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| Talisman06-25-07, 08:41 PM | Dweomethar Medium Outsider (Native) Hit Dice 10d8+80 (125 hp) Initiative +8 Speed 30', fly 30' (perfect) AC 28 (+4 Dex, +6 natural, +8 deflection), touch 22, flat-footed 24 Base Attack/Grapple +10/+10 Attack/Full Attack Touch +10 melee, ranged touch +14 Damage By spell Space/Reach 5'/5' Special Attacks Death burst, drain magic, rebuke living spells, spells Special Qualities Arcane grace, arcane healing, body of magic, DR 15/magic, dweomervision, magic defense, metamagic mastery, resistance to acid 10, cold 20, electricity 10, fire 20 and sonic 10,swift caster Saves Fort +23, Ref +19, Will +19 Abilities Str 11, Dex 19, Con 10, Int 22, Wis 22, Cha 27 Skills Appraise +16, Bluff +19, Concentration +21, Craft (alchemy) +19, Hide +16, Intimidate +21, Knowledge (arcana) +19, Knowledge (the planes) +19, Listen +19, Move Silently +16, Search +19, Sense Motive +16, Spellcraft +19, Spot +19, Use Magic Device +21 Feats Ability Focus (drain magic), Empower Spell (B), Energy Substitution (acid) (B), Enlarge Spell (B), Flyby Attack, Improved Initiative, Lightning Reflexes Environment Any Organization Solitary Challenge Rating 13? Treasure Double standard Alignment Always chaotic neutral Advancement 11-20 HD (Medium) Level Adjustment -- The creature before you is humanoid, but clearly not human. Floating ten feet off the ground, it is naked and sexless, with a smooth, hairless body. Its skin is pale as alabaster, but sparkles with dim, multicolored lights that seem to be just beneath the surface. Its facial features have a half-melted, undeveloped look to them--except for its eyes, which are enormous and pupil-less, glowing orbs of blue-green fire. Dweomethars were once powerful mortal arcanists--bards, sorcerers, wizards or warlocks--who became infused with far more magical power than they could control. Instead of killing them, this arcane might transformed them into a totally new creature, one sustained and empowered exclusively by arcane magic. No longer even remotely human, dweomethars roam the land and the planes in search of powerful sources of arcane magic. Dweomethars are not necessarily malign, but they have intense, driven personalities. Arcane magic is their reason for existance, and their attitude when encountered depends almost exclusively upon that. If other creatures can help the dweomethar in its inscrutable goals, it may be willing to bargain; on the other hand, dweomethars think nothing of mercilessly slaughtering whole villages if such is necessary in order to attain their goals. Although they were once human, elven, or other mortal races, dweomethars remember nothing of their original race or personality, nor do they care. A typical dweomethar stands 5' tall and weighs 120 pounds. dweomethars speak Common, Draconic, Celestial, Abyssal Infernal, Auran, Aquan, Ignan and Terran. Combat: Dweomethars fight almost exclusively with their spells, blasting their foes from above with titanic gouts of magical energy. They are keen and merciless combatants, using the terrain and the situation to their best advantage, and not hesitating to flee or reposition if necessary. They never surrender, but may accept surrenders from other, depending on the situation. If forced into melee, a dweomethar empowers itself as best it can and makes use of touch spells and mobility effects to maintain its maneuverability. Arcane Grace (Su): A dweomethar applies its Charisma modifier as a bonus on all saves, and as a deflection bonus to AC. Arcane Healing (Su): Arcane magical heals and invigorates a dweomethar. Whenever the creature casts an arcane spell or it is subject to an arcane magical effect that is absorbed by its magic defense, the dweomethar regains 2 hit points per spell level. Hit points above its normal maximum are retained for 1 hour as temporary hit points. Body of Magic (Ex): Whenever it would normally use its Constitution modifier, a dweomethar uses its Charisma modifier instead, including Fortitude saves, hit points, Concentration checks and special ability save DCs. Death Burst (Su): When it is reduced to -1 hit points, a dweomethar explodes in a burst of raw magical energy. This effect deals 4d6 points each of acid, cold, electricity, fire and sonic damage in a 30'-radius spread centered on the dweomethar (Reflex half DC 23). An effect that utterly destroys the dweomethar's body, such as disintegration, prevents its death burst. The save DC is Charisma-based. Drain Magic (Su): As a standard action a dweomethar can attempt to drain away arcane magic from a spell effect, spellcaster, or magical item. This ability has a range of 60', and a successful DC 25 Will save negates it. If the save is failed, a spell effect is permanently negated; a spellcaster loses one spell of the highest level