Sucros
2005-09-02, 01:38 AM
Allrighty, I'm back again for another shot at the gold. I've got the Illusid, a groups of beings that seem to have evolved from illusions after a terrible cataclysm.1
These are low level encounters before adding class levels or extra hit dice, with CRs of 1/2, 3, and 4 respectively.
Illusid:
Illusid are a group of native outsiders that all appear to have been birthed by warped illusion spells in a powerful magical cataclysm.
Illusid Traits:
- Living magic: Illusid are still innately tied to magic, and suffer some of the weaknesses of magic. An illusid radiates a faint magic aura of the illusion school. Furthermore, any illusid that finds itself the target of or in the area of a dispel magic spell or similar effect that dispels magic takes 1d4 damage per level of caster. An illusid who finds itself within and antimagic field likewise takes this damage and is fatigued until it leaves the area of the antimagic field.
- +1 to the DC of all illusion spells or spell like abilities of the related racial subschool (Shadow for Shadowmists, Pattern for Ravenous Patterns, Figment for Lingering Figments) cast by Illusid
Shadowmist (Durtha)
Shadowmist, 1st-level Warrior
Medium Outsider (Native, Illusid)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+4 Chain Shirt, +1 Light Shield), touch 10, flat-footed 15; 10% miss chance
Base Attack/Grapple: +1/+2
Attack: Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20)
Full Attack: Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Outsider(native) traits, Illusid Traits, indistinct outline,
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 13, Dex 11, Con 10, Int 10, Wis 9, Cha 8
Skills: Hide +5*, Listen +3, Spot +3
Feats: Alertness
Environment: Temperate Hills
Organization: Solitary or Pair
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often chaotic good
Advancement: By character class
Level Adjustment: +0
Shadowmists are illusion spells given life. None, not even the Shadowmists, know the origins of the race, but most scholars suspect tampering with shadow magic by ambitious magi.
Shadowmists are naturally surrounded by a fuzzy aura that twists and bends light around them. In their natural state, the features of the Shadowmist are very difficult to make out. They appear as if someone had taken a painting of a human or perhaps a half-elf and smudged it. When a Shadowmist suppresses their outline, usually in order to better communicate with other races, it is difficult to mistake them for humans. An unhazed Shadowmist is as tall as a human and thin to the point of appearing emaciated. A Shadowmist can have skin of any shade of gray, running from sheet white to charcoal gray. Their hair is always black. What is most striking about a Shadowmist is her eyes; phosphorescent blue irises over a churning sea of blacks and grays.
COMBAT
Most Shadowmist fight only if threatened. Many members of the Shadowmist are spellcasters, and can be counted upon to utilize illusions.
Outsider (Native) traits: Shadowmists eat, sleep, and breathe, and can be raised or resurrected.
Indistinct outline (Su): Shadomists are surrounded by a shimmering haze which can make them difficult to hit. This functions as if a Shadowmist is always granted concealment except that the miss chance conferred is only 10%. This does not stack with other effects that grant concealment, such as blur, nor does it grant any of the other effects of concealment, such as protection from sneak attakcs. A Shadowmist may suppress this ability at will as a free action for one round.
Skills: A Shadowmist’s indistinct outline grants it a +2 racial bonus to hide checks.
SHADOWMISTS AS CHARACTERS:
-Outsider (native): Shadowmists are composed predominately of the shadowstuff of the plane of shadow. As native outsiders, Shadowmist are immune to effects that target humanoids such as charm person. Unlike extraplanar outsiders, Shadowmist eat, sleep, and breathe, and may be raised from the dead.
- Medium size
- -2 constitution: While they may be far more substantial than other creatures created by shadow illusions, Shadowmist are nevertheless less hardy than most inhabitants of the material plane.
-Darkvision 60ft
-Indistinct outline (Su): Shadowmist are surrounded by a shimmering haze which can make them difficult to hit. This functions as if a Shadowmist is always under the effect of the spell blur except that the miss chance conferred is only 10%. A Shadowmist may suppress this ability at will as a free action for one round.
Ravenous Pattern
Medium Outsider (Native, Illusid)
Hit Dice: 3d8+3 (18 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fly 40 ft (average)
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +3/+10
Attack: Slam +6 (1d6+4)
Full Attack: Slam +6 (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict (1d6+3), Improved Grap, Spell like abilities.
