Warped OneThis insane, twisted, humanoid-shaped tangle of limbs and
gnashing teeth thrashes and howls, all too eager to wreak havoc.
Warped One CR 8Source The Worldwound pg. 62 XP 4,800 CE Medium outsider (chaotic, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +10
Aura warp field (30 ft.)
DefenseAC 21, touch 14, flat-footed 17 (+4 Dex, +7 natural)
hp 105 (10d10+50)
Fort +12, Ref +9, Will +9
Defensive Abilities amorphous, insane; Immune mind-affecting
effects, petrification, polymorph effects; Resist electricity 10; SR 19
OffenseSpeed 30 ft.
Melee 4 claws +16 (1d4+6/19–20)
Special Attacks fleshwarping
Spell-Like Abilities (CL 8th; concentration +10) Constant—blur
At will—dimension door (self plus 50 lbs. of objects only)
1/day—unstable summoning
StatisticsStr 22, Dex 19, Con 20, Int 12, Wis 5, Cha 15
Base Atk +10; CMB +16; CMD 30 (34 vs. trip)
Feats Combat Reflexes, Improved Critical (claws), Improved
Initiative, Lightning Reflexes, Skill Focus (Stealth) Skills Acrobatics +17, Climb +19, Knowledge (planes) +14,
Perception +10, Stealth +23, Swim +19, Use Magic Device +15
Languages Abyssal
EcologyEnvironment any (Abyss)
Organization solitary, pair, or mob (3–14)
Treasure standard
Special AbilitiesFleshwarping (Su) A warped one’s body constantly shifts
and changes as raw Abyssal energies course through it,
reshaping and rebuilding it in minor but hideous ways. Once
a warped one enters combat, these growing energies begin
to alter its statistics in small ways. At the start of a warped
one’s turn, roll on the following table to see what additional
effect its fleshwarping has on it for that round—all of the
following mutations have a duration of 1 round unless
otherwise noted.
d8 | Result |
1 | Infusion of Chaos: The warped one’s body ripples
and shifts rapidly as it grows and absorbs fingers,
tendrils, sightless eyes, toothless mouths, tumors,
and other mostly useless organs out of its body. The
warped one gains DR 10/lawful. |
2 | Enhanced Musculature: The warped one grows much
more muscular. It gains a +2 enhancement bonus
on melee attack rolls, melee weapon damage, CMB
checks, Strength-based checks, and to its CMD. |
3 | Lean and Swift: The warped one grows lean and
agile, with longer legs and additional joints in its
limbs. It gains a +2 dodge bonus to its AC, a +2
enhancement bonus on Reflex saves, and its speed
increases by 10 feet. |
4 | Prismatic Scales: Multicolored scales grow from the
warped one’s flesh. It gains resistance to acid 10, cold
10, and fire 10. |
5 | Razor-Sharp Talons: The warped one’s claws grow
additional, sharper talons. Its claw attacks gain bleed
1d6. |
6 | Multiple Eyes: The warped one grows additional eyes
and other sensory organs. It gains a +8 bonus on
Perception checks and gains all-around vision. |
7 | Accelerated Metabolism: The warped one sheds its
claws and teeth and immediately grows new ones, its
wounds heal, and its colors grow brighter. It gains a +2
enhancement bonus on Fortitude saves and immediately
heals 3d8+10 points of damage (if it’s currently
unwounded, it gains these hit points as temporary hit
points that last for 1 hour or until depleted). |
8 | Armor Plating: The warped one grows a thick hide
and dark scaly plates granting it DR 5/, and its natural
armor bonus increases by +4. |
Insanity (Ex) A warped one’s mind is completely unhinged, a
raw chaos of madness. It uses its Charisma modifier on Will
saves instead of its Wisdom modifier, and it is immune to
mind-affecting effects. Any attempt to contact a warped one
telepathically (including using spells like detect thoughts)
produces a backlash effect, dealing 1d4 points of Charisma
damage to the one attempting the contact. A DC 17 Will save
negates this effect. The save DC is Charisma-based.
