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Zaydos
2016-01-22, 07:23 PM
The Pseudoelemental Plane of Force (http://www.giantitp.com/forums/showthread.php?476052-The-Pseudoelemental-Plane-of-Force) is not an empty plane. No plane really is after all. Like all other planes it is home to a myriad of inhabitants and here they will be explored. This initial post will serve as a table of contents for the inhabitants, and also to define certain terms and abilities common to several of the natives. Most notably the Force subtype, a necessary creation for the creation of a 5th element.

Force Subtype: Force is a new (typically) Elemental subtype. Force subtype creatures are connected to pure elemental force, sometimes simply made purely from it. A creature with the force subtype takes ˝ damage from force effects and their natural weapons may strike incorporeal and ethereal creatures as if they were Force effects. An Elemental with the Force subtype has good Fort and Ref saves. The Force subtype is added to Purple and Force Dragons.

CreatureDescriptionCR
Force Elemental (http://www.giantitp.com/forums/showsinglepost.php?p=20333048&postcount=2)Elementals of force2 to 12
Force Monolith (http://www.giantitp.com/forums/showsinglepost.php?p=20333054&postcount=3)Gargantuan Elemental of force18
Force Mephit (http://www.giantitp.com/forums/showsinglepost.php?p=20333061&postcount=4)Mephits of Force3
Zjanbeeti (http://www.giantitp.com/forums/showsinglepost.php?p=20333073&postcount=5)Overgenies24
[tr]Zwane (http://www.giantitp.com/forums/showsinglepost.php?p=20333313&postcount=6)Humanoid natives1/2

Zaydos
2016-01-22, 07:26 PM
Force Elemental, Small
Small Elemental (Force, Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: Fly 60 ft (perfect) (12 squares)
Armor Class: 16 (+1 size, +2 Dex, +3 Deflection), touch 16, FF 14
Base Attack/Grapple: +1/-3
Attack: Slam +4 melee (1d4 plus 1d3 force)
Full Attack: Slam +4 melee (1d4 plus 1d3 force)
Space/Reach: 5 ft./5 ft.
Special Attacks: Force Blast, Manipulate Force
Special Qualities: Darkvision 60 ft, Elemental Traits, Force Subtype traits, Living Silhouette,
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 10, Dex 15, Con 12, Int 4, Wis 11, Cha 11.
Skills: Hide +12, Listen +2, Spot +3
Feats: Flyby Attack, Weapon FinesseB
Environment: Pseudoelemental Plane of Force
Organization: Solitary
Challenge Rating: 2
Treasure: None.
Alignment: Usually Neutral.
Advancement: 3 HD (Small)
Level Adjustment: -

Force Elemental, Medium
Medium Elemental (Force, Extraplanar)
Hit Dice: 4d8+8 (26 hp)
Initiative: +8
Speed: Fly 60 ft (perfect) (12 squares)
Armor Class: 18 (+4 Dex, +4 Deflection), touch 18, FF 14
Base Attack/Grapple: +3/+4
Attack: Slam +7 melee (1d6+1 plus 1d4 force)
Full Attack: Slam +7 melee (1d6+1 plus 1d4 force)
Space/Reach: 5 ft./5 ft.
Special Attacks: Force Blast, Manipulate Force
Special Qualities: Darkvision 60 ft, Elemental Traits, Force Subtype traits, Living Silhouette,
Saves: Fort +6, Ref +8, Will +1
Abilities: Str 12, Dex 19, Con 14, Int 4, Wis 11, Cha 11.
Skills: Hide +10, Listen +3, Spot +4
Feats: Flyby Attack, Improved Initiative, Weapon FinesseB
Environment: Pseudoelemental Plane of Force
Organization: Solitary
Challenge Rating: 4
Treasure: None.
Alignment: Usually Neutral.
Advancement: 5-7 HD (Medium)
Level Adjustment: -

