rampaging-poet
2009-02-04, 10:43 PM
Æthermental
Æthermental
Medium Elemental (Augmented Outsider, Extraplanar, Incorporeal)
HD 8d8+24 (60 hp)
Speed 40 ft. (8 squares)
Init: +9
AC 19 (+5 Dex, +4 natural); touch 15; flat-footed 14
BAB +8; Grp +10
Attack Incorporeal touch +13 melee (1d6+2 plus 1d6 arcane)
Full-Attack Incorporeal touch +13 melee (1d6+2 plus 1d6 arcane))
Space 5 ft.; Reach 5 ft.
Special Attacks Arcane channel, devour spells, stolen magic
Special Qualities Damage reduction 5/-, darkvision 60, elemental traits, immunity to magic
Saves Fort +8 Ref +11 Will +6
Abilities Str 14, Dex 20, Con 16, Int 5, Wis 11, Cha 13
Skills Tumble +16, Hide +16 (+12 in poor illumination), Move Silently +16, Intimidate +12, Listen +11
Feats Ability Focus (devour spells), Improved InitiativeB, Improved Sunder, Power Attack, Weapon FinesseB
Environment Astral Plane
Organization Solitary or pack (2-8)
Challenge Rating 7
Treasure None
Alignment Usually Neutral
Advancement 9-12 HD (Medium); 13-15 HD (Large)
Level Adjustment -
As you turn around the corner, you see a flickering mass of green-white energy in front of you. It almost seems to turn around before taking on a vaguely humanoid shape and walking toward you.
Æthermentals are ambulatory masses of magical energy and thought that aimlessly roam the Astral Plane. In their natural environment, they feed on wisps of astral mist, mostly content to simply drift. Æthermentals do not require any form of sustenance to survive, though they crave magical energy of all varieties. On their home plane this craving is easily satisfied, but a curious æthermental might wander through a portal to another world. Once there it becomes a voracious devourer of spells, going through great lengths to track down spellcasting creatures.
Note that many æthermentals do not intend to harm other creatures except in self defense. Just as a rust monster will ignore a target whose metal objects have already been corroded, most æthermentals will lose interest in creatures with no prepared spells or spell slots. However, encounters with rogue æthermentals that seem to delight in destruction, mayhem, and pain are not unknown. Such specimens will not hesitate to torture or kill anything they cannot devour spells from.
Æthermentals have occasionally been created as a result of arcane mishaps. It is unknown if they reproduce naturally or merely spring into being deep in the mists of the Astral Plane. Regardless of where they came from, æthermentals speak Draconic.
Combat
Æthermentals don't normally attack others, but if forced into combat they can be dangerous melee combatants. Their Arcane Channel ability ignores elemental resistances and can allow them to strike heavily armored opponents. They are especially feared by spellcasters for their ability to drain unused spells to increase their own strength and their virtual immunity to magical attack.
A hungry æthermental out hunting prefers to try and catch spellcasters alone. Though capable of using stolen magic to attack foes or heal itself, it will only do so when it greatly fears for its life. Æthermentals do not hesitate to retreat once heavily injured.
Arcane Channel (Su): The body of an æthermental is entirely composed of raw magical energy. Any creature struck by an æthermental's incorporeal touch attack takes an additional 1d6 points of damage that results directly from arcane power and cannot be resisted.
Devour Spells (Su): An æthermental can attempt to drain the mystic energies of prepared spells. As a standard action, it can make a melee touch attack. If it is successful, it drains a number of prepared spells or unused spell slots whose level totals its Hit Dice. It may hold up to four times its HD in spell levels at any given time. Should it ever exceed this maximum, its spell levels are lost and it gains a Hit Die. Upon gaining reaching 16 HD, it becomes a greater æthermental.
Spell-like abilities with a limited number of uses per day are considered spell slots for the purposes of this ability. Targets are entitled to a DC 17 Will Save to resist the effect. The save DC is Charisma based and includes a +2 bonus from Ability Focus.
Immunity to Magic: An æthermental is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
Effects that end existing spells deal it 1d6 damage per caster level. An antimagic field causes it to take 10 damage and two points of Constitution drain every round it remains in the field. A mage’s disjunction slays it instantly if it fails the saving throw. Any effect that inhibits spellcasting causes it to take a -2 circumstance penalty on all rolls.
