That lights me up. So many gameable possibilities! I smell a series coming on!
The Enclave Devil
Enclave Devil Forms
- Scuttling, emaciated thing
- Bulbous glutton
- Cobweb thing, composed of diaphanous webs
- Eyes and teeth whirling in the air
- Red-skinned humanoid. Blank, eggshell face
- Humanoid with exoskeleton like an insect
- Shadow person
- A muscular man with the head of a star-nosed mole
- A floating array of glittering sigils
Enclave Devil: Init +4; Atk extraplanar claws +0 melee (1d6, ignores non-magical armor); AC 13; HD 1d8; MV 30’; Act 1d20; SP may scratch through any barrier, 1’x1’x1’ per hour; SV Fort +0, Ref +3, Will +1; AL based on home plane.
The Planar RamAn enclave devil is comparatively weak, and on its home plane it lacks the ability to cross to another. Aggressive dimensions make use of a carrier organisms to insert enclave devils and other creatures into other planes. Planar rams usually break through in areas of intense magical energy, such as dungeons or wizard towers. They have also been known to break through deep underground, allowing enclave devils to cut extraplanar catacombs undisturbed for years before the inevitable breach. The results are rarely positive for the plane they have invaded.
- Enormous, almost immobile, square humanoid, body dominated by wooden door
- Streamlined, aquatic shape, enormous maw opens portal
- Skeletal figure with an exposed ribcage opens to the beyond
- A thin ring of stretched skin and bone
- Floating multidimensional shape bends space around it to create a portal
- A mystical circle slowly rotates on a flat surface, it’s mandala-like designs spin when it open a portal within itself
- Bulbuous, faintly pulsing organ attached to nearly surfaces with ropey sinew. A large valve acts as a portal
- Tall, thin humanoid made of cracked earth. Hollow. Inverts pieces of its anatomy to reveal a portal within
- An animate bronze statue, many-limbed. It carries on its back a portal ring
- A floating tear in space, causing the air around it to howl
Planar Ram: Init +0; Atk limbs+0 melee (1d6), portal explosion +2 ranged (1d8); AC 15; HD 3d8; MV 20’; Act 1d20; SP Planar radiation (characters within 5’ take 1 damage per round due to the otherworldly energies it radiates); SV Fort +2, Ref -1, Will +2; AL based on home plane.
WitchfliesA witchfly is a fist-sized insect that looks like a cross between a wasp and a stick insect. Found in temperate swamps, they go through a relatively normal life cycle that undergoes major changes when intelligent humanoids are closeby. A female will seek out a sleeping humanoid and deposit 1d6 eggs under the scalp. Each egg release a substance which forms a growth on the skull called a witchgall. The hair falls out from around the spot, then a hollow, round knob of bone grows. The space fills with elastic brain tissue, making it the perfect home for the creatures. The witchfly eggs feed on the neural impulses and cerebrospinal fluid, growing faster and larger in the presence of magic. Once an egg is large enough the larval witchflies will burrow free, either breaking out of the skull and flittering away, an agonizing process at best, or eat its way deeper into the brain.
A wizard inflicted with witchgalls can tap into the increased brain mass to better cast their spells. They add +1 to their spell rolls and saving throws to resist the effects of spells cast against them while inflicted with a witchgall. However, the galls also leave them more open to the warping effects of magic, add +1 to corruption rolls. These effects are cumulative for each witchgall inflicted upon the character, to a maximum of +5. To determine if a witchgall breaks open secretly roll a d10 for each when a PC casts a spell. On a 1 the egg has hatched. The PC must make a DC17 Fort save. If they succeed they take 1d6 damage as the insect burrows out of the skull. If they fail they take 1d10 damage and permanently lose 1d3 Intelligence as the insect chews its way deeper into the brain.
Effects of having a witchfly wrapped around your medulla
6: You have a compulsion to seek out and consume worms and vermin.
7: You no longer blink. You no longer need to blink.
8: You now sleep, 1: 4 hours a day, 2: 12 hour a day.
9: You gain 2d6 inches in height over the next two weeks as your pituitary goes into overdrive.
10: Whatever god the witchflies belong whispers to you in the dark hours. Making demands. It has plans, so many plans.