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View Full Version : [Creature] Betwixt Light and Darkness: The Aoa



The Demented One
2006-08-06, 04:54 PM
Aoas are outsiders born from the interplay of positive and negative energy. Barely sentient, these outsiders roam the multiverse in search of magical energy on which to feed. Aoas lack any recognizable hierarchy, even a power-based one like those of the demons. An Aoa may guard its weaker kin, or serve its stronger kin, but that is only due to their instinctive desire to serve and aid their kind. Always resembling globules of silvery, semi-liquid matter, Aoas lack the glory or infamy of other outsiders, but lack none of their might.

Note: The first two monsters presented are 3.5 conversion of creatures from the Fiend Folio. The rest are original creations.

Aoa Droplet
Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 3d8+9 (25 hp)
Initiative: +4
Speed: Fly 30 ft. (10 squares) (perfect)
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flatfooted 14
Base Attack/Grapple: +3/+2
Attack: Slam +8 melee (1d8-1)
Full Attack: Slam +8 melee (1d8-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dispelling touch, spell-like abilities
Special Qualities: Outsider traits, darkvision 60 ft., DR 5/magic, reflective spell resistance 17, resistance to cold 5, electricity 5, fire 5, and sonic 5
Saves: Fort +6, Ref +7, Will +5
Abilities: Str 8, Dex 18, Con 16, Int 4, Wis 14, Cha 10
Skills: Hide +4, Listen +8, Move Silently +10, Search +3, Spot +8
Feats: Weapon Focus (Slam), Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always True Neutral
Advancement: 4-6 HD (Large), 7-12 HD (Huge)
Level Adjustment: –

Aoa Droplets are the rank-and-file of the aoa, spawned from energy reflected by an Aoa Sphere. They do little other than siphon up any magic energy they find, fueling their growth process and eventually developing into Spheres. An Aoa Droplet looks like a mirrored, man-sized orb of liquid.

Dispelling Touch (Sp)
If a Aoa Droplet successfully damages a creature with its slam attack, that creature is also affected as by a dispel magic spell, caster level 3rd.

Spell-Like Abilities
At will–detect magic. Caster level 3rd

Reflective Spell Resistance (Su)
Any targeted spell an Aoa Droplet successfully resists is turned on its caster, who becomes either the spell’s new target or point of origin, as appropriate for the spell. In addition, Aoa Droplets are immune to gaze attacks, which are turned back on their origin.

Skills
An Aoa Droplet has a -6 penalty on Hide checks.

Aoa Sphere
Size/Type: Huge Outsider (Extraplanar)
Hit Dice: 13d8+91 (147 hp)
Initiative: +8
Speed: Fly 50 ft. (10 squares) (perfect)
Armor Class: 22 (-2 size, +7 Dex, +7 natural), touch 15, flatfooted 15
Base Attack/Grapple: +13/+22
Attack: Slam +19 melee (2d6+1)
Full Attack: Slam +19 melee (2d6+1)
Space/Reach: 15 ft./15 ft.
Special Attacks: Dispelling touch, reflective pulse, spell-like abilities
Special Qualities: Outsider traits, darkvision 60 ft., DR 20/magic, reflective spell resistance 29, resistance to cold 20, electricity 20, fire 20, and sonic 20, reflective reproduction
Saves: Fort +15, Ref +15, Will +13
Abilities: Str 12, Dex 24, Con 24, Int 4, Wis 16, Cha 16
Skills: Hide +17, Listen +19, Move Silently +23, Search +13, Spot +19
Feats: Weapon Focus (Slam), Weapon Finesse, Improved Critical (Slam), Improved Initiative, Iron Will
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always True Neutral
Advancement: 14-20 HD (Huge), 21-39 HD (Gargantuan)
Level Adjustment: –

Aoa Spheres are the most powerful of the Aoa, save only the reclusive Aoa Nodekeepers. Born when large quantities of positive and negative energies combine, these huge silvery spheroids roam the mutiverse like a magic-eating plague.

Dispelling Touch (Sp)
If a Aoa Sphere successfully damages a creature with its slam attack, that creature is also affected as by a greater dispel magic spell, caster level 15th.

