Post by Gaiyamato on Jan 30, 2015 6:52:42 GMT
Sikrallee
A nasty, spiteful undead built upon the wild magic unleashed in Faerun that grows in power in both wild zones and dead zones. They resemble a Wraith, but often give glimpses of what their face was like before death underneath the hood they wear. They are almost always arrogant spellcasters who were slain by their own spells while casting in a wild magic zone. From time to time wild mages also turn into Sikrallee if their death is particularly gruesome.
Size/Type: Medium
Hit Dice: 9D12 (60hp)
Initiative: +5
Speed: Hover 30'
Armor Class: 15 (+1 Dex, +4 Deflection) touch 15, flat-footed 14
Base Attack: +4
Attack: Incorporeal touch +5 melee (1 damage, plus 1d4 Constitution Drain, and Spell Drain (see below))
Full Attack: Incorporeal touch +5 melee (1 damage, plus 1d4 Constitution Drain, and Spell Drain (see below))
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution drain, Create Zombie, Spell-like Abilities, Zone Control, Spell Drain, Node Drain
Special Qualities: Darkvision 60 ft., Daylight Weakness, Incorporeal Traits, Undead traits, Unnatural aura, Aura of Wild Magic, Insanity Aura, +4 Turn Resistance
Saves: FORT +3 REF +4 WILL +7
Abilities: Str --, Dex 13, Con --, Int 12, Wis 12, Cha 16
Skills: Concentration +9, Hide+15, Knowledge(Arcana)+6, Intimidate+7, Listen+5, Move Silently+19, Search+6, Spellcraft+9, Spot+5
Feats: Blindfight, Improved Initiative, Lucky Start(b), Necrotic Reserve, Sly Fortune(b), Unbelievable Luck(b)
Environment: Any (usually nearby a Wild Magic or Dead Magic Zone)
Organization: Solitary, Guard (1 Sikrallee and 1-6 Zombies)
Challenge Rating: 10
Treasure: none
Alignment: Always Chaotic Evil
Level Adjustment: +6
Constitution Drain:
Living creatures hit by a Sikrallee’s incorporeal touch attack must succeed on a (DC 10 + 1/2 the Sikrallee’s Hit Dice + Cha modifier) Fortitude save or take 1d4 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the Sikrallee gains 5 temporary hit points. Sikrallee tend to focus on building a Necrotic reserve also through the use of this feat and will often have a small volume of energy in reserve (50% chance).
Create Zombie (Su)
Any humanoid of less than 8HD slain by a Sikrallee's touch attack becomes a Zombie in 1d4 rounds. These Zombies are under the command of the Sikrallee that created them and remain enslaved until its death. A Sikrallee can only control 5 times their racial HD in Zombies, if the Sikrallee exceeds this it must chose to release zombies until below the command limit. Apply the zombie template to the deceased to determine scores and abilities. There is a 10% chance that the Zombie also gains the Fast Zombie or Hunting Zombie template (40% of either one, 20% chance of both), and a 5% chance that the Zombie gains the Unkillable Zombie template (see Libris Mortis page 71 for details) as well. The Sikrallee will use zombies as screens in combat without any care, hunting zombies will be used to find prey for feeding on and the zombie are also used to guard daytime lairs.
Spell Drain (Su)
Whenever any Arcane caster (living or dead) is hit by a Sikrallee’s incorporeal touch attack, they must make a (DC 10 + 1/2 the Sikrallee’s Hit Dice + Cha modifier) Will power save or lose 1 random spell per day/memorised of a random level. This is regained as normal the following day. If a spell is drains the Sikrallee gains 1 additional daily use of her lower level spell like abilities for the remaining 24 hours.
Spell-like Abilities (Su)
A Sikrallee may cast a number of spells as a Spell-like ability. The total maximum a Sikrallee can cast is 6+Number of spells drained (see Spell Drain above)/day from the following list. CL is as HD, DCs are Charisma based. All spells when cast are subject to wild magic fluctuations even when not in a wild magic zone (see Wild Magic Aura below).
Black Sand
Consumptive Field
Darkness
Fear
Negative Energy Burst
Power Leech
Protection from Energy (Positive)
Ray of Exhaustion
Red Fester
A Sikrallee can cast 1 spell per day from the following list:
Evil Weather (no additional costs required)
Skyrift (no additional costs required)
Plague of Undead
Zone Control (Su)
When within a wild Magic zone the Sikrallee may choose to add or subtract 10 to any roll on the Wild Magic Effects Table for anyone casting a spell or using a spell-like ability within 60' (including herself). This must be chosen before the dice is rolled. Results less than 1 equal 1, results greater than 100 equal 100. She can also treat Wild Magic zones as an Shadow Node for Node Drain (see below).
A Sikrallee functions as a Shadow Weave user when within a Dead Zone and may spend a full round action to enlarge the Dead Zone by 2D6% in diameter for 1D4 Minutes. She may repeat the enlarge action up to 3 times on a single zone per day.
