Showing posts with label Chaotic. Show all posts
Showing posts with label Chaotic. Show all posts

Monday, January 3, 2011

General Rules: Monsters - Demon, Ilkean Annihilator

Demon, Ilkean Annihilator (adapted from the Book of Eldritch Might III; originally D'Stradi Annihilator)
Large Outsider (Chaotic, Evil)

Hit Dice: 13d8+65 (123 hit points)
Initiative: +1
Speed: 30 feet
Armor Class: 24 (-1 size, +1 Dexterity, +14 natural); touch 17, flat-footed 20
BAB/Grapple: +10/+13
Attack: Claw +18 melee (2d6+6 plus poison, piercing and slashing, 20 x2)
Full Attack: 2 claws +18 melee (2d6+6 plus poison, piercing and slashing, 20 x2) and bite +16 melee (2d8+3 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Energy-draining spew, poison, spell-like abilities, summon demon
Special Qualities: Demon traits, DR 20/+2, outsider traits, spell resistance 26
Saves: Fortitude +13, Reflex +9, Will +12
Abilities: Str 22, Int 10, Wis 14, Dex 13, Con 20, Cha 15
Skills: Climb +19, Concentration +18, Intimidate +15, Knowledge: the Planes +13, Listen +15, Search +13, Spot +15, Survival +15
Feats: Cleave, Iron Will, Multiattack, Power Attack
Environment: Any land and underground
Organization: Solitary or pack (4 - 7)
Challenge Rating: 13
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 14 - 18 Hit Dice (Large); 19 - 23 Hit Dice (Huge)

Stout, sturdy engines of destruction, Ilkean annihilators resemble huge reptiles with red, scaly, skin. Their enormous maws bristle with daggerlike teeth, and their long, muscular arms sport vicious claws. On the snout of their long, snakelike heads grows a swollen, yellow-orange nodule, and their backs are ridged. These demons stand about 9 feet tall.

Ilkean annihilators were created for one purpose only: To kill mortal foes. Full of rage and hatred, these demons serve their purpose well.

They speak Infernal, Kansattish, and Sûlic.

Combat
Ilkean annihilators charge into combat lusting for battle. Still, they are not stupid; they use their powers wisely. With their energy-draining spew they try to control where their enemies can and cannot go. They use their teleport power to reposition themselves tactically. Both their claws and their bite contain venom sacs full of poison that hardens muscle tissue.

Energy-Draining Spew (Su): This demon can project a stream of reddish oil from a nodule on its head. It can make a ranged touch attack with the oil against a foe up to 30 feet away as a standard action. if successful, the oil that strikes the foe bestows two negative levels. Should the attack fail, the oil forms a slick puddle in a 5-foot-square area where the target stands. Anyone entering the area over the next 6 rounds automatically gains 2 negative levels (the original target, if he moves out of the area on his next available action, suffers no ill effects). Ridding a character f these negative levels requires a DC 21 Fortitude save.

Poison (Ex): Claw and bite, DC 21 Fortitude save; initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.

Spell-Like Abilities (Sp): At will - darkness, cause fear, desecrate, dispel magic, see invisibility, telekinesis, teleport without error (self plus 50 pounds of gear only); once per day - chaos hammer. Caster level 13th; Save DC 12 + spell level.

Summon Demon (Sp): Once per day, an Ilkean annihilator can attempt to summon one Ilkean annihilator with a 40% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Ilkean annihilators are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: An Ilkean annihilator has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Demon, Ilkean Dancer

Demon, Ilkean Dancer (adapted from the Book of Eldritch Might III; originally D'Stradi Dancer)
Medium Outsider (Chaotic, Evil)

