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View Full Version : Vestige Emanations [Creature]



The Demented One
2006-12-20, 07:31 PM
Vestige Emanations
Vestiges are strange creatures who have been all but eliminated from reality. They exist in a place outside the planes, a seething void of utter nonexistence. For aeons, their only reprieve from this exile has been through pact magic, binding themselves to mortal souls. Some, however, have devised more direct ways of escape. Certain rare events happening in just the right way can leave a gateway through which a vestige may extrude a fragment of itself, birthing a Vestige Emanation. Each is to their patron vestige as a proxy is to his god–they are lesser aspects of a greater whole. Vestige Emanations act much as their patron did in life, and, except in a few cases, are generally non-violent. However, any threat to their continued existence is met with full force–if a vestige emanation dies, its patron vestige loses one of its all-too-few links to reality. Vestige Emanations span a broad scope in terms of abilities and behavior, but they all share a few common traits. All are outsiders with the extraplanar subtype. However, they, like true vestiges, lack a home plane. A vestige emanation that would be sent back to its native plane is instead utterly destroyed, and its spirit reunited with its patron vestige. In addition, vestige emanations, like true vestiges, are utterly without alignment–they are neither good nor evil, not even neutral. While some emanations are unsuitable for use as player characters, the abilities and motives of some make them appropriate for uses as player characters, though some may be availabe only in epic-level games. Such emanations advance by class level, and have a favored class and level adjustment listed. Keep in mind that, due to an emanation's lack of alignment, they may not take levels in classes that require a certain alignment, such as druid or paladin, unless otherwise noted.
[hr]
Emanation of Acerak
Size/Type: Diminutive Outsider (Extraplanar)
Hit Dice: 12d8+24 (78 hp)
Initiative: +3
Speed: Fly 30 ft. (perfect) (6 squares)
Armor Class: 23 (+4 size, +3 Dex, +6 natural), touch 17, flatfooted 20
Base Attack/Grapple: +12/+0
Attack: Touch +20 melee (1d8+5 plus paralyzing touch)
Full Attack: Touch +20 melee (1d8+5 plus paralyzing touch)
Space/Reach: 1 ft./0 ft.
Special Attacks: Fear aura, paralyzing touch, spell-like abilities
Special Qualities: Damage reduction 15/bludgeoning and magic, darkvision 60 ft., immunity to cold and electricity, spell resistance 23, undead-like traits
Saves: Fort +10, Ref +11, Will +11
Abilities: Str 10, Dex 16, Con 14, Int 20, Wis 16, Cha 20
Skills: Bluff +20, Concentration +17, Hide +38, Intimidate, Knowledge (Arcana) +20, Knowledge (Religion) +20, Knowledge (The Planes) +20, Listen +26, Move Silently +26, Search +28, Sense Motive +26, Spellcraft +20, Spot +26
Feats: Ability Focus (Paralyzing Touch), Weapon Focus (Touch), Dodge, Mobility, Flyby Attack
Environment: Any
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: –
Advancement: 13-28 HD (Diminutive)
Level Adjustment: +10

The demilich Acerak, lord of the Tomb of Horrors, was destroyed by a valiant band of adventurers but preserved as a vestige by the worship of a cult. His emanations are born through the destruction of powerful liches or demiliches. They look much like demiliches, floating skulls with gems for eyes, and they have the seal of Acerak on their forehead. Emanations of Acerak hunger for the power their master was denied, and will do anything to gain it. Many seek to build lesser replicas of the their master’s infamous tomb. There are estimated to be between six and eight Emanations of Acerak in existence, though there is no way of confirming the exact number.

Fear Aura (Su)
Emanations of Acerak are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the emanation must succeed on a DC 21 Will save or be affected as though by a fear spell, caster level 12th. A creature that successfully saves cannot be affected again by the same emanation’s aura for 24 hours. The save is Cha based.

Paralyzing Touch (Su)
A creature damaged by an Emanation of Acerak’s touch attack must make a DC 23 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be otherwise dispelled. Anyone paralyzed by an Emanation of Acerak seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive. The save is Cha based.

Spell-Like Abilities
At will–death knell (DC 17), detect undead, hide from undead, speak with dead; 3/day–animate dead, dispel magic, enervation (DC 19), inflict critical wounds (DC 19), mass inflict light wounds (DC 20); 1/day–greater dispel magic, harm, slay living (DC 20). Caster level 12th. Saves are Cha based.

