• No results found

CREATING A SISLAN

In document Denizens of the Inner Planes (Page 117-119)

LIGHTNING QUASIELEMENTAL

CREATING A SISLAN

A sislan is an inherited template which can be applied to any air elemental or air elemental monolithreferred to hereafter as the “base creature”. A sislan uses all the base creature’s statistics, special abilities, and special qualities except as noted here.

Type: Creature type does not change.

Full Attack: A sislan has 3 appendages of solid air, allowing it to make up to 3 slam attacks per round. Damage is unchanged.

Special Attacks: A sislan retains all the special attacks of the base creature, and gains the following.

Improved Grab (Ex): To use this ability, a sislan

must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to pull the grappled creature into its whirlwind on its next turn with another grapple check.

Stunning Strike (Ex): Anyone hit by all three slam

attacks of a sislan in a single round must make a Fortitude save (DC 10 + ½ HD + Constitution modifier) or be stunned for 1d4 rounds.

Special Qualities: A sislan retains all the special qualities of the base creature, and gains the following

special qualities.

Ever-Whirling (Ex): A sislan is permanently in

its whirlwind form. See the whirlwind ability description in the air elemental entry (Monster

Manual). Unlike a standard air elemental, a sislan

can make slam attacks in whirlwind form and threatens areas within its reach normally.

Immunities (Ex): Immune to cold, fire, and

petrification.

Resistance (Ex): Electricity 10.

Vulnerability to Gas (Ex): A sislan takes an extra

50% damage from an impure gas effect, such as

acid fog, cloudkill, and incendiary cloud spells.

Against non-damaging effects of this type (such as

stinking cloud spell), the sislan instead suffers a -2

penalty to its saving throw (if any). Challenge Rating: As base creature +2. Alignment: Usually chaotic neutral. SISLAN ICHOR

The sislan is not composed entirely of air. Its mass also contains a clear, syrupy ichor which solidifies quickly when left out of a whirlwind. This ichor can be used to create flight- or levitation-related magical items. See Appendix for power component rules.

Harvest DC 15; Value 5 XP per HD; Cost 25 gp per HD.

Credit: Converted from Planescape Monstrous

Compendium 3 by Ivan Chia.

Part 1:

Elemental

Denizens

________________________________________________________________________________

Large Elemental (Air, Earth, Extraplanar, Fire)

Hit Dice: 16d8+84 (154 hp) Initiative: +6

Speed: Fly 90 ft. (perfect)

Armor Class: 25 (-1 size, +6 Dex, +10 natural), touch 15, flat-footed 19

Base Attack/Grapple: +12/+20

Attack: Claw +18 melee (2d6+4 plus 1d8 fire) Full Attack: 4 claws +18 melee (2d6+4 plus 1d8 fire) Space/Reach: 10 ft./10 ft.

Special Attacks: Burn, stormbringer

Special Qualities: Damage reduction 10/– , darkvision 60 ft., elemental traits, immunity to fire, spell resistance 25, vulnerability to cold

Saves: Fort +14, Ref +18, Will +6 Abilities: Str 19, Dex 23, Con 18, Int 15, Wis 13, Cha 16

Skills: Bluff +13, Intimidate +22, Listen +20, Sense Motive +10, Spot +20

Feats: Alertness, Blind-Fight, Flyby Attack, Lightning Reflexes, Weapon Finesse, Weapon Focus (claw) Environment: Elemental Plane of Air / Any desert

(Prime Material Plane)

Organization: Solitary or swarm (2-8) Challenge Rating: 13

Treasure: None

Alignment: Usually neutral evil

Advancement: 17-24 HD (Large); 25-32 HD (Huge) Level Adjustment: –

A vast whirlwind of burning sand and dust approaches at great speed. You feel that it’s somehow being directed toward you, perhaps by the smaller dust devils dancing within it.

Also called Black Storms or Living Sandstorms, these little known aberrant-element creatures are generally numbered among composite elementals. They are believed to be air elementals summoned by ancient gods as spirits of retribution against desert communities. As such, these elementals are bonded to the earth, effectively making it their home plane. Most of them are encountered in Prime deserts, but some have been reported in the Plane of Air.

Highly intelligent and openly malicious, a skriaxit hates and fears nothing, but simply delights in destruc- tion and pain. Some believe that the sadistic beings ac- tually feed on terror and destruction, and slumber for centuries once sated. In its active form, a skriaxit is a 10-ft. whirlwind of burning sand and dust, four semi- corporeal claws extending from it. At rest, it looks like a wind-scattered pile of black dust.

