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Vivamort
13th November 2005, 02:58 AM
Embrehyr

Medium Humanoid

Hit Dice: 4d12 (36 hp)

Initiative: +4

Speed: 20 ft. (4 squares),

Armor Class: 12 (+1 Dex, +1 deflection), touch 15, flat-footed 13

Base Attack/Grapple: +2/—

Attack: touch +4 melee

Full Attack: touch +4 melee

Space/Reach: 5 ft./5 ft.

Special Attacks: Essence Syphon

Special Qualities: Darkvision 60 ft., Enthralling Vapors, Sense Essence, sunlight powerlessness
Saves: Fort +2, Ref +2, Will +5

Abilities: Str —, Dex 13, Con —, Int 6, Wis 9, Cha 9

Skills: Hide +11, Intimidate +10, Listen +13, Search +11, Spot +13, Survival +1 (+3 following tracks)

Feats: Alertness, Ability Focus, Improved Natural Attack, Improved Initiative
Environment: Desert and underground

Organization: Solitary, gang (2–4), or swarm (6–11)

Challenge Rating: 7

Treasure: None
Alignment: Always lawful evil
Advancement: 6–12 HD (Medium)

Level Adjustment: —

A Embrehyr looks like a smallish humanoid that has a blueish hue, which is brighter in darkness. Embrehyr are the almost mindless servants of a long destroyed god of the desert. Their only purpose in life is to collect the Essence, the only surviving remnants of their god, that has been scattered around the world and use it to bring their master back to existence. Prolonged exposure to the Essence has deformed the Emrehyr more than physically. Embrehyr have no possessions of their own, leaving anything that remained of their victims where it lay. The Emrehyr live in communal like domiciles in a deep underground labyrinth-like tunnels where they continue to this day to perform sacrifices and gathering the Essence to resurrect their god.

An Embrehyr is roughly human-sized, about 4,5 feet tall.

COMBAT
In close combat a Emrehyr attacks with its numbing, Essence draining touch. It makes full use of its Vapor mist as it attacks.

Essence Syphon (Su): Any living, intelligent creature that is hit with a touch attack by an Embrehyr, is drained of Essence. Syphoning Essence is a free action, and it grants the Embrehyr 5 temporary hit points, and a ceratin trait from the victim are absorbed into the Embrehyr. The traits absorb only remain for an hour, except for spells, which must be re-memorized (if needed), and the Embrehyr will continue to do so until all traces of Essence are consumed, evaded, or it is killed. The victim of this horrorifying ability must succeed on a DC 17 Fort save to avoid the syphoning of their traits, although the hit points are still lost.
These traits are as follows: Ability Damage, Energy Drain, additional Hit point drain (5), spells, feats, skills.
The Embrehyr can use any of the spells, feats, or skills while consuming Essence.

Enthralling Vapors (Ex): The Embrehyr have a blueish mist that permeates their entire body. The mist is from constant exposure and consumption of Essence, the raw element of the building blocks of every lifeform. If any creature is within 30 feet of a Embrehyr they must succeed on a DC 17 Will save or they will become enthralled, and the victim acts as if charmed and Dominated (as the spell). The vapor effects any creature that needs to breath air. So long as the victim remains in close proximity with the Emrehyr, the Charm/Dominate effect remains in effect, even if a check would normally indicate that the effect is broken.

Sense Essence (Ex): An Embrehyr notices and locates all traces of Essence within 60 feet. The Embrehyr know the exact distance and direction of the Essence.

Daylight Powerlessness (Ex): Embrehyr are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A Embrehyr caught in sunlight cannot attack and can take only a single move or attack action in a round.