Undead-Like Traits
While Emanations of Acerak are not undead, they function much like one of the walking dead. They are immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Negative energy heals them, while positive energy harms them. They are not at risk of death from massive damage.

Skills
Emanations of Acerak have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
[hr]
Emanation of Agares
Size/Type: Large Outsider (Earth, Extraplanar)
Hit Dice: 11d8+44 (93 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 20 (-1 size, -1 Dex, +12 natural), touch 8, flatfooted 20
Base Attack/Grapple: +11/+23
Attack: Slam +18 melee (1d8+8) or Bite +13 melee (2d6+4)
Full Attack: 2 Slams +18 melee (1d8+8) and Bite +13 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Earth mastery, earthshaking step, push, summon earth elementals
Special Qualities: Damage reduction 5/-, darkvision 60 ft., earth glide, immune to fear, tremorsense 60 ft., true tongue
Saves: Fort +11, Ref +6, Will +7
Abilities: Str 26, Dex 8, Con 18, Int 6, Wis 10, Cha 10
Skills: Balance +13, Climb +22, Knowledge (The Planes) +12, Listen +14, Search +12, Spot +14
Feats: Power Attack, Improved Bull Rush, Improved Initiative, Ability Focus (Earthshaking Step)
Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: –
Advancement: 12-16 HD (Large), 17-22 HD (Huge)
Level Adjustment: +5

Agares was a great champion of the Elemental Plane of Earth, but his own allies murdered him because of a false suspicion. His soul, tormented by his wrongful killing, was twisted into a vestige. The greatest of treacheries and betrayals can bring forth an Emanation of Agares. They look much like normal earth elementals, but they have both reptilian and feline aspects, giving them an almost draconic look. Emanations of Agares seek to defend the betray, and to slay those who have turned on their own allies.

Earth Mastery (Ex)
An Emanation of Agares gets a +3 circumstance bonus on attack rolls and damage rolls if both it and the enemy it is attacking are in contact with solid ground.

Earthshaking Step (Ex)
As a standard action, an Emanation of Agares may stomp on the ground. All enemies within 30 ft. of it that are standing on the ground must make a DC 25 Reflex save or fall prone. The save is Strength based.

Push (Ex)
An Emanation of Agares can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in earth mastery, above, also apply to the emanation’s opposed Strength checks when making bull rush checks.

Summon Earth Elementals (Sp)
Once per day as a standard action, an Emanation of Agares may summon either 1d4 medium earth elementals or 1d2 large earth elementals for one hour. This is equivalent to a 6th level spell.

Earth Glide (Ex)
An Emanation of Agares can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing emanation flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

True Tongue (Ex)
An Emanation of Agares can speak, understand, read, and write in all languages. However, it is incapable of willingly and knowingly telling a lie or deception of any sort.
[hr]
Emanation of Amon
Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flatfooted 16
Base Attack/Grapple: +2/+6
Attack: Gore +6 melee (1d6+6) or Serpent +1 melee (1d4+2 and poison)
Full Attack: Gore +6 melee (1d6+6) and Serpent +1 melee (1d4+2 and poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, poison, powerful charge
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +5, Ref +3, Will +4
Abilities: Str 18, Dex 10, Con 14, Int 4, Wis 12, Cha 10
Skills: Hide +5, Listen +6, Move Silently +5, Spot +6, Survival +6
Feats: Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: –
Advancement: 3-6 HD (Medium), 7-12 HD (Large)
Level Adjustment: +3

Amon was once a god of law and light, but when his believers abandoned him for other gods, he was stripped of his power, reduced to a half-life as a vestige. His emanations are born whenever a large number of believers abandon one god for another. They take on the form of black wolves, with the heads of rams and a vicious serpent for a tail. Smoke constantly rises from the hooves of an Emanation of Amon, and its eyes and nostrils seem to burn with an eerie fire. Emanations of Amon suffer from a lack of purpose in life–they desperately seek guidance from the god-vestige that birthed them, but never receive any. Thus, many fall into a feral state, becoming no more than vicious beasts.

Breath Weapon (Su)
An Emanation of Amon can breathe out a 20 ft. line of fire. The line deals 2d6 points of fire damage to all creatures caught in it, Reflex DC 13 half. An Emanation of Amon must wait for 2d4 rounds before it can use its breath weapon again. The DC is Constitution based.

