arkanis
2008-04-23, 01:14 AM
The Faceless Ones
Ancient beings from a time before time, they are neither alive nor dead, physical or ethereal. Time itself holds little meaning to them.
Unlike other beings in existence, the Faceless have no sense of identity or self and exist on a plane beyond mortal understanding. Endless voids appear where their faces would be and suck up all life and magic into their endless expanses.
http://images.gfxartist.com/images/ArtworkItem/full/63454.jpg
Faceless One
Size/Type: Huge Undead (Chaotic, Evil, Extraplanar, Incorporeal)
Hit Dice: 102d12+1566 (2144 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 100ft., fly 200ft. (perfect)
Armor Class: 57 (-2 size, +8 Dex, +16 deflection, +16 luck, +9 insight)
Base Attack/Grapple: +51/--—
Attack: Incorporeal touch +91 melee (4d6 negative energy plus 2d4 negative levels plus stasis touch)
Full Attack: Incorporeal touch +91 melee (4d6 negative energy plus 2d4 negative levels plus stasis touch)
Space/Reach: 15 ft./15 ft.
Special Attacks: Chronal blast, rebuke/command undead, Spell-like abilities, stasis touch, summon past time duplicate, time leach
Special Qualities: Abomination traits, black haze, DR 35/epic, turn resistance +20, divine void, null time field, time regression, regeneration 35, sonic immunity, SR 112, undead traits, unholy toughness
Saves: Fort +42, Ref +36, Will +50
Abilities: Str Ø, Dex 27, Con Ø, Int 24, Wis 29, Cha 43
Skills: Balance +66, Bluff +66, Concentration +69, Hide +62, Intimidate +66, Jump +69, Knowledge (arcana, religion, the planes) +59, Listen +66, Move Silently +66, Search +45, Sense Motive +66, Spellcraft +66, Spot +66, Swim +66, Tumble +66
Feats: Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (incorporeal touch), Greater Weapon Focus (incorporeal touch), Quicken Spell-like Ability (time stop)
Epic Feats: Blinding Speed (×5), Epic Toughness (×5), Epic Fortitude, Epic Reflexes, Epic Will, Spell Stowaway (time stop), Epic Weapon Focus (incorporeal touch), Epic Initiative, Automatic Quicken Spell-like ability (time stop)
Environment: Any
Organization: Solitary
Challenge Rating: 76
Treasure: None
Alignment: Always chaotic evil
Advancement: None
A faceless one's natural weapons are treated as epic, evil, and chaotic-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities
At will—animate dead, blasphemy, create greater undead, create undead, cone of cold, desecrate, detect life, detect magic, greater dispel magic, greater invisibility (self only), finger of death, plane shift, slay living, speak with dead, spectral hand, greater teleport, unholy aura; 5/day—haste, slow, greater teleport, tongues, trap the soul, true strike, unholy aura; 2/day—safe time, time duplicate (epic spell); 5/day—haste, project image, weird; 1/day—time stop. Caster level 51st; save DC 26 + spell level. The DC is Charisma-based.
Rebuke/Command Undead (Su)
Faceless ones can rebuke or command undead as a cleric with a level equal to the faceless HD + 6.
Negative Energy Aura (Su)
A 30-foot-radius spread negative energy aura spreads from each faceless one. All undead in the field (including the faceless one) are treated as if having turn resistance +20 and a negative energy version of fast healing 20. Living creatures in the aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the faceless one option, rise as spectres under the faceless one command 1 minute later).
Constitution Drain (Su)
When the faceless one hits a living opponent with a touch attack, the opponent takes 1d10 points of permanent Constitution drain, or 10 points on a critical hit. The faceless one heals 5 points of damage per point of Constitution taken, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a Fortitude save (DC 59). The DC is Charisma-based.
Black Haze (Su)
Attackers always have a 20% miss chance.
Stasis Touch (Su)
As the temporal stasis spell, except as an at-will supernatural ability. Caster level 51st; save DC60. The DC is Charisma-based.
Objects which strike or touch a faceless one automatically take 1d4 points of damage each round they do so (ignoring hardness) as they are rusted and erroded by time. Only artifacts are immune to this ability.