Special Qualities: Outsider(native) traits, Illusid Traits, chameleon
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 16, Dex 17, Con 12, Int 5, Wis 12, Cha 14
Skills: Hide +19*, Move Silently +9, Sense Motive +7, Spot +7, Listen +7,
Feats: Improved Initiative, Toughness, Improved GrappleB
Environment: Temperate Hills
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually Neutral
Advancement: 4-6HD (Medium), 7-10HD (Large)
Level Adjustment: -
Ravenous Patterns are pattern spells given life. They appear as an flapping patterned sheet flying through the air, unless they are pressed up against a patterned material. In that case, the pattern on the Ravenous Pattern changes to match that of its background.
COMBAT
Ravenous Patterns uniformly use the same tactic to catch prey. They detect nearby thoughts, use this knowledge to lure their prey with ghost sound, they then try to fascinate anyone near enough and then choke the nearest to death. No one knows how a ravenous pattern then consumes its prey, but it is well documented that it does indeed manage the task.
Outsider (Native) traits: Ravenous patterns eat, sleep, and breathe, and can be raised or resurrected.
Constrict (Ex): A ravenous pattern deals 1d6+5 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a ravenous pattern must hit with its slam 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.
Spell-Like Abilities: At will— Ghost Sound (DC 12), Detect Thoughts (DC 14); 3/day-- Hypnotic Pattern (DC 15) Caster level 5th. The save DC is Charisma-based and includes a +1 racial bonus to Illusion(Pattern).
Skills: A ravenous pattern receives a +10 racial bonus to hide checks made upon repeating patterns.
Lingering Figment
Medium Outsider (Native, Illusid, Shapechanger, Incorporeal)
Hit Dice: 5d8 (22 hp)
Initiative: +7
Speed: 30ft, fly 40 ft (good)
Armor Class: 15 (+3 Dex, +2 Deflection), touch 15, flat-footed 12
Base Attack/Grapple: +5/--
Attack: Incorporeal touch +9 melee (1d6 Con)
Full Attack: Incorporeal touch +9 melee (1d6 Con)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution Damage
Special Qualities: Outsider(native) traits, Illusid Traits, Incorporeal traits, ventriloquism, malleable illusion, spell-like abilities.
Saves: Fort +7, Ref +8, Will +6
Abilities: Str --, Dex 17, Con 10, Int 12, Wis 12, Cha 14
Skills: Hide +11, Sense Motive +9, Spot +11, Listen +11, Disguise +20* (+22 acting), Bluff +12, Diplomacy +12, Intimidate +12
Feats: Improved Initiative, Alertness, Great Fortitude
Environment: Temperate Hills
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually Neutral
Advancement: 6-11HD (Medium)
Level Adjustment: —
Figment spells given some semblance of life by the cataclysm, these sneaky beings drain the vitality from living beings to maintain their warped existence. They may take many forms, but typically employ those of humanoids.
Lingering Figments typically speak ten languages or more. These are usually the languages of nearby inhabitants of the Figments’ territories, to better trick their prey.
COMBAT
Lingering Figments enjoy employing trickery to get the drop on their enemies. If their enemy appears easy to fool but difficult to fight, they may employ hit-and-run tactics, using trickery multiple times after escaping to get the drop on their prey. They often use their ventriloquism to make decoys out of their minor images.
Ventriloquism (Sp): A lingering figment can throw its voice as per the ventriloquism spell. A DC 14 Will save allows the listener to realize that they are listening to ventriloquism.
Malleable illusion (Sp): A lingering figment is able to change its appearance at will. This functions similarly to the alter self spell except the figment may take the appearance of creatures regardless of type, and the figment does not physically change in any way.
Constitution Damage (Su): The touch of a lingering figment deals 1d6 points of Constitution damage to a living foe. A creature reduced to Constitution 0 by a lingering figment dies.
Spell-Like Abilities: At will— minor image (DC 14) 1/day—Mirror Image
Skills: A lingering figment using its malleable illusion ability to create a disguise gets a +10 racial bonus to disguise checks.
1:Bonus campaign-specific material: In EBERRON, it is widely believed that the Illusid were created by the Mourning warping illusion spells, much in the same manner that created the living spells. In DARK SUN, it is believed that the the Illusid were birthed by a defiler whom absorbed far too much from the land to cast an illusion spell and destroyed himself.
