Results 1 to 11 of 11
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2007-03-25, 08:00 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- The Mindfields
- Gender
[Creature] Exit light, enter night...
Tromluí
Small Fey (extraplanar, psionic)
Hit Dice: 6d6+6 (27 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 dex, +2 natural, +1 size), flat-footed 12, touch 13, 20% miss chance
Base Attack/Grapple: +3/+4
Space/Reach: 5 ft./5 ft.
Attack: Slam +7 melee (1d6+1 plus psionic hole)
Full attack: 2 slams +7 melee (1d6+1 plus psionic hole)
Special Attacks: Aura of impossibilities, lunacy, naturally psionic, power resistance 16, psionic hole, uncarnate bridge
Special Qualities: Born of dream, low-light vision, phantasm, sleepless
Saves: Fort +3, Ref +8, Will +10
Abilities: Str 13, Dex 16, Con 12, Int 19, Wis 20, Cha 17
Skills: Autohypnosis +14, Gather Information +12, Hide +16, Intimidate +16, Jump +18, Knowledge (psionics) +13, Listen +14, Psicraft +13, Sense Motive +14, Spot +14
Feats: Ability Focus (aura of possibilities), Improved Grapple, Up the Walls, Weapon Finesse(B)
Environment: Region of Dreams or Any
Organization: Solitary
Challenge Rating: 6
Alignment: Any chaotic
Treasure: None
Advancement: By character class
Level Adjustment: -
A tromluí appears almost golinoid with its lack of height, however, this is the limit to the resemblance. Their skin is grey and leathery and glistens even in the dark like fish scales in moonlight. Its physique, though of short stature, is robust, with overly large, powerful looking hands. Their face, in its natural form, is a blurred surface of nothingness that can take on whatever features it desires. Reguardless of the features taken, its eyes appear as holes of endless depth, with bits of light floating about and chasing one another within.
The tromluí are creatures of dream, beings whom roam between the world of the waking and that of the sleeping as other fey roam their forests. Most tromluí leave dreaming beings alone, content to explore the scenes their moral minds form, only rarely interacting. However, some tromluí are horribly sadistic, terrifying others for extended periods with their powers, returning to their homes repeatedly. Many of these particular tromluí have become termed 'boogymen'.
Tromluí stand at about three and a half feet tall and weigh 85 lbs. They communicate via telepathy.
Combat
A tromlui prefers not to engage in fair combat, hiding if possible until night where it has the advantage. If forced to fight however it likes to get in close and pull their minds into a dreamstate if possible. If unable to do this it finally releases its devasting lunacy.
Aura of Impossibilities (Ps): A tromluí's mere presence destabilizes the boundaries between dream and reality. Within this aura near anything can seem to happen. It extends some 10 feet from the being and those within must succeed on a will save (DC 18) to disbelieve every minute. Otherwise anything experienced within this aura seems completely real as if under the Microcosm power and the victim is rendered Dazed. Every minute a new check can be made to disbelieve, and if the tromluí moves out of range the effect ends. The save DC is Charisma-based.
Born of Dream (Ex): A tromluí appears hazy and out of focus, such that all melee and ranged attacks against it are assessed a 20 percent miss chance. This 20-percent miss chance is not the same as concealment and does not preclude the possibility of effective sneak attacks.
Dreamwalk (Ps): While incorporeal (see Phantasm below), a tromluí can dive into the mind of an unconscious being or one affected by its aura. It follows the path the mind has made to enter into the region of dreams as if using the dream travel power. It can also enter into reality using the same means.
Lunacy (Su): Once per round a tromlui can release a 60-foot cone of what appears as silvery moonbeams that deal 3d10 damage, half of which is fire (DC 16 reflex halves), and the other half psionic energy alike to Mindthrust (DC 16 will negates). Those that fail their will save are also rendered Confused for 1 round. Creatures immune to mind affects still take the fire damage, and vice versa. The save DC's are Charisma-based.
Naturally Psionic: A tromluí gains 1 bonus power point.
Psionic Hole (Ps): Those hit by a tromluí lose their psionic focus, if any, as do those who successfully strike the tromluí themselves.
If the tromluí is the target of a power, the manifester of the power must spend an additional three power points, or the power fails (all the power points spent on the power are lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power.
