natural 1, they last for an entire year).
Shared Confusion (Ps) Targets that fail a Will save against a veinar’s mind thrust psi-like ability by -5 or more are confused for 1d4 rounds.

 

Deep hues of orange red and green shimmers from the tentacles of this large beast as it reaches out to embrace another helpless, sane creature.

High Veinar      CR 10
XP 9,600
CN Large aberration (extraplanar)
Init +4; Senses darkvision 60 ft., mindsense; Perception +11
Aura stench (DC 18, 10 rounds)

DEFENSE
AC 26, touch 16, flat-footed 19 (+4 Dex, +3 dodge, +10 natural armor, -1 size)
hp 92 (8d8+56)
Fort +9, Ref +6, Will +9
Defensive Abilities mind screen; DR 3/—; Immune diseases, mind-affecting effects, poison; PR 13
Weakness confused (50% chance each round)

OFFENSE
Speed fly 50 ft. (good)
Melee 4 tentacles +11/+8/+8/+8 (2d6+6 plus grab)
Space 10 ft.; Reach 15 ft.
Special Attacks gene fusion, implanting touch, strangle
Psi-Like Abilities (ML 8th; concentration +11)
At will—id insinuation, mind thrust (DC 17, 8d10), time hop

TACTICS
During Combat A high veinar has a 50% chance of being confused each round, but otherwise acts like a veinar. When facing difficult opponents, it uses time hop to remove some from the battlefield before manifesting id insinuation to disable others while its allies move in. When a foe seems unable to defend themselves, a high veinar moves in to grapple with its tentacles.
Morale At 15 hp or less the high veinar seeks out a veinar to gene fuse with it; if there are none nearby, it fights to the death instead.

STATISTICS
Str 22, Dex 19, Con 24, Int 11, Wis 17, Cha 15
Base Atk +6; CMB +13 (+19 grapple); CMD 27 (33 vs. grapple; cannot be tripped)
Feats Combat Reflexes, Dodge, Improved Grapple, Rapid Metabolism, Sidestep Charge
Skills Acrobatics +11, Fly +13, Perception +11, Stealth +7, Survival +9, Use Magic Device +6
Languages telepathy 100 ft.

SPECIAL ABILITIES
Gene Fusion (Ex) As a standard action, a veinar can merge with another veinar, granting that veinar +2 power resistance for 4 rounds and giving it 10 temporary hit points. If a veinar fuses with 4 other veinar, it evolves into a high veinar.
Implanting Touch (Su) Whenever a creature come into contact with the veinar’s body they must make a DC 38 Will save or have hallucinations about the veinar for 1d4 weeks. For every -5 a creature fails this save by, the duration of these hallucinations increases by +1 week (on a natural 1, they last for an entire year).
Shared Confusion (Ps) Targets that fail a Will save against a high veinar’s mind thrust psi-like ability by -3 or more are confused for 1d6 rounds.

 

[Submitted by Tim Snow, using abilities (see below) designed for the encephalon gorger from Frog God Games’ Tome of Horrors Complete!]

 

Mindsense (Su)
As a move action, an encephalon gorger can gauge the relative intelligence level of any creature within 60 feet as follows: unintelligent, animal (Int 1–2), low (3–8), average (8–12), high (13–16), genius (17–20), or supra-genius (21+).

Mind Screen (Ex)
The mind of an encephalon gorger is an alien and dangerous place. Should a creature attempt to scan the mind or read the thoughts of an encephalon gorger (with detect thoughts, telepathy, or the like), it must make a successful DC 20 Will save or be driven permanently insane (as by an insanity spell, CL 15th); if the save succeeds, the creature is instead confused (as the spell) for 1d4 rounds. The save DC is Intelligence-based.

 

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