Hit Dice: 10d8+10 (55 hit points)
Initiative: +7
Speed: 40 feet
Armor Class: 27 (+7 Dexterity, +10 natural); touch 17, flat-footed 20
BAB/Grapple: +10/+13
Attack: +1/+1 quarterstaff +14 melee (1d6+5, bludgeoning, 20 x2) or claw +13 melee (1d6+3, piercing and slashing, 20 x2)
Full Attack: +1/+1 quarterstaff +13/+8/+13 melee (1d6+4/1d6+2, bludgeoning, 20 x2) or 2 claws +13 melee (1d6+3, piecing and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Magical dance, pounce, spell-like abilities, summon demon
Special Qualities: Demon traits, DR 10/+1, outsider traits, spell resistance 20
Saves: Fortitude +8, Reflex +14, Will +10
Abilities: Str 16, Int 13, Wis 17, Dex 24, Con 13, Cha 14
Skills: Balance +17, Concentration +11, Hide +17, Listen +13, Move Silently +17, Search +11, Spot +13, Tumble +17
Feats: Combat Expertise, Two-Weapon Fighting, Weapon Focus (Quarterstaff)
Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 11 - 15 Hit Dice (Medium); 16 - 20 Hit Dice (Large)

In many ways, an Ilkean dancer looks like an Ilkean abductor standing up straight. Gangly and tall, this demon has electric-blue skin and a long, narrow head. Ilkean dancers appear lithe and graceful, yet still convey an aura of menace and hate. They often carry quarterstaffs to use as they dance for balance and support as well as combat.

As their name might imply, Ilkean dancers are trained in acrobatic and dexterous combat techniques. They also know certain magical effects achieved through dance, thus using dance to enhance both their combat might and their magic. These bloodthirsty, battle-loving demons favor style and form over results. They consider it more important to attack foes with grace and panache than to actually defeat them.

They speak Infernal, Kansattish, and Sûlic.

Combat
Ilkean dancers leap into battle with fervor and aplomb. They attempt to use a magic dance before entering melee. They do not hesitate to tumble out of combat if things go against them. In a group, the dancers prefer to gang up on a single victim rather than fight fair.

Magic Dance (Sp): An Ilkean dancer knows 1d4 of the magical dances listed below, which it can perform to enhance itself or produce effects. The dances are graceful but horrid to behold, with lots of wild, chaotic leaps, gestures, and stances.
  • Battle Dance: A single Ilkean dancer who takes 1 round to complete this dance gains a +1 bonus to attack and damage rolls for the next 10 rounds.

  • Dance of Ruin: To use this dance, five or more demons join hands in a circle, dancing wildly and chanting. if they dance for 3 rounds, a wave of crackling energy flashes outward in a 100-foot radius. All nondemon creatures within the radius suffer 2d20 points of damage (DC 17 reflex save for half damage). Forcing the demons to break the circle stops the dance.

  • Dance of Speed: Two Ilkean dancers together can perform this dance in 3 rounds. For the 10 rounds after they finish, both demons are hasted.

  • Shielding Dance: A single Ilkean dancer who completes this dance after 2 rounds gains a +2 deflection bonus to armor Class for 10 minutes.

  • Warding Dance: A single Ilkean dancer can complete this elaborate dance in 5 rounds, after which, fir the next hour, any nondemon must make a DC 17 Will saving throw to enter a 1,000-foot square designated by the demon. Those failing cannot enter the area until the ward fades.

Pounce (Ex): If an Ilkean dancer leaps toward a foe during the first round of melee combat, it can make a full attack, even if it has already taken a move action.

Spell-Like Abilities (Sp): At will - darkness, cause fear, dispel magic, see invisibility, telekinesis, teleport without error (self plue 50 pounds of gear only); once per day - death knell, desecrate, invisibility, major image, polymorph. Caster level 11th; Save DC 12 + spell level.

Summon Demon (Sp): Once per day, an Ilkean dancer can attempt to summon one Ilkean dancer with a 30% chance of success or an Ilkean abductor with a 40% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Ilkean dancers are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: An Ilkean dancer has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Sin Eater

Sin Eater (from the Demon Hunter's Handbook)
Medium Outsider (Chaotic, Demon, Evil, Extrapalanar)

