Enmesh
23rd September 2004, 06:45 AM
Type: Varies Elemental
Hit Die: 5d8 +18 or 12/d8 +39
Initiative: +6 (dex +3)
Speed: 50' all modes of movement, flight has perfect maneuverability.
AC: 13 (+3 dex) 30 (with a deflection bonus to range attacks)
Attacks: special
Damage: special
Face/Reach: 5 by 5/5 or 5 by 10/10
Special Qualities: Reality Flux, Temporal Jolt, Damage reduction 15/+2, Shift Size
Saves: Fort: +3/+7 Ref: +10/+17 Will: +6/+10
Skills: Liston +10, Spot +15
Stats: Str 16/20, Dex 16, Con 17, Int 12, Wis 15, Chr 13
Feats: Combat Reflexes, Toughness,Lightning Reflexes, Improved Initiative*
Climate/Terrain: Any Land ((and only near a rift in reality))
Challenge: 16 , 20 ((huge))
Treasure: none
Alignment: Lawful neutral
These beings guard the laws of Space, Force, and Time. Anyone tampering with one of these aspects of reality tempts the wrath of these creatures. Dubbed Guardian by some Demon by others these creatures will destroy anything in their path. The Guardians have apeared in two differnt sizes; medium ((70% of the time)) and Huge ((30%)).
Their bodies are gray with reflective silver veins running along what appears to be a ((faceless)) humanoid body. Around their bodies they project three separate auras; the first is an anti-gravity field at 10-15 foot away from their body ((this deflects magic arrows, and any other light ranged attacks, as well as disorients warriors who enter the aura unprepared; the second Aura magnetizes all metals that enter it, this field lies in the area of 5-10 feet away from it's body ((causing great woe to the heavily armored fool who lunges in)); the third aura is a void pulling you into the Guardians body, this area starts at the Demons skin and reaches out 5 feet ((and boy do you really not want to wrestle these guys))
Spatial Guardians view the world around them though auras, specifically picking up the magical auras of creatures and objects around them. Therefor magical creatures and wizards all stand out like beacons to them. It doesn't matter if your hiding behind an illusion, or Wild Shape, unless you have a way to hide your aura... they will see you. ((and hiding behind a wall will not help either... they wouldn't see the wall, unless it's magical... then they would move to destroy it))
*Improved Initiative is a bonus feat
*SR: 25 (against elemental attacks)
Reality Flux: this is the Guardian's grapple attack, the guardians capture each appendage of the victim, requiring separate grapple attacks, then they warp their own bodies wildly causing great pain to the creature caught in their grasp. ((does 2d10 dmg/attack while the hold lasts))
Temporal Jolt: this is the Demon's ranged attack, the Guardians can produce small ripples in reality that strike a target in their place in reality, each hit rips a bit of the targets reality from this world, causing them to suddenly open wounds, or burst open. ((does 1d6 dmg/ attack))
The thee layered auras,
X--A--X--B--X--C--X--C--X--B--X--A--X
Melee: +4 or +15/+9 (huge)
Ranged: +4 or +10/+4 (huge)
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Next I'm going to work on describing the 'auras' better.
Hit Die: 5d8 +18 or 12/d8 +39
Initiative: +6 (dex +3)
Speed: 50' all modes of movement, flight has perfect maneuverability.
AC: 13 (+3 dex) 30 (with a deflection bonus to range attacks)
Attacks: special
Damage: special
Face/Reach: 5 by 5/5 or 5 by 10/10
Special Qualities: Reality Flux, Temporal Jolt, Damage reduction 15/+2, Shift Size
Saves: Fort: +3/+7 Ref: +10/+17 Will: +6/+10
Skills: Liston +10, Spot +15
Stats: Str 16/20, Dex 16, Con 17, Int 12, Wis 15, Chr 13
Feats: Combat Reflexes, Toughness,Lightning Reflexes, Improved Initiative*
Climate/Terrain: Any Land ((and only near a rift in reality))
Challenge: 16 , 20 ((huge))
Treasure: none
Alignment: Lawful neutral
These beings guard the laws of Space, Force, and Time. Anyone tampering with one of these aspects of reality tempts the wrath of these creatures. Dubbed Guardian by some Demon by others these creatures will destroy anything in their path. The Guardians have apeared in two differnt sizes; medium ((70% of the time)) and Huge ((30%)).
Their bodies are gray with reflective silver veins running along what appears to be a ((faceless)) humanoid body. Around their bodies they project three separate auras; the first is an anti-gravity field at 10-15 foot away from their body ((this deflects magic arrows, and any other light ranged attacks, as well as disorients warriors who enter the aura unprepared; the second Aura magnetizes all metals that enter it, this field lies in the area of 5-10 feet away from it's body ((causing great woe to the heavily armored fool who lunges in)); the third aura is a void pulling you into the Guardians body, this area starts at the Demons skin and reaches out 5 feet ((and boy do you really not want to wrestle these guys))
Spatial Guardians view the world around them though auras, specifically picking up the magical auras of creatures and objects around them. Therefor magical creatures and wizards all stand out like beacons to them. It doesn't matter if your hiding behind an illusion, or Wild Shape, unless you have a way to hide your aura... they will see you. ((and hiding behind a wall will not help either... they wouldn't see the wall, unless it's magical... then they would move to destroy it))
*Improved Initiative is a bonus feat
*SR: 25 (against elemental attacks)
Reality Flux: this is the Guardian's grapple attack, the guardians capture each appendage of the victim, requiring separate grapple attacks, then they warp their own bodies wildly causing great pain to the creature caught in their grasp. ((does 2d10 dmg/attack while the hold lasts))
Temporal Jolt: this is the Demon's ranged attack, the Guardians can produce small ripples in reality that strike a target in their place in reality, each hit rips a bit of the targets reality from this world, causing them to suddenly open wounds, or burst open. ((does 1d6 dmg/ attack))
The thee layered auras,
X--A--X--B--X--C--X--C--X--B--X--A--X
Melee: +4 or +15/+9 (huge)
Ranged: +4 or +10/+4 (huge)
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Next I'm going to work on describing the 'auras' better.