Chronal Blast (Su)
As a standard action, the faceless one can make a ranged touch attack against any creature within 100 feet. If it succeeds, the subject is targeted by a spasm of space-time flux, dealing 30d6 points of damage.
Life Leach (Su)
All living creatures within a faceless one's presence (60ft. radius) must make a Fortitude save DC77 every round they remain in the faceless one's presence or gain 1d4 negative levels. The faceless one gains 5 temporary hit points for each negative level bestowed on a victim.
Time Leach (Su)
For every round of apparent time experienced by the faceless one, it automatically absorbs the “future” from any creature it has successfully encapsulated in static time via its stasis touch (not its null time field), no matter the distance separating victim and faceless one, and no matter the number of victims. Of course, to the victim no time passes at all, but each apparent round experienced by the faceless one ages the victim 1d4 years, at the same time healing the faceless one 5 hit points per year aged. A victim who is not somehow released from static time by a friend who can cast dispel magic, greater dispel magic, or some other likely spell, eventually ages to death. Victims killed in this manner automatically fall out of static time as desiccated husks that disintegrate to a fine dust with even the lightest touch. Victims who are released prior to death immediately apply the physical effects of aging, but not the mental effects.
Summon Past Time Duplicate (Sp)
Once per day, a faceless one can summon a duplicate of one its foes stolen from a parallel alternate past. The stolen time duplicate has the same stats and possessions as the original, but is treated as if having two negative levels (which simulates a less experienced version of the original). The faceless one can never summon a past time duplicate of a creature with more than 91 HD (add sufficient negative levels to compensate for high foe HD, if necessary). The past time duplicate, despite having most of the knowledge of the original, serves the faceless one loyally like any summoned creature. If the past time duplicate is slain, the original is not harmed because the duplicate was pulled from a parallel past. However, the original does not necessarily realize this, and must make a Will save (DC 30) or be shaken for 1d4 rounds after witnessing the death of a duplicate for the first time.
Abomination Traits
Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
Undead Traits
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. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Null Time Field (Ex)
Faceless ones continually generate a 30-foot-radius spread null time field. All creatures and objects in the field, except the faceless one, must make a Will saving throw (DC 77) each round to take any actions. On a failed save, subjects are stuck in a static time stream until their next round of actions, at which time they must make another saving throw. While a subject is stuck in a static time stream induced by a null time field, the faceless one can use its static touch on the subject, though in all other ways, the subject is invulnerable to attacks and damage as if in temporal stasis.
Time Regression (Su)
If the faceless one spends an action per round for four rounds, at the end of the 4th round the faceless one regresses back in time 4 rounds, to the very 1st round it originally began concentrating on time regression. On its second pass through the time stream, it can take completely different actions, based on its knowledge of the future (though if it takes different actions from its first pass through the time stream, the events of the original time stream are also changed, thus so can everyone else).
Regeneration (Ex)
Faceless ones take normal damage from Holy, Brilliant Energy, and Sunblade weapons. Also, spells which create light (such as Light, Dancing Lights, Daylight, Glitterdust, Celestial Brilliance) deal 1d6 normal damage per caster level to a faceless one upon being cast within 30 feet of them (max number of damage dice is equal to 5 x spell level).
Nameless:
Facless ones are also nameless ones. They lack true names and thus are immune to all effects from Words of Creation (Book of Exalted Deeds) and lack a sense of identity and thus are immune to negative levels, energy drain, and Intelligence, Wisdom, or Charisma damage/drain.
Divine Void (Su):
Faceless ones emit a strange aura (100ft. radius) which disrupts divine energy and magic. No divine magic, divine bonuses, divine abilities (such as Turn Undead), or divine salient salient abilities can function in the presence of a faceless one. Beings with divine ranks lose all abilities granted by their divine rank while in this aura. This works similar to an antimagic field.
Beings entering the radius may attempt a Will save DC77 to negate these effects for 2d4 rounds, though after this duration they must make the save again or suffer the effects until they leave the radius.
Spell Immunity (Su):
Faceless ones are immune to all necromancy and enchantment spells of 9th level or lower unless they exclusively allow the effects to affect them.