Hit Dice: 4d8+12 (32 hit points)
Initiative: +2
Speed: 30 feet
Armor Class: 15 (+1 Dexterity, +4 natural); touch 11, flat-footed 14
BAB/Grapple: +4/+6
Attack: Claw +6 melee (1d6+2, piercing and slashing, 20 x2)
Full Attack: 2 claws +6 melee (1d6+2, piercing and slashing, 20 x2) and bite +4 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Soul poison
Special Qualities: Sin eating, spell-like abilities, spirit dependency, evolution, damage reduction 10/cold iron or good, darkvision 60 feet, immunity to electricity and poison, acid, cold, and fire resistance 10, spell resistance 16, telepathy 100 feet
Saves: Fortitude +7, Reflex +6, Will +6
Abilities: Str 14, Int 14, Wis 15, Dex 14, Con 16, Cha 19
Skills: Bluff +19, Concentration +10, Diplomacy +11, Disguise +11, Hide +17, Intimidate +11, Knowledge: Religion +9, Knowledge: the Planes +9, Move Silently +17, Sense Motive +17
Feats: Ability Focus (Soul Poison), Multiattack
Environment: Any rural or urban
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5 - 8 Hit Dice (Medium)

The creature looks like an impossibly dessicated human, its muscles and sinews starkly visible beneath its cracked paper-thin skin. Its oversized hands end in gleaming, jagged claws, and its gaping mouth is a ruin of black, snaggled teeth.

The sin eater is a tempter of mortals, using its subtle mental powers to impregnante its victims with dark thoughts. Those who succumb to its corrupt strength have their morality eaten away, and their souls are etched with the litany of the seven deadly sins.

The sin eater is subtle, and unlike the succubus, it does not use its body and honeyed words to lure mortals to sin. Instead, it uses its soul poison ability to twist their monds; those affected hear the sin eater's whispers in their mind, urging them to give in to temptation, to succumb to murderous rage, and to indulge all their appretites, no matter what they may be.

The sin eater's favored prey is the young and the insane, for neither group has the force of will to resist its poison. While it takes great joy in corrupting the will of highly spiritual victims, like clerics and priests of all sorts, it well understands the risks associated with combating more powerful opponents.

The sin eater sits at the heart of a vast spider web of corruption, cultivating its victims and egging them on to ever greater heights of degradation and excess. As it devours sustenance from its victims, it grows every stronger, until its appetite is sated and it can gorge itself no more. At that point, it enters its cancer womb, and submerges itself into the ethereal, evolving, and ultimately bursting forth as a corrupt king.

Combat
A sin eater is not as fond of combat as other demons are. At least, it is not as fond of entering combat itself, as to do so is to risk personal destruction and the end of the black feast. The sin eater far prefers to tempt others into doing its fighting for it, and is as likely to receuit children for this cause as it is to inflame the passions of a mighty warrior. When given an opportunity to use an innocent to defend it in combat, the cunning sin eater will always select the most appropriate guardian from its stock of victims; this does not always not always mean sending a powerful warrior or spellcaster into the fray, as an attack from a knife-wielding toddler can do much to shock and disrupt the plans of even the most hardened demon hunter.

If forced to fight, the sin eater will attack with absolute savagery, attempting to kill one or more of its opponents before fleeing, using a combination of claw attacks and its corrupting soul poison. Should it successfully flee, it will go into hiding for a few months, waiting to see if its soul poison successfully affected any of its attackers.

A sin eater's natural weapons, and any weapons it wields, are considered to be both evil-aligned and chaos-aligned for the purpose of overcoming damage reduction.

Soul Poison (Su): Once per round as a free action, the sin eater can attempt to impregnante a victim with its soul poison. In order to use this ability, the sin eater must be within 30 feet of its target. The targeted being must succeed at a DC 16 Will save or succumb to the poison. Should the victim succeed at his save, he is rendered immune to the effects of soul poison for one full day. Should the victim fail his save, then from that point on the sin eater can see through his eyes at will, and can use its whispered urgings to force him to perform some action, as though by the suggestion spell cast by a 7th level sorcerer. These actions are always sinful and spiritually harmful in nature, as the sin eater feeds on the performance of evil acts. The sin eater might suggest that a victim rob a cart merchant or beat his children when they misbehave. The victim can resist each suggestion with a successful DC 16 Will save, but each time they succumb to the sin eater's whispered suggestions, the DC of the saving throw increases by +1 to a maximum DC of 20. The sin eater can attempt to use its suggestion ability on each of its victims once each day, but each victim can only be forced to commit a sinful act once a week; this means that oince a victim has been successfully affected by a suggestion, it cannot be subject to another for the remainder of the week.