Elemental Traits (Ex): An æthermental has Darkvision 60ft. It is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits or flanking. It cannot be raised with raise dead, reincarnate, resurrection, or similar magic, though [/i]limited wish[/i], miracle, true resurrection, and wish can restore it. It is not proficient with any weapons other than its natural weapons. It is not proficient with armour or shields. It does not eat, sleep, or breathe.
Stolen Magic (Su): An æthermental can use the spell power it drains from others to power abilities of its own. Each of the following removes one or more points from its pool of stored energy. A typical æthermental encountered outside the Astral Plane will have 2d6 spell levels stored at the begining of combat.
Repair: As a move-equivalent action, an æthermental may spend any number of stored levels and heal itself 2 hp per spell level spent.
Blast: As a standard action, an æthermental may spend up to its HD in spell levels to damage its foes. The attack deals 1d6 arcane damage per spell level in 30ft. cone, Reflex half.
Jolt: As an immediate action, an æthermental may flood a magical weapon that strikes it with arcane energy. Each spell level spent on power this ability deals one point of damage to the wepon's wielder, who must also make a Strength check (DC 10+damage dealt) or drop the weapon.
Skills: Because of the faint glow it sheds, an æthermental takes a -4 racial penalty to Hide checks made in areas of shadowy illumination or non-magical darkness.
Greater Æthermental
Greater Æthermental
Huge Elemental (Augmented Outsider, Extraplanar, Incorporeal)
HD 16d8+48 (120 hp)
Speed Fly 50 ft. (good) (10 squares)
Init: +13
AC 24 (-2 size, +9 Dex, +7 deflection); touch 24; flat-footed 15
BAB +16; Grp -
Attack Incorporeal touch +25 melee (2d8 plus 2d8 arcane plus arcane overload)
Full-Attack Incorporeal touch +25 melee (2d8 plus 2d8 arcane plus arcane overload)
Space 15 ft.; Reach 15 ft.
Special Attacks Arcane channel, arcane overload, devour magic, stolen magic
Special Qualities Damage reduction 5/-, darkvision 60 ft., elemental traits, incorporeal traits, immunity to magic
Saves Fort +14 Ref +18 Will +14
Abilities Str -, Dex 28, Con 16, Int 17, Wis 17, Cha 24
Skills Bluff +26, Diplomacy +26, Hide +20 (+16 in poor illumination), Intimidate +26, K. Arcana +24, K. Planes +24, Listen +24, Move Silently +28 (while corporeal), Spellcraft +24, Spot +24, Tumble +28
Feats Ability Focus (devour spells), Combat Expertise, Combat ReflexesB, Dodge, Improved InitiativeB, Mobility, Spring Attack, Whirlwind Attack
Environment Astral Plane
Organization Solitary
Challenge Rating 12
Treasure None
Alignment Usually Neutral
Advancement 17-30 HD (Huge); 31-40 HD (Gargantuan)
Level Adjustment -
As the last of the cultists falls to the floor, dead, it becomes clear that the ritual was not stopped in time. From the center of the summoning circle rises a mass of shifting colour and light, easily fifteen feet tall. It says something in a language you don't understand, then extends a portion of itself towards you.
As æthermentals eat magic, they grow. Usually this process takes centuries to amount to anything, but when an æthermental gorges on the mystical energies of a spellcaster it can grow to tremendous size in a relatively short period of time. Eventually, it transcends its corporeal form and becomes a greater æthermental.
Most greater æthermentals reside deep in the Astral Plane. However, evil ones prefer go venture into other planes in search of more magic to devour. Because of this, most greater æthermentals encountered by mortals are evil, though greater æthermentals in general are often neutral or good.
Greater æthermentals speak Common, Celestial, Draconic, and Abyssal.
Combat
A greater æthermental can be expected to use most tactics any incorporeal creature would use. It will use corporeal obstacles such as walls and floors for cover, make strafing runs through a room with Spring Attack.
When fighting a group of people, it will move into the floor beneath them. After eating the spell slots of any magic users present, it will use Whirlwind Attack to obliterate anyone who remains clustered together. Remember that anyone struck must also make a save against Arcane Overload.
Arcane Channel (Su): The body of an æthermental is entirely composed of raw magical energy. Any creature struck by a greater æthermental's incorporeal touch attack takes an additional 1d6 points of damage that results directly from arcane power and cannot be resisted.