Force Elemental, Large
Large Elemental (Force, Extraplanar)
Hit Dice: 8d8+32 (68 hp)
Initiative: +10
Speed: Fly 60 ft (perfect) (12 squares)
Armor Class: 20 (-1 size, +6 Dex, +5 Deflection), touch 20, FF 14
Base Attack/Grapple: +6/+13
Attack: Slam +11 melee (1d8+2 plus 1d6 force)
Full Attack: 2 Slams +11 melee (1d8+2 plus 1d6 force)
Space/Reach: 10 ft./10 ft.
Special Attacks: Force Blast, Manipulate Force
Special Qualities: Damage Reduction 5/-, Darkvision 60 ft, Elemental Traits, Force Immunity, Force Subtype traits, Living Silhouette
Saves: Fort +10, Ref +12, Will +2
Abilities: Str 16, Dex 23, Con 18, Int 6, Wis 11, Cha 11.
Skills: Hide +8, Listen +5, Spot +6
Feats: Ability Focus (Force Blast), Flyby Attack, Improved Initiative, Weapon FinesseB
Environment: Pseudoelemental Plane of Force
Organization: Solitary
Challenge Rating: 6
Treasure: None.
Alignment: Usually Neutral.
Advancement: 9-15 HD (Large)
Level Adjustment: -

Force Elemental, Huge
Huge Elemental (Force, Extraplanar)
Hit Dice: 16d8+91 (168 hp)
Initiative: +10
Speed: Fly 60 ft (perfect) (12 squares)
Armor Class: 21 (-2 size, +7 Dex, +6 Deflection), touch 21, FF 14
Base Attack/Grapple: +12/+25
Attack: Slam +17 melee (2d6+5 plus 1d8 force)
Full Attack: 2 Slams +17 melee (2d6+5 plus 1d8 force)
Space/Reach: 15 ft./15 ft.
Special Attacks: Force Blast, Manipulate Force
Special Qualities: Damage Reduction 5/-, Darkvision 60 ft, Elemental Traits, Force Immunity, Force Subtype traits, Living Silhouette
Saves: Fort +16, Ref +17, Will +5
Abilities: Str 20, Dex 25, Con 22, Int 6, Wis 11, Cha 11.
Skills: Hide +4, Listen +9, Spot +10
Feats: Ability Focus (Force Blast), Blind-Fight, Combat Reflexes, Flyby Attack, Hold the LineXPH, Improved Initiative, Weapon FinesseB
Environment: Pseudoelemental Plane of Force
Organization: Solitary
Challenge Rating: 8
Treasure: None.
Alignment: Usually Neutral.
Advancement: 17-20 HD (Huge)
Level Adjustment: –

Force Elemental, Greater
Huge Elemental (Force, Extraplanar)
Hit Dice: 21d8+126 (220 hp)
Initiative: +13
Speed: Fly 60 ft (perfect) (12 squares)
Armor Class: 24 (-2 size, +9 Dex, +7 Deflection), touch 24, FF 15
Base Attack/Grapple: +15/+29
Attack: Slam +22 melee (2d8+6 plus 1d10 force)
Full Attack: 2 Slams +22 melee (2d8+6 plus 1d10 force)
Space/Reach: 15 ft./15 ft.
Special Attacks: Force Blast, Manipulate Force
Special Qualities: Damage Reduction 10/-, Darkvision 60 ft, Elemental Traits, Force Immunity, Force Subtype traits, Living Silhouette
Saves: Fort +18, Ref +21, Will +11
Abilities: Str 22, Dex 29, Con 22, Int 8, Wis 11, Cha 11.
Skills: Hide +7, Listen +12, Spot +12
Feats: Ability Focus (Force Blast), Blind-Fight, Combat Reflexes, Epic WillE, Flyby Attack, Hold the LineXPH, Improved Initiative, Weapon FinesseB
Environment: Pseudoelemental Plane of Force
Organization: Solitary
Challenge Rating: 10
Treasure: None.
Alignment: Usually Neutral.
Advancement: 22-23 HD (Huge)
Level Adjustment: -