Poison (Ex)
The bite of an Emanation of Amon’s serpent-tail bears a potent venom. The poison has a save DC of 13, and initial and secondary damage of 1d4 Con. The DC is Constitution based.

Powerful Charge (Ex)
When an Emanation of Amon uses its gore attack at the end of a charge, it deals an additional 1d8 points of damage.
[hr]
Emanation of Andras
Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 10d8+30 (75 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 22 (+1 Dex, +8 full plate, +3 natural), touch 11, flatfooted 21
Base Attack/Grapple: +10/+17
Attack: Greatsword +18 melee (2d6+7/19-20) or Lance +17 melee (1d8+7/x3)
Full Attack: Greatsword +18/+13 melee (2d6+7/19-20) or Lance +17/+12 melee (1d8+7/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite good and evil, sow discord, sure blows
Special Qualities: Battle weary, call mount, damage reduction 10/good or evil, darkvision 60 ft., vestige’s grace
Saves: Fort +13, Ref +11, Will +12
Abilities: Str 24, Dex 12, Con 16, Int 10, Wis 14, Cha 16
Skills: Climb +20, Diplomacy +16, Intimidate +16, Jump +20, Listen +15, Ride +14, Spot +15, Sense Motive +15
Feats: Mounted CombatB, Weapon Focus (Greatsword), Power Attack, Ride-By Attack, Spirited Charge
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: –
Advancement: By Character Class (Favored Class: Fighter)
Level Adjustment: +4

Andras was, in his lifetime, a champion of both good and evil. He fought both as a noble paladin and as a vile blackguard–and in the end, he simply left the battlefield, renouncing both good and evil. No god would accept his soul after his death, leaving him to become a vestige. His emanations are born when a warrior is overcome by the pointlessness of the battles he fights, and retreats from the world. Appearing as well-built, muscular men, his emanations are ever clad in armor that is at once brilliantly beautiful and hideously malformed. They bear a pair of grey-feathered wings that hang uselessly from their backs, incapable of flight. Emanations of Andras rove the world, seeking to balk the plans of both good and evil.

Smite Good and Evil (Su)
An Emanation of Andras adds its Charisma bonus to all attack rolls made against good or evil creatures, and gains a +10 bonus on all damage rolls made against them.

Sow Discord (Su)
As a standard action, an Emanation of Andras may sow discord amongst its enemies. A single creature within 25 ft. of it must make a Will save, DC 18, or be forced to either attack a single, randomly chosen ally within its reach during its next turn as its first attack, or make no attacks at all that round. If there is no ally of the targeted creature within its reach, this ability has no effect. This is a mind-affecting, compulsion ability. The save is Charisma based.

Sure Blows (Ex)
The critical threat range of any weapon an Emanation of Andras wields is doubled. This does not stack with other effects that increase a weapon’s threat range, such as the keen edge spell or the Improved Critical feat. In addition, it gets a +4 competence bonus on all critical confirmation rolls.

Battle Weary (Ex)
An Emanation of Andras has no love of warfare. After 10 rounds of combat have gone by in a given encounter, an Emanation of Andras must make a DC 20 Will save each round or drop all items it holds and immediately withdraw from combat. Once it retreats, it cannot return to that encounter to do anything more than observe.

Call Mount (Sp)
At will as a swift action at, an Emanation of Andras may summon a steed to itself, as the phantom steed spell, caster level 10th.

Vestige’s Grace (Su)
An Emanation of Andras gets a resistance bonus on all saving throws equal to its Charisma modifier.

Skills
An Emanation of Andras gets a +8 racial bonus on Ride checks.
[hr]
Emanation of Andromalius
Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 6d8+12 (39 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 18 (+4 Dex, +4 chain shirt), touch 14, flatfooted 14
Base Attack/Grapple: +6/+7
Attack: Rapier +10 melee (1d6+1/18-20) or Shortbow +10 ranged (1d6/x3)
Full Attack: Rapier +10/+5 melee (1d6+1/18-20) or Shortbow +10/+5 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fast hands, sneak attack, spell-like abilities
Special Qualities: Darkvision 60 ft., evasion, sense trickery, uncanny dodge
Saves: Fort +7, Ref +9, Will +4
Abilities: Str 12, Dex 18, Con 14, Int 12, Wis 8, Cha 12
Skills: Appraise +5, Bluff +10 (+18 to feint), Climb +10, Disable Device +10, Hide +13, Jump +10, Move Silently +13, Open Lock +10, Search +10, Sense Motive +3, Tumble +13
Feats: Weapon FinesseB, Combat Expertise, Improved Disarm, Dodge
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: –
Advancement: By Character Class (Favored Class: Rogue)
Level Adjustment: +3