A Sikrallee always knows the direction to the nearest Wild Magic and Dead Magic Zones and can sense the size and any other details of the nearest Zone.
Aura of Wild Magic (su)
Any spell or spell-like ability or magic item spell completion power used within 30' of a Sikrallee is subject to the effects of wild magic, including the powers of a Sikrallee (See Spell-like abilities above). A Sikrallee always counts as being within a Wild Magic Zone for Zone Control (see Zone Control above), but is limited to a 30' if not within an actual Wild Magic Zone.
Node Drain (Su)
When within range of an Earth, Evil or Shadow Node a Sikrallee may spend a full round action draining energy from the Node. She heals 2D8+1 hp when she does so. Excess healing is wasted.
Shadow Nodes heal an additional 1D8 hp.
Daylight Weakness (Su)
When in daylight/exposed to daylight (such as with a Daylight spell) a Sikrallee halves her caster level for using spell-like abilities and cannot take full round actions.
Unnatural Aura (Su)
Animals, whether wild or domesticated, can sense the unnatural presence of a Sikrallee at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Insanity Aura (su)
Driven mad by the random chaotic magic they fuels them Sikrallee are shattered and corrupted minds that spew the stuff of madness itself into the air around them. Any living creature within 10 feet of an Sikrallee must make a successful Will saving throw (DC 10 + 1/2 the Sikrallee’s Hit Dice + Wis modifier) each round or become confused for 1 round.
Tactics
A lone Sikrallee will find weak outlying settlements, hamlets, lone strangers on the road or weakly defender caravans. Using Hide and Move Silently skills it will attempt to ambush, using Darkness and Fear to control the battlefield. The primary goal of a lone Sikrallee will be to create a Zombie bodyguard and secure a daytime haven away from sunlight.
When fighting Clerics or anyone with Turn/Rebuke Undead it will attempt to use Purple Rain with Control weather to nullify the powers of Clerics and Paladins. Ur-Priests and classes such as Dread Necromancers are immune so it will seek to hit them quickly with Ray of Exhaustion or Power Leech to weaken them. It will use it's wild Magic powers to attempt to cause backfires of spells for Arcane casters. A good tactic when dealing with melee characters would be to place a wall of zombies in front of them and stand directly behind the zombies, forcing the melee fighters to make Insanity saves every round and fight back confusion, casting Black sand under their feet may also be useful.
It will always seek any opportunity to drain a target into a zombie under it's control.
A nasty, spiteful undead built upon the wild magic unleashed in Faerun that grows in power in both wild zones and dead zones. They resemble a Wraith, but often give glimpses of what their face was like before death underneath the hood they wear. They are almost always arrogant spellcasters who were slain by their own spells while casting in a wild magic zone. From time to time wild mages also turn into Sikrallee if their death is particularly gruesome.
Size/Type: Medium
Hit Dice: 9D12 (60hp)
Initiative: +5
Speed: Hover 30'
Armor Class: 15 (+1 Dex, +4 Deflection) touch 15, flat-footed 14
Base Attack: +4
Attack: Incorporeal touch +5 melee (1 damage, plus 1d4 Constitution Drain, and Spell Drain (see below))
Full Attack: Incorporeal touch +5 melee (1 damage, plus 1d4 Constitution Drain, and Spell Drain (see below))
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution drain, Create Zombie, Spell-like Abilities, Zone Control, Spell Drain, Node Drain
Special Qualities: Darkvision 60 ft., Daylight Weakness, Incorporeal Traits, Undead traits, Unnatural aura, Aura of Wild Magic, Insanity Aura, +4 Turn Resistance
Saves: FORT +3 REF +4 WILL +7
Abilities: Str --, Dex 13, Con --, Int 12, Wis 12, Cha 16
Skills: Concentration +9, Hide+15, Knowledge(Arcana)+6, Intimidate+7, Listen+5, Move Silently+19, Search+6, Spellcraft+9, Spot+5
Feats: Blindfight, Improved Initiative, Lucky Start(b), Necrotic Reserve, Sly Fortune(b), Unbelievable Luck(b)
Environment: Any (usually nearby a Wild Magic or Dead Magic Zone)
Organization: Solitary, Guard (1 Sikrallee and 1-6 Zombies)
Challenge Rating: 10
Treasure: none
Alignment: Always Chaotic Evil
Level Adjustment: +6
Constitution Drain:
Living creatures hit by a Sikrallee’s incorporeal touch attack must succeed on a (DC 10 + 1/2 the Sikrallee’s Hit Dice + Cha modifier) Fortitude save or take 1d4 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the Sikrallee gains 5 temporary hit points. Sikrallee tend to focus on building a Necrotic reserve also through the use of this feat and will often have a small volume of energy in reserve (50% chance).
