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Incasos, Geltutoog

Gargantuan Outsider (Evil, Extraplanar)
Hit Dice:24d8+288 (396 hp)
Initiative:+3 (+3 Dex)
Speed:30 ft., fly 60 ft (average)
AC:40 (-4 size, +3 Dex, +31 natural), touch 9, flat-footed 37
Base Attack/Grapple:  +24/+41
Attack:Claw +35 melee (2d8+15/19-20/x3 plus armor penetration); or bite +33 melee (2d8+7); or tail slam (2d8+7)
Full Attack:2 claws +35 melee (2d8+15/19-20/x3 plus armor penetration) and bite +33 melee (2d8+7) and 2 tails slam (2d8+7)
Space/Reach:20 ft./20 ft.
Special Attacks:Spell-like abilities, armor penetration, improved grab, constrict, swallow whole, trample, psionic howl, summon Incasos
Special Qualities:DR 15/good and silver, SR 31, aura of corruption, vorpal immunity, Incasos traits
Saves:Fort 24, Ref 17, Will 17
Abilities:Str 40, Dex 16, Con 30, Int 16, Wis 17, Cha 24
Skills:Bluff +34, Climb +42, Concentration +37, Diplomacy +34, Intimidate +34, Jump +42, Knowledge (planes) +30, Listen +30, Spellcraft +30, Sense Motive +30, Spot +30
Feats:Cleave, Combat Reflexes, Great Cleave, Improved Critical (claws), Large and in Charge, Multiattack, Quicken Spell-like Ability (summon incasos), Power Attack, Stunning Fist (Will DC 24 negates)
Environment:Eldin or the Gray Waste of Hades
Organization:Solitary; or accompanied (1d4 Bashlikar, 4d4 Taturak, and 3d10 Infaeludor servitors)
Challenge Rating:  20
Treasure:Standard coins, double goods, double items
Alignment:Always Neutral Evil
Advancement:25-48 HD (Gargantuan);
49-72 HD (Colossal)
Level Adjustment:-

The Geltutoog is the most violent and beast-like of all the Incasos; standing forty feet tall, or greater, the Geltutoog is also the largest. All Incasos, save the True servants of The Voice, tremble at the call of the Geltutoog.
    With the size and strength to crush castle walls, the Geltutoog appears as a monstrous humanoid with tree-trunk thick arms and even thicker legs. Scythe-like blades curve out and downward from the flesh of the Geltutoog and an aura of polluted flame blazes from the beasts blackened flesh on all sides. Tremendous, double-layered wings rise up from beneath its broad and spiked shoulders - the movement of which can create great winds of evil stirring through the air. The vile, poisonous smoke of scorched air about the creature is filled with smoky red tendrils of malice, greenish worms of deceit, and the gray wisps of polluted self-righteousness. The wind that shrieks through its many bladed carapace to be consumed by it's flames sounds like the screams of the innocent and the tormented wails of the corrupted. Needless to say, the Geltutoog is neither a subtle creature nor difficult to locate among those it leads, dominates, and destroys.
    Each fist of the Geltutoog is an eight fingered nightmare and each of it's fingers end in an armor rending claw of blackened, scimitar shaped bone. Either of the Geltutoog's enormous legs end in a concentric ring of similarly clawed digits. These "feet" are more than suitable for crushing smaller creatures underfoot. From behind the creature trail lengthy, twin tails of muscle and steel which the beast uses to slice and crush opponents unfortunate enough to be within their reach.
    The head of the Geltutoog is terrible to behold. A great hole of a mouth covers most of its face, surrounded by a nest of flexible horns that expand and contract with the creatures foul breath. From behind this nest of horns, around the upper half of the beasts mouth, are half a dozen silted holes that burn with hot brimstone fervor and serve as the creatures eyes. Scythe-like blades wickedly curve over the crown of the creatures head as a deadly mane of demon-steel. This metal mane is sometimes used to gore opponents with in a powerful forward charge.
    The Geltutoog is often found at the center or front of a mass of Incasos. These creatures rarely occupy outposts of Blight but rather at larger colonies. They are typically accompanied by two or more Bashlikar, and a Julahdon advisor. Geltutoog are able to command and even seize control of lesser Incasos' actions with their thoughts. This allows them to skillfully control their minions during warfare or to cause them to perform various evil acts of torture for the Geltutoog's amusement. The Geltutoog is not above needlessly sacrificing other Incasos in meaningless slaughter against each other to satisfy their taste for violence.
    Like other Incasos, the Geltutoog is sexless. It is capable of telepathically communicating with anything within sight that possesses a language.

