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Enaronia |
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To protect this place... |
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New Creatures |
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Tiny Fey (Psionic, Incorporeal) Hit Dice: 6d6-3 (18 hp) Initiative: +2 Speed: 20 ft Armor Class: 16 (+2 Dex, +2 Deflection, +2 size), touch 16, flat-footed 14 Base Attack/Grapple: +3/- Attack: Incorporeal touch +7 melee 1d2 Wisdom Full Attack: Incorporeal touch +7 melee 1d2 Wisdom Space/Reach: 2 1/2 ft/0 ft Special Attacks: Possession, Wisdom damage, Psi-like abilities Special Qualities: Fey traits, Incorporeal traits, DR 5/cold iron, Low-light vision, Dying Discorporation, Power Resistance 15 Saves: Fort +1, Ref +7, Will +3 Abilities: Str -, Dex 14, Con 8, Int 2, Wis 6, Cha 15 Skills: Hide +11, Intimidate +11 Feats: Toughness, Hostile Mind, Ability Focus (Possession) Environment: Any Organization: Solitary Challenge Rating: Treasure: None Alignment: Always Neutral Advancement: None Level Adjustment: -- From a distance, the creature could have been mistaken for a young human man with dark skin, thick dark brown hair, and wearing unusual but travel-worn garb. From a distance. From this perspective, it looks more like a mockery of that man--it would only be as high as your knee if it weren't levitating; it's transparent; it's arms are too long and thin for its body, as are the claw-like fingers that it holds above its head. It turns it's wild eyes toward you and grins maniacally, revealing sharp teeth that could not have fit in that mouth moments before. Remnants are unusual creatures, imprints left behind by powerful psionic ability or constant psionic influence. Leftover psionic power, as it were. They tend to share some features with the psionic creature or individual that birthed them, but the image is usually twisted to match their temperament. While they are always neutral in alignment, they are not completely rational and their mannerisms are tied more often to the type of powers used in thier creation then their creator's alignment or mannerisms. Combat: While most incorporeal creatures can fly, a remnant only hovers. It floats just above the ground and is not hampered by difficult terrain. It falls extraordinarily slowly though, and therefore does not take falling damage. If it somehow found itself accidentally above the ground, such as if another creature set of a pit trap that it was floating above, it can generally backtrack to land more quickly than it would fall below the surface, making this tactic almost completely useless against it. A remnant often starts a fight by using its attraction, control sound, and possibly distract psi-like abilities to bring other creatures closer. When fighting, a remnant will generally swing wildly at opponents, passing quickly through their bodies and relieving them of their sanity by its presence. It will sometimes gleefully attempt to slide directly into its foe's body. For some reason, it tends to favor lightly armored characters for this attack, even though a heavily armored one may generally be the better choice for a more reasonable creature. It will generally not use its more offensive psi-like abilities unless it is no longer having fun in melee or feels the need to flee. Possession (Su): A remnant can attempt to possess another creature, giving it a temporary form. The remnant must be in the same space as the creature and succeed in a melee incorporeal touch attack against the creature. The creature is then entitled to a DC 17 Will save to resist the affect; if it fails, the remnant possesses the body, although the creature is allowed another save each round. The remnant is not intelligent enough to use any of the possessed creatures learned abilities, although it may be able to use extraordinary abilities based entirely on the creatures body. Generally, it just flails at the nearest opponent, laughing maniacally or gibbering, making unarmed strikes. It uses its own base attack bonus and the creature's strength score. The remnant will generally simply drop anything held in the possessed creature's hand, but may choose to attempt to use a light weapon. The remnant is proficient with simple weapons and no other weapons, although proficiency seems to have no real bearing on whether the creature decides to wield or drop a light weapon. Damage type may have some effect, with bludgeoning weapons almost never being dropped and slashing weapons almost never being used. Attacking the possessed creature does not harm the remnant, although spells may. Spells that deal energy damage to a target deal full damage to the possessed creature and half to the remnant. Area effect spells have their full effect on both (unless, of course, the spells will not harm an ally, a specific creature type, etc., in which case it will affect only the one vulnerable). If the creature is rendered unconcsious or dead, the remnant can no longer possess it and remains where it stands as the body falls. Should a remnant choose to leave the body willingly, it deals 1 point of Wisdom damage for every round that it possessed the creature, to a maximum of 5, the largest number of rounds that a remnant will willingly possess a single creature. The same creature can not be possessed by the same remnant for 24 hours. The save DC is Charisma-based. Dying Discorporation (Su): A creature made of psychic energy, an unconscious remnant loses its form. It generally congeals into a mass of swirling colors, although as it gets closer to death the colors may fade. In this state, the remnant is semi-solid. It drops the few inches to the ground. It is no longer considered incorporeal, but, not being completely solid, its damage reduction increases to DR 10/cold iron. There is no such thing as a remnant body. When it is destroyed it vanishes completely with a small "pop", and, if it was conscious for the attack that killed it, a look of surprise--but not pain. Power Resistance (Su): Remnants are especially resistant to psionic powers, being born of them. They have power resistance, and this resistance applies only to powers, not to spells. This is an exception to the psionics/magic transparency rules. Psi-like Abilities: (at will) Attraction (self only, 1/target/day), (3/day) Disable, Distract, Mind Thrust(DC 13), (3/day) Aversion, Control Sound, Inflict Pain (DC 14). The save DCs are Charisma-based. The creature mentioned in the physical description above was produced after Lord Chitt's defense of Prince Varick, spawned out of his emotion and his psionic assault. It shares his appearance to some extent, but is crazed, wild, and attacks everything that moves. An truly made evil psion who keeps up a null psionics field for years throughout much of her fortress that upon her death results in a remnant that looks just like her, only much calmer, more serene, and more beautiful, that just hovers calmly and does not interact with anyone or anything unless forced. Despite being created in different ways, by different people, and behaving completely differently, all remnants have similar abilities. They fade as time passes from their creation, although the time this takes can vary depending on the force that created them. As a remnant fades it effectively takes damage that can not be healed and/or ability drain until it simply pops out of existance after hitting 0 in any ability score or for max hit points--so they can become weaker, but they never advance or grow. They do not leave the general area in which they were created and have no special connection to the person that created them. While a person may feel strange fighting a tiny version of him- or herself made of his or her own mentality, the remnant treats the one who spawns them precisely as it would treat any other. While it is theoretically possible for a person to attempt to produce a remnant intentionally, their formation is unpredictable, making this as difficult as it is generally undesirable. They also tend to appear a while after the activity that spawned them takes place, so people often do not know they have one. |