| Ashamura |
| Ashamura Medium-Size Outsider (Native) Hit Dice: 13d8+39 (98 hp) Initiative: +4 Speed: 30 ft. (6 squares), Fly 50 ft. (perfect) Armor Class: 28 (4 dex, 7 natural, 7 Lesser Mercurite Armor), Touch 14, Flat-Footed 21 Base Attack/Grapple: +13/+19 Attack: Tail +19 melee (1d2+6, Tail Poison), Lesser Mercurite Scimitar +22 melee (1d6+9/15-20), or Lesser Mercurite Glaive +22 melee (1d10+12/x3) Full Attack: 2 Tails +17/+17/+12/+12/+7 (1d2+6, Tail Poison), Lesser Mercurite Scimitar +20/+15/+10 melee (1d6+9/15-20) and Lesser Mercurite Dagger +20/+15 melee (1d4+9/17-20), or Lesser Mercurite Glaive +22/+17/+12 melee (1d10+12/x3) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-Like Abilities, Elemental Orbs, Neutral Weapons Special Qualities: Immune to Petrifaction and Poison, Ashireth Resistance to Fire 20, Acid 20, Cold 10, Sonic 10, and Electricity 10, Alternate Forms, Blindsight 60 ft., Nature�s Protector, Fast Healing 10, DR 5/Magic, SR 15, Water Breathing, Tongues, Lesser Mercurite Prism Saves: Fort +12, Ref +13, Will +11 Abilities: Str 22, Dex 18, Con 16, Int 15, Wis 15, Cha 19 Skills: Concentration +19, Diplomacy +20, Handle Animal +20, Heal +18, Listen +18, Search +18, Sense Motive +18, Spot +18, Survival +18 (+20 when searching for tracks), Swim +16 Feats: Dodge, Combat Reflexes, Flyby Attack, Power Attack, Two-Weapon Fighting Environment: Any Organization: Solitary, Cluster (1d4+1 Ashamura), or Entourage (1d4+1 Ashamura and 1 Ashireth) Challenge Rating: 14 Treasure: No coins, standard goods, standard items Alignment: Often Neutral Advancement: 14-19 (Medium-Size), 20-31 (Large) Level Adjustment: - An Ashamura is a creature that is created from an Ashireth. When an Ashireth becomes an adult, they gain the ability to create Ashamuras, which is a secret three year ritual which only Ashireths know and can do. During this ritual, the Ashireth also creates a lesser version of the Mercurite Prism, which he gives to the Ashamura on their fiftieth birthday. An Ashamura has free will, however if the Ashireth wills it so, the Ashamura will begin to die. The Ashamura begins to loose one constitution point per day until it reaches zero, at which it dies. Ashireth rarely urge their Ashamuras to die, for they spent much time creating it and an Ashamura is much like an Ashireth�s child. The Ashireth typically accompanies them at all times, and Ashamura normally act as the Ashireth�s personal guards. An Ashamura has a human form, with some slight difference. The Ashamura is anywhere between 5�6� and 6�8�, weighing between 140 and 350 pounds. Its ears are slightly pointed like the Ashireth�s. Their eyes, however, are pure white, and it has a third eye on its forehead. People are unsure why it has this third eye, as they can find nothing in its ancestry that points to a third eye. Ashireths know that this third eye is created during the ritual. The Ashamura also has a ring of small horns around its head, made of very hard bone. They have two long black tails much, being between six and eight feet long, that end in sharp points. These tails often secrete a green ooze that poisons anything that gets it in its body. The Ashamura hair comes in every type of color. The Ashamura does not have wings like its creator; instead it flies on a small puff of air underneath both of its feet. These small clouds float around the Ashamura�s feet, and lift it when it wishes to. These puffs can be dispelled, however. Ashamura share the views of their creator, and often live in the same place as their creator or in the general vicinity. They are often servants for the Ashireth that created them, but the Ashireth treats them very well. Combat An Ashamura prefers to fight in the air, taking advantage of its superb aerial fighting. It uses a combination of its weapons and its spell-like abilities to keep the opponent away, or at least injured enough not to charge head on. An Ashamura does not like to fight, but when forced into conflict normally makes a very good challenge, especially when fighting alongside its creator. Tail Poison (Su): Whenever a successfully attack is made with an Ashamura�s tail, the opponent takes poison damage. The initial effect is stunning, and the secondary effect is 2d8 strength damage. The DC is 10 + � the Ashamura�s HD. Nature�s Protector (Su): All vegetation within fifty feet of the Ashamura gains Spell Resistance 20 (10 + � HD + Cha). This ability can be suppressed. Mortal Form (Su): The Ashamura can retract its odd features as a standard action that provokes an attack of opportunity. This effectively gets rid of the Ashamura�s third eye, tails, cloud feet, and horns. They can change their hair color to any color also, but their eyes do not gain irises. Neutral Weapons (Su): Any weapon wielded by the Ashamura, natural or otherwise, becomes balanced. This effectively means that the weapon deals an additional 1d6 unholy damage to good creatures and an additional 1d6 holy damage to evil creatures. This ability can be suppressed. Connection to Creator (Su): The Ashamura has a mental connection to its creator, and can speak to him mentally as long as the Ashamura is within 100 miles of the Ashireth and is on the same plane. Lesser Mercurite Prism: This crystal-like object has a core of enchanted mercury. The prism is normally kept on a necklace or piece of clothing that the Ashamura always wears. The prism is one and a half inches wide, has a hardness of 25 and 25 hit points. It only functions for the Ashamura that it was created for. If it goes ten feet or more away from the owner, the owner gets a mental signal where its location, much like a compass. The prism only functions if it is within ten feet of the Ashamura. The prism allows the user to mentally create a variety of Lesser Mercurite equipment. Any such Lesser Mercurite item that leaves a fifty foot radius centered on the prism instantly dissolves. Creating an item is a free action, a thought. Up to four item blueprints may be stored at one time. Lesser Mercurite Weapons are considered to have a +3 enhancement bonus. Slashing Lesser Mercurite Weapons are considered keen. Only one type of armor can be created by a Lesser Mercurite Prism. A Lesser Mercurite Breastplate has a +2 enhancement bonus, weighs 20 pounds, has a -3 armor check penalty, a +4 maximum dexterity bonus, 15% arcane spell failure chance, is considered light, and does not impede movement. Lesser Mercurite Equipment is always considered masterwork. Elemental Orbs (Su): As a standard action, the Ashamura can create and throw one or two orbs of elemental energy. These orbs can be composed of fire, cold, acid, lightning, or sonic energy. The Ashamura can create two orbs at a time, one in each hand. The Ashamura must have the hand free in order to create the orb. The orbs can be thrown as a ranged touch attack that deals 5d6 damage. The orbs have a range increment of 100 feet. Spell-Like Abilities: At will � Dispel Magic, Remove Curse (DC 17), Remove Disease (DC 17), Remove Fear (DC 17), Create Water, Detect Magic; 1/minute � Call Lightning (DC 17), Gust of Wind (DC 16), Heal (DC 21); 1/hour � Wind Wall (DC 17), Dismissal (DC 19), Dimensional Door (DC 18); 3/day � Commune with Nature, Cone of Cold (DC 16); 1/day � Control Winds (DC 19); 1/week � Resurrection (DC 19). Caster level 13th. The save DCs are Charisma-based. The following abilities are always active on an Ashamura�s person, as the spells (caster level 13th): Detect Evil, Detect Good, and See Invisibility. They can be dispelled, but the Ashamura can reactivate them as a free action. Water Breathing (Ex): An Ashamura can breathe just as well in water as it can out. |
| Discuss the Ashamura Here |