remaining; and a magic item is suppressed for 24 hours. Each of these effects grants the dweomethar healing as if it has cast a spell of the appropriate level (see arcane healing, above). The save DC is Charisma-based. Dweomervision (Su): A dweomethar percieves the world as if under the effects of permanent greater arcane sight and true seeing spells. Magic Defense: A dweomethar is a magic powerhouse and is hard to damage or affect with magic without the spell being absorbed into it. To affect a dweomethar with a spell or spell-like ability, the caster must make a Spellcraft check (DC 10 + 1/2 Dweomethar's HD + Cha modifier; 23 for a typical dweomethar) or will be absorbed into the dweomethar, not affecting it at all. Metamagic Mastery (Ex): A dweomethar gains any three metamagic feats as bonus feats. When a dweomethar applies a metamagic feat to a spell it does not increase the casting time. Rebuke Living Spells (Su): A dweomethar can rebuke and command living spells as an evil cleric of its HD could rebuke undead. Spells: Dweomethars cast spells as sorcerers of their Hit Die total. Spells per day 6/8/8/8/7/4; typical spells known: 0th--acid splash, arcane mark, daze, dancing lights, ghost sound, mage hand, message, prestidigitation, read magic; 1st--magic missile, ray of enfeeblement, shield, shocking grasp, silent image; 2nd--glitterdust, mirror image, scorching ray, web; 3rd--blink, fireball, vampiric touch; 4th--dimension door, charm monster; 5th--wall of force. Caster level 10th; save DC 18 + spell level. The save DCs are Charisma-based. Swift Caster (Su): Once per round a dweomethar can cast any sorcerer spell it knows that has a range of "touch" or "personal" as a swift action and without increasing the caster level. Vulnerability to Antimagic (Ex): If a dweomethar is affected by a dispel magic, greater dispel magic or Mordenkainen's disjunction effect, and the caster's dispel check equals or exceeds a DC of 11 + dweomethar's HD (21 for a typical dweomethar), the dweomethar takes 2d6 points of damage per spell level with no save as its arcane life-force is drained away. If forced into a dead magic zone or the area of an antimagic field (a place it will never go willingly), a dweomethar takes 4d6 points of damage per round with no save. |
| Deamion06-26-07, 09:52 AM | This creature is perfect for the campaign I'm working on! I have actually been struggling with something very similar for some time but haven't been able to nail it down for various reasons. |
| jakelslang2106-26-07, 06:10 PM | These things are awesome and would use one if I was still a DM. I could not find much wrong with them except Spell Resistance. When you think of it aren't they drawn to and crave magic? It just does not seem right they should get SR (after all that keeps magic away from you) but instead something like... Magic defence: A Dweomethar is a magic powerhouse and is hard to damage or affect with magic without the spell being absorbed into it. The caster must make a spellcraft check (10 + 1/2 Dweomethar's HD + Cha modifier) or will be absorbed into the Dweomethar, not affecting it at all. So in the end it is spell resistance but not spell resistance and ends up with the same amount of SR it once had. And it like the more powerful the sorceror is, the more likely it will get through the defence as it is, as a whole, more powerful than the Dweothemar. And as it gets stronger the thing gets hard to hit aswell. Now this may be to confusing and you can stick with SR but I think it is more interesting and makes more sense. Keep up the good work! |
| Talisman06-26-07, 07:43 PM | These things are awesome and would use one if I was still a DM. I could not find much wrong with them except Spell Resistance. When you think of it aren't they drawn to and crave magic? It just does not seem right they should get SR (after all that keeps magic away from you) but instead something like... Magic defence: A Dweomethar is a magic powerhouse and is hard to damage or affect with magic without the spell being absorbed into it. The caster must make a spellcraft check (10 + 1/2 Dweomethar's HD + Cha modifier) or will be absorbed into the Dweomethar, not affecting it at all. So in the end it is spell resistance but not spell resistance and ends up with the same amount of SR it once had. And it like the more powerful the sorceror is, the more likely it will get through the defence as it is, as a whole, more powerful than the Dweothemar. And as it gets stronger the thing gets hard to hit aswell. Now this may be to confusing and you can stick with SR but I think it is more interesting and makes more sense. Keep up the good work! Copied and pasted, and thanks! |
| jakelslang2106-26-07, 07:51 PM | No problem. Oh and you might want to fix the arcane healing ability :) . |
| Talisman06-26-07, 09:55 PM | D'oh! Edited. |