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    Dec 2006

    Default Re: [Embodiment of Song] The Lost Cathedral of Aerin'al Hauri [WIP]

    Creatures

    Aerin'al Angel
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    Huge Outsider (Native)
    HD 12d10+60 HD (114 hp)
    Speed 60 ft. (12 squares) Flight 120 ft, perfect maneuverability
    Init: +3
    AC 27 (+3 Dex, +8 armor, +3 deflection, +4 divine); touch 20; flat-footed 25
    BAB +12/+7/+2; Grp +26
    Attack +2 shocking, sonic Shortspear: +20/+15/+10, 1d0+1d6 electricity+1d6 sonic+9
    Space 15 ft.; Reach 15 ft.
    Special Attacks Battle Hymn, Tumultuous Attack
    Special Qualities Benevolent Spirit, Halo, Spell-like abilities
    Defenses Immunity to sonic and electricity; resist cold, fire 10
    Saves Fort +14 Ref +11 Will +12
    Abilities Str 22, Dex 16, Con 22, Int 16, Wis 18, Cha 22
    Skills +25 Perform (Any), +20 Spot, +20 Listen, +19 Knowledge (Religion), +19 Knowledge (The Planes), +22 Intimidate, +22 Diplomacy
    Feats Weapon Focus (Shortspear),
    Environment Elemental Plane of Air, Special
    Organization Solitary
    Challenge Rating 13
    Treasure Triple Standard
    Alignment Neutral Good
    Advancement by class level
    Level Adjustment --

    Before you floats a large, teal humanoid with vaporous wings. Its blindfolded face follows your every movement and its wings grow lighter or tumultuous following its mood. Gossamer threads extend from its every appendage, bending the wind to produce harmonious tones with each movement. Lances of sunlight poke out from its cloudy wings as it begins to play its gossamer.

    Battle Hymn: Once per encounter as a standard action, an Aerin'al Angel may make a Perform check. All opponents who hear the Angel's music take damage equal to Perform check result (Will save DC 23 for half damage.) Any creature who took damage from this ability has a -2 penalty to all rolls made against the Angel for the rest of the encounter.

    Tumultuous Attack: An Angel can use the elements of the skies to his advantage. Once per encounter, he may infuse his attacks with the power of wind; any creature struck by an Angel's melee attack this round must make a DC 18 Fort save or be driven back 10 feet (this movement does not provoke AoOs.)

    Benevolent Spirit: An Aerin'al Angel may turn or destroy undead as if they were a cleric of their current HD in level. An Angel may spontaneously heal a number of hit points per day up to their unmodified Perform skill modifier (25 here.)

    Halo: Aerin'al's Angels are always surrounded by an aura of warm light. They have blindsight out to 60 ft and can make out details and colors with it as if they were seeing things naturally.

    Spell-like abilities: at will - Daylight, Lightning Bolt, Levitate, Fly, Gust of Wind; 3/day - Teleport, Plane Shift, Cure Serious Wounds; 1/day - Telekenesis, Control Weather, Chain Lightning; CL 12th


    Living Song
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    Medium Outsider (Native)
    HD 7d10+21 HD (52 hp)
    Speed 20 ft. (4 squares)
    Init: +4
    AC 21 (+3 natural armor, +4 deflection, +4 Dex); touch 17; flat-footed 14
    BAB +7/+2; Grp +7
    Attack Shortspear: +11/+6, 1d6+1d6 sonic + 1d6 electricity, Slam attack: +12/+7, 1d8+1d6 sonic
    Space 5 ft.; Reach 5 ft.
    Special Attacks Touch the Soul, Madness
    Special Qualities Abstract, On the Winds
    Defenses Immunity to sonic and electricity; resist cold, fire 5
    Saves Fort +8 Ref +9 Will +9
    Abilities Str 10, Dex 18, Con 16, Int 12, Wis 18, Cha 22
    Skills +25 Perform (Any), +15 Spot, +15 Listen, +20 Balance, +12 Tumble
    Feats Weapon Focus (Shortspear), Ability Focus (Touch the Soul), True Believer
    Environment Elemental Plane of Air, Special
    Organization Solitary
    Challenge Rating 7
    Treasure Standard, +2 equivalent shortspear
    Alignment Chaotic Good
    Advancement by class level
    Level Adjustment --

    You barely notice the humanoid-shaped statue at first. Then you look at it with growing interest, noting with nine arms holding four instruments, one representing each type: percussion, strings, keyboard and woodwind. As you near it, its head moves as if to study you. After a few seconds, it begins playing a song that seems to summarize your life.

    Touch the Soul: All Living Spells can manipulate the souls of nearby creatures. Any opponent with an Intelligence of 3 or more that hears the Living Song's music must make a DC 15 Will save or lose a point of Charisma for as long as they can hear the music. All creatures within 30 feet of a Living Song takes a penalty to all Will saves equal to their Charisma penalty. Any creature reduced to zero Charisma by this ability fades into nothingness and cannot be raised except by a Wish or Miracle spell. This ability affects creatures normally immune to mind-affecting abilities but not those without souls. No creature can be affected by this ability more than once at a time; multiple Living Songs attacking a creature do not each affect the opponent.

    Madness: As a standard action, a Living Spell can suppress its Touch the Soul ability for one round (though current penalties remain) to focus its song on a single opponent. The opponent must make a DC 21 Will save or be driven permanently insane. If they fail, they must make the save again in the next round or die. This is a mind-affecting ability.

