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| symons03-11-05, 01:55 PM | What happen to a Nalfeshee if a wizard cast an enervation on it. Does it lose spell like abilities, does it caster level go down? I does not have levels per say so how does the spell effect it. I have posted the spell and the monster in question below. Enervation Necromancy Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray of negative energy Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from enervation don’t last long enough to do so. An undead creature struck by the ray gains 1d4×5 temporary hit points for 1 hour. Nalfeshnee Size/Type: Huge Outsider (Chaotic, Extraplanar, Evil) Hit Dice: 14d8+112 (175 hp) Initiative: +1 Speed: 30 ft. (6 squares), fly 40 ft. (poor) Armor Class: 27 (-2 size, +1 Dex, +18 natural) touch 9, flat-footed 26 Base Attack/Grapple: +14/+29 Attack: Bite +20 melee (2d8+7) Full Attack: Bite +20 melee (2d8+7) and 2 claws +17 melee (1d8+3) Space/Reach: 15 ft./15 ft. Special Attacks: Smite, spell-like abilities, summon demon Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 22, telepathy 100 ft., true seeing Saves: Fort +17, Ref +10, Will +15 Abilities: Str 25, Dex 13, Con 27, Int 22, Wis 22, Cha 20 Skills: Bluff +22, Concentration +25, Diplomacy +26, Disguise +5 (+7 acting), Hide +10, Intimidate +22, Knowledge (arcana) +23, Listen +31, Move Silently +18, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +6 (+8 following tracks), Use Magic Device +22 (+24 scrolls) Feats: Cleave, Improved Bull Rush, Multiattack, Power Attack, Weapon Focus (bite) Environment: A chaotic evil-aligned plane Organization: Solitary or troupe (1 nalfeshnee, 1 hezrou, and 2-5 vrocks) Challenge Rating: 14 Treasure: Standard coins; double goods; standard items Alignment: Always chaotic evil Advancement: 15-20 HD (Huge); 21-42 HD (Gargantuan) Level Adjustment: — A nalfeshnee can fly despite its small wings. A nalfeshnee is more than 20 feet tall and weighs 8,000 pounds. Combat When fulfilling their duties in the underworld, nalfeshnees usually disdain combat as being beneath them. Given the opportunity, they succumb to blood lust and do battle. They disable opponents with their smite ability and slaughter them while they can’t fight back. A nalfeshnee’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Smite (Su) Three times per day a nalfeshnee can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect. The save DC is Charisma-based. Spell-Like Abilities At will—call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 23). Caster level 12th. The save DCs are Charisma-based. Summon Demon (Sp) Twice per day a nalfeshnee can attempt to summon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50% chance of success, or another nalfeshnee with a 20% chance of success. This ability is the equivalent of a 5th-level spell. True Seeing (Su) Nalfeshnees continuously use true seeing, as the spell (caster level 14th). Skills Nalfeshnees have a +8 racial bonus on Listen and Spot checks. |
| d_nychus03-11-05, 02:14 PM | [QUOTE=SRD]Special Abilities: A special ability is either extraordinary (Ex), spell-like (Sp), or supernatural (Su). Extraordinary: ... Spell-Like: Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, material, focus, or XP components). They go away in an antimagic field and are subject to spell resistance if the spell the ability resembles or duplicates would be subject to spell resistance. A spell-like ability usually has a limit on how often it can be used. A spell-like ability that can be used at will has no use limit. Using a spell-like ability is a standard action unless noted otherwise, and doing so while threatened provokes attacks of opportunity. It is possible to make a Concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Cha modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. Supernatural:...QUOTE] No loss of spell-like abilities. No slots or spells prepared, so that effect is ignored. Basically, a nalfeshnee that got hit gets a bunch of penalties and loses 5-20 hp. |