Force Elemental, Elder
Huge Elemental (Force, Extraplanar)
Hit Dice: 24d8+144 (252 hp)
Initiative: +14
Speed: Fly 60 ft (perfect) (12 squares)
Armor Class: 26 (-2 size, +10 Dex, +8 Deflection), touch 26, FF 16
Base Attack/Grapple: +18/+34
Attack: Slam +26 melee (2d8+8 plus 2d6 force)
Full Attack: 2 Slams +26 melee (2d8+8 plus 2d6 force)
Space/Reach: 15 ft./15 ft.
Special Attacks: Force Blast, Manipulate Force
Special Qualities: Damage Reduction 10/-, Darkvision 60 ft, Elemental Traits, Force Immunity, Force Subtype traits, Living Silhouette
Saves: Fort +20, Ref +24, Will +13
Abilities: Str 26, Dex 31, Con 22, Int 10, Wis 11, Cha 11.
Skills: Hide +8, Listen +27, Spot +27
Feats: Ability Focus (Force Blast), Blind-Fight, Combat Reflexes, Epic WillE, Flyby Attack, Hold the LineXPH, Improved Initiative, Iron Will, Weapon FinesseB
Environment: Pseudoelemental Plane of Force
Organization: Solitary
Challenge Rating: 12
Treasure: None.
Alignment: Usually Neutral.
Advancement: 25-48 HD (Huge)
Level Adjustment: -

The elementals of the pseudoelemental plane, force elementals are almost translucent, just a vaguely seen shape in the light. It is hard to make out the details of a force elemental, they resemble a humanoid shape of energy and hardness. In their native environment they are contemplative beings. Needing no sustenance they simply float among the planes of force, the smaller ones occasionally fleeing the more predatory of the force eaters.

Force elementals speak aetherion, the elemental tongue of Force, but rarely choose to do so. Their voice is an unearthly resonance almost electrical in nature.

Combat:

Force elementals make use of their aerial maneuverability and the reach of their force blast prefering to only briefly come within the reach of foes if at all.

Force Blast (Su): As a standard action a force elemental may release a blast of pure force in a cone. This force deals damage within the area, Reflex halves, and any creature that fails their Reflex save must make a Fortitude save or be pushed away from the force elemental as far as possible or until it is outside of the area of effect (furthest away creatures are pushed back first). The area, save DC, and damage of the blast for each size of Force Elemental is listed below; the save DC is Constitution based and beginning at Large the save DC includes +2 from Ability Focus. Once a force elemental uses its Force Blast it may not use it again for 1d4+1 rounds.
CategoryDamageAreaSave DC
Small1d815-ft12
Medium2d815-ft14
Large4d830-ft20
Huge6d830-ft26
Greater8d860-ft28
Elder10d860-ft30

Force Immunity (Ex): Large and larger force elementals are immune to damage from force effects as they can harmlessly absorb the impacting energy. As a full round action they may pass through a solid force effect such as a Wall of Forceor Forcecage.

Living Silhouette (Ex): A force elemental is by its very nature transparent and hard to see. Attacks against a force elemental suffer a 20% miss chance as if it had concealment. In addition this partially invisible state aids it in hiding, a moving force elemental may hide without cover or concealment at a -10 penalty, and an immobile force elemental suffers no penalty to do so although if it moves to begin an attack (including a force blast) or use Manipulate Force it is considered to be moving. Finally a force elemental gains a +6 racial bonus to hide.

See Invisibility has no ability to mitigate this translucent nature, though a True Seeing spell causes the elemental’s outline to become more distinct negating the advantages granted by this ability.

Manipulate Force (Su): A force elemental may, as a standard action, move an object at a range. This functions as the sustained force use of telekinesis except as listed here, and cannot affect attended objects. The maximum weight a force elemental may affect is listed on the table below, as is the maximum range at which it may move an object, and the maximum speed.
CategoryWeight Range Speed
Small20 lbs60 ft20 ft
Medium80 lbs80 ft20 ft
Large300 lbs120 ft40 ft
Huge1200 lbs160 ft40 ft
Greater2500 lbs200 ft60 ft
Elder5000 lbs240 ft60 ft


Summoning Force Elementals

Force elementals can be added to the list of creatures that can be summoned with Summon Monster and Summon Nature's Ally spells, as shown below.