Arcane Overload (Su): The most dreaded ability of the greater æthermentals is the arcane overload. With every touch, they send vast amounts of uncontrolled magical energy into the target. Though the effects of this ability are random, they are seldom good for the victim. Roll on the table below to determine exactly what fate awaits the target.
Hmm... it appears that the Table function doesn't work with paragraphs. Striaght text will have to do instead.
d10|Effect
--------------------------------------------------
1 |Corporeal Instability*:
The creature must succeed on a DC 24 Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils.
An affected creature is unable to hold or use any item. Clothing, armour,
rings, and helmets become useless. Large items worn or carried—armour, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).
Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it remains inert until at least one point of Wisdom is restored.
A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check (this check DC does not vary). A success re-establishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.
Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).
--------------------------------------------------
2 |Arcane Seed:
A seed of mystical power begins to grow within the target. If the creature fails a DC 24 Will save, the seed begins converting positive energy into arcane energy, dealing 1d6 damage per round. As time goes on, the victim begins to glow softly.
If the creature would be killed by damage from this affliction, it instead transforms into an æthermental. The new æthermental is a typical member of its kind: it loses all former class levels, ability scores, etc.
The seed is not a disease or curse. Dispel magic may purge the seed, though the caster must succeed a caster level check opposed by the greater æthermental’s CR check. An antimagic field suppresses it for the duration. A mage’s disjunction automatically destroys the seed. Restoration and similar spells allow the victim to attempt another save, but do not destroy the seed themselves.
--------------------------------------------------
3 |Flesh to Stone:
As the spell, Fort DC 24 negates.
--------------------------------------------------
4 |Baleful Polymorph:
As the spell, Fort DC 24 negates, Will DC 24 partial.
--------------------------------------------------
5 |Ability Drain:
Pick an ability score at random. The target takes 1d6 points of ability drain in that ability, Fort (for physical scores) or Will (for mental scores) DC 24 negates.
--------------------------------------------------
6 |Race Change*:
The target randomly and permanently changes race. Roll on the reincarnation table to determine the target’s new race.
--------------------------------------------------
7 |Bestow Curse:
As the spell, Will DC 24 negates.
--------------------------------------------------
8 |Sex Change*:
The target’s physical sex changes. If they are wearing tight and/or restrictive clothing or armour, they take 1d8 subdual damage and an additional point of subdual damage every round until the restriction is destroyed or removed.
The change is not a curse nor is it technically harmful, thus making it very hard to reverse. Any magic explicitly stated to be able to cause a sex change can reverse it for the duration. A limited wish, wish, or miracle can undo the change permanently.
--------------------------------------------------
9 |Ethereal Drift*:
The target’s connection to the Material Plane is weakened, causing it to blink back and forth between the Material and Ethereal planes. At the start of its turn, the creature has a 50% chance of entering the Ethereal Plane (if material) or the Material Plane (if ethereal). Objects carried or worn by the creature are not affected. While ethereal, the creature has a 50% chance of being able to use any magical item on the material plane. Affected creatures may switch planes as a standard action, though there is no guarantee they will not return to whichever plane they were on at the start of their next turn.
When first targeted, a creature is entitled to a DC 24 Will save to negate the effect. Should the save fail, it is very difficult to get rid of. Dimensional anchor and other effects that block teleportation and planar travel suppress ethereal drift for their duration, as does an antimagic field. Heal or restoration at caster level 15 or higher will end the condition permanently.
--------------------------------------------------
10 |Surge of Strength:
The target must make a DC 24 Will save. On a success, they gain a +4 enhancement bonus to the ability score of their choice for one hour. On a failure, nothing happens.
Any effect marked with an asterisk is negated one hour after the death of the greater æthermental that inflicted it. All save DCs are Charisma based.
Devour Spells (Su): A greater æthermental can attempt to drain the mystic energies of prepared spells. As a standard action, it can make a melee touch attack. If it is successful, it drains a number of prepared spells or unused spell slots whose level totals its Hit Dice. It may hold up to four times its HD in spell levels at any given time. Should it ever exceed this maximum, its spell levels are lost and it gains a Hit Die.
Spell-like abilities with a limited number of uses per day are considered spell slots for the purposes of this ability. Targets are entitled to a DC 26 Will Save to resist the effect. The save DC is Charisma based and includes a +2 bonus from Ability Focus.