Ancient beings from a time before time, they are neither alive nor dead, physical or ethereal. Time itself holds little meaning to them.
Unlike other beings in existence, the Faceless have no sense of identity or self and exist on a plane beyond mortal understanding. Endless voids appear where their faces would be and suck up all life and magic into their endless expanses.
http://images.gfxartist.com/images/ArtworkItem/full/63454.jpg
Faceless One
Size/Type: Huge Undead (Chaotic, Evil, Extraplanar, Incorporeal)
Hit Dice: 102d12+1566 (2144 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 100ft., fly 200ft. (perfect)
Armor Class: 57 (-2 size, +8 Dex, +16 deflection, +16 luck, +9 insight)
Base Attack/Grapple: +51/--—
Attack: Incorporeal touch +91 melee (4d6 negative energy plus 2d4 negative levels plus stasis touch)
Full Attack: Incorporeal touch +91 melee (4d6 negative energy plus 2d4 negative levels plus stasis touch)
Space/Reach: 15 ft./15 ft.
Special Attacks: Chronal blast, rebuke/command undead, Spell-like abilities, stasis touch, summon past time duplicate, time leach
Special Qualities: Abomination traits, black haze, DR 35/epic, turn resistance +20, divine void, null time field, time regression, regeneration 35, sonic immunity, SR 112, undead traits, unholy toughness
Saves: Fort +42, Ref +36, Will +50
Abilities: Str Ø, Dex 27, Con Ø, Int 24, Wis 29, Cha 43
Skills: Balance +66, Bluff +66, Concentration +69, Hide +62, Intimidate +66, Jump +69, Knowledge (arcana, religion, the planes) +59, Listen +66, Move Silently +66, Search +45, Sense Motive +66, Spellcraft +66, Spot +66, Swim +66, Tumble +66
Feats: Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (incorporeal touch), Greater Weapon Focus (incorporeal touch), Quicken Spell-like Ability (time stop)
Epic Feats: Blinding Speed (×5), Epic Toughness (×5), Epic Fortitude, Epic Reflexes, Epic Will, Spell Stowaway (time stop), Epic Weapon Focus (incorporeal touch), Epic Initiative, Automatic Quicken Spell-like ability (time stop)
Environment: Any
Organization: Solitary
Challenge Rating: 76
Treasure: None
Alignment: Always chaotic evil
Advancement: None
A faceless one's natural weapons are treated as epic, evil, and chaotic-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities
At will—animate dead, blasphemy, create greater undead, create undead, cone of cold, desecrate, detect life, detect magic, greater dispel magic, greater invisibility (self only), finger of death, plane shift, slay living, speak with dead, spectral hand, greater teleport, unholy aura; 5/day—haste, slow, greater teleport, tongues, trap the soul, true strike, unholy aura; 2/day—safe time, time duplicate (epic spell); 5/day—haste, project image, weird; 1/day—time stop. Caster level 51st; save DC 26 + spell level. The DC is Charisma-based.
Rebuke/Command Undead (Su)
Faceless ones can rebuke or command undead as a cleric with a level equal to the faceless HD + 6.
Negative Energy Aura (Su)
A 30-foot-radius spread negative energy aura spreads from each faceless one. All undead in the field (including the faceless one) are treated as if having turn resistance +20 and a negative energy version of fast healing 20. Living creatures in the aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the faceless one option, rise as spectres under the faceless one command 1 minute later).
Constitution Drain (Su)
When the faceless one hits a living opponent with a touch attack, the opponent takes 1d10 points of permanent Constitution drain, or 10 points on a critical hit. The faceless one heals 5 points of damage per point of Constitution taken, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a Fortitude save (DC 59). The DC is Charisma-based.
Black Haze (Su)
Attackers always have a 20% miss chance.
Stasis Touch (Su)
As the temporal stasis spell, except as an at-will supernatural ability. Caster level 51st; save DC60. The DC is Charisma-based.
Objects which strike or touch a faceless one automatically take 1d4 points of damage each round they do so (ignoring hardness) as they are rusted and erroded by time. Only artifacts are immune to this ability.