Small: Summon Monster IV, Summon Nature's Ally III
Medium: Summon Monster VI, Summon Nature's Ally V
Large: Summon Monster VII, Summon Nature's Ally VI
Huge: Summon Monster VIII, Summon Nature's Ally VII
Greater: Summon Monster IX, Summon Nature's Ally VIII

Zaydos
2016-01-22, 07:28 PM
FORCE MONOLITH
Gargantuan Elemental (Air, Extraplanar)
Hit Dice: 36d8+255 (417 hp)
Initiative: +14
Speed: Fly 60 ft (perfect) (12 squares)
Armor Class: 30 (–4 size, +10 Dex, +14 deflection), touch 30, flat-footed 20
Base Attack/Grapple: +27/+52
Attack: Slam +36 melee (6d6+13 plus 3d6 force/19–20)
Full Attack: 2 slams +36 melee (6d6+11 plus 3d6 force/19–20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Force Blast, Manipulate Force
Special Qualities: Damage Reduction 15/-, Darkvision 60 ft, Elemental Traits, Force Immunity, Force Subtype traits, Living Silhouette
Saves: Fort +27, Ref +30, Will +20
Abilities: Str 36, Dex 31, Con 24, Int 12, Wis 15, Cha 17
Skills: Balance +12, Diplomacy +5, Intimidate +16, Jump +41, Listen +41, Sense Motive +15, Spot +41, Tumble +23
Feats: Ability Focus (Force Blast), Blind-fight, Cleave, Combat Reflexes, Epic WillE, Flyby Attack, Great Cleave, Hold the LineXPH, Improved Critical (slam), Improved Initiative, Improved Natural Attack, Iron Will, Power Attack
Environment: Pseudoelemental Plane of Force
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Usually neutral
Advancement: 37–54 HD (Gargantuan)
Level Adjustment: —

Force monoliths are the largest and greatest of the force elementals. They rarely interact with humanoids, living in contemplation alone deep within the pseudoelemental plane. Force monoliths rarely emerge from the depths of the plane, but when they do they come forth with the power of a crashing tsunami, the strength to smash a kingdom. Force monoliths speak Aetherion and their voice is a music of the spheres which sounds through the fire lit night of Force on the rare occasion they choose to speak.

Combat:

Force monoliths fight like any other force elemental merely writ large, their force blasts devastating whole armies with a single blast.

Force Blast (Su): A Force Monolith may release a devastating blast of force in a 120-ft cone. This deals 14d8 force damage to all within the area. A successful Reflex save (DC 37, Constitution based and includes Ability Focus) halves the damage, and any creature that fails their Reflex save must make a Fortitude save (same DC) or be pushed away from the force monolith as far as possible or until it is outside of the area of effect (furthest away creatures are pushed back first). Once a force monolith has used force blast they must wait 1d4+1 rounds to use it again.

Force Immunity (Ex): Force monoliths are immune to damage from force effects as they can harmlessly absorb the impacting energy. As a full round action they may pass through a solid force effect such as a Wall of Forceor Forcecage.

Living Silhouette (Ex): A force monolith is by its very nature transparent and hard to see. Attacks against a force elemental suffer a 20% miss chance as if it had concealment. In addition this partially invisible state aids it in hiding, a moving force elemental may hide without cover or concealment at a -10 penalty, and an immobile force monolith suffers no penalty to do so although if it moves to begin an attack (including a force blast) or use Manipulate Force it is considered to be moving. Finally a force monolith gains a +6 racial bonus to hide.

See Invisibility has no ability to mitigate this translucent nature, though a True Seeing spell causes the elemental’s outline to become more distinct negating the advantages granted by this ability.

Manipulate Force (Su): A force monolith may, as a standard action, move an object at a range. This functions as the sustained force use of telekinesis except as listed here, and cannot affect attended objects. A force monolith may move an object weighing up to 20000 lbs, up to 500 ft away, and at a rate of up to 80 ft per round.

Zaydos
2016-01-22, 07:29 PM
Force Mephit
Small Outsider (Force, Extraplanar)
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 30 ft (6 squares), fly 50 ft (good)
Armor Class: 16 (+1 size, +2 Dex, +3 Deflection), touch 16, FF 14
Base Attack/Grapple: +3/-1
Attack: Claw +7 melee (1d3 plus 1d4 force)
Full Attack: 2 Claws +7 melee (1d3 plus 1d4 force)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath Weapon, Spell-like Abilities, Summon Mephit
Special Qualities: Damage Reduction 5/magic, Darkvision 60 ft, Fast Healing 2, Force Subtype Traits.
Saves: Fort +4, Ref +5, Will +3
Abilities: Str 10, Dex 15, Con 12, Int 6, Wis 11, Cha 15.
Skills: Bluff +8, Escape Artist +8, Hide +12, Diplomacy +4, Disguise +2 (+4), Intimidate +4, Listen +6, Move Silently +8, Spot +6, Use Rope +2 (+4 with bindings).
Feats: Flyby Attack, Weapon Finesse
Environment: Pseudoelemental Plane of Force
Organization: Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard.
Alignment: Usually Neutral.
Advancement: 4-6 HD (Small), 7-9 (Medium)
Level Adjustment: +3 (cohort)