Reflective Pulse (Sp)
Three times per day, an Aoa Sphere may release an wave of pulsing energy that reflects magic back on itself. This is similar to an area greater dispel magic spell, caster level 15th. Magic items that have their effects suppressed by this ability must make a DC 19 Will save or permanently lose all of their magical properties, as the spell disjunction.

Spell-Like Abilities
At will–detect magic, dispel magic, mirror image; 1/day–antimagic field, greater dispel magic, spell turning. Caster level 15th.

Reflective Spell Resistance (Su)
Any targeted spell an Aoa Spere successfully resists is turned on its caster, who becomes either the spell’s new target or point of origin, as appropriate for the spell. In addition, Aoa Sphere are immune to gaze attacks, which are turned back on their origin.

Reflective Reproduction (Su)
Whenever an Aoa Sphere successfully resists and reflects a spell or spell-like ability that would have dealt 50 points of damage or more with its reflective spell resistance, it buds off an Aoa Droplet. This droplet is completely average for its kind and has full hp. The sphere has no control over the droplet, though the droplet has an attitude of helpful towards the sphere and usually assists it in combat if necessary.

Skills
An Aoa Sphere has a -6 penalty on Hide checks.

Aoa Cluster
Size/Type: Large Outsider (Extraplanar)
Hit Dice: 8d8+48 (84 hp)
Initiative: +4
Speed: Fly 40 ft. (10 squares) (perfect)
Armor Class: 21 (-1 size, +4 Dex, +8 natural), touch 13, flatfooted 17
Base Attack/Grapple: +8/+12
Attack: Slam +12 melee (1d10)
Full Attack: Slam +12 melee (1d10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dispelling touch, spell-like abilities
Special Qualities: Outsider traits, darkvision 60 ft., DR 10/magic, reflective spell resistance 21, resistance to cold 10, electricity 10, fire 10, and sonic 10, split
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 10, Dex 18, Con 22, Int 4, Wis 16, Cha 10
Skills: Hide +9, Listen +14, Move Silently +15, Search +8, Spot +14
Feats: Weapon Focus (Slam), Weapon Finesse, Improved Critical (Slam)
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always True Neutral
Advancement: 9-14 HD (Large), 15-20 HD (Huge)
Level Adjustment: –

Most Aoa Droplets slowly develop and grow into Aoa Spheres. However, sometimes, a group of four or more droplets slowly fuse together over a period of three months, forming what is known as an Aoa Cluster. Looking like a number of fused, mirrored orbs, Aoa Clusters serve to herd droplets through the dangers of life and act as guards for the mighty spheres.

Dispelling Touch (Sp)
If a Aoa Cluster successfully damages a creature with its slam attack, that creature is also affected as by a dispel magic spell, caster level 8th.

Spell-Like Abilities
At will–detect magic. 1/day–mirror image. Caster level 8th.

Reflective Spell Resistance (Su)
Any targeted spell an Aoa Cluster successfully resists is turned on its caster, who becomes either the spell’s new target or point of origin, as appropriate for the spell. In addition, Aoa Clusters are immune to gaze attacks, which are turned back on their origin.

Split (Ex)
As a full-round action, an Aoa Cluster may separate into four Aoa Droplets, each of which has one-quarter the hp of the cluster at the time it split. These droplets may recombine into a cluster, but only after the normal period. Advanced clusters of huge size split into eight droplets instead.

Skills
An Aoa Cluster has a -6 penalty on Hide checks.