A victim who resists a sin eater's suggestion is not freed from the effects of soul poison, but the DC to resuist the next suggestion is lowered by one. Racj time he successfully resists, the DC is lowered another one point; should the victim successfully lower the DC to 0, he is freed from the effects of soul poison and cannot be affected by it again. Should he fail any of his saves, then the DC to resist the suggestion returns to the base of 16 again.

A sin eater can affect up to twice its Hit Dice in victims at any one time, regardless of their level. Soul poison is a permanent, mind-affecting, compulsion supernatural ability which affects only humanoids. If and when a sin eater is destroyed or banished to its own plane, the victims are instantly released from the effects of soul poison.

The save DCs are Charisma-based.

Sin Eating (Su): A sin eater does not just force victims to sin for its own amusement, though it does enjoy corrupting the innocent immensely. Instead, the sin eater actually feeds on the corruption it causes, stripping off chunks of its hapless victim's souls and sucking them down like wriggling eels.

Each time a victim succumbs to the sin eater's soul poison suggestion, the sin eater gains a point of soul energy. For every five points of soul energy the sin eater drains from a victim, that victim permanently loses 1 point of Constitution; when the victim reaches 0 Constitution, he dies and his soul is permanently destroyed, meaning he cannot be returned to life by any means.

Spirit Dependency (Ex): The sin eater has only a tenouous grasp on the mortal plane. Each day it must expend one point of soul energy to maintain its grip on the mortal world. If it fails to do this, then it is instantly banished to its own plane for a period of no less than ten years. The one benefit the sin eater gains from its spriti dependence is its ability to resist holy energies; a sin eater can expend 5 points of soul energy to gain a +1 profane bonus to all saving throws against divine spells, to a maximum bonus of +5. This bonus to saving throws lasts for a number of rounds equal to 10 + the sin eater's Charisma modifier (typically 14 rounds), then begins to fade at a rate of 1 point per round. A sin eater can expend any number of points of soul energy each day, up to the limits of its stored soul energy.

Evolution (Ex): A sin eater which accumulates a total of 666 points of soul energy is instantly drawn back to the lower planes and subsumed into a cocoon made of pure, evil evergy. If not tracked down and destroyed within a year and a day, it evolves and is reborn as a corrupt king. Finding a sin eater which is undergoing evolution is very difficult, its cocoon grants it absolute immunity to all spells of the divination school.

Spell-Like Abilities (Sp): At will - darkness, dispel magic, invisibility; once per day - greater invisibility, Tasha's hideous laughter (DC 16). Caster level 5th; the save DCs are Charisma-based.

Skills: Sin eaters have a +8 racial bonus to Bluff, Hide, Move Silently, and Sense Motive checks.

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General Rules: Monsters - Demon, Ilkean Abductor

Demon, Ilkean Abductor (adapted from the Book of Eldritch Might III; originally D'Stradi Abductor)
Medium Outsider (Chaotic, Evil)

Hit Dice: 7d8+14 (45 hit points)
Initiative: +7
Speed: 40 feet
Armor Class: 23 (+3 Dexterity, +9 natural); touch 13, flat-footed 19
BAB/Grapple: +7/+11
Attack: Bloodblade +12 melee (1d10+7, slashing, 19-20 x2) or claw +11 melee (1d6+4, piercing and slashing, 20 x2)
Full Attack: Bloodblade +12/+7 melee (1d10+7, slashing, 19-20 x2) and bite +6 melee (1d6+2, bludgeoning, piercing, and slashing, 20 x2) or 2 claws +11 melee (1d6+4, piecing and slashing, 20 x2) and bite +6 melee (1d6+2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Improved grab, sneak attack, spell-like abilities, summon demon
Special Qualities: Demon traits, DR 10/+1, outsider traits, spell resistance 17
Saves: Fortitude +7, Reflex +8, Will +6
Abilities: Str 18, Int 11, Wis 13, Dex 17, Con 14, Cha 13
Skills: Climb +14, Escape Artist +10, Hide +11, Jump +14, Listen +8, Move Silently +10, Spot +8
Feats: Combat Reflexes, Exotic Weapon Proficiency (Bastard Sword), Improved Initiative
Environment: Any land and underground
Organization: Solitary or gang (3 - 6)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 8 - 14 Hit Dice (Large); 15 - 21 Hit Dice (Huge)

Gangly creatures that appear at first glance to be all arms and legs, these gaunt demons walk in a crouch, their narrow serpentine faces always nervously looking about. Their scaly flesh runs from a deep green to black. Ilkean abductors are bloodthirsty, conniving, disgusting creatures filled with loathing and hatred. They work alone or in small groups as thieves and kidnappers, often attempting to remove important individuals from the battlefield or to abduct leaders right out of their own homes. Consummate cowards, they teleport away if seriously threatened or intimidated.