Force mephits are by their nature flighty, curious, and arrogant creatures. They see themselves as the rightful kings of the plane and if asked will dismiss the zwanes as maladapted to the plane, the elementals as purposeless, and the zjanbeeti as myth or if confronted with them hard enough they will posit that their powers are overstated and staged tricks. Force mephits are ambitious creatures often fighting among themselves and forming small kingdoms to gain power, although these kingdoms are destined to dissolution when the mephits one by one make their way off out of sheer curiosity. The mephits usually spend long periods in one place seeking out the most inane details of the area, before flying off to another place to learn. Even so the mephits have short memories often forgetting the things that had so eagerly sought to learn mere weeks earlier.

A force mephit is 4 feet tall and less than a pound. Force mephits speak Common and Aetherion.

Breath Weapon (Su): 15-ft cone of pure force, damage 1d6, Reflex DC 13 half. Creatures that fail their save are also pushed 5 ft away from the mephit. The DC is Constitution based and includes a +1 racial bonus.

Spell-like Abilities: 1/hour a force mephit can gather force in light distorting planes duplicating a Blur spell (CL 3rd), and 1/day a force mephit can gather it into several unerring darts of energy replicating a Magic Missile (CL 6th).

Fast Healing (Ex): A force mephit heals only in the presence of free standing Force, if within 10 ft of an active force effect, or on the pseudoelemental plane of force, or another area with naturally occurring Force.

Zaydos
2016-01-22, 07:30 PM
Zjanbeeti
Medium Outsider (Force, Extraplanar)
Hit Dice: 21d8+126 (220 hp)
Initiative: +14
Speed: 60 ft (6 squares), fly 120 ft (perfect)
Armor Class: 35 (+6 Dex, +19 Deflection), touch 35, FF -
Base Attack/Grapple: +21/+29
Attack: +5 Keen Vorpal Psychokinetic Falchion of Collision +34 melee (2d4+22 and 1d4 force, 15-20/x2) or +5 Splitting Wounding Mighty Composite (+5 Str bonus) Longbow of Speed +33/+33 ranged (1d8+10 and 1 Con, 20/x3) or Manyshot with +5 Splitting Wounding Mighty Composite (+5 Str bonus) Longbow of Speed +25 x 8 ranged (1d8+10 and 1 Con, 20/x3)
Full Attack: +5 Keen Vorpal Psychokinetic Falchion of Collision +34/+29/+24/+19 melee (2d4+22 and 1d4 force, 15-20/x2) or +5 Splitting Wounding Mighty Composite (+5 Str bonus) Longbow of Speed +33/+33/+33/+33/+33/+33/+28/+28/+23/+23/+18/+18 ranged (1d8+10 and 1 Con, 20/x3).
Space/Reach: 5 ft./5 ft.
Special Attacks: Call Genies, Intercept Calling, Invoke Wish, Spell-like Abilities
Special Qualities: Change Size, Damage Reduction 15/epic, Darkvision 60 ft, Immunities, Force Subtype Traits, Never Surprised, Regeneration 15, Spell Resistance 36 CR, Supreme Polymath.
Saves: Fort +18, Ref +19, Will +19
Abilities: Str 26, Dex 24, Con 22, Int 23, Wis 25, Cha 25.
Skills: Appraise +32, Autohypnosis +31, Balance +33, Bluff +31, Climb +32 (+34 to climb ropes), Concentration +31, Craft (each) +30, Decipher Script +30, Diplomacy +37, Disable Device +30, Disguise +31 (+33 to act in character), Escape Artist +30 (+32 to escape ropes), Forgery +30, Gather Information +33, Handle Animal +33, Heal +31, Hide +31, Intimidate +33, Jump +46, Knowledge (all) +30, Listen +31, Move Silently +31, Open Lock +31, Perform (all) +31, Profession (all) +31, Ride +33, Search +30 (+32 to find secret doors and compartments), Sense Motive +33, Sleight of Hand +33, Spellcraft +32 (+34 to decipher scrolls), Spot +31, Survival +31 (+33 if in an above ground natural environment, underground, or another plane, +35 if 2 out of 3), Swim +32, Tumble +33, Use Magic Device +31 (+35 to use scrolls), Use Rope +31 (+33 with bindings).
Feats: Point Blank Shot, Rapid Shot, Precise Shot, Improved Rapid Shot, Manyshot, Improved Precise Shot, Improved Initiative, Superior InitiativeE
Environment: Pseudoelemental Plane of Force
Organization: Solitary (1), or family (2-4), legends claim that they may also be found in a court (1 Divine Rank 0 ‘Patriarch’ and 20-40) or a grand conclave of the entire species (3? Patriarchs and 200? to 2000? zjanbeet)
Challenge Rating: 24
Treasure: Standard gold, and gems, triple items
Alignment: Usually Neutral.
Advancement: By character class
Level Adjustment: -

