Varpcephalus (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 4-11-15
Status: Complete
Editing: Clarity edits only please
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Varpcephalus (Bandage Head)
Size/Type: Medium Aberration (Extraplanar)
Hit Dice: 9d8+54 (94 hp)
Initiative: +9
Speed: 0 ft; see text
Armor Class: 21 (+5 dex, +6 natural), touch 15, flat-footed 16
Base Attack/Grapple: +6/+6
Attack: Slam +6 melee (1d6, 20/x2)
Full Attack: Slam +6 melee (1d6, 20/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: SLAs, Whispers of Madness
Special Qualities: Blind, Blindsight 120 ft, DR 10/magic, False Essence, Freedom of Movement, Gaze of Unreality, Observation Uncertainty, SR 17, Unreal, Wrapped Head
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 10, Dex 20, Con 20, Int 25, Wis 15, Cha 21
Skills: Concentration +17, Hide +17, Intimidate +17, Knowledge (any two) +19, Move Silently +17, Sense Motive +14, Sleight of Hand +17, Spellcraft +19
Feats: Ur-SoulB, Combat Expertise, Improved Initiative, Ability Focus (gaze of unreality), Improved ToughnessCW
Environment: Any, Far Realm
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always Any Evil
Advancement: By character class
Level Adjustment: --


Down the hall was a man in a slate gray business suit and black tie against a white undershirt, perfectly clean in comparison to what was on the man's head. His face was wrapped completely in bandages which have seen some use, and wrapped in such number as to completely obscure any trace of his original facial structure. Pity it couldn't mute the heavy forced breathing it makes...

A dangerous entity from beyond time and space, the varpcephalus (also known as "bandage head") is not a beast of tentacles and aquatic shapes, but is simply a man whose head is wrapped up entirely in dirty bandages to the point of forming a misshapen globe of cloth. From this self-blinding headpiece it breathes, often loudly, as the world around him changes into something... wrong.

The varpcephalus warps reality about it merely by existing. It is also quantum locked in place by observation. While never completely immobile, it cannot (or perhaps chooses not) to move from its square while observed. Of course, those who observe it are subject to its gaze, and those subject to its gaze suffer for it.

None knows what the varpcephalus desires, and none know where they come from. What is certain is that they seem to prey on humanity and, if it is successful in driving a being to an insane coma, it will spirit them away at the nearest opportunity.

And often, shortly after, another varpcephalus will enter the world.

The varpcephalus stands generally about 6 ft tall and weights 200 lbs. They do not speak, but understand Aklo and Undercommon. They communicate only through body gestures and raspy breathing.

Combat[edit]

A varpcephalus often appears in a place it can be viewed by not always flanked (at least not easily). Then, it merely needs to wait, whispering at those far away and having its own unreality effects take care of those nearby. In case of danger, it cloaks itself with obscuring mist before slipping away to strike another time.

Strangely, if exposed to an antimagic field, the varpcephalus blinks out as if it were an incorporeal creature like a ghost.

False Essence (Ex): Whatever the varpcephalus is made of, it seems to alter the property of matter that comes in contact with it. Manufactured weapons which strike the varpcephalus must make a Fortitude save DC 19, or become partly unreal, dealing only 50% normal damage, save negates. If a partly unreal weapon saves another save, it becomes only 20% real and deals 20% normal damage. On a third failed save, the weapon becomes entirely unreal and vanishes. Natural weapons are excluded from this effect. Reality returns to an afflicted weapon after 1 hour.

Freedom of Movement (Su): A varpcephalus is always under the effect of freedom of movement.

Gaze of Unreality (Su): All those which can see a varpcephalus are subject to its gaze attack. Creatures must make a DC 21 Will save or take 1d3 points of Wisdom damage, and be confused for 1 round, save negates. Like any gaze attack, this can be evaded by averting your eyes or blinding yourself. It can turn this effect on and off as a non-action, or even exclude creatures from it. Those reduced to 0 Wis and fall into a coma awaken insane when they recover their ability damage.

Animals and vermin will never attack a varpcephalus with its gaze active, and must be pushed to do so. The save is Charisma based.

Observation Uncertainty (Ex): If the varpcephalus is observed by a creature with Intelligence 3 or higher, it has a move speed of 0 ft. However, if not observed its move speed becomes infinite, and it can travel to any point in the universe it can reach with its own movement abilities. Its path cannot take it within line of sight of another sentient creature (that is, Intelligence 3 or higher), though it inherently knows what paths are observed and which aren't ahead of time.

Spell-Like Abilities (Sp): At will-detect thoughts (DC 17), magic missile, true strike; 3/day-alien limb (DC 17), suggestion (does not need to speak command/non-language dependent); 1/day-bolts of bedevilment (DC 20), fear (DC 18), ray of enfeeblement; 1/hour-obscuring mist. The saving throws are Charisma based.

Unreal (Su): The varpcephalus is almost not there, its laws of physics are different. The varpcephalus has a constant 20% miss chance against all effects, even magic and ghost touch weapons, and true seeing does not bypass it. However true strike still functions.

Whispers of Madness (Su): Quiet yet somehow deafening whispers can be heard emanating from the varpcephalus. As a standard action it can target a creature within 60 ft, and force them to take 6d10 damage with a Will save for half. If they are also afflicted by its gaze of unreality at that round, its body becomes unreal for 1 round. There is a 50% chance that any effect the afflicted member uses, or others use on the afflicted member, do not work, with exception of the varpcephalus' own attacks. Fortunately this ability does not stack like false essence. This is a sonic effect.

If using dark insight, failing a save grants 1 point of dark insight the first time you experience this ever.

Wrapped Head (Ex): The varpcephalus keeps its head wrapped up, and it appears to be for good reason. If the head wraps are ever removed (regardless if it is still living or not), something erupts forth that forces all creatures who can see it to make a DC 19 Fortitude save or die. A successful save indicates you were not able to comprehend what you saw. Creatures immune to death instead must save against unconsciousness, even if you would otherwise be immune to going unconscious for 1 minute (such as most constructs or undead), with memory loss of the last 5 minutes upon your awakening. After unwrapping the varpcephalus, it disintegrates into a fine gray powder.

If using dark insight, seeing the wrap removed always grants 1 dark insight, regardless on the result of the saving throw, and no matter how many times you experience this.


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Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv
AlignmentAlways Any Evil +
AuthorEiji-kun +
Challenge Rating8 +
EnvironmentAny, Far Realm +
Identifier3.5e Monster +
Level Adjustment-- +
RatingUndiscussed +
SizeMedium +
SubtypeExtraplanar +
TitleVarpcephalus +
TypeAberration +