Phantasm (Ex):
After dusk, in any area of dim illumination, a tromluí may fade farther into dream and gains the incorporeal subtype. While incorporeal it gains a fly speed of 60 ft. with perfect maneuverability and gains a +1 bonus on all save DCs for powers it manifests. Its miss-chance from its born of dream ability increases to 40%.
Sleepless (Ex): A tromluí has immunity to all dream and sleep effects.
Uncarnate Bridge (Ps): A tromluí can transport itself via the minds of living creatures. As a touch attack while incorporeal, it can seamlessly enter any living creature with an Intelligence score and pass to another living creature with an Intelligence score that is within line of sight of the first creature. It literally appears to dive within the head of the creature and pull itself out of the head of the second.
If it desires, a tromluí can destructively exit the destination creature by becoming corporeal as it emerges, dealing 2d6 points of damage.
Skills: A tromluí gains a +8 racial bonus on jump checks and a +4 bonus to intimidate checks.Last edited by The Vorpal Tribble; 2008-08-22 at 02:19 PM.
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2007-03-26, 02:55 AM (ISO 8601)
- Join Date
- Feb 2007
Re: [Creature] Exit light, enter night...
Freaky. Dream creatures are always cool. Is it's miss chance affected by true seeing, blindsight, and other similar abilities? It can't make slam attacks while using Phantasm, I'm assuming.
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2007-03-26, 09:16 AM (ISO 8601)
- Join Date
- Dec 2004
- Location
- The Mindfields
- Gender
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2007-03-26, 10:20 AM (ISO 8601)
- Join Date
- Jan 2007
Re: [Creature] Exit light, enter night...
Save or Dazed, always on? You didn't specify a duration for the daze (obviously you meant 1 round, I'm sure, but it's still something you need to specify,) so it could be read as being more devastating than intended. Also, most effects of this sort in existing monsters have the caveat "creatures that save successfully against this effect are immune to this particular creature's aura for 24 hours."
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2007-03-26, 10:40 AM (ISO 8601)
- Join Date
- Dec 2004
- Location
- The Mindfields
- Gender
Re: [Creature] Exit light, enter night...
You are rendered dazed for a minute as long as the creature remains in 10 feet. You may then make another save.
Also, most effects of this sort in existing monsters have the caveat "creatures that save successfully against this effect are immune to this particular creature's aura for 24 hours."
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2007-03-26, 11:23 AM (ISO 8601)
- Join Date
- Jan 2007
Re: [Creature] Exit light, enter night...
At level 6, DC 18 is fairly respectable; even folks with Will as a good save are likely to be failing that 50% or more of the time. So losing all actions for half the encounter, roughly - and that's the lucky half of the party! - seems rather obscenely powerful.
Sure, the 10' radius is a bit of a limitation, but all you need it one of these things behind a door to completely fubar your players.
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2007-03-26, 11:38 AM (ISO 8601)
- Join Date
- Dec 2004
- Location
- The Mindfields
- Gender
Re: [Creature] Exit light, enter night...
Adjusted it so that only those that end their turn within are messed up.
But yes, in certain circumstances they are quite nasty, but in open spaces they can be avoided and are easy to pick off from a distance. A handful of arrows and the its gone, having pretty pitiful HP.
Just go and have another player pull them out of the affect. Also, being Dazed just means they don't move. They take no penalty to AC or anything. And if the creature just stands in one place it'll be even easier pickings for ranged weapons.
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2007-03-26, 11:57 AM (ISO 8601)
- Join Date
- Mar 2006
- Location
- Collegeville, MN
- Gender
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2007-03-26, 01:31 PM (ISO 8601)
- Join Date
- Aug 2005
- Location
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2007-03-26, 02:49 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- The Mindfields
- Gender
Re: [Creature] Exit light, enter night...
I guess they would realize that they would have to make an extra effort or just stop trying. If they were manifesting a lower-leveled power it'd possibly be more worth it to just not manifest, while higher leveled ones you'd might as well just spend the extra.
There are a number of powers and a feat I think that does the same thing, though it doesn't specify that I recall.
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2007-03-26, 06:03 PM (ISO 8601)
- Join Date
- Nov 2006
- Location
- In search of cheese
Re: [Creature] Exit light, enter night...
It would probably be easier if the three power point cost was just automatically deducted, rather than something a character consciously chooses. It would at least be easier to communicate to the players.
If you don't have sufficient power points, only then does the power fail.Belkar's Bad to the Bone.
Dispossible a fetter hein and bemay kine a sinder's tock.