| Ashireth |
| Ashireth (� sheer �th) Large Outsider (Native) Hit Dice: 28d8+168 (280 hp) Initiative: +11 Speed: 50 ft. (10 squares), Fly 200 ft. (good) Armor Class: 41 (10 armor, 7 dex, 15 natural, -1 size), Touch 16, Flat-Footed 34 Base Attack/Grapple: +28/+42 Attack: Mercurite Scimitar +42 melee (1d8+15/17-20), or Mercurite Chains +42 melee (1d8+15/19-20), or Mercurite Ranseur +42 melee (2d6+20/x3), or slam +37 melee (2d8+15) Full Attack: Mercurite Scimitar +38/+33/+28/+23 melee (1d8+15/17-20), and Mercurite Chains +38/+33/+28/+23 melee (1d8+10/19-20), or Mercurite Ranseur +42/+37/+32/+27 melee (2d6+20/x3), or slam +37/+32/+27/+22 melee (2d8+15) Space/Reach: 10 ft./10 ft. (25 ft. with chains) Special Attacks: Spell-Like Abilities, Sonic Slash, Earth Vibrations, Life Drain, Searing Air, Neutral Weapons Special Qualities: Immune to Fire, Acid, Petrifaction, and Electricity. Resistance to Sonic 20, Cold 20, Alternate Forms, Blindsight and Tremorsense 60 ft., Nature�s Protector, Regeneration 15, DR 15/Epic, SR 32, Mist, Water Breathing, Telepathy 100 ft., Tongues, Mercurite Prism, Heat Alteration Saves: Fort +22 (+28 against natural poison), Ref +23, Will +22 Abilities: Str 30, Dex 24, Con 22, Int 23, Wis 23, Cha 27 Skills: Concentration +36, Diplomacy +41, Handle Animal +39, Heal +37, Intimidate +39, Knowledge (Religion) +37, Listen +37, Move Silently +38, Search +37, Sense Motive +37, Spellcraft +37, Spot +37, Survival +37 (+39 when searching for tracks), Swim +39 Feats: Cleave, Dodge, Great Cleave, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Power Attack, Spring Attack, Two-Weapon Fighting Environment: Any Organization: Solitary or Entourage (1d4+1 Ashamura and 1 Ashireth) Challenge Rating: 26 Treasure: No coins, double goods, standard items Alignment: Often Neutral Advancement: 28-40 HD (Large); 41-72 HD (Huge) Level Adjustment: - For the length of anybody�s memory, the heavens and hells have clashed, each trying to grab some threshold that would make their side the victor. The Ashireth is one such attempt, a creation of evil in the pursuit of victory, and the destruction of good. The first Ashireth was created with the lifeblood of good, for it was modeled after a fallen solar. Molding the solar�s body with evil and adding in elemental weaponry, the fiends of the lower realms created the first Ashireth, who quickly became more powerful then they expected. They were very pleased with their weapon of war. For many centuries the Ashireth fought, slaughtering hundreds of celestials, for no creature could stand in its path. But it was soon that this creature began to feel the power of good, its own lifeblood flowing throughout its body. It was then, that the Ashireth threw down its demonic weapons and joined the side of good, presumably to stay. Understandably, the fiends were outraged, and slightly scared at this traitorous act. The celestials, however, welcomed their new ally with open arms. The deities of good, graciously welcomed the Ashireth, and blessed it with many more powers to add to its already powerful arsenal. They then unleashed the great creature upon the demon hordes, where it destroyed thousands of these fiends. This too, went on for centuries, and the gods of good, who had formerly been loosing, worked themselves up in the war. But alas, this was not to last, for the Ashireth slowly filled with hatred for both sides. It knew how it was to be both a celestial and a fiend, and it quickly grew to hate both sides. During one fateful battle, the Ashireth through down its weapons and left, giving up the blessings of good, and choosing its own blessings. Nobody could stop the Ashireth�s departure. Soon, the Ashireth became two, and then four, and continued on. It is unknown how many Ashireth live now, but it is believed to be somewhere between ten and twenty. For now, the Ashireth lead lives on neither sides of good or evil, choosing instead to be the center balance. The Ashireths fights against both sides, fighting against one side whenever it becomes too powerful, ensuring that neither side ever becomes too powerful. This single concept is what drives the Ashireths. Ashireth�s are between eight and nine feet tall, with very human-like features. Their ears are slightly