A skriaxit speaks a dialect of Auran, which is a howl- ing, shrieking tongue. Anyone who understands Auran can make a DC 15 Intelligence check to understand it. COMBAT

In battle, the skriaxit usually rely on their stormbringer ability. When surrounded by the mighty winds, they become very difficult to reach and effectively attack. They generally let the storm do its work, and close in for personal combat only when they decide enough of an advantage has been achieved.

Burn (Ex): An attacking skriaxit forms sharp talons of sand that deals slashing damage plus fire damage from the creature’s flaming body. Those hit by a skriaxit also must succeed on a Reflex save (DC 22) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.

Creatures hitting a skriaxit with natural weapons or unarmed attacks take fire damage as though they were hit by the claw attack, and also catch on fire unless they succeed on a Reflex save.

Elemental Traits: Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking.

Stormbringer (Su): Four skriaxit in adjacent squares working together for 10 rounds can create a fierce localized windstorm of flaming sands that could render a human fleshless within minutes. The storm continually emanates from them in a 200 ft. radius. The effects of this storm deviate from the standard windstorm effects described in the Dungeon Master’s Guide (p.95):

First, all creatures of Huge or smaller size must make a DC 22 Fortitude save each round or be knocked prone by the winds. Flying creatures are treated as one size category smaller for the purpose of this effect, and

Part 1:

are blown back 1d6 x 10 feet instead of being knocked prone if they fail their Fortitude save.

Second, all creatures take 2d6 points of slashing and 2d6 points of fire damage per round from the scorching air and sand, with a DC 22 Reflex save allowed for half damage.

Finally, once per minute, everything within the storm cloud is exposed to a greater dispel magic effect (effective caster level 13th).

All skriaxit in the sandstorm can fly at a speed of 200 ft. with average maneuverability, and do not suffer from the effects listed above. The skriaxit can main- tain the sandstorm for up to 4 hours, but this requires a move action each round for each skriaxit. They do not have to remain in adjacent squares for the entire period, but if any of them leaves the windstorm (which stays centered on the approximate midpoint between the four), the effect ends.

A control weather spell can end the skriaxit wind- storm only if the caster succeeds at a DC 25 caster level check. Also, the skriaxit can choose to dismiss it at any time. Regardless of how the effect ends, it takes 1d4 minutes for the winds to fully subside.

All save DCs are Constitution-based.

Credit: Converted from Monstrous Manual by

Igor Calija.

________________________________________________________________________________

Large Animal (Extraplanar)

Hit Dice: 8d8+30 (66 hp) Initiative: -1

Speed: 20 ft.

Armor Class: 13 (-1 size, -1 Dex, +7 natural, -2 blindness), touch 6, flat-footed 13

Base Attack/Grapple: +6/+16 Attack: Bite +5 melee (1d6+3)

Full Attack: Bite +5 melee (1d6+3) Space/Reach: 10 ft./5 ft.

Special Attacks: -

Special Qualities: Blind, low-light vision, non- combative

Saves: Fort +11, Ref +1, Will +2

Abilities: Str 23, Dex 8, Con 17, Int 2, Wis 11, Cha 3 Skills: Listen +11

Feats: Great Fortitude, Improved Bull Rush (B),

Toughness (x2)

Environment: Paraelemental Plane of Smoke Organization: Solitary or group (2-4)

Challenge Rating: 3 Treasure: None

Alignment: Always neutral

Advancement: 9-16 HD (Large); 17-24 HD (Huge) Level Adjustment: -

A sootbeast is a 10 feet long creature with shaggy black hair thick with soot, its grimy toothless mouth belching smoke.

Despite its somewhat frightening appearance, the beast is mostly harmless and entirely blind. It’s strictly a filter feeder – it strains miniscule floating creatures by drifting slowly through the Smoke.

COMBAT

The sootbeast is non-aggressive, but it has been known to trample over creatures whose presences it is unaware of.

Blind (Ex): A sootbeast is naturally blind; it has a -2 AC penalty; its attacks always have a 50% miss chance; it suffers a -4 penalty on Search checks and all Str- and Dex- based skill checks.

Non-Combative (Ex): A sootbeast is a non-combative creature, and its bite is considered a secondary attack with half Strength bonus to damage.

Part 1:

Elemental

Denizens

In document Denizens of the Inner Planes (Page 117-119)