Unstable Summoning (Sp) A warped one can rend the
boundaries between worlds to summon creatures to aid it in
combat, but it has little control over what sorts of monsters
or demons respond to its summonings. When a warped one
uses its unstable summoning, there’s a 50% chance that a
creature (or a group of creatures) arrives to aid the warped
one. Creatures summoned in this way are immune to that
particular warped one’s warp field. To determine the nature
of the summoned aid, roll on the table below. This is a 5th-level
spell effect.
d8 | Result |
1 | 1d4+1 mephits (determine type randomly) |
2 | 1d4+1 Medium elementals (determine type randomly) |
3 | 1d3 salamanders |
4 | 1d3 Large elementals (determine type randomly) |
5 | 1d3 babaus |
6 | 1 shadow demon |
7 | 1 succubus |
8 | 1 warped one |
Warp Field (Su) A warped one exudes a field of mental and
physical entropic energy to a radius of 30 feet that twists
and warps the minds and bodies of all other living creatures.
Creatures who begin their turn inside of a warp field must
succeed at a DC 17 Will save. Failure indicates that the
creature is confused for 1 round and suffers one mutation
from the table below. These mutations emerge swiftly and
painfully, causing the victim to become sickened for 1 round
and to gain one random mutation from the following table
for 1 round. Once a creature succeeds at its saving throw
against a warp field, it is immune to further effects from
that specific warped one’s warp field for 24 hours. This is a
polymorph effect. The save DCs are Charisma-based.
d8 | Result |
1 | Club Foot: One of your feet becomes badly deformed.
Reduce your speed by 10 feet. |
2 | Cataracts: Your eyes film over with cataracts. You
are blinded. |
3 | Demonic Horns: You grow several bony horns from
your skull. You must succeed at a DC 17 Reflex save or
any headband or hat you wear becomes broken. |
4 | Boneless Mass: You fall prone and your movement
rate is reduced to 0 feet. You must succeed at a DC 17
Fortitude save to avoid being stunned for 1 round. |
5 | Twisted Hands: Your hands twist and deform. You
drop all held objects and worn rings and cannot use
your hands to make attacks or cast spells for 1 round. |
6 | Twisted Visage: Your face deforms into a hideous
mockery. You cannot speak or cast spells with
verbal components. |
7 | Malnourished: You become skeletally thin. All worn
items (save boots, head, and headband items) drop
from your body, and you must succeed at a DC 17
Fortitude save to avoid being entangled in your gear.
When you return to your normal shape 1 round later,
dropped items remain on the ground in your square. |
8 | Obesity: You become monstrously obese. Your land
speed is reduced to 5 feet. In addition, if you fail a
DC 17 Reflex save, any items you have equipped in
the armor, belt, body, chest, neck, shoulders, or wrist
slots become broken. |
DescriptionDemons form from the interaction of sinful human souls
upon the fecundity of the Abyss itself, but this is not the
only way the demonic plane creates life. In certain parts
of this blasphemous realm, non-sinful souls or even
living humanoids can be overwhelmed and transformed
into demon-like creatures. So powerful are the energies
corrupting and warping these humanoids that chaotic
force continues to leak from their creations and
continuously affect the creatures’ flesh—forever twisting
and mutating them in endless agony. These poor victims
have been transformed into warped ones.
No two warped ones look exactly alike, although they
all share certain common features. They always appear
as two to four demonic humanoids awkwardly fused
together into a single human-sized monstrosity. While
they can have several limbs, they always have four that sport
particularly sharp talons. Once a warped one enters combat,
the excitement of imminent bloodshed (both that of its
victims and of itself ) causes the entropic energies within
it to change and mutate. A fight against a warped one is
a harrowing experience, for not only do the warped one’s
physical traits change continuously, these mutations affect
and cripple those nearby in devastating ways.
As using a warped one in combat adds lots of additional
dice rolls to encounters, you may want to “synchronize” their
fleshwarping and warp-field abilities when using multiple
warped ones in battles, so each round they all exhibit the
same trait and their warp fields all have the same effect.
A warped one is 7 feet tall and weighs 350 pounds.
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