Hey, this is my hundredth post! Maybe that's good luck!
These are low level encounters before adding class levels or extra hit dice, with CRs of 1/2, 3, and 4 respectively.
Illusid:
Illusid are a group of native outsiders that all appear to have been birthed by warped illusion spells in a powerful magical cataclysm.
Illusid Traits:
- Living magic: Illusid are still innately tied to magic, and suffer some of the weaknesses of magic. An illusid radiates a faint magic aura of the illusion school. Furthermore, any illusid that finds itself the target of or in the area of a dispel magic spell or similar effect that dispels magic takes 1d4 damage per level of caster. An illusid who finds itself within and antimagic field likewise takes this damage and is fatigued until it leaves the area of the antimagic field.
- +1 to the DC of all illusion spells or spell like abilities of the related racial subschool (Shadow for Shadowmists, Pattern for Ravenous Patterns, Figment for Lingering Figments) cast by Illusid
Shadowmist (Durtha)
Shadowmist, 1st-level Warrior
Medium Outsider (Native, Illusid)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+4 Chain Shirt, +1 Light Shield), touch 10, flat-footed 15; 10% miss chance
Base Attack/Grapple: +1/+2
Attack: Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20)
Full Attack: Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Outsider(native) traits, Illusid Traits, indistinct outline,
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 13, Dex 11, Con 10, Int 10, Wis 9, Cha 8
Skills: Hide +5*, Listen +3, Spot +3
Feats: Alertness
Environment: Temperate Hills
Organization: Solitary or Pair
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often chaotic good
Advancement: By character class
Level Adjustment: +0
Shadowmists are illusion spells given life. None, not even the Shadowmists, know the origins of the race, but most scholars suspect tampering with shadow magic by ambitious magi.
Shadowmists are naturally surrounded by a fuzzy aura that twists and bends light around them. In their natural state, the features of the Shadowmist are very difficult to make out. They appear as if someone had taken a painting of a human or perhaps a half-elf and smudged it. When a Shadowmist suppresses their outline, usually in order to better communicate with other races, it is difficult to mistake them for humans. An unhazed Shadowmist is as tall as a human and thin to the point of appearing emaciated. A Shadowmist can have skin of any shade of gray, running from sheet white to charcoal gray. Their hair is always black. What is most striking about a Shadowmist is her eyes; phosphorescent blue irises over a churning sea of blacks and grays.
COMBAT
Most Shadowmist fight only if threatened. Many members of the Shadowmist are spellcasters, and can be counted upon to utilize illusions.
Outsider (Native) traits: Shadowmists eat, sleep, and breathe, and can be raised or resurrected.
Indistinct outline (Su): Shadomists are surrounded by a shimmering haze which can make them difficult to hit. This functions as if a Shadowmist is always granted concealment except that the miss chance conferred is only 10%. This does not stack with other effects that grant concealment, such as blur, nor does it grant any of the other effects of concealment, such as protection from sneak attakcs. A Shadowmist may suppress this ability at will as a free action for one round.
Skills: A Shadowmist’s indistinct outline grants it a +2 racial bonus to hide checks.
SHADOWMISTS AS CHARACTERS:
-Outsider (native): Shadowmists are composed predominately of the shadowstuff of the plane of shadow. As native outsiders, Shadowmist are immune to effects that target humanoids such as charm person. Unlike extraplanar outsiders, Shadowmist eat, sleep, and breathe, and may be raised from the dead.
- Medium size
- -2 constitution: While they may be far more substantial than other creatures created by shadow illusions, Shadowmist are nevertheless less hardy than most inhabitants of the material plane.
-Darkvision 60ft
-Indistinct outline (Su): Shadowmist are surrounded by a shimmering haze which can make them difficult to hit. This functions as if a Shadowmist is always under the effect of the spell blur except that the miss chance conferred is only 10%. A Shadowmist may suppress this ability at will as a free action for one round.
Ravenous Pattern
Medium Outsider (Native, Illusid)
Hit Dice: 3d8+3 (18 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fly 40 ft (average)
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +3/+10
Attack: Slam +6 (1d6+4)
Full Attack: Slam +6 (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict (1d6+3), Improved Grap, Spell like abilities.
