The Demented One
2008-07-27, 02:19 AM
Lilita
http://fc04.deviantart.com/fs32/i/2008/233/a/f/Divine_Madness___Lilita_by_Nny2.jpg
Illustration by Krimm Blackleaf
Medium Outsider (Chaos, Eladrin, Extraplanar, Good, Psionic)
Hit Dice: 8d8+32 (68 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 30 ft. (good)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flatfooted 16
Base Attack/Grapple: +8/+11
Attack: +1 Holy Rapier +13 melee (1d6+4) or Tentacle +8 melee (1d4+1)
Full Attack: +1 Holy Rapier +13/+8 melee (1d6+4) and Two Tentacles +8 melee (1d4+1)
Space/Reach: 5 ft./5 ft. (15 ft. with tentacles)
Special Attacks: Ecstasy, manic laughter, powers, spell-like abilities
Special Qualities: Alternate form, damage reduction 10/evil or law, darkvision 60 ft., immunity to electricity and petrification, low-light vision, madness, resistance to cold 10 and fire 10, slippery mind, spell resistance 20, tongues
Saves: Fort +10, Ref +10, Will +10
Abilities: Str 16, Dex 18, Con 18, Int 12, Wis 1, Cha 18
Skills: Autohypnosis +4, Bluff +12, Climb +11, Concentration +12, Diplomacy +12, Intimidate +12, Jump +11, Knowledge (The Planes) +9, Listen +4, Psicraft +9, Spot +4, Use Psionic Device +12
Feats: Weapon FinesseB, Improved Initiative, Dodge, Expanded Knowledge (Psionic Suggestion)
Environment: Arborea
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always Chaotic Good
Advancement: By class level (Favored Class: Wilder)
Level Adjustment: +6
The Eladrin are celestials, beings of pure good and exemplars of all that is noble in the multiverse. And yet, their inherent good is also tinctured by chaos, giving the Eladrin a whimsical, capricious nature...as well as a tendency towards madness. Some Eladrin are corrupted by this madness, becoming Kajubaan or Sajuu (http://www.giantitp.com/forums/showthread.php?t=85658). However, a rare few Eladrin who go mad remain beings of pure good, no less noble or benevolent for their madness. They become Lilitas. While they are completely mad, beyond any logic or sanity, they still fight against evil, and aid the cause of good, for which reason many celestials do not see their madness as a flaw at all. Lilitas have slim, fey bodies, elfin in build, but in place of their head, their is a shining, shapeless sphere of light that pulses with all the colors of the rainbow. From it, two tendrils of light emerge.
Ecstasy (Su)
As a standard action, a Lilita can unleash a 30 ft. cone of rainbow-colored lights that induce mind-numbing pleasure in all caught in it. All creatures caught in the cone must make a DC 18, or be stunned for 1 round. Once a Lilita has used this ability, it must wait 5 rounds before it can use it again.
Manic Laughter (Su)
A Lilita constantly laughs, demented and ecstatic. All non-good creatures within 60 ft. of it that can hear it take a -2 penalty on Will saves. In addition, whenever a non-good creature that can hear a Lilita’s manic laughter fails a Will save by six or more, it is confused for 1d3 rounds.
Powers
A Lilita manifests psionic powers as a 6th-level Wilder. A Lilita has 47 power points. The save DC of a Lilita’s psionic powers is equal to 14 + the power’s level.
Typical Powers Known
1st—inertial armor, mind thrust. 2nd—ego whip, psionic suggestion. 3rd—telekinetic thrust.
Spell-Like Abilities (Sp)
At will—aid, charm person (DC 15), detect thoughts (DC 16), enthrall (DC 16). 2/day—cure serious wounds, hold person (DC 17). 1/day—charm monster (DC 18), dimension door.
Alternate Form (Su)
A Lilita can change from its humanoid form to the form of a swarm of butterfly-like insects formed out of prismatic light. In its humanoid form, it cannot fly or use its ecstasy ability, but it can use its weapons, tentacle attacks, and use its spell-like abilities and powers. In its swarm form, it can use its spell-like abilities and ecstasy ability, but it cannot attack or manifest psionic powers. The swarm form is incorporeal, and the Lilita has no Strength score while in that form. A Lilita remains in one form until it chooses to change to another, as a standard action. Its change of form cannot be dispelled, and it does not revert to a particular form when killed. A true seeing spell allows both forms to be viewed.
Tongues (Su)
A Lilita can speak with any creature that has a language, as though using a tongues spell, caster level 8th. This ability is always active.
Madness (Ex)
A Lilita is insane, its mind pushed beyond the boundaries of logic or reason. It adds its Charisma modifier, rather than its Wisdom modifier, on will saves. They are immune to confusion or insanity-like effects, and are not affected by Wisdom damage, drain, or burn, or by penalties to Wisdom. In addition, whenever a creature attempts to read a Lilita’s mind or otherwise contact its mind, that creature must make a DC 18 Will save or take 1d10 nonlethal damage and one point of Wisdom damage.