When engaging in combat a Geltutoog will activate its aura of corruption, cast unholy aura, and then quickened summon Incasos before using its psionic howl and charging into combat. Once in melee it seeks to trample its enemies, using its claw and bite to destroy fighters and using its tails to grapple spell casters.
    Spell-like Abilities: Always active - detect good, detect magic, see invisibility; At will - animate dead, blasphemy, desecrate, dispel magic, fireball, hold person, greater invisibility, magic circle against good, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wall of fire; 1/day - meteor swarm (any), power word: stun, symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level). Once per year a Geltutoog can use wish as the spell cast by a 20th-level sorcerer.
    Armor Penetration (Ex): Geltutoog are capable of penetrating most armors with the blades that grow from their hands. When striking an armored opponent with its claw attack these blades reduce the effective armor bonus worn by the creature they strike by 1. Armor reduced to an effective armor bonus of 0 is destroyed. Magical armor struck receives a Fortitude save (DC 37) with a save bonus equal to its hardness plus its magical enhancement modifier. For example: A suit of ghost touch mithral chain mail +6 has a hardness of 15, therefore its Fortitude save bonus is +24 (+3 ghost touch, +6 enchantment, +15 hardness) and the armor will successfully save against this effect on a d20 roll of 13 or better.
    Improved Grab: A Geltutoog that hits with a tail slam against an opponent of size Large or smaller deals normal damage and attempts to start a grapple (grapple +46) as a free action without provoking an attack of opportunity (see Grapple, pg. 155-157 PHB). If it gets a hold, it automatically constricts. Thereafter, the Geltutoog has the option to conduct the grapple normally, or simply use a single tail to hold the opponent (-20 penalty on grapple check, but the Geltutoog is not considered grappled). In either care, each successful grapple check it makes during successive rounds automatically deal tail and constrict damage.
    Constrict (Ex): With a successful grapple check, a Geltutoog can crush a grabbed opponent, dealing 2d10+25 points of bludgeoning damage in addition to its tail slam damage.
    Swallow Whole (Ex): A Geltutoog that begins its turn with a creature held in its tail can attempt a new grapple check (grapple +46) to pin the opponent. If it succeeds, it transfers the opponent to its mouth where the victim takes bite damage and is swallowed whole.
    Creatures swallowed are considered grappled, but the Geltutoog is not. Once inside the Geltutoog, the opponent takes 2d10+15 points of bludgeoning damage and 2d4 points of fire damage per round from the Geltutoog's infernal stomach. A successful grapple check allows the swallowed creature to climb out and return to the Geltutoog's maw, where another successful grapple check is needed to get free. Alternatively a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 30 points of damage to the Geltutoog's digestive tract (AC 25) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A Geltutoog's stomach can hold 1 Large, 4 Medium-size, 16 small, or 64 Tiny or smaller opponents.
    Trample (Ex): As a full-round action during its turn each round, the Geltutoog can trample opponents of size Huge or smaller. The Geltutoog merely has to move over the opponents. The trample deals 2d10+22 points of bludgeoning damage. Trampled opponents may attempt an attack of opportunity with a -4 penalty on their attack roll. An opponent that chooses not to make an attack or opportunity may instead attempt a Reflex save (DC 37) for half damage.
    Psionic Howl (Su): As a standard action, a Geltutoog can cause a mind-rending howl to issue from its throat. All creatures with an Intelligence score in a 100 foot radius spread are affected. Incasos within the area of effect gain the benefits of a bane spell. All other creatures must make Will save (DC 29) or are affected as follows. Creatures with fewer than 5 Hit Dice are slain without save, creatures of 5 to 10 hit dice are incapacitated for 1 minute and suffer 2d6 points of Intelligence damage on a failed save, 10 or more Hit Dice are stunned for 2d4 rounds and suffer 1d6 points of Intelligence damage on a failed save. Creatures that succeed a save are not stunned or incapacitated and the Intelligence damage is halved.
    Aura of Corruption (Su): At will, a Geltutoog can eminate an aura of corruption which affects all creatures within a 30 foot radius. Creatures subjected to the aura must make a Fortitude save (DC 29) or their bodies begin to decay. Each round that a decaying creature remains within the aura of corruption it suffers one point of ability damage to each of its physical scores (Strength, Dexterity, and Constitution). A Geltutoog gains fast healing 5 while it is dealing ability damage. Creatures that succeed a saving throw against the aura cannot be affected again by that Geltutoog's aura for one day. Turning on or off the aura of corruption is a free action.
    Summon Incasos (Sp): Once per day a Geltutoog can automatically summon 3d10 Mealafist, 2d4 Infaeludor, 1d6 Taturak, 1d6 Mandragorae, 2 Bashlikar, or 2 Julahdon (Geltutoog's choice).
    Vorpal Immunity (Ex): The skin of a Geltutoog is a finely knit mesh of scale that has the special property of rendering them immune to vorpal effects.
    Incasos Traits: Immune to poison, fire, cold, and petrification. Acid and electricity resistance 10. Receives saving throws to avoid magic meant to imprison, hold, entrap, or banish, even when a saving throw is not normally allowed. Incasos have the ability to see normally in darkness, even that created by a deeper darkness, spell.
    Skills: Geltutoog gain a +4 racial bonus to sense motive checks and a +10 racial bonus to intimidate checks.

