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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Samandar

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    3E Material
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    Huge Magical Beast (Fire)
    Hit Dice: 17d10+102 (195HP)
    Initiative: +12
    Speed: 20’ (4 squares), Fly 150’ (30 squares, average maneuverability)
    Armor Class: 24 (-2 size, +8 Dex, +8 natural); touch 16; flat-footed 16
    Base Attack/Grapple: +17/+31
    Attack: Talon +21 melee (1d8+6 plus 2d6 fire) or Bite +21 melee (2d6+6 plus 2d6 fire)
    Full Attack: 2 Talons +21 melee (1d8+6 plus 2d6 fire) & Bite +16 melee (2d6+3 plus 2d6 fire)
    Space/Reach: 15’/10’
    Special Attacks: Spell-Like Abilities
    Special Qualities: Fire traits, Healing Flames, Magical Beast traits, Rebirth
    Saves: Fort +16, Ref +18, Will +9
    Abilities: Str 23 (+6), Dex 27 (+8), Con 22 (+6), Int 10 (+0), Wis 15 (+2), Cha 20 (+5)
    Skills: Concentration +13, Hide -1, Intimidate +11, Listen +8, Move Silently +15, Spot +10
    Feats: Dodge, Flyby Attack, Improved Flyby Attack, Improved Initiative, Iron Will, Mobility
    Environment: any (Siraaj or Najmah)
    Organization: solitary, pair, or conflagration (2-6)
    Challenge Rating: 16
    Treasure: N/A
    Alignment: always Neutral Good
    Advancement: 18-34HD (Huge), 35-51HD (Gargantuan), 52-68HD (Colossal)
    Level Adjustment: N/A

    Combat
    A samandar is a formidable opponent, one that should not be underestimated. Although it is not terribly aggressive, it can be quickly angered if provoked. Also, it will not tolerate any creature trespassing onto its territory, which is usually restricted to its nest & the surrounding mountain top. A samandar will most likely use one of its many fire-based spell-like abilities to subdue opponents. Fire-resistant foes will have a much easier time contending with the beast, but will still have to contend with its talons & bite. If in serious danger, it will not hesitate to retreat & heal itself, to better prepare for another battle later.

    Spell-Like Abilities
    • At Will: aid, burning hands (DC16), cure minor wounds (DC15), flaming sphere (DC17), produce flame, protection from energy (DC18), searing light
    • 3/Day: cure critical wounds (DC19), fire shield, rainbow pattern (DC19), sunbeam (DC22), teleport, wall of fire
    • 1/Day: disintegrate (DC22), fire storm (DC22), incendiary cloud (DC23), regenerate (DC22), true seeing (DC20)
    • Caster level 15th. The save DCs are Charisma-based.

    Fire traits: A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    Healing Flames (Su): A samandar can transform the properties of its fiery magic so that it can heal instead of burn. Whenever it casts a spell-like ability with the [Fire] descriptor, it can change the spell’s effects so that it can restore a number of hit points equal to the fire damage that it would normally inflict. Energy resistance &/or immunity apply to this, so any healing is reduced &/or negated appropriately.

    Magical Beast traits: All creatures with the Magical Beast type possess the following traits:
    • Darkvision out to 60’.
    • Proficient with its natural weapons only.
    • Proficient with no armor.
    • Magical Beasts eat, sleep, & breathe.

    Rebirth (Su): A samandar can be reborn from its own ashes. If a samandar dies (from any cause), then its body will be consumed in a blaze of fire. Everything within 30’ of its body takes 4d6 points of fire damage (no save allowed), & an egg is formed at the spot. If the adamantine-shelled egg is allowed to, it will hatch within 3d6+12 days, unveiling a brand new samandar. This samandar will have 1HD, & will gain 1HD per week until it is fully grown. Immature samandars cannot use their own Rebirth ability.

    Samandar Lore
    Characters that have ranks in Knowledge (Arcana) can learn more about samandari. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC26: “At once both beautiful & fearsome, a real-life phoenix exists far from civilized lands.” A character making this check recalls all magical beast traits & fire traits.
    • DC31: “Most correctly known as a samandar, this great fiery creature commands many magical powers, most of them fire-based.” A character making this check knows the workings of the samandar spell-like abilities.
    • DC36: “It is said that not even death will extinguish its flames.” A character making this check remembers the mechanics of Rebirth & Healing Flames.

    Samandar Egg
    • 40HP
    • Hardness: 20
    • Value: 130,000gp
    • Only known source of sankara (adamantine) on Siraaj

    4E Material
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    Please see Phoenix in the Monster Manual 1, page 220.


    Diving in from above, an imposing creature suddenly comes into view. It is a great bird, larger than any such beast has any right to be, but that is not what makes it so daunting. It is the fact that the avian being is completely engulfed in flames, as if it were actually made of pure fire. Its eyes blaze as bright as angry suns as it swoops forward.

    Some myths are nearly universal in scope. Vampires, dragons, ghosts, & angels are featured in almost every culture, in almost every imaginable form. Another creature of ubiquitous legend is that of the phoenix, a magical bird that rises from its own funeral pyre, born anew. These tales are believed to have been spun from the wondrous behavior of a bird more properly called a Samandar.

    The samandar (sah-MAHN-dar) is a mighty-yet-peaceful beast, content to live far from lesser beings. Also known as a Zarqa Leqad (“Fire Bird”), it usually makes its nest on tall snowless mountain peaks, giving locals the erroneous impression that the mountain may actually be a volcano. Having no predators, it will also soar far & wide for suitable prey, often feeding on elephants, karkadans, & immature dragons.

    A samandar is about 18’-24’ long, with a 36’-48’ wingspan, & weighs around 1˝-2 tons. On the rare occasions when they actually speak, they use either Common or, more often, Archaic.

    Plot Hooks
    • A nearby mountain peak has become engulfed in flames, & officials are hiring intrepid explorers to investigate.
    • A large silvery orb, made of a strange metal & hot to the touch, has been found in the mountains.
    • An immense bird, wreathed in flame, has been circling the skies of late, which is viewed as an ill omen.
    Last edited by Zeta Kai; 2011-02-25 at 06:36 AM.