Slippery Mind (Ex)
A Lilita's mind is so fragmented that it is difficult to control it. If a Lilita is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
http://fc04.deviantart.com/fs32/i/2008/233/a/f/Divine_Madness___Lilita_by_Nny2.jpg
Illustration by Krimm Blackleaf
Medium Outsider (Chaos, Eladrin, Extraplanar, Good, Psionic)
Hit Dice: 8d8+32 (68 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 30 ft. (good)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flatfooted 16
Base Attack/Grapple: +8/+11
Attack: +1 Holy Rapier +13 melee (1d6+4) or Tentacle +8 melee (1d4+1)
Full Attack: +1 Holy Rapier +13/+8 melee (1d6+4) and Two Tentacles +8 melee (1d4+1)
Space/Reach: 5 ft./5 ft. (15 ft. with tentacles)
Special Attacks: Ecstasy, manic laughter, powers, spell-like abilities
Special Qualities: Alternate form, damage reduction 10/evil or law, darkvision 60 ft., immunity to electricity and petrification, low-light vision, madness, resistance to cold 10 and fire 10, slippery mind, spell resistance 20, tongues
Saves: Fort +10, Ref +10, Will +10
Abilities: Str 16, Dex 18, Con 18, Int 12, Wis 1, Cha 18
Skills: Autohypnosis +4, Bluff +12, Climb +11, Concentration +12, Diplomacy +12, Intimidate +12, Jump +11, Knowledge (The Planes) +9, Listen +4, Psicraft +9, Spot +4, Use Psionic Device +12
Feats: Weapon FinesseB, Improved Initiative, Dodge, Expanded Knowledge (Psionic Suggestion)
Environment: Arborea
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always Chaotic Good
Advancement: By class level (Favored Class: Wilder)
Level Adjustment: +6
The Eladrin are celestials, beings of pure good and exemplars of all that is noble in the multiverse. And yet, their inherent good is also tinctured by chaos, giving the Eladrin a whimsical, capricious nature...as well as a tendency towards madness. Some Eladrin are corrupted by this madness, becoming Kajubaan or Sajuu (http://www.giantitp.com/forums/showthread.php?t=85658). However, a rare few Eladrin who go mad remain beings of pure good, no less noble or benevolent for their madness. They become Lilitas. While they are completely mad, beyond any logic or sanity, they still fight against evil, and aid the cause of good, for which reason many celestials do not see their madness as a flaw at all. Lilitas have slim, fey bodies, elfin in build, but in place of their head, their is a shining, shapeless sphere of light that pulses with all the colors of the rainbow. From it, two tendrils of light emerge.
Ecstasy (Su)
As a standard action, a Lilita can unleash a 30 ft. cone of rainbow-colored lights that induce mind-numbing pleasure in all caught in it. All creatures caught in the cone must make a DC 18, or be stunned for 1 round. Once a Lilita has used this ability, it must wait 5 rounds before it can use it again.
Manic Laughter (Su)
A Lilita constantly laughs, demented and ecstatic. All non-good creatures within 60 ft. of it that can hear it take a -2 penalty on Will saves. In addition, whenever a non-good creature that can hear a Lilita’s manic laughter fails a Will save by six or more, it is confused for 1d3 rounds.
Powers
A Lilita manifests psionic powers as a 6th-level Wilder. A Lilita has 47 power points. The save DC of a Lilita’s psionic powers is equal to 14 + the power’s level.
Typical Powers Known
1st—inertial armor, mind thrust. 2nd—ego whip, psionic suggestion. 3rd—telekinetic thrust.
Spell-Like Abilities (Sp)
At will—aid, charm person (DC 15), detect thoughts (DC 16), enthrall (DC 16). 2/day—cure serious wounds, hold person (DC 17). 1/day—charm monster (DC 18), dimension door.
Alternate Form (Su)
A Lilita can change from its humanoid form to the form of a swarm of butterfly-like insects formed out of prismatic light. In its humanoid form, it cannot fly or use its ecstasy ability, but it can use its weapons, tentacle attacks, and use its spell-like abilities and powers. In its swarm form, it can use its spell-like abilities and ecstasy ability, but it cannot attack or manifest psionic powers. The swarm form is incorporeal, and the Lilita has no Strength score while in that form. A Lilita remains in one form until it chooses to change to another, as a standard action. Its change of form cannot be dispelled, and it does not revert to a particular form when killed. A true seeing spell allows both forms to be viewed.
Tongues (Su)
A Lilita can speak with any creature that has a language, as though using a tongues spell, caster level 8th. This ability is always active.
Madness (Ex)
A Lilita is insane, its mind pushed beyond the boundaries of logic or reason. It adds its Charisma modifier, rather than its Wisdom modifier, on will saves. They are immune to confusion or insanity-like effects, and are not affected by Wisdom damage, drain, or burn, or by penalties to Wisdom. In addition, whenever a creature attempts to read a Lilita’s mind or otherwise contact its mind, that creature must make a DC 18 Will save or take 1d10 nonlethal damage and one point of Wisdom damage.
Slippery Mind (Ex)
A Lilita's mind is so fragmented that it is difficult to control it. If a Lilita is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.