Immunity to Magic: A greater æthermental is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
Effects that end existing spells deal it 1d6 damage per caster level. An antimagic field causes it to take 10 damage and two points of Constitution drain every round it remains in the field. A mage’s disjunction slays it instantly if it fails the saving throw. Any effect that inhibits spellcasting causes it to take a -2 circumstance penalty on all rolls.
Elemental Traits (Ex): A greater æthermental has Darkvision 60ft. It is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits or flanking. It cannot be raised with raise dead, reincarnate, resurrection, or similar magic, though limited wish, miracle, true resurrection, and wish can restore it. It is not proficient with any weapons other than its natural weapons. It is not proficient with armour or shields. It does not eat, sleep, or breathe.
Stolen Magic (Su): A greater æthermental can use the spell power it drains from others to power abilities of its own. Each of the following removes one or more points from its pool of stored energy. A typical greater æthermental encountered outside the Astral Plane will have 2d6 spell levels stored at the begining of combat.
Repair: As a move-equivalent action, a greater æthermental may spend any number of stored levels and heal itself 2 hp per spell level spent.
Blast: As a standard action, a greater æthermental may spend up to its HD in spell levels to damage its foes. The attack deals 1d6 arcane damage per spell level in 30ft. cone, Reflex half.
Jolt: As an immediate action, a greater æthermental may flood a magical weapon that strikes it with arcane energy. Each spell level spent ot power this ability deals one point of damage to the wepon's wielder, who must also make a Strength check (DC 10+damage dealt) or drop the weapon.
Skills: Because of the faint glow it sheds, a greater æthermental takes a -4 racial penalty to Hide checks made in areas of shadowy illumination or non-magical darkness.
Ok, these two are the first things I've homebrewed that are even remotely ready for the internet. Hopefully I haven't made many mistakes.
Giving them the Augmented Outsider subtype was so that they could use Outsider HD but still have Elemental traits. The Outsider HD make it so the gap in HD between an æthermental and a greater æthermental is the same as that between an æthermental and an æthermental advanced to CR 12.
I do hope I've got the Challenge Ratings right. I'm mostly worried about the greater æthermental: the only thing remotely similar to it in the Monster Manual is the Dread Wraith, a creature I've heard is somewhat under-CRed.
Also, I'm aware that "æther" isn't really used to mean magic, but it sounded so much cooler than my original name.
The latest round of edits is shown in blue.
Æthermental
Medium Elemental (Augmented Outsider, Extraplanar, Incorporeal)
HD 8d8+24 (60 hp)
Speed 40 ft. (8 squares)
Init: +9
AC 19 (+5 Dex, +4 natural); touch 15; flat-footed 14
BAB +8; Grp +10
Attack Incorporeal touch +13 melee (1d6+2 plus 1d6 arcane)
Full-Attack Incorporeal touch +13 melee (1d6+2 plus 1d6 arcane))
Space 5 ft.; Reach 5 ft.
Special Attacks Arcane channel, devour spells, stolen magic
Special Qualities Damage reduction 5/-, darkvision 60, elemental traits, immunity to magic
Saves Fort +8 Ref +11 Will +6
Abilities Str 14, Dex 20, Con 16, Int 5, Wis 11, Cha 13
Skills Tumble +16, Hide +16 (+12 in poor illumination), Move Silently +16, Intimidate +12, Listen +11
Feats Ability Focus (devour spells), Improved InitiativeB, Improved Sunder, Power Attack, Weapon FinesseB
Environment Astral Plane
Organization Solitary or pack (2-8)
Challenge Rating 7
Treasure None
Alignment Usually Neutral
Advancement 9-12 HD (Medium); 13-15 HD (Large)
Level Adjustment -
As you turn around the corner, you see a flickering mass of green-white energy in front of you. It almost seems to turn around before taking on a vaguely humanoid shape and walking toward you.
Æthermentals are ambulatory masses of magical energy and thought that aimlessly roam the Astral Plane. In their natural environment, they feed on wisps of astral mist, mostly content to simply drift. Æthermentals do not require any form of sustenance to survive, though they crave magical energy of all varieties. On their home plane this craving is easily satisfied, but a curious æthermental might wander through a portal to another world. Once there it becomes a voracious devourer of spells, going through great lengths to track down spellcasting creatures.
Note that many æthermentals do not intend to harm other creatures except in self defense. Just as a rust monster will ignore a target whose metal objects have already been corroded, most æthermentals will lose interest in creatures with no prepared spells or spell slots. However, encounters with rogue æthermentals that seem to delight in destruction, mayhem, and pain are not unknown. Such specimens will not hesitate to torture or kill anything they cannot devour spells from.