Zjanbeet (singular zjanbeeti) appear as unearthly pale alabaster skinned humanoids usually standing just shy of 7 feet in height, though they can change their height at will. They have aristocratic features, hooked noses, high cheekbones, a tendency towards widow's peaks, and piercing amethyst eyes. Their ears have long lobes, and their fingers are thinner and proportionately longer than a human's.

Zjanbeet are genies native to the pseudoelemental plane of force, bearers of phenomenal power beyond that of most genies. Zjanbeet see themselves as the true gods of genie kind, beings of nigh infinite wisdom and power. As the gods of genie-kind the zjanbeet see it as their role to protect their lesser kin. Otherwise they pay little attention to the dealings of 'lesser races' caring little for the passing of the Planes, simply content to indulge in a sort of hedonism in their palaces wrought by their magic from their most fanciful imagination.

Zjanbeet speak all languages.

Call Genies (Su): Once per day a zjanbeeti may call 1 Dao, 1 Djinni, 1 Efreeti, 1 Janni, and 1 Marid as if with a Gate spell as a standard action. These genie are not automatically bound to obey the zjanbeeti but they normally do.

Change Size (Su): As a standard action a zjanbeeti may grow to up to Colossal size or shrink down to up to Fine size. When Large they gain +6 Str, +2 Con, +2 natural armor and -2 Dex, when huge they gain +12 Str, +4 Con, +4 natural armor and -4 Dex, when gargantuan they gain +20 Str, +6 Con, +6 natural armor, and -4 Dex, and when Colossal they gain +30 Str, +10 Con, +10 natural armor, and -4 Dex. When Small they gain -2 Str, and +2 Dex, when Tiny they gain -4 Str and +4 Dex, when Diminutive they gain -8 Str and +8 Dex, and when Fine they gain -12 Str and +12 Dex.

Immunities: Zjanbeet are immune to acid, cold, fire, electricity, and sonic damage, as well as damage from Force or any aspect of a force effect they do not choose to allow to affect them. They are immune to disease, poison, death effects, daze, stunning, paralysis, sleep, and all mind-affecting effects. Zjanbeet are not subject to death from massive damage.

Intercept Calling (Su): When a genie of any kind is summoned via a calling all zjanbeet are automatically aware and any of them may choose to intercept the call as an immediate action. They rarely do so unless they see it as a persistent abuse of their ‘subjects’. A zjanbeeti which answers such a call is under no requirement to obey the summoner, and if called into a summoning circle may freely pass through it. A zjanbeeti which answers a call this way will usually simply make the summoner swear to never again call a genie and often also force them to undertake a quest of atonement to aid genie kind.

Invoke Wish (Su): A zjanbeeti can invoke a wish from a lesser variety of genie as if they were a non-genie themselves. If the genie is not willing to grant the zjanbeeti’s demand then the zjanbeeti may compel it to do so as a standard action. A successful Will save (DC 28) allows the genie to resist and a zjanbeeti has never been known to use this ability on a genie that has already succeeded on the save whether that is a behavioral inhibition on the zjanbeet’s part or because saving grants immunity is unknown.