Andromalius was once a talented thief and a daring swashbuckler, favored by the trickster god Olidammara. However, upon his deathbed repented from his life as a thief–and, in a final jest, stole his soul from Olidammara. The thief god was amused, and topped Andromalius’s theft by stealing the rogue’s soul from reality, transforming him into a vestige. In addition, though Andromalius’s emanations first came into being naturally, it was not belong before Olidammara succumbed to his natural urges. The thief god stole control of the emanations, making them his private guild of thieves. Emanations of Andromalius appear as well-dressed, regally handsome men, dressed in the finest of clothing and bearing the holy symbol of Olidammara. Their hands are six-fingered, and capable of moving at such great speeds that an emanation might seem to have twelve hands on each arm.

Fast Hands (Ex)
An Emanation of Andromalius may feint in combat as a swift action. In addition, an Emanation of Andromalius gets a +8 racial bonus on all Bluff checks made to feint in combat.

Sneak Attack (Ex)
When an Emanation of Andromalius attacks a foe denied its Dexterity bonus to AC or a flanked foe, it deals an additional 3d6 points of damage.

Spell-Like Abilities
At will–detect magic, mage hand, prestidigitation, see invisibility; 3/day–hideous laughter (DC 13), locate object, mirror image; 1/day–greater invisibility. Caster level 6th. Saves are Charisma based.

Evasion (Ex)
If an Emanation of Andromalius makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage.

Sense Trickery (Ex)
An Emanation of Andromalius gets a +4 circumstance bonus on all Spot checks made to see through a disguise. In addition, it automatically notices whenever a creature uses the Sleight of Hand skill.

Uncanny Dodge (Ex)
An Emanation of Andromalius retains its Dexterity bonus to AC even if it is caught flat-footed or struck by an invisible attacker. However, it still loses her Dexterity bonus to AC if immobilized.

Skills
An Emanation of Andromalius gets a +4 racial bonus on all Appraise checks and Sense Motive checks.
[hr]
Emanation of Chupoclops
Size/Type: Colossal Outsider (Extraplanar)
Hit Dice: 20d8+120 (210 hp)
Initiative: +5
Speed: 60 ft. (12 squares), climb 30 ft.
Armor Class: 29 (-8 size, +1 Dex, +26 natural), touch 3, flatfooted 28
Base Attack/Grapple: +20/+47
Attack: Bite +23 melee (4d6+11 plus poison)
Full Attack: Bite +23 melee (4d6+11 plus poison)
Space/Reach: 30 ft./20 ft.
Special Attacks: Aura of despair, ghost touch, poison
Special Qualities: Darkvision 60 ft., ethereal jaunt, soulsense, spell resistance 25
Saves: Fort +18, Ref +15, Will +17
Abilities: Str 32, Dex 12, Con 22, Int 8, Wis 20, Cha 16
Skills: Climb +42, Intimidate +26, Jump +34, Listen +28, Move Silently +24, Search +22, Spot +28
Feats: Improved Initiative, Power Attack, Improved Overrun, Awesome Blow, Ability Focus (Poison), Lightning Reflexes, Leap AttackCV
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: –
Advancement: 21-32 HD (Colossal)
Level Adjustment: –

Chupoclops was once a harbinger of apocalypse, but he was sealed away on the Ethereal Plane by divine will and slain by heroes, both living and dead. No one knows how exactly his emanations are created, but certain esoteric texts speak of them as being the children of dead worlds. Emanations of Chupoclops look like massive phase spiders, with their patron’s seal appearing as a mottled pattern on their underbelly. No one knows exactly how many Emanations of Chupoclops there are, but they due not number among the most numerous of emanations. Those that do exist mostly prowl the Ethereal Plane, devouring anything and everything they come across.

Aura of Despair (Su)
All creatures within 30 ft. of an Emanation of Chupoclops take a -2 penalty on attack rolls, ability and skill checks, saving throws, and weapon damage rolls. It may suppress or resume this ability as a free action. The aura is a mind-affecting ability.