Aoa Mirrormate
Size/Type: Tiny Outsider (Extraplananr, Symbiont)
Hit Dice: 1d8+1 (9 hp)
Initiative: +3
Speed: Fly 10 ft. (2 squares) (perfect)
Armor Class: 15 (+2 size, +3 Dexterity), touch 15, flatfooted 12
Base Attack/Grapple: +1/-9
Attack: Slam +6 melee (1d3-2)
Full Attack: Slam +6 melee (1d3-2)
Space/Reach: 2 ½ ft./0 ft.
Special Attacks: Attach, dispelling touch
Special Qualities: Outsider traits, symbiont traits, darkvision 60 ft., reflective spell resistance 13, host dependant
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 6, Dex 16, Con 12, Int 4, Wis 12, Cha 10, Ego 7
Skills: Hide +9, Listen +5, Move Silently +7, Search +1, Spot +5
Feats: Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 1 or host + 1
Treasure: None
Alignment: Always True Neutral
Advancement: 2-3 HD (Tiny), 4-6 HD (Small)
Level Adjustment: –

Aoa Mirrormates are symbiotic outsiders born when a living creature is infused simultaneously with large amounts of both negative and positive energy. The energies combine within the creature, forming the mirrormate. Mirrormates cannot survive on their own, as the circumstances of their creation leave them dependant on other beings–without a host, the energy that makes them would leak away. They do not feed on the energy of their host, but instead use it as a seal to prevent their own energy from draining away. Their dependancy on hosts prevents them from achieving any great status within Aoa society, but there is potential for promotion. If a mirrormate remains within a host for a total of five years, it develops into a droplet. Because of their fairly unusual means of creation, mirrormates are very rare. A mirrormate has an equivalent gp value of 20,000 gp.

Attach (Ex)
As a full-round action, a Aoa Mirrormate may attach itself to a willing or helpless creature or leave its host. Attaching to or leaving a creature deals 1d3 points of Con damage to it, as its system is flooded momentarily with conflicting energies.

Dispelling Touch (Sp)
If a Aoa Mirrormate successfully damages a creature with its slam attack, that creature is also affected as by a dispel magic spell, caster level 1st. If the mirrormate is attached to a creature, then that creature gains a touch attack. If it hits, is target is affected by the mirrormate’s dispelling touch.

Reflective Spell Resistance (Su)
Any targeted spell an Aoa Mirrormate successfully resists is turned on its caster, who becomes either the spell’s new target or point of origin, as appropriate for the spell. In addition, Aoa Droplets are immune to gaze attacks, which are turned back on their origin. If the mirrormate is attached to another creature, that creature gains its reflective spell resistance.

Host Dependant
An Aoa Mirrormate must have a host to survive. Every week it goes without a host, it must make a DC 25 Fortitude save or take one point of Constitution drain.

Skills
An Aoa Mirrormate has a -6 penalty on Hide checks.

Aoa Neutria Swarm
Size/Type: Diminutive Outsider (Extraplanar, Swarm)
Hit Dice: 3d8+3 (19 hp)
Initiative: +8
Speed: Fly 20 ft. (4 squares) (perfect)
Armor Class: 18 (+4 size, +4 Dexterity), touch 18, flatfooted 14
Base Attack/Grapple: +3/–
Attack: Swarm (2d6 plus dispelling touch)
Full Attack: Swarm (2d6 plus dispelling touch)
Space/Reach: 2 ½ ft./0 ft.
Special Attacks: Dispelling touch, spell-like abilities, distract
Special Qualities: Outsider traits, swarm traits, darkvision 60 ft., reflective spell resistance 17, resistance to cold 5, electricity 5, fire 5, and sonic 5
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 2, Dex 16, Con 12, Int 1, Wis 12, Cha 10
Skills: Hide +9, Listen +7, Move Silently +9, Spot +7
Feats: Improved Initiative, Iron Will
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always True Neutral
Advancement: None
Level Adjustment: –

Aoa Neutria are the weakest of the Aoa, born from the chance meeting of sparks of positive and negative energy. Though alone they are weak enough to be smashed by a kobold, by banding together into swarms they can effectively depends themselves and seek out magical energy to feed on.

Dispelling Touch (Sp)
If a Aoa Neutria Swarm successfully damages a creature with its swarm attack, that creature is also affected as by a dispel magic spell, caster level 3rd.

Spell-Like Abilities
At will–detect magic. Caster level 3rd

Distract (Ex)
Any creature that begins its turn with a Aoa Neutria Swarm must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution based.

