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| Tevish Szat08-14-03, 09:48 PM | Mu'gluth'nef'ftarn'zotz Medium sized outsider (extraplanar) HD:12d8+6(hp) Initiative: +14 (+10 dex, +4 warp) Speed: 30' AC: 30 (+10 dex, +4 warp, + 6 deflection) Attacks: Touch +8 Damage: Touch 1d6 cold + mindnumb Special Attacks: Mindnumb, Insanity, Spell-like abilities Special Qualities: Warp, curative touch Saves:Fort +11,Ref +18,Will +16 Abilities:Str8,Dex30,Con10,Int18,Wis20,C ha20 Skills: Search, Spot, Listen, Diplomacy, Hide, Move Silently, intimidate, Bwijgilk*(all at 15 ranks) Feats: Toughness x2, lightning reflexex, iron will, great fortitude, polyglot** ___________________ Climate/Terrain: Any land or underground (Far Realm) Organization: Solitary Challenge Rating: ? Treasure: None Alignment: Any Advancement: By character class *yes, i know this is not a real skill ** free bonus racial feat, even though the mindwarper dosn't really qualify for it. Mu'gluth'nef'ftarn'zotz, more simply known as mindwarpers, are beings from the far realm, that, unlike their cousins, enjoy traveling the planes in our reality Mindwarpers appear as whatever they want to appear as. Most often the choose the guise of a child. evil mindwarpers sometimes use the guise a succubus or incubus would. though they technically don't have a gender as a far realm creatures, each individual mindwarper may take only male or female guises, and it does not choose which, but rather that is set when it first comes into what we know as reality. Mindwarpers speak, read, write, and comprehend all languages, even secret languages like drudic. Combat: Mindwarpers do not like to engage in combat. they are more curious about our world than anything else. some, however, are sadistic and enjoy to see others go insane. if forced into combat, a mindwarper will try to lock down as many opponents as possible with mindnumb. a mindwarper may supress it's chilling touch at will or resume it as a free action. Mindnumb(Su): If a mindwarper hits with it's touch attack, the target must make a will save (DC 21) or have its higher brain functions locked off. such victims are treated as having Int Wis and Cha of 0. they are comatose and unable to act but immune to further mental effects. this lasts 24 hours Insanity(Su): A mindwarper may make a gaze attack against any target within 30'. the target must make a will save or be effected as by the spell insanity. Spell-like abilities: At will: Dream, Nightmare, Dimension door. Warp: A mindwarper warps time-space, granting it +4 to AC and Initative Curative Touch: A mindwarper may use it's touch to cure all ill mental effects, as would a heal spell. The subject is able to cope with mental attacks and shock better, and for 24 hours gets a +4 bonus on saves against mental effects, and a perminant +2 comprehension bonus on saves against the Far Realm's maddening trait, should they ever visit |
| R.M.G.C.L.F.08-14-03, 11:10 PM | You forgot to list the save dc for mindnumb, which should be 21. My guess for the CR would be around 18, although I'm having trouble judging it. Maybe you should have mindnumb just deal charisma damage. The form ability should probably be an alternate form ability, unless you want their appearance to be truly superficial. Reword curative touch to say that it affect the creature as would a heal spell plus the save benefits. |
| R.M.G.C.L.F.03-30-04, 04:47 PM | :bump: |