Ghost Touch (Su)
An Emanation of Chupoclop’s bite can strike incorporeal creatures normally, and their 50% chance to avoid damage does not apply to it.

Poison (Ex)
Injury, Fortitude DC 28, initial and secondary damage 2d8 Con. The save DC is Constitution-based.

Ethereal Jaunt (Su)
An Emanation of Chupoclops can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 20th).

Soulsense (Su)
An Emanation of Chupoclops can locate and detect all living creatures within 60 ft. of it as if it had blindsight. In addition, it senses the strength and type of their life force automatically, as the deathwatch spell.
[hr]
Emanation of Geryon
Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 16d8+90 (162 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 30 ft. (good)
Armor Class: 25 (+5 Dex, +10 natural), touch 20, flatfooted 15
Base Attack/Grapple: +16/+25
Attack: Spiked Chain +26 melee (2d4+9)
Full Attack: Spiked Chain +26/+21/+16 melee (2d4+9) and Bite +20 melee (1d6+4)
Space/Reach: 5 ft./5 ft. (10 ft. with spiked chain)
Special Attacks: Acidic gaze, spell-like abilities
Special Qualities: All-around vision, damage reduction 15/silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 28, telepathy 100 ft.
Saves: Fort +15, Ref +15, Will +12
Abilities: Str 28, Dex 20, Con 20, Int 18, Wis 14, Cha 22
Skills: Bluff, Hide, Intimidate, Knowledge (Arcana), Knowledge (The Planes), Listen, Move Silently, Search, Spot, Tumble,
Feats: Exotic Weapon Proficiency (Spiked Chain)B, Combat Expertise, Improved Disarm, Improved Trip, Weapon Focus (Spiked Chain), Ability Focus (Acidic Gaze), Combat Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 16
Treasure: Standard
Alignment: –
Advancement: By Class Level (Favored Class: Fighter)
Level Adjustment: +5

Geryon was once an infernal lord, but when he remained loyal to his master Asmodeus during a rebellion, he was rewarded with death by his lord. His soul was devoured, and he was reborn as a vestige. Emanations of Geryon are born whenever a great act of betrayal, whose insidiousness is such that it reverberates across the planes, is committed. They are vaguely humanoid in shape, resembling an ogre mage, with scales that weep acid and four cat-like eyes spaced across their heads. The seal of Geryon can be found within the pupil of each eye. Emanations of Geryon plot treachery throughout the multiverse, though some strange compulsion prevents them from ever betraying a devil.

Acidic Gaze (Su)
Emanations of Geryon have a gaze attack that can cause their foes to erupt with acid. When they use this ability, all enemies within 30 ft. of them must make a DC 26 Will save or take 5d6 points of acid damage. The save is Cha based.

Spell-Like Abilities
At will–acid arrow, deeper darkness, greater invisibility, greater teleport (self plus 50 pounds of objects only); 3/day–acid fog, plane shift, telekinesis (DC 21). Caster level 16th. Saves are Cha based.

All-Around Vision (Ex)
An Emanation of Geryon can look in all directions with its four eyes. This grants it a +4 bonus on Search and Spot checks. In addition, they cannot be flanked.

Regeneration (Ex)
An Emanation of Geryon takes normal damage from silvered weapons.

See in Darkness (Su)
Emanations of Geryon can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
[hr]
Emanation of Haures
Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 15d8+75 (142 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 24 (+5 Dex, +9 natural), touch 15, flatfooted 19
Base Attack/Grapple: +15/+18
Attack: Claw +20 melee (1d4+3)
Full Attack: 2 Claws +20 melee (1d4+3) and Bite +15 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Damage reduction 15/magic and piercing, darkvision 60 ft., inaccessible mind, incorporeality, spell resistance 28
Saves: Fort +14, Ref +14, Will +12
Abilities: Str 16, Dex 20, Con 20, Int 16, Wis 16, Cha 20
Skills: Bluff +23, Concentration +20, Disguise +23, Hide +23, Knowledge (Arcana) +15, Knowledge (The Planes) +15, Listen +20, Move Silently +23, Search +12, Sense Motive +12, Spellcraft +20, Spot +20, Use Magic Device +23
Feats: Weapon FinesseB, Spell Focus (Illusion), Greater Spell Focus (Illusion), Extend Spell, Empower Spell, Eschew Materials, Spell Penetration
Environment: Any
Organization: Solitary
Challenge Rating: 16
Treasure: Standard
Alignment: –
Advancement: By Class Level (Favored Class: Sorcerer)
Level Adjustment: +9