    Abstract: A Living Song in a quasi-intangible being and can phase in and out of existence at will. They have a 20% miss chance against all non-ethereal affecting attacks. This improves to 50% during a full-defense action. Living Songs are not affected by gravity and may float anywhere at half land speed so long as air is present.

    On the Winds: A Living Song can never die. Should it be reduced to fewer than zero hit points, it converts to a gaseous state and becomes ethereal. It regenerates all damage over the course of a week before re-manifesting itself. even complete destruction cannot stop this process. Should a Living Song be destroyed by a Disintegrate spell or similar effect, it takes a full year to regenerate.


    Shrieker Swarm
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    Diminutive Construct (Swarm)
    HD 12d10+6 HD (60 hp)
    Speed Flight 40 ft. (8 squares)
    Init: +6
    AC 27 (+4 size, +4 armor, +3 deflection, +6 Dex); touch 23; flat-footed 21
    BAB +9; Grp --
    Space 10 ft.; Reach 0 ft.
    Special Attacks Swarm (3d6 bludgeoning + 5d4 sonic damage)
    Special Qualities Sonic Shield, Explosive Blast, Metamorphosis, Construct Traits, Swarm Traits
    Saves Fort +4 Ref +10 Will -1
    Abilities Str 3, Dex 22, Con --, Int 16, Wis 1, Cha 1
    Skills +25 Craft (Architecture), +27 Knowledge (Engineering)
    Feats Toughness x2, Skill Focus (Craft) and (Knowledge)
    Environment Labyrinth, Special
    Organization Solitary
    Challenge Rating 10
    Treasure 1d4 pounds of adamantine
    Alignment Neutral
    Advancement by Construct Type
    Level Adjustment --

    Unleashed into the Labyrinth by Olidamarra himself, these constructs constantly destroy and rebuild large portions of the maze's walls over time, nullifying the usefulness of any map after just a few years. They emit a high-pitched sonic wave that, when triggered in unison, can destabilize rock or tear through flesh. They do not attack unless provoked.

    Sonic Shield: The machines constantly swirl around one another, building up powerful gusts. While fighting, a Shrieker Swarm gains a +3 deflection bonus to AC (incorporated in the stats above) and once per turn, may use Gust of Wind as an immediate action. Shrieker Swarms are immune to wind effects.

    Explosive Blast: The swarm begins moving rapidly as a buzzing noise grows. When the noise ends, a concussive blast of sound destroys everything in range. As a standard action, the swarm deals 4d4 sonic damage to every creature within 20 feet of it.

    Metamorphosis: Once per day, a Shrieker Swarm may become an Elder Elemental for a number of rounds equal to their Hit Dice. To do so, they must have access to a large amount of the appropriate element. Changing forms is a full-round action that does not provoke attacks of opportunity. While in elemental form, the Shrieker Swarm loses its construct and swarm traits and gains those of an elemental instead as well as Fast Healing 5 while in contact with the appropriate element.


    Half-Elemental Template
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    Half elementals are strange creatures. Whether the result of divine intervention, mad arcana or wild magic, most half-elementals exhibit the same traits. Half-airs are always jumpy or agitated, half-earths more stoic and reserved, half-fires are unpredictable and passionate and half-waters are calm and serene.

    Size and Type
    Any creature can become a half-elemental. All half-elementals retain their original type but gain the Air, Fire, Water or Earth subtype.

    Special Attacks
    A half-elemental gains the special attacks of an elemental with its HD.

    Special Qualities

    Metamorphosis
    Once per day, a half-elemental may change into a full elemental of equal HD, gaining its type and abilities for a number of rounds per day equal to its HD.

    Elemental Mastery
    A half-elemental can cast spells from their subtype-appropriate domain as if they had a number of cleric levels equal to their HD.

    Abilities
    Same as the base creature, but the Intelligence is at least 3. Half-elementals also gain certain benefits based on their HD and subtype.

    Air
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    {table=head]HD|Special Ability
    5| Resist electricity 10
    10| Immunity to electricity
    15| +4 Dex
    20| +2 Dex, +2 Int, +20 ft. fly speed
    25| +2 Dex, +4 Int[/table]


    Earth
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    {table=head]HD|Special Ability
    5| Resist acid 10
    10| Immunity to acid
    15| +4 Con
    20| +2 Con, +2 Str, Burrow Speed 20 ft.
    25| +4 Str, +2 Con[/table]


    Fire
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    {table=head]HD|Special Ability
    5| +1d6 fire damage
    10| +1d10 fire damage
    15| +2 Dex, +2 Con
    20| +2 Dex, +2 Con, Conflagration
    25| +2 Dex, +4 Int[/table]


    Water
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    {table=head]HD|Special Ability
    5| Resist cold 10
    10| Immunity to cold
    15| +2 Dex, +2 Str
    20| +4 Dex, +20 swim speed
    25| +2 Dex, +4 Str[/table]



    Environment
    Few creatures know what--if any--forces cause half-elementals to come about naturally, but they can be expected to be found in areas with large amounts of the appropriate element. (Volcanoes for half-fires, oceans and seas for half-waters, etc.) As they are so rare in nature, many half-elementals are created in labs or captured and killed, increasing their scarcity.

    Challenge Rating
    As base creature + 3

    Alignment
    Half-elementals retain their original alignment.

    Level Adjustment
    --
    Last edited by thegurullamen; 2008-10-23 at 01:16 AM.
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