They speak Infernal, Kansattish, and Sûlic.

Combat
In combat, the primary tactic of the Ilkean abductor is to teleport in, grab a victim, and teleport away with a captive - usually to a prearranged sealed holding area, where the creature leaves the foe, teleporting again to grab more abductees. if intending to engage in actual combat, they use magical bastard swords called bloodblades, although they still attempt to use their teleporting ability to get into position to make sneak attacks.

Bloodblade: Ilkean abductors use these blades, powered by their own unique blood. This blood tie ensures that they do not function for any other creature other than as +1 bastard swords. In addition to being +1 bastard swords, these weapons are wounding swords that cause a foe to bleed 2 points per round. All Ilkean abductors are proficient with this weapon.

Sneak Attack (Ex): All Ilkean abductors can make sneak attacks like rogues, inflicting an additional +2d6 points of damage.

Spell-Like Abilities (Sp): At will - darkness, cause fear, telekinesis, teleport without error (creatures teleported need not be willing, but they do get a Fortitude save to resist). Caster level 9th; Save DC 11 + spell level.

Summon Demon (Sp): Once per day, an Ilkean abductor can attempt to summon one Ilkean abductor with a 30% chance of success or an Ilkean dancer with a 10% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Ilkean abductors are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: An Ilkean abductor has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Wuggle

Wuggle (adapted from Monsters of Færûn; originally Bullywug)
Humanoid (Aquatic) [Chaotic]

Hit Dice: 1d8+3 (7 hit points)
Initiative: +0
Speed: 20 feet, swim 30 feet
Armor Class: 15 (+2 leather, +3 natural)
BAB/Grapple: +1/+1
Attack: Halfspear +1 melee (1d6, piercing, 20 x3) or halfspear +1 ranged (1d6, piercing, 20 x3, 20 feet x5)
Full Attack: Halfspear +1 melee (1d6, piercing, 20 x3) or halfspear +1 ranged (1d6, piercing, 20 x3, 20 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Summoning (clerics only)
Special Qualities: Marsh move
Saves: Fortitude +5, Reflex +0, Will -2
Abilities: Str 10, Int 7, Wis 7, Dex 10, Con 16, Cha 7
Skills: Hide +0, Listen -2, Spot -2
Feats: Endurance
Environment: Temperate and warm aquatic and marsh
Organization: Solitary, pad (4), float (8), or pond (16 - 48)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

Being descended from creatures of primal chaos, life as a wuggle is nasty, brutish, and wet. Wuggles kill for sport, systematically destroy their own hunting grounds, and make a religious fetish out of summoning monsters who may or may not stay within their control.

Wuggles are frog-headed amphibious humanoids with green, gray, or mottled yellow skin that bear more than a passing resemblance to a slaad. They have long, flicking tongues that can barely fit themselves around a stunted form of one of the languages of the Three Worlds. They stand 4 to 7 feet tall, weigh 100 to 300 pounds, and fight with spears and other sharp weapons they can poke out of the water. Wuggles make it a point of pride to wear at least leather armor, even though swimming in armor is not easy.

Most wuggles encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

Combat
Wuggles prefer to fight in or near water. Whenever possible, they use summoned monsters as the first wave of attack. In any given fight, there is a 50% chance that the wuggles will fight to the death no matter how stupid that seems, and a 50% chance they will flee for their lives when some of their number have fallen, even if they could otherwise win the fight.

Marsh Move (Ex): Wuggles suffer no movement penalties for moving in marshes or mud.

