rferries
2017-08-18, 10:30 PM
Vorlon
http://orig06.deviantart.net/c2a6/f/2013/069/9/b/babylon_5_bad_vorlon_by_lun_art-d5xnya0.jpg
"Who. Are. You?"
Size/Type: Huge Outsider (incorporeal, First One, native, psionic)
Hit Dice: 12d8+60 (114 hp)
Initiative: +9
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 18 (+5 Dex, +5 deflection, -2 size), touch 18, flat-footed 13
Base Attack/Grapple: +12/+25
Attack: Incorporeal tentacle +15 melee (1d8+5)
Full Attack: 8 incorporeal tentacles +15 melee (1d8+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Celestial guise, constrict, improved grab, mind piece, psionics, psi-like abilities
Special Qualities: Damage reduction 5/-, darkvision 60 ft., encounter suit, first one traits, hive mind, incorporeal traits, mind over matter, resistance to acid 10, cold 10, electricity 10, fire 10, and sonic 10, telepathy 300 ft., vorlon ship
Saves: Fort +15, Ref +15, Will +15
Abilities: Str -, Dex 20, Con 20, Int 20, Wis 20, Cha 20
Skills: Autohypnosis +22, Concentration +20, Craft (https://www.rpgcrossing.com/srd/Modern/skillsorder.html#craft)(chemical, mechanical, pharmaceutical) +20, Diplomacy +22, Intimidate +20, Knowledge (https://www.rpgcrossing.com/srd/Modern/skillsorder.html#knowledge) (earth and life sciences, physical sciences, technology) +20, Knowledge (psionics) +22, Psicraft +22, Sense Motive +20
Feats: Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Overchannel
Environment: Any interplanetary
Organization: Solitary or pair
Challenge Rating: 12
Treasure: None
Alignment: Always lawful (any)
Advancement: —
Level Adjustment: —
The ambassador's techno-organic encounter suit opens at the head to release a blinding light. A form emerges and flies up into the air - either a shining celestial being, or a many-tentacled creature of pure psionic energy.
The vorlons are an ancient race devoted to the concept of Order, locked in an eternal philosophical battle with their Chaotic enemies the Shadows. These two elder civilisations use the younger races as pawns in their cosmic debate - it was in fact the Vorlons that first engineered humanoids with the capacity to use psionics.
Vorlons rarely emerge from their bulky, techno-organic encounter suits when dealing with other races. On the occasions they do emerge they assume the forms of celestial beings (images that they have ingrained in the genetic memory of the younger races). A Vorlon's true form is a great luminous cephalopod surrounded by particles of light - they long ago evolved beyond their corporeal bodies and are now creatures of pure thought.
Vorlons speak Common, their own language, and at least five other languages (typically those of the younger humanoid races) but generally rely on their encounter suits' translators and their innate telepathy. They are notorious for their cryptic utterances.
Combat
Vorlons prefer to avoid combat through manipulation but know they have little to fear from the younger races. On the occasions they are drawn into combat they rarely deign to emerge from their encounter suits, instead preferring to humble enemies with their mighty psionic powers. A truly enraged vorlon is a terrible foe, emerging from its encounter suit and foregoing the use of its powers to strike enemies with mighty blows.
Celestial Guise (Su)
A vorlon that emerges from its encounter suit may attempt to psionically influence viewers into perceiving it as a celestial being. Any humanoid that fails a Will save (DC 21) sees the vorlon as a benevolent entity from the Outer Planes (treat the humanoid as both enthralled and charmed by the vorlon). A creature that successfully saves against this ability is immune to the celestial guise of that vorlon for 24 hours. The vorlon may suppress or reactivate this ability as a free action. This is a mind-affecting charm effect gaze attack. The save DC is Charisma-based. Certain creatures (e.g. humanoids allied with the Shadows) are immune to this effect.
Constrict (Ex)
A vorlon deals 1d8+5 points of damage with a successful grapple check.
Encounter Suit (Ex)
A vorlon's encounter suit is Medium size and offers secrecy if no real protection to the creature. While in the suit a vorlon may not make any natural attacks and moves at a land speed of 10 feet. Furthermore, the suit possesses a built-in translator that provides a constant tongues effect (caster level 12th). A vorlon may enter or exit its suit as a full-round action, and fits completely in a suit despite their relative sizes due to its incorporeal nature.
Hive Mind (Ex)
All vorlons are in constant communication, as if by telepathic bond. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No vorlon in a group is considered flanked unless all of them are.
Improved Grab (Ex)
To use this ability, a vorlon must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Mind Over Matter (Ex)
A vorlon's tentacle attacks overcome damage reduction of any type, ignore armour bonuses (armour, shield, and natural armour bonuses) to Armour Class and are considered to have the ghost touch ability. This allows a vorlon to make grapple checks, unlike other incorporeal creatures. A vorlon uses its Charisma modifier instead of its Strength modifier on damage rolls and grapple checks.