Chronal Blast (Su)
As a standard action, the faceless one can make a ranged touch attack against any creature within 100 feet. If it succeeds, the subject is targeted by a spasm of space-time flux, dealing 30d6 points of damage.
Life Leach (Su)
All living creatures within a faceless one's presence (60ft. radius) must make a Fortitude save DC77 every round they remain in the faceless one's presence or gain 1d4 negative levels. The faceless one gains 5 temporary hit points for each negative level bestowed on a victim.
Time Leach (Su)
For every round of apparent time experienced by the faceless one, it automatically absorbs the “future” from any creature it has successfully encapsulated in static time via its stasis touch (not its null time field), no matter the distance separating victim and faceless one, and no matter the number of victims. Of course, to the victim no time passes at all, but each apparent round experienced by the faceless one ages the victim 1d4 years, at the same time healing the faceless one 5 hit points per year aged. A victim who is not somehow released from static time by a friend who can cast dispel magic, greater dispel magic, or some other likely spell, eventually ages to death. Victims killed in this manner automatically fall out of static time as desiccated husks that disintegrate to a fine dust with even the lightest touch. Victims who are released prior to death immediately apply the physical effects of aging, but not the mental effects.
Summon Past Time Duplicate (Sp)
Once per day, a faceless one can summon a duplicate of one its foes stolen from a parallel alternate past. The stolen time duplicate has the same stats and possessions as the original, but is treated as if having two negative levels (which simulates a less experienced version of the original). The faceless one can never summon a past time duplicate of a creature with more than 91 HD (add sufficient negative levels to compensate for high foe HD, if necessary). The past time duplicate, despite having most of the knowledge of the original, serves the faceless one loyally like any summoned creature. If the past time duplicate is slain, the original is not harmed because the duplicate was pulled from a parallel past. However, the original does not necessarily realize this, and must make a Will save (DC 30) or be shaken for 1d4 rounds after witnessing the death of a duplicate for the first time.
Abomination Traits
Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
Undead Traits
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. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Null Time Field (Ex)
Faceless ones continually generate a 30-foot-radius spread null time field. All creatures and objects in the field, except the faceless one, must make a Will saving throw (DC 77) each round to take any actions. On a failed save, subjects are stuck in a static time stream until their next round of actions, at which time they must make another saving throw. While a subject is stuck in a static time stream induced by a null time field, the faceless one can use its static touch on the subject, though in all other ways, the subject is invulnerable to attacks and damage as if in temporal stasis.
Time Regression (Su)
If the faceless one spends an action per round for four rounds, at the end of the 4th round the faceless one regresses back in time 4 rounds, to the very 1st round it originally began concentrating on time regression. On its second pass through the time stream, it can take completely different actions, based on its knowledge of the future (though if it takes different actions from its first pass through the time stream, the events of the original time stream are also changed, thus so can everyone else).
Regeneration (Ex)
Faceless ones take normal damage from Holy, Brilliant Energy, and Sunblade weapons. Also, spells which create light (such as Light, Dancing Lights, Daylight, Glitterdust, Celestial Brilliance) deal 1d6 normal damage per caster level to a faceless one upon being cast within 30 feet of them (max number of damage dice is equal to 5 x spell level).
Nameless:
Facless ones are also nameless ones. They lack true names and thus are immune to all effects from Words of Creation (Book of Exalted Deeds) and lack a sense of identity and thus are immune to negative levels, energy drain, and Intelligence, Wisdom, or Charisma damage/drain.
Divine Void (Su):
Faceless ones emit a strange aura (100ft. radius) which disrupts divine energy and magic. No divine magic, divine bonuses, divine abilities (such as Turn Undead), or divine salient salient abilities can function in the presence of a faceless one. Beings with divine ranks lose all abilities granted by their divine rank while in this aura. This works similar to an antimagic field.
Beings entering the radius may attempt a Will save DC77 to negate these effects for 2d4 rounds, though after this duration they must make the save again or suffer the effects until they leave the radius.
Spell Immunity (Su):
Faceless ones are immune to all necromancy and enchantment spells of 9th level or lower unless they exclusively allow the effects to affect them.