Blue Ethergaunt...making the Reds feel superior [Archive] - Wizards Community

Post/Author/DateTimePost
Uratoh

03-28-07, 09:54 PM
Here's me hammering on the details for a 'lesser' ethergaunt...I want to involve them heavily in portions of my campaign and even the reds are a bit much in numbers...so I engineered this weaker version as the ultimate insult to its parent...

Blue Ethergaunt
Medium Aberration (Extraplanar)
HD: 3d8+3 (13)
AC:
B/G: +2/+4
Atk: Etherblade +5 Melee (1d10+3)
Etherblade +5 Ranged T (1d6)
F/R: 5/5
S Atk: Enslave, Spells, Stupifying Gaze
S Qua: Darkvision 60 ft, Material Jaunt, Immunity to Spells, Total Vision
Saves: Fort +2, Ref +3, Will +5
Abil: Str 14, Dex 14, Con 12, Int 18, Wis 13, Cha 11
Skills: Concentration +7, Knowledge (Arcana) +10, Listen +7, Move Silently +8, Spellcraft +10, Spot +7
Feats: Combat Casting (B), Exotic (Etherblade) (B), Point-Blank Shot, Focus (Etherblade)


Spells: A Blue Ethergaunt can cast arcane spells as a 5th-level wizard.
Spells: (4/4/3/2) Save DC 14 + spell level

Enslave (Su): Three times per day, an ethergaunt can attempt to enslave any one living creature within 30 feet. This ability functions similarly to a Dominate Monster spell (CL 16, DC 11+Cha Mod). An enslaved creature obeys the Ethergaunt's telepathic commands to the letter. The subject can attempt a new Will save every day to break free. Otherwise, the ethergaunt's control is broken only by the death of the ethergaunt or the enslaved creature, or by a Remove Curse or Dispel Magic effect, or if the Ethergaunt travels more than 1 mile from the enslaved creature or travels to a different plane from the one its thrall is on. At any given time, an ethergaunt may have one slave per point of charisma bonus. Due to their low charisma, only exceptional Blue Ethergaunts can control slaves and thus use their Enslave ability.
Stupefying Gaze (Su): An ethergaunt can open and close its vertically isected mask as a free action, revealing a horrifically alien morass of facial organs and orifaces. On its turn the Ethergaunt decides if it wants its mask open or closed. Anyone within 30 feet of an ethergaunt with an open mask who meets the creature's gaze must succeed on a Will saving throw or immidiately take 1d4 points of Intelligence, Wisdom, and Charisma damage. A creature that sucessfully saves against this effect cannot be affected by the same Ethergaunt's stupefying gaze for one day. The save DC for a Blue Ethergaunt's Stupefying Gaze is DC 11.
Immunity to Spells (Su): Blue Ethergaunts are immune to 1st level arcane spells.

Material Jaunt (Su):Ethergaunts dwell on the Ethereal Plane. While in their natural state of etherealness they can percieve but not affect objects on the Material Plane. However, an ethergaunt can transport itself from the Ethereal Plane to the Material Plane for up to 1 round per Hit Die it posesses. At the end of this time, or when the Ethergaunt chooses, it becomes Ethereal again. An ethergaunt must remain on the Ethereal Plane for at least 1 hour before it can use this ability again.


Blue Ethergaunts are the offspring of Ethergaunts who failed horribly at their appointed tasks. Consigned to the role of 'shock trooper' they are nonetheless not expected to simply die, rather they employ group tactics to surround an enemy on the ethereal, buff themselves, then materialize with their Material Jaunt behind solid cover. It will typically delay a turn (using its Total Vision to fire a Magic Missile) followed by a True Strike, then in the third round leap out and strike in a coordinated effort with its fellows only to vanish into the ether before it can suffer retribution.
R.M.G.C.L.F.

03-28-07, 10:22 PM
You leave a lot of stuff unclear.

The enslave and stupifying gaze abilities should be described again in the text, as should the effects of the material jaunt. A listing of standard spells known would help too.
Uratoh

03-28-07, 10:23 PM
Ah, will edit. I don't quite have a planned list of spells prepared, though True Strike and Magic Missile are definates.