Mind Piece (Su)
Vorlons can "break off" pieces of their own minds and store them in humanoids. As a full-round action a vorlon can either deposit a piece of its own mind in a humanoid within 30 feet or retrieve a piece (whether its own or another vorlon's) from that humanoid. In either case the humanoid can make a Will save (DC 21) to prevent this effect. This is a mind-affecting effect. The save DC is Charisma-based.
A vorlon has a permanent telepathic bond with all humanoids containing a piece of its mind. Furthermore, if the vorlon is killed it may rejuvenate itself from one of those pieces after 1d4 months (it may remain hidden in the humanoid for as long as it wishes, and when it emerges the humanoid is unharmed). A vorlon hidden in this way is not in contact with the vorlon hive mind, though it may use its dream psi-like ability on its host. A vorlon may have a number of mind pieces equal to its Charisma modifier.
Psionics
A vorlon manifests powers as a 12th-level psion. They may learn powers from the psion power list and the clairsentience, psychokinesis, and telepath disciplines.
Psi-Like Abilities
At will-detect thoughts (DC 17), dream. Caster level 12th. The save DC is Charisma-based.
Vorlon Ship (Ex)
Each vorlon is bound to a particular vorlon ship. They possess a constant telepathic bond with each other and the ship is utterly loyal to its master.
First Ones
First Ones are members of the ancient races that preceded all others - the first to develop in the galaxy. Most of them have evolved into beings of pure energy, and they all possess incredible powers, intellects, and technologies. Vorlons, Shadows, and a select few other races are First Ones.
Traits
A First One can be slain only by another First One. Treat this as the tarrasque (http://www.d20srd.org/srd/monsters/tarrasque.htm)'s regeneration, save that it is regeneration 0 and is overcome by any attack from another First One.
Vorlon Ship
https://vignette3.wikia.nocookie.net/babylon5/images/e/ea/Vorlon_transport.jpg/revision/latest?cb=20080801014902
"Then once Kosh's belongings are loaded into his ship it will activate itself. The ship was made for him. It was a part of him. In a curious way it is alive. It cannot live without him, so it will grieve as we do, in its own way, and perform its last duty in memory of Kosh. "
Size/Type: Colossal Aberration (psionic)
Hit Dice: 24d8+192 (300 hp)
Initiative: +4
Speed: Fly 250 ft. (perfect) (50 squares)
Armor Class: 16 (+14 natural, -8 size), touch 2, flat-footed 16
Base Attack/Grapple: +18/+50
Attack: Slam +26 melee (2d8+24)
Full Attack: Slam +26 melee (2d8+24)
Space/Reach: 30 ft./20 ft.
Special Attacks: Psi-like abilities
Special Qualities: Darkvision 60 ft., fast healing 5, hardness 20, jumpgate, spacecraft, telepathy 300 ft., vorlon bound
Saves: Fort +18, Ref +10, Will +17
Abilities: Str 42, Dex 10, Con 26, Int 10, Wis 12, Cha 10
Skills: Knowledge (physical sciences) + 0*, Navigate +30, Pilot +30 (https://www.rpgcrossing.com/srd/Modern/skillsorder.html)
Feats: Flyby Attack, Improved Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (disintegrate), Skill Focus (navigate), Skill Focus (pilot)
Environment: Any interplanetary
Organization: As vorlon master
Challenge Rating: 12
Treasure: None
Alignment: As vorlon master
Advancement: —
Level Adjustment: —
The ship is graceful in both design and motion. It unfolds great luminous petals as it approaches, like some colossal and radiant flower.
Each vorlon is served by a personal living transport. They are bound to each other, much like a wizard and her familiar or a paladin and his steed.
A vorlon transport understands Common and Vorlon, as well as most other languages via their telepathy. However they never communicate (either aloud or via telepathy), save with their masters.
Combat
Vorlon ships are built for combat with other vessels, not with individuals. A vorlon ship is reduced to simple charges in close quarters; they much prefer to strike from a distance with their disintegrate ability.
Jumpgate (Su)
A vorlon ship can enter and exit the "hyperspace" plane as a full-round action. Treat this as the shadow walk spell (caster level 24th), save that it affects the vorlon ship and all creatures it is transporting in its hold.
Psi-Like Abilities
At will-disintegrate (DC 16), dream. Caster level 24th. The save DC is Charisma-based.
Spacecraft (Ex)
A vorlon ship can survive comfortably in a vacuum. It can carry 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures in its hold.
Vorlon Bound(Ex)
Each vorlon ship is bound to a particular vorlon master. They possess a constant telepathic bond with each other and the ship is utterly loyal to its master.