Æthermentals have occasionally been created as a result of arcane mishaps. It is unknown if they reproduce naturally or merely spring into being deep in the mists of the Astral Plane. Regardless of where they came from, æthermentals speak Draconic.
Combat
Æthermentals don't normally attack others, but if forced into combat they can be dangerous melee combatants. Their Arcane Channel ability ignores elemental resistances and can allow them to strike heavily armored opponents. They are especially feared by spellcasters for their ability to drain unused spells to increase their own strength and their virtual immunity to magical attack.
A hungry æthermental out hunting prefers to try and catch spellcasters alone. Though capable of using stolen magic to attack foes or heal itself, it will only do so when it greatly fears for its life. Æthermentals do not hesitate to retreat once heavily injured.
Arcane Channel (Su): The body of an æthermental is entirely composed of raw magical energy. Any creature struck by an æthermental's incorporeal touch attack takes an additional 1d6 points of damage that results directly from arcane power and cannot be resisted.
Devour Spells (Su): An æthermental can attempt to drain the mystic energies of prepared spells. As a standard action, it can make a melee touch attack. If it is successful, it drains a number of prepared spells or unused spell slots whose level totals its Hit Dice. It may hold up to four times its HD in spell levels at any given time. Should it ever exceed this maximum, its spell levels are lost and it gains a Hit Die. Upon gaining reaching 16 HD, it becomes a greater æthermental.
Spell-like abilities with a limited number of uses per day are considered spell slots for the purposes of this ability. Targets are entitled to a DC 17 Will Save to resist the effect. The save DC is Charisma based and includes a +2 bonus from Ability Focus.
Immunity to Magic: An æthermental is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
Effects that end existing spells deal it 1d6 damage per caster level. An antimagic field causes it to take 10 damage and two points of Constitution drain every round it remains in the field. A mage’s disjunction slays it instantly if it fails the saving throw. Any effect that inhibits spellcasting causes it to take a -2 circumstance penalty on all rolls.
Elemental Traits (Ex): An æthermental has Darkvision 60ft. It is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits or flanking. It cannot be raised with raise dead, reincarnate, resurrection, or similar magic, though [/i]limited wish[/i], miracle, true resurrection, and wish can restore it. It is not proficient with any weapons other than its natural weapons. It is not proficient with armour or shields. It does not eat, sleep, or breathe.
Stolen Magic (Su): An æthermental can use the spell power it drains from others to power abilities of its own. Each of the following removes one or more points from its pool of stored energy. A typical æthermental encountered outside the Astral Plane will have 2d6 spell levels stored at the begining of combat.
Repair: As a move-equivalent action, an æthermental may spend any number of stored levels and heal itself 2 hp per spell level spent.
Blast: As a standard action, an æthermental may spend up to its HD in spell levels to damage its foes. The attack deals 1d6 arcane damage per spell level in 30ft. cone, Reflex half.
Jolt: As an immediate action, an æthermental may flood a magical weapon that strikes it with arcane energy. Each spell level spent on power this ability deals one point of damage to the wepon's wielder, who must also make a Strength check (DC 10+damage dealt) or drop the weapon.
Skills: Because of the faint glow it sheds, an æthermental takes a -4 racial penalty to Hide checks made in areas of shadowy illumination or non-magical darkness.
Greater Æthermental
Greater Æthermental
Huge Elemental (Augmented Outsider, Extraplanar, Incorporeal)
HD 16d8+48 (120 hp)
Speed Fly 50 ft. (good) (10 squares)
Init: +13
AC 24 (-2 size, +9 Dex, +7 deflection); touch 24; flat-footed 15
BAB +16; Grp -
Attack Incorporeal touch +25 melee (2d8 plus 2d8 arcane plus arcane overload)
Full-Attack Incorporeal touch +25 melee (2d8 plus 2d8 arcane plus arcane overload)
Space 15 ft.; Reach 15 ft.