Reflective Spell Resistance (Su)
Any targeted spell an Aoa Neutria Swarm successfully resists is turned on its caster, who becomes either the spell’s new target or point of origin, as appropriate for the spell. In addition, Aoa Neutria Swarms are immune to gaze attacks, which are turned back on their origin.

Skills
An Aoa Neutria Swarm has a -6 penalty on Hide checks.

Aoa Nodekeeper
Size/Type: Gargantuan Outsider (Extraplanar)
Hit Dice: 20d8+140 (224 hp)
Initiative: +17
Speed: Fly 50 ft. (10 squares) (perfect)
Armor Class: 39 (-4 size, +13 Dex, +20 natural), touch 19, flatfooted 26
Base Attack/Grapple: +20/+39
Attack: Slam +29 melee (3d6+7)
Full Attack: Slam +29 melee (3d6+7)
Space/Reach: 20 ft./20 ft.
Special Attacks: Dispelling touch, reflective pulse, spell-like abilities, mirror aura
Special Qualities: Outsider traits, darkvision 60 ft., DR 20/epic, reflective spell resistance 35, resistance to cold 20, electricity 20, fire 20, and sonic 20
Saves: Fort +21, Ref +25, Will +23
Abilities: Str 24, Dex 36, Con 24, Int 20, Wis 28, Cha 20
Skills: Concentration +30, Diplomacy +28, Hide +18, Intimidate +28, Knowledge (Arcana) +28, Knowledge (Religion) +28, Knowledge (The Planes) +28, Listen +32, Move Silently +41, Search +28, Sense Motive +32, Spellcraft +28, Spot +32
Feats: Weapon Focus (Slam), Weapon Finesse, Improved Critical (Slam), Improved Initiative, Iron Will, Combat Reflexes, Power Attack, Great Fortitude
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always True Neutral
Advancement: 21-32 HD (Gargantuan), 33-45 HD (Colossal)
Level Adjustment: –

When an Aoa Sphere finds a steady source of magical power, known as a node, it can begin a century long process of transformation that taps out the node and transforms it into an Aoa Nodekeeper. Nodekeepers are stronger and more powerful than their kin, and lack the inherent instability that allows Spheres to give birth to Droplets, but their most significant difference is their mind. Nodekeepers are far more intelligent than there kin, possessing intellects to rival the great thinkers of the planes. Nodekeepers, as their names imply take on the task of guarding other nodes, to allow their brethren to undergo the same transformation. As nodes are rare, and occur mainly in secluded locales, this makes the life of a Nodekeeper a reclusive one. Aoa Nodekeepers are slow to anger, but if a non-Aoa attempts to drain the node or nodes it guards, it will swiftly attack.

Dispelling Touch (Sp)
If an Aoa Nodekeeper successfully damages a creature with its slam attack, that creature is also affected as by a greater dispel magic spell, caster level 20th.

Reflective Pulse (Sp)
At will as a standard action, an Aoa Nodekeeper may release an wave of pulsing energy that reflects magic back on itself. This is similar to an area greater dispel magic spell, caster level 20th. Magic items that have their effects suppressed by this ability must make a DC 25 Will save or permanently lose all of their magical properties, as the spell disjunction.

Spell-Like Abilities
At will–detect magic, dispel magic, mirror image; 3/day–antimagic field, astral projection, dimensional lock, greater arcane sight, greater dispel magic, greater teleport, plane shift, spell turning; 1/day–disjunction, protection from spells, spell turning. Caster level 15th.

Mirror Aura (Su)
A Aoa Nodekeeper generates a 30 ft. aura of reflective energy that can cause spellcasters spells to turn back on them. Whenever a non-Aoa uses a spell or spell-like ability within this aura, they must make a DC 30 Spellcraft check or have their spell turn back on the,. Even if they succeed, there is a 20% chance it still turns back on them.

Reflective Spell Resistance (Su)
Any targeted spell an Aoa Nodekeeper successfully resists is turned on its caster, who becomes either the spell’s new target or point of origin, as appropriate for the spell. In addition, Aoa Nodekeepers are immune to gaze attacks, which are turned back on their origin.

Skills
An Aoa Nodekeeper has a -6 penalty on Hide checks.