Skills
A vorlon ship has a +20 racial bonus on any Knowledge (physical sciences) check relating to astronomy.
http://orig06.deviantart.net/c2a6/f/2013/069/9/b/babylon_5_bad_vorlon_by_lun_art-d5xnya0.jpg
"Who. Are. You?"
Size/Type: Huge Outsider (incorporeal, First One, native, psionic)
Hit Dice: 12d8+60 (114 hp)
Initiative: +9
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 18 (+5 Dex, +5 deflection, -2 size), touch 18, flat-footed 13
Base Attack/Grapple: +12/+25
Attack: Incorporeal tentacle +15 melee (1d8+5)
Full Attack: 8 incorporeal tentacles +15 melee (1d8+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Celestial guise, constrict, improved grab, mind piece, psionics, psi-like abilities
Special Qualities: Damage reduction 5/-, darkvision 60 ft., encounter suit, first one traits, hive mind, incorporeal traits, mind over matter, resistance to acid 10, cold 10, electricity 10, fire 10, and sonic 10, telepathy 300 ft., vorlon ship
Saves: Fort +15, Ref +15, Will +15
Abilities: Str -, Dex 20, Con 20, Int 20, Wis 20, Cha 20
Skills: Autohypnosis +22, Concentration +20, Craft (https://www.rpgcrossing.com/srd/Modern/skillsorder.html#craft)(chemical, mechanical, pharmaceutical) +20, Diplomacy +22, Intimidate +20, Knowledge (https://www.rpgcrossing.com/srd/Modern/skillsorder.html#knowledge) (earth and life sciences, physical sciences, technology) +20, Knowledge (psionics) +22, Psicraft +22, Sense Motive +20
Feats: Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Overchannel
Environment: Any interplanetary
Organization: Solitary or pair
Challenge Rating: 12
Treasure: None
Alignment: Always lawful (any)
Advancement: —
Level Adjustment: —
The ambassador's techno-organic encounter suit opens at the head to release a blinding light. A form emerges and flies up into the air - either a shining celestial being, or a many-tentacled creature of pure psionic energy.
The vorlons are an ancient race devoted to the concept of Order, locked in an eternal philosophical battle with their Chaotic enemies the Shadows. These two elder civilisations use the younger races as pawns in their cosmic debate - it was in fact the Vorlons that first engineered humanoids with the capacity to use psionics.
Vorlons rarely emerge from their bulky, techno-organic encounter suits when dealing with other races. On the occasions they do emerge they assume the forms of celestial beings (images that they have ingrained in the genetic memory of the younger races). A Vorlon's true form is a great luminous cephalopod surrounded by particles of light - they long ago evolved beyond their corporeal bodies and are now creatures of pure thought.
Vorlons speak Common, their own language, and at least five other languages (typically those of the younger humanoid races) but generally rely on their encounter suits' translators and their innate telepathy. They are notorious for their cryptic utterances.
Combat
Vorlons prefer to avoid combat through manipulation but know they have little to fear from the younger races. On the occasions they are drawn into combat they rarely deign to emerge from their encounter suits, instead preferring to humble enemies with their mighty psionic powers. A truly enraged vorlon is a terrible foe, emerging from its encounter suit and foregoing the use of its powers to strike enemies with mighty blows.
Celestial Guise (Su)
A vorlon that emerges from its encounter suit may attempt to psionically influence viewers into perceiving it as a celestial being. Any humanoid that fails a Will save (DC 21) sees the vorlon as a benevolent entity from the Outer Planes (treat the humanoid as both enthralled and charmed by the vorlon). A creature that successfully saves against this ability is immune to the celestial guise of that vorlon for 24 hours. The vorlon may suppress or reactivate this ability as a free action. This is a mind-affecting charm effect gaze attack. The save DC is Charisma-based. Certain creatures (e.g. humanoids allied with the Shadows) are immune to this effect.
Constrict (Ex)
A vorlon deals 1d8+5 points of damage with a successful grapple check.
Encounter Suit (Ex)
A vorlon's encounter suit is Medium size and offers secrecy if no real protection to the creature. While in the suit a vorlon may not make any natural attacks and moves at a land speed of 10 feet. Furthermore, the suit possesses a built-in translator that provides a constant tongues effect (caster level 12th). A vorlon may enter or exit its suit as a full-round action, and fits completely in a suit despite their relative sizes due to its incorporeal nature.
Hive Mind (Ex)
All vorlons are in constant communication, as if by telepathic bond. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No vorlon in a group is considered flanked unless all of them are.
Improved Grab (Ex)
To use this ability, a vorlon must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Mind Over Matter (Ex)
A vorlon's tentacle attacks overcome damage reduction of any type, ignore armour bonuses (armour, shield, and natural armour bonuses) to Armour Class and are considered to have the ghost touch ability. This allows a vorlon to make grapple checks, unlike other incorporeal creatures. A vorlon uses its Charisma modifier instead of its Strength modifier on damage rolls and grapple checks.
