DnDChick
Demon Queen of Templates
This is a creature based on a little-known bit of British folklore. It fit so well as a Cthulhu monster, I thought I'd make it one!
BONELESS
Large Aberration (Gaseous) (Lesser Independent Race)
Hit Dice: 5d8+15 (37 hp)
Initiative: +4 (Dex)
Speed: 30 ft.
AC: 15 (-1 size, +4 Dex, +2 deflection bonus)
Attacks: Touch +6 melee
Damage: Touch Ability Score Loss (Con)
Face/Reach: 10 ft. by 10 ft./10 ft.
Special Attacks: Engulf, ability score drain (Con)
Special Qualities: Gaseous form, vulnerable to fire and light
Saves: Fort +4, Ref +5, Will +4
Abilities: Str -, Dex 18, Con 16, Int 11, Wis 11, Cha 12
Skills: Hide +12, Intuit Direction +5, Listen +3, Spot +7, Wilderness Lore +5
CR: 7
Climate/Terrain: Any Temperate land
Organization: Solitary
Treasure: None
Alignment: Always chaotic evil
Advancement Range: 6-10HD (Large), 11-15 (Huge)
San Loss: 1/1d8
"It weren't fog. It were alive--kind of wooly like a cloud or a wet sheep--and it slid up and all over him on his bike, and was gone rolling and bowling and stretching out and in up the Perry Farm Road. It was so sudden he didn't fall off--but he says it was like a wet heavy blanket and so terrible cold and smelled stale."
--the tale of an English policeman as related by his sister to folklorist Ruth Tongue.
A boneless is a large, formless thing that closely resembles a coherent blob of gray mist about 12 feet across. Some of these creatures have floating eyes and mouths. Those with mouths are capable of speech, but they can only say a few words; the rest is gibberish.
A boneless dwells beneath the earth during the day, to rise and mingle with the mists at night. It rolls over the hills and moors in the darkness as it stalk its prey. It haunts desolate places like wastelands and swamps, but it is not against following roadways for some distances for victims.
Combat
A boneless does not hunt except on misty nights. In that environment, it has perfect camouflage. Using its misty form as natural camouflage, it seeps up from below and mingles with natural mist. When it detects prey, it rushes forward to envelop it.
Gaseous Form (Su): Can flow through small openings, damage reduction 20/+1, does not need to breathe, cannot enter water or other liquid, can be affected by winds, and requires a Spot Check (DC 15) to discern from natural mist.
Engulf (Ex): A boneless will try to engulf its prey as a move action. It cannot make a touch attack during a round in which it engulfs. The boneless merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the boneless, but if they do so they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 16) or be engulfed; on a success, they are assumed to have leapt aside as the boneless moves forward. Engulfed creatures must roll to resist its ability score drain every round they remain engulfed, and automatically loose 1 point of temporary Constitution every round even on a success. A creature engulfed by a boneless can only escape by taking two move actions and succeeding in a Reflex save (DC 16).
Ability Score Loss (Su): The touch of a boneless drains 1d4 points of temporary Constitution from its victim, unless the victim makes a successful Fortitude save (DC 13).
Vulnerable to Fire and Light (Ex): Fire will force the boneless to make a Will save or flee. The DC of the save depends on the amount of fire it encounters (a single torch would have a DC of 10, several torches 15, and a raging bonfire 20). Light causes a boneless physical injury. A flashlight (or its equivalent) deals 1d4 damage to a boneless, while car headlights deal 1d8 damage. Bright spotlights could deal as much as 1d10 or 2d6 damage to a boneless. In order to hit a boneless with a light source an investigator must make a ranged touch attack using only their base attack bonus plus their Dexterity modifier. Direct sunlight will kill a boneless instantly.
BONELESS
Large Aberration (Gaseous) (Lesser Independent Race)
Hit Dice: 5d8+15 (37 hp)
Initiative: +4 (Dex)
Speed: 30 ft.
AC: 15 (-1 size, +4 Dex, +2 deflection bonus)
Attacks: Touch +6 melee
Damage: Touch Ability Score Loss (Con)
Face/Reach: 10 ft. by 10 ft./10 ft.
Special Attacks: Engulf, ability score drain (Con)
Special Qualities: Gaseous form, vulnerable to fire and light
Saves: Fort +4, Ref +5, Will +4
Abilities: Str -, Dex 18, Con 16, Int 11, Wis 11, Cha 12
Skills: Hide +12, Intuit Direction +5, Listen +3, Spot +7, Wilderness Lore +5
CR: 7
Climate/Terrain: Any Temperate land
Organization: Solitary
Treasure: None
Alignment: Always chaotic evil
Advancement Range: 6-10HD (Large), 11-15 (Huge)
San Loss: 1/1d8
"It weren't fog. It were alive--kind of wooly like a cloud or a wet sheep--and it slid up and all over him on his bike, and was gone rolling and bowling and stretching out and in up the Perry Farm Road. It was so sudden he didn't fall off--but he says it was like a wet heavy blanket and so terrible cold and smelled stale."
--the tale of an English policeman as related by his sister to folklorist Ruth Tongue.
A boneless is a large, formless thing that closely resembles a coherent blob of gray mist about 12 feet across. Some of these creatures have floating eyes and mouths. Those with mouths are capable of speech, but they can only say a few words; the rest is gibberish.
A boneless dwells beneath the earth during the day, to rise and mingle with the mists at night. It rolls over the hills and moors in the darkness as it stalk its prey. It haunts desolate places like wastelands and swamps, but it is not against following roadways for some distances for victims.
Combat
A boneless does not hunt except on misty nights. In that environment, it has perfect camouflage. Using its misty form as natural camouflage, it seeps up from below and mingles with natural mist. When it detects prey, it rushes forward to envelop it.
Gaseous Form (Su): Can flow through small openings, damage reduction 20/+1, does not need to breathe, cannot enter water or other liquid, can be affected by winds, and requires a Spot Check (DC 15) to discern from natural mist.
Engulf (Ex): A boneless will try to engulf its prey as a move action. It cannot make a touch attack during a round in which it engulfs. The boneless merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the boneless, but if they do so they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 16) or be engulfed; on a success, they are assumed to have leapt aside as the boneless moves forward. Engulfed creatures must roll to resist its ability score drain every round they remain engulfed, and automatically loose 1 point of temporary Constitution every round even on a success. A creature engulfed by a boneless can only escape by taking two move actions and succeeding in a Reflex save (DC 16).
Ability Score Loss (Su): The touch of a boneless drains 1d4 points of temporary Constitution from its victim, unless the victim makes a successful Fortitude save (DC 13).
Vulnerable to Fire and Light (Ex): Fire will force the boneless to make a Will save or flee. The DC of the save depends on the amount of fire it encounters (a single torch would have a DC of 10, several torches 15, and a raging bonfire 20). Light causes a boneless physical injury. A flashlight (or its equivalent) deals 1d4 damage to a boneless, while car headlights deal 1d8 damage. Bright spotlights could deal as much as 1d10 or 2d6 damage to a boneless. In order to hit a boneless with a light source an investigator must make a ranged touch attack using only their base attack bonus plus their Dexterity modifier. Direct sunlight will kill a boneless instantly.