Special Attacks Arcane channel, arcane overload, devour magic, stolen magic
Special Qualities Damage reduction 5/-, darkvision 60 ft., elemental traits, incorporeal traits, immunity to magic
Saves Fort +14 Ref +18 Will +14
Abilities Str -, Dex 28, Con 16, Int 17, Wis 17, Cha 24
Skills Bluff +26, Diplomacy +26, Hide +20 (+16 in poor illumination), Intimidate +26, K. Arcana +24, K. Planes +24, Listen +24, Move Silently +28 (while corporeal), Spellcraft +24, Spot +24, Tumble +28
Feats Ability Focus (devour spells), Combat Expertise, Combat ReflexesB, Dodge, Improved InitiativeB, Mobility, Spring Attack, Whirlwind Attack
Environment Astral Plane
Organization Solitary
Challenge Rating 12
Treasure None
Alignment Usually Neutral
Advancement 17-30 HD (Huge); 31-40 HD (Gargantuan)
Level Adjustment -
As the last of the cultists falls to the floor, dead, it becomes clear that the ritual was not stopped in time. From the center of the summoning circle rises a mass of shifting colour and light, easily fifteen feet tall. It says something in a language you don't understand, then extends a portion of itself towards you.
As æthermentals eat magic, they grow. Usually this process takes centuries to amount to anything, but when an æthermental gorges on the mystical energies of a spellcaster it can grow to tremendous size in a relatively short period of time. Eventually, it transcends its corporeal form and becomes a greater æthermental.
Most greater æthermentals reside deep in the Astral Plane. However, evil ones prefer go venture into other planes in search of more magic to devour. Because of this, most greater æthermentals encountered by mortals are evil, though greater æthermentals in general are often neutral or good.
Greater æthermentals speak Common, Celestial, Draconic, and Abyssal.
Combat
A greater æthermental can be expected to use most tactics any incorporeal creature would use. It will use corporeal obstacles such as walls and floors for cover, make strafing runs through a room with Spring Attack.
When fighting a group of people, it will move into the floor beneath them. After eating the spell slots of any magic users present, it will use Whirlwind Attack to obliterate anyone who remains clustered together. Remember that anyone struck must also make a save against Arcane Overload.
Arcane Channel (Su): The body of an æthermental is entirely composed of raw magical energy. Any creature struck by a greater æthermental's incorporeal touch attack takes an additional 1d6 points of damage that results directly from arcane power and cannot be resisted.
Arcane Overload (Su): The most dreaded ability of the greater æthermentals is the arcane overload. With every touch, they send vast amounts of uncontrolled magical energy into the target. Though the effects of this ability are random, they are seldom good for the victim. Roll on the table below to determine exactly what fate awaits the target.
Hmm... it appears that the Table function doesn't work with paragraphs. Striaght text will have to do instead.
d10|Effect
--------------------------------------------------
1 |Corporeal Instability*:
The creature must succeed on a DC 24 Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils.
An affected creature is unable to hold or use any item. Clothing, armour,
rings, and helmets become useless. Large items worn or carried—armour, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).
Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it remains inert until at least one point of Wisdom is restored.
A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check (this check DC does not vary). A success re-establishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.
Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).
--------------------------------------------------
2 |Arcane Seed:
A seed of mystical power begins to grow within the target. If the creature fails a DC 24 Will save, the seed begins converting positive energy into arcane energy, dealing 1d6 damage per round. As time goes on, the victim begins to glow softly.
If the creature would be killed by damage from this affliction, it instead transforms into an æthermental. The new æthermental is a typical member of its kind: it loses all former class levels, ability scores, etc.
The seed is not a disease or curse. Dispel magic may purge the seed, though the caster must succeed a caster level check opposed by the greater æthermental’s CR check. An antimagic field suppresses it for the duration. A mage’s disjunction automatically destroys the seed. Restoration and similar spells allow the victim to attempt another save, but do not destroy the seed themselves.
--------------------------------------------------
3 |Flesh to Stone:
As the spell, Fort DC 24 negates.
--------------------------------------------------
4 |Baleful Polymorph:
As the spell, Fort DC 24 negates, Will DC 24 partial.
--------------------------------------------------
5 |Ability Drain:
Pick an ability score at random. The target takes 1d6 points of ability drain in that ability, Fort (for physical scores) or Will (for mental scores) DC 24 negates.
--------------------------------------------------
6 |Race Change*:
The target randomly and permanently changes race. Roll on the reincarnation table to determine the target’s new race.
--------------------------------------------------
7 |Bestow Curse:
As the spell, Will DC 24 negates.
--------------------------------------------------
8 |Sex Change*:
The target’s physical sex changes. If they are wearing tight and/or restrictive clothing or armour, they take 1d8 subdual damage and an additional point of subdual damage every round until the restriction is destroyed or removed.