Summoning (Sp): Wuggle clerics are notorious for their powerful but unpredictable summoning abilities. When a wuggle cleric uses a summon monster spell, there is a 50% chance that one or more monsters than the spell would ordinarily summon will appear. In such cases, there is a 25% chance that the summoned monsters will not be under the wuggle's control, rampaging and attacking at random. it is not uncommon for wuggles that have summoned monsters and failed to control them to spend all their efforts fighting their own summoned monsters instead of attacking their original foe.

Skills: Wuggles gain a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.

Wuggles as Characters
Wuggles sometimes gain levels as barbarians. The biggest wuggle in the pond is frequently a barbarian with a couple of levels in that class.

Wuggles Society
Wuggles hunt things, eat things, bully things, and worship noxious Lords of Hell. There are many wuggle clerics - as many as 10% of wuggles in some ponds have one or more levels in cleric. Wuggle clerics most often worship Kivutar or Sirchade, but wuggle clerics devoted to Iku-Tyrma are not unheard of. Wuggle clerics are more limited than those of other races and can choose only three types of spells: summon monster spells (their preference), inflict spells, and their domain spells.

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General Rules: Monsters - Celestial, Sliver

Celestial, Sliver (from Dragon Magazine #353)
Medium Outsider (Chaotic, Extraplanar, Good)

Hit Dice: 3d8+3 (16 hit points)
Initiative: +4
Speed: 30 feet, fly 60 feet (good)
Armor Class: 17 (+4 Dexterity, +3 deflection); touch 17, flat-footed 13
BAB/Grapple: +3/+4
Attack: Starfire hand +4 melee touch (1d8+3, positive energy, 20 x2)
Full Attack: 2 starfire hands +4 melee touch (1d8+3, positive energy, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Smite evil, star magic, starfire hand
Special Qualities: Damage reduction 5/evil, immunity to acid, disease, electricity, fire, light, petrification, and poison, outsider traits, low-light vision, pure sight, resistance to cold 10, resistance to sonic 10, spell resistance 15, spells, spell-like abilities, starglow, starshield
Saves: Fortitude +7, Reflex +12, Will +12
Abilities: Str 13, Int 10, Wis 12, Dex 18, Con 13, Cha 15
Skills: Concentration +7, Diplomacy +10, Knowledge: Religion +6, Knowledge: the Planes +6, Listen +9, Sense Motive +7, Spellcraft +6, Spot +9, Survival +1 (+3 on other planes)
Feats: Combat Reflexes, Skill Augmentation (Listen and Spot)
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Standard (usually silk clothing, diamond and silver jewelry, and aesthetically pleasing magic items)
Alignment: Always chaotic good
Advancement: 4 - 9 Hit Dice (Medium)

These beautiful beings have the shapely form of human women composed of starlight and flame, the illumination of which shines visible in their eyes, hair, and the tips of their fingers. They always appear as beautiful women with long, flowing blue hair and pearly-white skin. They can also grow feathered wings as whim and needs dictate - they must have wings to fly.

Slivers are shining female servitors said to be created from equal parts fire and starlight, who serve Brid. Their celestial mistress often sends these creatures to aid mortals or to show her favor or presence. Although quick to anger and easily offended, slivers try to be friendly and accommodating. Anything pertaining to Brid, her realm, the stars, or the slivers themselves might enrage these celestials if phrased as anything but compliments. When angered, slivers might attack for a round or two or they might just leave. If treated well, slivers sometimes provide guidance and assistance.

Slivers speak celestial and one common language of the three Worlds - usually Aralaic, Rhadynnic, or Sorglish.

Combat
Slivers enter fights with their spells and spell-like abilities, but when need dictates, they do not hesitate to strike with their starfire hands. A sliver's natural weapons, including her starfire hands, are treated as good-aligned, chaotic-aligned, and silver weapons for the purpose of overcoming damage reduction.

Pure Sight (Ex): A sliver can see as if constantly affected by true seeing.

Spells: Slivers cast spells as a 3rd level cleric with access to the Beauty and Joy domains. If a sliver takes levels as a cleric of Brid, those levels stack with this natural spellcasting ability to determine their clerical casting abilities. They typically prepare the following spells. The save DCs are 11 + spell level and are Wisdom-based:
  • 2nd Level: Elation (domain spell), spiritual weapon.

  • 1st Level: Charm person (domain spell), command, cure light wounds x2.