Special Qualities: Outsider(native) traits, Illusid Traits, chameleon
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 16, Dex 17, Con 12, Int 5, Wis 12, Cha 14
Skills: Hide +19*, Move Silently +9, Sense Motive +7, Spot +7, Listen +7,
Feats: Improved Initiative, Toughness, Improved GrappleB
Environment: Temperate Hills
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually Neutral
Advancement: 4-6HD (Medium), 7-10HD (Large)
Level Adjustment: -
Ravenous Patterns are pattern spells given life. They appear as an flapping patterned sheet flying through the air, unless they are pressed up against a patterned material. In that case, the pattern on the Ravenous Pattern changes to match that of its background.
COMBAT
Ravenous Patterns uniformly use the same tactic to catch prey. They detect nearby thoughts, use this knowledge to lure their prey with ghost sound, they then try to fascinate anyone near enough and then choke the nearest to death. No one knows how a ravenous pattern then consumes its prey, but it is well documented that it does indeed manage the task.
Outsider (Native) traits: Ravenous patterns eat, sleep, and breathe, and can be raised or resurrected.
Constrict (Ex): A ravenous pattern deals 1d6+5 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a ravenous pattern must hit with its slam 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.
Spell-Like Abilities: At will— Ghost Sound (DC 12), Detect Thoughts (DC 14); 3/day-- Hypnotic Pattern (DC 15) Caster level 5th. The save DC is Charisma-based and includes a +1 racial bonus to Illusion(Pattern).
Skills: A ravenous pattern receives a +10 racial bonus to hide checks made upon repeating patterns.
Lingering Figment
Medium Outsider (Native, Illusid, Shapechanger, Incorporeal)
Hit Dice: 5d8 (22 hp)
Initiative: +7
Speed: 30ft, fly 40 ft (good)
Armor Class: 15 (+3 Dex, +2 Deflection), touch 15, flat-footed 12
Base Attack/Grapple: +5/--
Attack: Incorporeal touch +9 melee (1d6 Con)
Full Attack: Incorporeal touch +9 melee (1d6 Con)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution Damage
Special Qualities: Outsider(native) traits, Illusid Traits, Incorporeal traits, ventriloquism, malleable illusion, spell-like abilities.
Saves: Fort +7, Ref +8, Will +6
Abilities: Str --, Dex 17, Con 10, Int 12, Wis 12, Cha 14
Skills: Hide +11, Sense Motive +9, Spot +11, Listen +11, Disguise +20* (+22 acting), Bluff +12, Diplomacy +12, Intimidate +12
Feats: Improved Initiative, Alertness, Great Fortitude
Environment: Temperate Hills
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually Neutral
Advancement: 6-11HD (Medium)
Level Adjustment: —
Figment spells given some semblance of life by the cataclysm, these sneaky beings drain the vitality from living beings to maintain their warped existence. They may take many forms, but typically employ those of humanoids.
Lingering Figments typically speak ten languages or more. These are usually the languages of nearby inhabitants of the Figments’ territories, to better trick their prey.
COMBAT
Lingering Figments enjoy employing trickery to get the drop on their enemies. If their enemy appears easy to fool but difficult to fight, they may employ hit-and-run tactics, using trickery multiple times after escaping to get the drop on their prey. They often use their ventriloquism to make decoys out of their minor images.
Ventriloquism (Sp): A lingering figment can throw its voice as per the ventriloquism spell. A DC 14 Will save allows the listener to realize that they are listening to ventriloquism.
Malleable illusion (Sp): A lingering figment is able to change its appearance at will. This functions similarly to the alter self spell except the figment may take the appearance of creatures regardless of type, and the figment does not physically change in any way.
Constitution Damage (Su): The touch of a lingering figment deals 1d6 points of Constitution damage to a living foe. A creature reduced to Constitution 0 by a lingering figment dies.
Spell-Like Abilities: At will— minor image (DC 14) 1/day—Mirror Image
Skills: A lingering figment using its malleable illusion ability to create a disguise gets a +10 racial bonus to disguise checks.
1:Bonus campaign-specific material: In EBERRON, it is widely believed that the Illusid were created by the Mourning warping illusion spells, much in the same manner that created the living spells. In DARK SUN, it is believed that the the Illusid were birthed by a defiler whom absorbed far too much from the land to cast an illusion spell and destroyed himself.
Hey, this is my hundredth post! Maybe that's good luck!