The change is not a curse nor is it technically harmful, thus making it very hard to reverse. Any magic explicitly stated to be able to cause a sex change can reverse it for the duration. A limited wish, wish, or miracle can undo the change permanently.
--------------------------------------------------
9 |Ethereal Drift*:
The target’s connection to the Material Plane is weakened, causing it to blink back and forth between the Material and Ethereal planes. At the start of its turn, the creature has a 50% chance of entering the Ethereal Plane (if material) or the Material Plane (if ethereal). Objects carried or worn by the creature are not affected. While ethereal, the creature has a 50% chance of being able to use any magical item on the material plane. Affected creatures may switch planes as a standard action, though there is no guarantee they will not return to whichever plane they were on at the start of their next turn.
When first targeted, a creature is entitled to a DC 24 Will save to negate the effect. Should the save fail, it is very difficult to get rid of. Dimensional anchor and other effects that block teleportation and planar travel suppress ethereal drift for their duration, as does an antimagic field. Heal or restoration at caster level 15 or higher will end the condition permanently.
--------------------------------------------------
10 |Surge of Strength:
The target must make a DC 24 Will save. On a success, they gain a +4 enhancement bonus to the ability score of their choice for one hour. On a failure, nothing happens.
Any effect marked with an asterisk is negated one hour after the death of the greater æthermental that inflicted it. All save DCs are Charisma based.
Devour Spells (Su): A greater æthermental can attempt to drain the mystic energies of prepared spells. As a standard action, it can make a melee touch attack. If it is successful, it drains a number of prepared spells or unused spell slots whose level totals its Hit Dice. It may hold up to four times its HD in spell levels at any given time. Should it ever exceed this maximum, its spell levels are lost and it gains a Hit Die.
Spell-like abilities with a limited number of uses per day are considered spell slots for the purposes of this ability. Targets are entitled to a DC 26 Will Save to resist the effect. The save DC is Charisma based and includes a +2 bonus from Ability Focus.
Immunity to Magic: A greater æthermental is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
Effects that end existing spells deal it 1d6 damage per caster level. An antimagic field causes it to take 10 damage and two points of Constitution drain every round it remains in the field. A mage’s disjunction slays it instantly if it fails the saving throw. Any effect that inhibits spellcasting causes it to take a -2 circumstance penalty on all rolls.
Elemental Traits (Ex): A greater æthermental has Darkvision 60ft. It is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits or flanking. It cannot be raised with raise dead, reincarnate, resurrection, or similar magic, though limited wish, miracle, true resurrection, and wish can restore it. It is not proficient with any weapons other than its natural weapons. It is not proficient with armour or shields. It does not eat, sleep, or breathe.
Stolen Magic (Su): A greater æthermental can use the spell power it drains from others to power abilities of its own. Each of the following removes one or more points from its pool of stored energy. A typical greater æthermental encountered outside the Astral Plane will have 2d6 spell levels stored at the begining of combat.
Repair: As a move-equivalent action, a greater æthermental may spend any number of stored levels and heal itself 2 hp per spell level spent.
Blast: As a standard action, a greater æthermental may spend up to its HD in spell levels to damage its foes. The attack deals 1d6 arcane damage per spell level in 30ft. cone, Reflex half.
Jolt: As an immediate action, a greater æthermental may flood a magical weapon that strikes it with arcane energy. Each spell level spent ot power this ability deals one point of damage to the wepon's wielder, who must also make a Strength check (DC 10+damage dealt) or drop the weapon.
Skills: Because of the faint glow it sheds, a greater æthermental takes a -4 racial penalty to Hide checks made in areas of shadowy illumination or non-magical darkness.
Ok, these two are the first things I've homebrewed that are even remotely ready for the internet. Hopefully I haven't made many mistakes.
Giving them the Augmented Outsider subtype was so that they could use Outsider HD but still have Elemental traits. The Outsider HD make it so the gap in HD between an æthermental and a greater æthermental is the same as that between an æthermental and an æthermental advanced to CR 12.
I do hope I've got the Challenge Ratings right. I'm mostly worried about the greater æthermental: the only thing remotely similar to it in the Monster Manual is the Dread Wraith, a creature I've heard is somewhat under-CRed.
Also, I'm aware that "æther" isn't really used to mean magic, but it sounded so much cooler than my original name.
The latest round of edits is shown in blue.