Create Zombie (Su)
Any humanoid of less than 8HD slain by a Sikrallee's touch attack becomes a Zombie in 1d4 rounds. These Zombies are under the command of the Sikrallee that created them and remain enslaved until its death. A Sikrallee can only control 5 times their racial HD in Zombies, if the Sikrallee exceeds this it must chose to release zombies until below the command limit. Apply the zombie template to the deceased to determine scores and abilities. There is a 10% chance that the Zombie also gains the Fast Zombie or Hunting Zombie template (40% of either one, 20% chance of both), and a 5% chance that the Zombie gains the Unkillable Zombie template (see Libris Mortis page 71 for details) as well. The Sikrallee will use zombies as screens in combat without any care, hunting zombies will be used to find prey for feeding on and the zombie are also used to guard daytime lairs.
Spell Drain (Su)
Whenever any Arcane caster (living or dead) is hit by a Sikrallee’s incorporeal touch attack, they must make a (DC 10 + 1/2 the Sikrallee’s Hit Dice + Cha modifier) Will power save or lose 1 random spell per day/memorised of a random level. This is regained as normal the following day. If a spell is drains the Sikrallee gains 1 additional daily use of her lower level spell like abilities for the remaining 24 hours.
Spell-like Abilities (Su)
A Sikrallee may cast a number of spells as a Spell-like ability. The total maximum a Sikrallee can cast is 6+Number of spells drained (see Spell Drain above)/day from the following list. CL is as HD, DCs are Charisma based. All spells when cast are subject to wild magic fluctuations even when not in a wild magic zone (see Wild Magic Aura below).
Black Sand
Consumptive Field
Darkness
Fear
Negative Energy Burst
Power Leech
Protection from Energy (Positive)
Ray of Exhaustion
Red Fester
A Sikrallee can cast 1 spell per day from the following list:
Evil Weather (no additional costs required)
Skyrift (no additional costs required)
Plague of Undead
Zone Control (Su)
When within a wild Magic zone the Sikrallee may choose to add or subtract 10 to any roll on the Wild Magic Effects Table for anyone casting a spell or using a spell-like ability within 60' (including herself). This must be chosen before the dice is rolled. Results less than 1 equal 1, results greater than 100 equal 100. She can also treat Wild Magic zones as an Shadow Node for Node Drain (see below).
A Sikrallee functions as a Shadow Weave user when within a Dead Zone and may spend a full round action to enlarge the Dead Zone by 2D6% in diameter for 1D4 Minutes. She may repeat the enlarge action up to 3 times on a single zone per day.
A Sikrallee always knows the direction to the nearest Wild Magic and Dead Magic Zones and can sense the size and any other details of the nearest Zone.
Aura of Wild Magic (su)
Any spell or spell-like ability or magic item spell completion power used within 30' of a Sikrallee is subject to the effects of wild magic, including the powers of a Sikrallee (See Spell-like abilities above). A Sikrallee always counts as being within a Wild Magic Zone for Zone Control (see Zone Control above), but is limited to a 30' if not within an actual Wild Magic Zone.
Node Drain (Su)
When within range of an Earth, Evil or Shadow Node a Sikrallee may spend a full round action draining energy from the Node. She heals 2D8+1 hp when she does so. Excess healing is wasted.
Shadow Nodes heal an additional 1D8 hp.
Daylight Weakness (Su)
When in daylight/exposed to daylight (such as with a Daylight spell) a Sikrallee halves her caster level for using spell-like abilities and cannot take full round actions.
Unnatural Aura (Su)
Animals, whether wild or domesticated, can sense the unnatural presence of a Sikrallee at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Insanity Aura (su)
Driven mad by the random chaotic magic they fuels them Sikrallee are shattered and corrupted minds that spew the stuff of madness itself into the air around them. Any living creature within 10 feet of an Sikrallee must make a successful Will saving throw (DC 10 + 1/2 the Sikrallee’s Hit Dice + Wis modifier) each round or become confused for 1 round.
Tactics
A lone Sikrallee will find weak outlying settlements, hamlets, lone strangers on the road or weakly defender caravans. Using Hide and Move Silently skills it will attempt to ambush, using Darkness and Fear to control the battlefield. The primary goal of a lone Sikrallee will be to create a Zombie bodyguard and secure a daytime haven away from sunlight.
When fighting Clerics or anyone with Turn/Rebuke Undead it will attempt to use Purple Rain with Control weather to nullify the powers of Clerics and Paladins. Ur-Priests and classes such as Dread Necromancers are immune so it will seek to hit them quickly with Ray of Exhaustion or Power Leech to weaken them. It will use it's wild Magic powers to attempt to cause backfires of spells for Arcane casters. A good tactic when dealing with melee characters would be to place a wall of zombies in front of them and stand directly behind the zombies, forcing the melee fighters to make Insanity saves every round and fight back confusion, casting Black sand under their feet may also be useful.
It will always seek any opportunity to drain a target into a zombie under it's control.