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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.

Baron Corm
2009-02-05, 02:02 AM
Looks pretty good, seem to fit the CRs. There are a few copy-paste errors though, you might want to read it over again.

Also, what use is the Phase ability? As an immediate action it might be useful, or with a longer duration, but as a move action with a 1 round duration I don't think it will do anything. The greater aethermental is missing it, too. Was that intentional?

I would give some sort of way for the players to recover from Arcane Overload hits. Most of those effects are deadly (or just life-ruining, as with Sex Change) and permanent. It would be kind of a fun plot hook to have to fix these magical anomalies in strange ways.

One last thing that strikes me as odd is that it's made of magic but can't cast any spells. Or fling random gobs of energy off itself, which mutate into spells, or something. I don't know.

Edit: Also... come on, SR 22??? This thing is made of magic, it should be immune to a lot of it, or have weird effects if casted on. Dispel magic and stuff can still work on it in the way you said, just like a golem has his magical vulnerabilities.

xanaphia
2009-02-05, 02:15 AM
To start with, "good enough for the internet' isn't really a high standard.

It was good. Make up some crazy ritual you have to do to get rid of the Arcane Overload thing.

CRs seemed fine. Phase should be a free action, I think.

Devour Spells is good.

rampaging-poet
2009-02-05, 10:19 PM
To start with, "good enough for the internet' isn't really a high standard.
True, true. :smallsmile:

Anyways, thank both of you for the feedback. I've made some changes to the first post, most notably changing Phase to a free action and giving them Immunity to Magic. The only problem with that is that it might make the greater æthermental a little bit difficult to damage without ghost touch weapons. Then again, you can always kill it with an antimagic field.

Also, several of the more difficult to reverse effects of Arcane Overload now wear off automatically some time after the death of the greater æthermental. However, they might not always fight to the death...

Hey, that gives me an adventure idea! The BBEG is a greater æthermental who fights the PCs at the begining. Don't even roll on table, just hit the arcane caster with ethereal drift and everyone else with race and sex changes. After every is injured and all spell slot have been devoured (or it gets heavily injured) it runs away. The party then proceeds to research what just happened to them and how to reverse the effects, eventually tracking the thing to its lair and destroying it once and for all.

Uzirael
2009-02-05, 10:36 PM
I was going to say the CR is a bit high, that was until i looked at everything it had for abilities...well it seems decent so far, though i do agree that it's spell resist should go up. One good rule for CR to remember is that a monster of that CR is equal to a group of 4 at that level (4 adventures 12thlvl against a CR12)

rampaging-poet
2009-02-05, 10:59 PM
One good rule for CR to remember is that a monster of that CR is equal to a group of 4 at that level (4 adventures 12thlvl against a CR12)
Err, not quite. A CR 12 creature is a standard encounter for four 12th level adventurers. It can't stand up to all of them, but it should take out a quarter of their resources. But yeah, I know what you mean.

Also, spell resistance has been nuked in favour of Immunity to Magic. You must have been composing the reply when I made the edit. :smallsmile:

Thanks for the feedback, by the way! Every little bit helps!

Baron Corm
2009-02-06, 02:17 PM
If the aethermental can use Phase as a free action, you might as well get rid of the duration. It can effectively do it every round if it wants to with no drawbacks. Still wondering why the greater aethermental doesn't have it, and how exactly it fits the flavor of either of them. Why isn't it incorporeal or corporeal all the time? Needs some explanation.

Bandededed
2009-02-06, 10:50 PM
I like it :smallbiggrin: but that probably doesn't mean much.

However, the Devour Spells ability is a little odd. Temporary hp that aren't temporary is a sort of oxymoron. Then, when they gain another HD, they're trading what, 60 hp for a d8+3 (for a normal aethermental). It also leads to the problem where a aethermental that rolls better on its HD rolls will take longer to level - with maxed hp an 8 HD aethermental will need another 10 spells over a normal aethermental to 'level', and that difference will only increase with time.

rampaging-poet
2009-02-07, 12:01 AM
Hmm... maybe I should just make the basic æthermental incorporeal full time. That would make it an interesting counterpart to the invisible stalker: two CR 7 monsters, one that you can see but not hit and the other that you can hit but not see.
However, as currently written, the æthermental is only incorporeal on its own turn, which makes it significantly easier to damage. Phase is only really useful for getting the jump on people, protecting against attacks of oppurtunity, and short-range flight.
As for the flavour behind it, I was thinking energy beings should have an easier time walking through walls than anything made of matter. Then again, elementals don't walk through walls and I don't think those crazy energy plane natives do either, so maybe that doesn't quite fit. Also, it would be even more incentive to make the æthermental constantly incorporeal.
Ahh, heck with it. I'll drop their speed a bit (both types) and make the change.

I admit that temorary hit points that don't go away defy common sense a bit, but they were the best I could think of. Maybe I'll change it to one Hit Die for every X spell levels drained (increasing as they gain HD). However, it would be nice if a battle with one could whittle away at it's stored magical energy. Maybe let them attack using stolen spell levels?
Also, the current version cause them to advance to CR 24 monstrosities after a few minutes on the Positive Energy Plane, which is stupid.

Stay tuned for a revised version coming soon!

DanielLC
2009-02-07, 12:36 AM
Ethereal Drift looks a lot like the spell Blink. You may want to change it to that for simplicity.

rampaging-poet
2009-02-07, 01:47 AM
Ethereal Drift looks a lot like the spell Blink. You may want to change it to that for simplicity.

Yes, but blink cause you to flip back and forth during your turn and it doesn't make all your non-magic loot fall off.
However, rolling for every piece of magical equipment every round could be annoying. Just make one roll per piece of magical equipment interacted with. If it's greater than 50, you can always use the item. If not, you can't use it while ethereal until your condition is cured.

sigurd
2009-02-07, 02:41 AM
What is the Aetherelemental's relationship with the prime material and other planes?

If it is summoned\trapped here can it simply return with its phase ability?

I'm thinking this would make a decent bound spirit or mage guild bomb.


Sigurd

rampaging-poet
2009-02-07, 11:30 AM
For the most part, they don't visit other planes. When they do, they have exactly the same options for getting home as everyone else. If they were summoned, then the spell that was used dictates the conditions for their return home. Otherwise, they'd have to find a natural portal, a magic item with plane shift, or some other means of planar travel.

The Phase ability (removed before your post showed up) would allow an æthermental to become incorporeal during its turn, wouldn't let it travel to other planes.

Incidently, the first draft of these guys had them as chaotic evil beings that mysteriously appeared when wizards meddled in things beyond their understanding and goofed, then proceeded to seek out and destroy every arcane caster they could find.