  • 0th Level: Create water, detect magic x2, guidance.

Spell-Like Abilities: At will - dancing lights, daylight, færie fire, moonbeam, tongues (personal only). Three times per day - augury, bless, burning hands, detect evil, produce flame. Once per day - prayer. Caster level 5th. The save DC's are 12 + spell level and are Charisma-based.

Smite Evil (Su): three times per day, a sliver can make a normal melee attack that deals +3 points of damage against an evil foe.

Star Magic (Ex): A sliver casts spells and spell-like abilities at +3 caster level when standing in visible starlight. This benefit does not apply during the day or when the sliver is underground.

Starfire Hand (Su): Winking motes of light that resemble a cluster of twinkling stars surround a sliver's hands, with which she deals 1d8+3 points of damage to living creatures and 2d8+3 points of damage to undead. In addition, a successful strike with a starfire hand temporarily scrambles magic. On the target's next turn after a hit from a starfire hand, the creature must make a Concentration check to use any spell or spell-like ability. The DC equals 10 + the damage dealt + the spell level.

Starglow (Su): This constantly glowing aura grants a +3 deflection bonus to Armor Class made by evil creatures and a +3 resistance bonus on saving throws made against evil spells and effects, in a 10-foot-radius spread. It also functions as a magic circle against evil effect for the sliver as if cast by a 5th level caster. The aura can be dispelled, but the sliver can create is again, as a free action, at will. The defensive benefits from the magic circle effect are not included in the stat block.

Starshield (Ex): The sliver's innate magic of the starlight grants her a +3 bonus on saving throws against all enchantment, illusion, and necromancy spells and effects with the darkness descriptor.

Outsider Traits: A sliver has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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Sunday, January 2, 2011

Campaign Design - Spells: Welter

Welter (found in the Book of Eldritch Might II)
Evocation [Force, Chaotic]

Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One creature per caster level, all of which must be within 2 feet of each other
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You cause chaotic energies to violently shake and disorient the targets of this spell. Those affected are shaken (-2 morale penalty on attack rolls, weapon damage rolls, and saving throws) for 1 round and must make Balance checks (DC 20) or fall prone.

Material component: An empty eggshell with tiny stones inside it, forming a rude rattle.

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Campaign Design - Spells: Kalma's Luck

Kalma's Luck (from Relics & Rituals; originally Enkili's Luck)
Transmutation [Chaotic]

Level: Chaos 2, Cleric/Favored Soul 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature
Duration: One action (see text)
Saving Throw: Will negates
Spell Resistance: Yes

The first important action the target attempts after the spell affects him is treated as if the player or DM rolled a natural 1. Kalma's luck won't affect an attempt to juggle balls out of boredom, but it will affect an attempt to juggle balls when the subject must impress a king or be executed. The spell always affects attack rolls if the subject is in real combat (not practice sessions). Note that the spell's effect only applies to actions the target of the spell initiates, so die rolls for saving throws, initiative rolls, or other reactionary or passive rolls are not affected, nor do they "use up" the spell's effect.

Material components: A shard from a broken mirror and a tuft of fur from a black cat.

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Campaign Design - Spells: Vaßatar's Prank

Vaßatar's Prank (adapted from Relics & Rituals; originally Enkili's Prank)
Enchantment (Compulsion)[Chaotic, Mind-Affecting]

Level: Bard 2, Sorcerer/Wizard 2, Trickery 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One spellcaster
Duration: Discharge (D), 1 hour maximum
Saving Throw: Will negates
Spell Resistance: Yes

This spell has no effect when cast on a non-spellcaster (including those who have spell-like abilities as opposed to prepared or spontaneously cast spells). Spellcasting targets must make a Will save to resist the effects; the DM should roll the save secretly if the spell is affecting a player character, as the target of the spell cannot be certain if he resisted or not.

If the saving throw fails, the next spell the caster invokes is chosen randomly by the DM from the caster's remaining prepared or available spells (or simply chosen by the DM for more interesting roleplaying - leaning towards the absurd or disastrous given that the spell is a creation of the god of trickery). If the caster has only one spell prepared when affected by the prank, the prank has no effect.

The prank must take place within one hour of casting or its power is lost.

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