Haures was a rakshasa illusionist who utterly lost his grasp on the line between dreams and reality, becoming the vestige known as the dreaming duke. His emanations arise whenever a truly great mind, a dreamer and artist, is fractured, losing all grasp on reality. Haures’ emanations look like humans clad in flowing, shadowy robes, but their hands are reversed like those of a rakshasa, and the ghostly outline of a tiger-like being can be seen overlayed upon them when they lose control of their emotions. Emanations of Haures do not possess normal shadows, rather, they cast a shadowy outline of their master’s seal. Emanations of Haures deceive for the sheer joy of deception, their tricks ranging from harmless annoyances to lethal deathtraps.

Spells
An Emanation of Haures casts spells as a 15th level Sorcerer.

Typical Sorcerer Spells Known (6/8/7/7/7/7/6/4; save DC 15 + spell level, 17 + spell level for illusions)
0th–arcane mark, detect magic, ghost sound, mage hand, message, open/close, prestidigitation, read magic, resistance; 1st–charm person, color spray, disguise self, magic missile, shield; 2nd–detect thoughts, eagle’s grace, false life, mirror image, misdirection; 3rd–dispel magic, fly, major image, suggestion; 4th–dimension door, greater invisibility, phantasmal killer, shadow conjuration; 5th–dominate person, dream, nightmare, shadow evocation; 6th–circle of death, mislead, shadow walk; 7th–greater shadow conjuration, limited wish.

Inaccessible Mind (Su)
An Emanation of Haures is immune to spells that detect, read, or influence its thoughts or emotions, as the mind blank spell, caster level 15th. The emanation may suppress or resume this ability as a free action.

Incorporeality (Su)
As a standard action, an Emanation of Haures may become incorporeal, gaining the incorporeal subtype and a fly speed of 30 ft., with good maneuverability. It may resume its corporeality, losing the subtype and fly speed, as a free action.
[hr]
Emanation of Leraje
Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 2d8+4 (13 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 18 (+4 Dex, +4 chain shirt), touch 14, flatfooted 14
Base Attack/Grapple: +2/+3
Attack: Longbow +6 ranged (1d10) or Longsword +3 melee (1d8+1)
Full Attack: Longbow +6 ranged (1d10) or Longsword +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ricochet
Special Qualities: Darkvision 60 ft., elven resistance, low-light vision
Saves: Fort +5, Ref +7, Will +4
Abilities: Str 12, Dex 18, Con 14, Int 10, Wis 12, Cha 10
Skills: Hide +13, Intimidate +5, Listen +8, Move Silently+9, Search +7, Sense Motive +6, Spot +8, Survival +6
Feats: Precise ShotB, Point Blank Shot
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: –
Advancement: By Class Level (Favored Class: Ranger)
Level Adjustment: +2

Leraje was a servant of the elven god Corellon, but an act of hubris caused her death and subsequent banishment from the planes, leading to her becoming a vestige. Her emanations, fairly numerous compared to others, are born whenever an elf falls mightily for the sake of naught but vanity. They take on the form of beautiful elven maidens, but they have the seal of Leraje marked upon their brow, formed from a configuration of disfiguring boils. Emanations of Leraje seek to prove themselves in any way possible, from showing mastery at arms to besting a friend in a simple game.

Ricochet (Ex)
As a standard action, an Emanation of Leraje may make a single ranged attack against two enemies. She makes a single attack roll, and applies the AC of both enemies to the results. Any hit she scores damages its target normally. Extra damage applies to only one target, which must be determined before making the attack roll.

Elven Resistance (Ex)
While they are not elves, Emanations of Leraje have much in common with them. They are immune to sleep effects, and gain a +2 bonus on saves against enchantment spells or effects.