The Geltutoog are the battle commanders of the Incasos. With their psionic howl they confidently enter into battle and slay all they encounter without reserve. The Geltutoog and the Maeldrad often enter violent plots of cunning against each other. The Geltutoog use their powers of domination to take control of the Maeldrad's servants and the two greater powers then use their minions to wreck havoc upon each other. This is not enough to damage or threaten the Incasos ability to fulfill their place in the cosmos, but it does serve to weed out the weaker Incasos, hone the abilities of the greater Incasos, and to entertain the ever selfish and bloodthirsty natures of both the Geltutoog and the Maeldrad.
    Geltutoog rest in palaces built from the bones and flesh of vanquished foes and corrupted mortals. The greater the size of their dwelling the greater their prestige and influence in Incasos society. These buildings usually rest not too far from a large and well established great lake of Blight, where the Geltutoog can find enough lesser Incasos to feast upon or satisfy it's other demonic whims. Geltutoog's typically restrain their feeding to the least of Incasos so as not to reduce the colonies warrior force. It should be noted that the Geltutoog has no need for eating or other forms of nourishment - they merely do so for their own enjoyment and satisfaction.
    Geltutoog are ultimately responsible for how an army of Incasos does in battle. They coordinate battle by telepathic command, and if necessary they dominate those that they lead to force them to do their bidding. The ability of the Geltutoog to increase the power of those about them and to dominate those Incasos who might flee the battle make it a formidable power on the battlefield. It is worthy of noting that the Geltutoog is capable of orchestrating the actions of numerous dominated creatures even while engaged in melee of it's own.
    Geltutoog are fairly rare upon the upper layers of the lower planes, but can be found through-out the lower planes wherever the larger lakes of Blight exist. Solitary Geltutoog are rare as they are almost always accompanied by a large retinue of lesser Incasos. More often than not, a traveling Geltutoog is only traveling a short distance to the nearest battle and will be accompanied by a horde of Incasos. Walking is a such menial task when a creature as superior as the Geltutoog can teleport at whim to anyplace it pleases.
    Geltutoog constantly hunger for the corruption of Prime dwelling creatures for the more creatures that they lead to damnation with the evil pacts they can forge the more powerful they become among their peers and in the lower planes.
    One should note that the Geltutoog are given nearly complete freedom in their passions. Only very rarely will a True Incasos intervene in the decision of a Geltutoog or interfere in their pleasures. However, while physically more powerful than any of the True Servants of The Voice, the Geltutoog remains ssubservientto the messengers who bring commands directly from the self same heart of all that is evil.

Geltutoog are formed from exceptional Bashlikar. A Bashlikar which has performed the tests set before it will enter within the essence of The Voice for 100 years of unimaginable torture. After this time the creature re-emerges as a Geltutoog. This new creature is born from a lake of Blight and immediately begins wrecking horror among the Incasos to celebrate it's rebirth. Once it's ravenous hunger for destruction has waned the creature takes the husks of those it has slain and sets about creating it's palace of flesh and bone. In many ways, the Geltutoog are the hunger for evil that drives the Incasos to wage their battle against the other denizens of the lower planes.