Mind Piece (Su)
Vorlons can "break off" pieces of their own minds and store them in humanoids. As a full-round action a vorlon can either deposit a piece of its own mind in a humanoid within 30 feet or retrieve a piece (whether its own or another vorlon's) from that humanoid. In either case the humanoid can make a Will save (DC 21) to prevent this effect. This is a mind-affecting effect. The save DC is Charisma-based.
A vorlon has a permanent telepathic bond with all humanoids containing a piece of its mind. Furthermore, if the vorlon is killed it may rejuvenate itself from one of those pieces after 1d4 months (it may remain hidden in the humanoid for as long as it wishes, and when it emerges the humanoid is unharmed). A vorlon hidden in this way is not in contact with the vorlon hive mind, though it may use its dream psi-like ability on its host. A vorlon may have a number of mind pieces equal to its Charisma modifier.
Psionics
A vorlon manifests powers as a 12th-level psion. They may learn powers from the psion power list and the clairsentience, psychokinesis, and telepath disciplines.
Psi-Like Abilities
At will-detect thoughts (DC 17), dream. Caster level 12th. The save DC is Charisma-based.
Vorlon Ship (Ex)
Each vorlon is bound to a particular vorlon ship. They possess a constant telepathic bond with each other and the ship is utterly loyal to its master.
First Ones
First Ones are members of the ancient races that preceded all others - the first to develop in the galaxy. Most of them have evolved into beings of pure energy, and they all possess incredible powers, intellects, and technologies. Vorlons, Shadows, and a select few other races are First Ones.
Traits
A First One can be slain only by another First One. Treat this as the tarrasque (http://www.d20srd.org/srd/monsters/tarrasque.htm)'s regeneration, save that it is regeneration 0 and is overcome by any attack from another First One.
Vorlon Ship
https://vignette3.wikia.nocookie.net/babylon5/images/e/ea/Vorlon_transport.jpg/revision/latest?cb=20080801014902
"Then once Kosh's belongings are loaded into his ship it will activate itself. The ship was made for him. It was a part of him. In a curious way it is alive. It cannot live without him, so it will grieve as we do, in its own way, and perform its last duty in memory of Kosh. "
Size/Type: Colossal Aberration (psionic)
Hit Dice: 24d8+192 (300 hp)
Initiative: +4
Speed: Fly 250 ft. (perfect) (50 squares)
Armor Class: 16 (+14 natural, -8 size), touch 2, flat-footed 16
Base Attack/Grapple: +18/+50
Attack: Slam +26 melee (2d8+24)
Full Attack: Slam +26 melee (2d8+24)
Space/Reach: 30 ft./20 ft.
Special Attacks: Psi-like abilities
Special Qualities: Darkvision 60 ft., fast healing 5, hardness 20, jumpgate, spacecraft, telepathy 300 ft., vorlon bound
Saves: Fort +18, Ref +10, Will +17
Abilities: Str 42, Dex 10, Con 26, Int 10, Wis 12, Cha 10
Skills: Knowledge (physical sciences) + 0*, Navigate +30, Pilot +30 (https://www.rpgcrossing.com/srd/Modern/skillsorder.html)
Feats: Flyby Attack, Improved Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (disintegrate), Skill Focus (navigate), Skill Focus (pilot)
Environment: Any interplanetary
Organization: As vorlon master
Challenge Rating: 12
Treasure: None
Alignment: As vorlon master
Advancement: —
Level Adjustment: —
The ship is graceful in both design and motion. It unfolds great luminous petals as it approaches, like some colossal and radiant flower.
Each vorlon is served by a personal living transport. They are bound to each other, much like a wizard and her familiar or a paladin and his steed.
A vorlon transport understands Common and Vorlon, as well as most other languages via their telepathy. However they never communicate (either aloud or via telepathy), save with their masters.
Combat
Vorlon ships are built for combat with other vessels, not with individuals. A vorlon ship is reduced to simple charges in close quarters; they much prefer to strike from a distance with their disintegrate ability.
Jumpgate (Su)
A vorlon ship can enter and exit the "hyperspace" plane as a full-round action. Treat this as the shadow walk spell (caster level 24th), save that it affects the vorlon ship and all creatures it is transporting in its hold.
Psi-Like Abilities
At will-disintegrate (DC 16), dream. Caster level 24th. The save DC is Charisma-based.
Spacecraft (Ex)
A vorlon ship can survive comfortably in a vacuum. It can carry 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures in its hold.
Vorlon Bound(Ex)
Each vorlon ship is bound to a particular vorlon master. They possess a constant telepathic bond with each other and the ship is utterly loyal to its master.
Skills
A vorlon ship has a +20 racial bonus on any Knowledge (physical sciences) check relating to astronomy.