Never Surprised: A zjanbeeti has a hairsbreadth’s warning of danger. They may always act in a surprise round, and are never considered to be flat-footed.

Regeneration (Ex): No form of attack deals lethal damage to a zjanbeeti.

Spell-like Abilities: A zjanbeeti can use the following spells as spell-like abilities at-will: Arcane Sight, Discern Lies (DC 21), Gaseous Form, Greater Magic Weapon, Greater Teleport, Heal, Invisibility, Plane Shift, Restoration, See Invisibility, True Seeing, and all level 0 Cleric, Druid, and Wizard spells. A zjanbeeti can use all other level 8 or lower Cleric, Druid, and Wizard spells as a spell-like ability 3 times per day, and all 9th level Cleric, Druid, and Wizard spells as a spell-like ability once per month.

Supreme Polymath (Ex): A zjanbeeti speaks all languages and is considered to have max (HD + 3) ranks in all skills.

Zaydos
2016-01-22, 08:28 PM
Zwane
Medium Outsider (Extraplanar, Force, Native)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 20 ft (4 squares); 30 ft without armor
Armor Class: 14 (+4 Scale Mail), touch 10, FF 14
Base Attack/Grapple: +1/+1
Attack: Spear +2 melee (1d8+1) or javelin +1 ranged (1d6+1)
Full Attack: Spear +2 melee (1d8+1) or javelin +1 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Cold Resistance 5, Darkvision 60 ft, Force Subtype Traits, Partial Sustenance
Saves: Fort +4, Ref +0, Will -1
Abilities: Str 13, Dex 10, Con 14, Int 9, Wis 9, Cha 8.
Skills: Listen +2, Profession (Pilot) +3, Profession (Sailor) +3, Spot +2, Survival -1 (+3 on Plane of Force).
Feats: Alertness
Environment: Pseudoelemental Plane of Force
Organization: Solitary (1), squad (2–4), or militia (5–12)
Challenge Rating: 1/2
Treasure: Standard.
Alignment: Often Lawful Neutral.
Advancement: By class
Level Adjustment: +0

Zwane are a race of pale blue skinned near-humanoids. Their hair tends towards the pale and near white, ranging from a snow white to a pale golden blonde. They sail the skies of Force in great airships, moving from verdant spot to verdant spot living as nomadic sailors. On occasion particularly well equipped zwane fly up or through portals between Force and other planes to attack from the skies as pirates or even try and settle more hospitable climes, but for the most part simply make a meager living in the great night of Force; after all most of their airships cannot fly in gravity.

Zwane speak Aetherion (the elemental language of Force), and on occasion Common. The stats presented here are for a Level 1 zwane warrior with Str 13, Dex 10, Con 12, Int 9, Wis 11, and Cha 8 before racial modifiers.

Combat:
When fighting with non-natives zwane take advantage of a native’s grasp of the gravity of their plane to gain superior maneuverability, even so they rarely make use of it for fear of crashing into an invisible wall. They will usually carry 3 javelins which they throw to strike foes from afar before falling towards them to strike them with their spears.
Partial Sustenance (Ex): Zwane require only 1/4th the normal amount of oxygen for a creature of their size, and may hold their breath four times longer than usual. Similarly zwane may go 7 times longer without food or water before beginning to make checks for dehydration or starvation and need only 1/4th the normal amount of food or water each day.
Skills: Zwanes live and die on their ships and gain a +4 racial bonus to Profession (Pilot) and Profession (Sailor) checks as well as Survival checks made on the Pseudonatural Plane of Force.

Zwane as Player Characters:
Zwane characters possess the following racial traits.
+2 Constitution, -2 Wisdom.
Medium size.
A zwane’s base land speed is 30 feet.
Darkvision: Zwanes can see in the dark up to 60 feet.
Racial Skills: Zwanes have a +4 racial bonus to Profession (Pilot) and Profession (Sailor) checks as well as Survival checks made on the Pseudonatural Plane of Force.
Partial Sustenance: See above.
Cold Resistance 5.
Automatic Languages: Common, Aetherion. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, and Terran.
Favored Class: Warblade.
Level adjustment: +0.