Skills
Emanations of Leraje gain a +2 racial bonus on Listen, Search, and Spot checks and a +4 racial bonus on Hide checks.
[hr]
Emanation of Malphas
Size/Type: Tiny Outsider
Hit Dice: 5d8+10 (32 hp)
Initiative: +5
Speed: 15 ft. (3 squares), fly 40 ft. (good)
Armor Class: 18 (+2 size, +5 Dex, +1 natural), touch 17, flatfooted 13
Base Attack/Grapple: +5/-4
Attack: Claws +12 melee (1d3-1 plus poison)
Full Attack: Claws +12 melee (1d3-1 plus poison)
Space/Reach: 2 ft./0 ft.
Special Attacks: Poison, sudden strike +3d6
Special Qualities: Bird’s eye viewing, darkvision 60 ft., invisibility
Saves: Fort +6, Ref +9, Will +7
Abilities: Str 8, Dex 20, Con 14, Int 8, Wis 16, Cha 10
Skills: Bluff +8, Hide +21, Listen +11, Move Silently +13, Search +7, Sense Motive +11, Spot +11
Feats: Weapon FinesseB, Dodge, Mobility
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: –
Advancement: 6-8 HD (Tiny), 9-13 HD (Small), 14-16 HD (Medium)
Level Adjustment: –

Malphas was an elven druid who played the roles of both good and evil, and became a vestige when his heart and soul were broken by his drow lover. His emanations are born whenever an act of great treachery is committed by one lover against another. His emanations take the form of small birds, their right halves dove-white and their left halves raven-black. Emanations of Malphas are fairly bestial in nature and needs, and spend most of their time lurking in the trees of elven cities, bringing whatever harms they can to those who draw their ire.

Poison (Ex)
Injury, DC 14. Initial and secondary damage–1d4 Dex. The save is Con based.

Sudden Strike (Ex)
If an Emanation of Malphas hits a creature denied its Dex bonus to AC with its claw attack, it deals 3d6 additional points of damage.

Bird’s Eye Viewing (Su)
An Emanation of Malphas may see through the eyes of any bird or bird-like creature within 30 ft. of it. Switching between its own perspective and that of a bird, or vice versa, is a standard action.

Invisibility (Su)
As a standard action, an Emanation of Malphas may become invisible, as the spell greater invisibility. This lasts until the emanation chooses to dismiss it.
[hr]
Emanation of Orthos
Size/Type: Gargantuan Outsider (Air, Extraplanar, Incorporeal)
Hit Dice: 25d8+165 (278 hp)
Initiative: +10
Speed: Fly 100 ft. (average) (20 squares)
Armor Class: 22 (-4 size, +10 Dex, +6 deflection), touch 22, flatfooted 12
Base Attack/Grapple: +25/–
Attack: Touch +31 melee (5d6)
Full Attack: Touch +31 melee (5d6)
Space/Reach: 20 ft./20 ft.
Special Attacks: Form of the whirlwind, spell-like abilities, summon air elementals
Special Qualities: Blindsight 60 ft., damage reduction 15/epic, displacement, fast healing 10, immune to cold and electricity, incorporeal traits, spell resistance 30
Saves: Fort +19, Ref +24, Will +20
Abilities: Str –, Dex 30, Con 20, Int 18, Wis 22, Cha 22
Skills: Bluff +34, Concentration +33, Diplomacy +34, Intimidate +34, Knowledge (Arcana) +32, Knowledge (History) +32, Knowledge (Religion) +32, Knowledge (The Planes) +32, Listen +34, Move Silently +38, Sense Motive +34, Spellcraft +32
Feats: Dodge, Mobility, Flyby Attack, Combat Reflexes, Hover, Improved Flyby Attack, Empower Spell-Like Ability (Chain Lightning)
Epic Feats: Improved Combat Reflexes, Penetrating Strike (Adamantine)
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: –
Advancement: 26-40 HD (Gargantuan), 41+ HD (Colossal)
Level Adjustment: –

Said to be the first and greatest of the vestiges, Orthos is an enigma, a storm given life as a vestige. His emanations are mysterious, almost never seen outside of hallucinations and legends. Said to resemble incorporeal vortices of dark wind, which swirl to form the seal of Orthos, these emanations are universal unknowns. They are said to keep watch over all binders and emanations, preserving the ties of vestigekind to reality.

Form of the Whirlwind (Su)
An Emanation of Orthos is constantly surrounded by a rushing vortex of air. Each round, all creatures within 30 ft. of the emanation take 10d6 points of bludgeoning damage, Reflex DC 27 half. In addition, they must make a DC 27 Fortitude save or be pushed back 2d20 feet from the emanation and be knocked prone. The emanation, and any creatures in its space, are not affected. Both saves are Con based. The emanation may suppress or resume this ability as a free action.

Spell-Like Abilities
At will–call lightning storm (DC 21), chain lightning (DC 22), cone of cold (DC 21), control winds (DC 21), fog cloud, freezing sphere (DC 22), greater dispel magic, ice storm, lightning bolt (DC 19), sleet storm, whispering wind, wind wall (DC 19); 3/day–control weather, empowered chain lightning (DC 22), polar ray, whirlwind (DC 24); 1/day–storm of vengeance (DC 25). Caster level 20th. Saves are Cha based.

Summon Air Elementals (Sp)
Once per day as a standard action, an Emanation of Orthos may summon 2d6 Greater Air Elementals or 1d4 Elder Air Elementals. This is the equivalent of a 9th level spell.

Displacement (Su)
An Emanation of Orthos’s form is impossible to see directly–it always eludes direct sight, seeming to be slightly displaced from where it truly is. In addition to the standard miss chance for being incorporeal, Emanations of Orthos also have a 50% miss chance. See invisibility does not overcome this, but true seeing does.
[hr]
Emanation of Paimon
Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 7d8+14 (45 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 18 (+4 Dex, +4 chain shirt), touch 14, flatfooted 14
Base Attack/Grapple: +7/+9
Attack: Rapier +10 melee (1d6+4)
Full Attack: Rapier +10/+5 melee (1d6+4) and Short Sword +9 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dance of death, improved weapon finesse
Special Qualities: Darkvision 60 ft., musical weakness, uncanny dodge
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 14, Dex 19, Con 14, Int 12, Wis 12, Cha 14
Skills: Bluff +12, Hide +14, Intimidate +12, Perform (Dance) +16, Listen +11, Move Silently +14, Sleight of Hand +14, Spot +11, Tumble +18
Feats: Weapon FinesseB, Whirlwind AttackB, Combat Reflexes, Weapon Focus (Rapier), Two-Weapon Fighting
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: –
Advancement: By Class Level (Favored Class: SwashbucklerCW)
Level Adjustment: +2

Paimon was a legendary swashbuckler and womanizer, whose sheer bravado allowed him to defy death as a vestige. His emanations are born when a truly valiant swordsman dies in the middle of an act of truly legendary skill or passion. They resemble half-elves clad in mail and wielding fine blades. They are mouthless, instead having the seal of Paimon tattooed where their mouths should be. They are keen to display their swordsmanship, and are also fond of carousing and womanizing. Emanations of Paimon are fairly populous compared to those of other vestiges, but their reckless nature tends to make them rather short-lived.

Dance of Death (Ex)
As a standard action, an Emanation of Paimon may move up to its base land speed and make a single attack at its highest base attack bonus against any one creature it moves past. It provokes attacks of opportunity normally.

Improved Weapon Finesse (Ex)
A Emanation of Paimon adds its Dex mod on all weapon damage rolls rather than its Str mod.

Musical Weakness (Ex)
If an Emanation of Paimon can hear music, it must make a DC 20 Will save each round or be compelled to dance, moving at half its base land speed.

Uncanny Dodge (Ex)
An Emanation of Paimon retains its Dex bonus to AC even when flatfooted or struck by an invisible attacker.

Skills
An Emanation of Paimon gets a +4 racial bonus on all Perform (Dance) and Tumble checks.

Kuma
2008-08-22, 06:36 PM
Truly great stuff, I like these monsters, and I, along with my players, am planning a Binder heavy campaign. Mind if I borrow these?

dyslexicfaser
2008-08-22, 09:49 PM
For the Stars Are Right.

Nice idea, nice execution, and a nice selection of choices for the discerning DM, Demented.

A few questions: Suppose we were looking to make our own Emanations. How did you decide on the relative power? Do higher-level vestiges produce stronger Emanations? And would an Emanation for your homebrewed Cthulhu vestiges come out looking like one of the servitor races, do you think?

The Demented One
2008-08-22, 10:56 PM
A few questions: Suppose we were looking to make our own Emanations. How did you decide on the relative power? Do higher-level vestiges produce stronger Emanations? And would an Emanation for your homebrewed Cthulhu vestiges come out looking like one of the servitor races, do you think?
I generally went for CR=Vestige level times 3. Yeah, mythos emanations would pretty much fit in as servitors.

wadledo
2008-08-22, 11:08 PM
Why do the Emanation's of Andromalius not get a slight of hand check?:smallconfused:

Other than that, brilliant.
Consider it stolen.