pointed, looking much like a half-elf�s, and their noses are as various as a humans. Their eyes are an oddity, being pure blue, even where the whites would be. There is no clear pupil in their eyes. They are extremely muscular, but are also very intelligent and noble. Horns often adorn their heads; however these horns are very different then most horns. These horns appear directly above the ears, and slope upward. The inside of the horn is much like a sword blade, and the point is equally sharp. The horns are very strong, and it is unheard of for one to be broken. Demonic appearing tails often grow out of their lower back, being black and are between seven and ten feet long, ending in a jagged arrow-like tip. These tails are very thin, being only an inch and a half in diameter. Despite this, the skin that covers the tail is normally the toughest on the Ashireth. The Ashireth�s wings are an oddity, for they inhabit the ethereal plane while the Ashireth is on the material. Their wings appear as angel wings, for they are feathered, however the wings are translucent, and appear to be made of blue fire. Their wingspan is thirty feet, from tip to tip, however the Ashireth can pull in its wings to a very small area. Creatures on the material plane can pass directly through the Ashireth�s wings, and the Ashireth can make their wings disappear instantly with only a thought. An Ashireth reproduces in a very unique fashion. Once ever millennia, a single red feather appears on the Ashireth�s chest. At first, this feather is just a feint imprint, but over a month or two it begins to form on the chest. Once fully formed, the feather can be taken off the Ashireth�s chest, and placed near a tree of at least seven-hundred years. This tree �raises� the feather, until it forms a child. This metamorphosis can take anywhere from three years to five-hundred years. The tree that was selected then becomes known as the Parent Tree, and creates a magical boundary around the tree, with a one mile radius. The child Ashireth cannot leave this boundary, and creatures of neither good nor evil can enter it. Magic does not function in this boundary, and neither does psionics. Until the child is roughly two-thousand years old it cannot leave this boundary, and does not need food or water to live. When the child becomes an adolescent Ashireth, it is free to leave the Parent Tree, but now needs food and water. Although the Ashireth only needs small amounts of food, it needs large amounts of water. When the child becomes an adolescent, the Parent Tree imbues in the adolescent a large amount of knowledge, most of it being about nature, but also a large amount of it being about the history of the Ashireths. The Ashireth is an adolescent for only five-hundred years. When the adolescent reaches roughly two-thousand, five-hundred years, it can become an adult Ashireth. In order to become an adult, it must create a Mercurite Prism, a process which takes ten years. Once the Mercurite Prism is complete, the Ashireth is free to do as he/she wishes. Ashireth rarely gather together, and when they do it is only for mating. Unlike other races, Ashireth cannot become naturally pregnant, and mating is only for pleasure. Many races often frown upon this unique feature, believing it is odd and pointless, however to Ashireths it is a sacred and holy time, sharing a bond with another Ashireth that is very rare among them. Although the Ashireths understand the idea of a family, they do not create families, instead always being found alone. It is true that many people believe that Ashireths must lead very lonely lives; this is not true, for Ashireths tend to cloak themselves and become a part of society. Ashireth�s are telepathic, being able to read surface thoughts and communicate telepathically. They do not, however, normally do this, often because they respect others privacy and choose to speak with others verbally. They can speak and read any language. Combat Ashireths are extremely scary in combat. Although they do not share the fear ability of its demonic ancestors, many say it is scary enough just to see them in combat. They lack the clerical spellcasting of their solar ancestors; however their natural abilities more then make up for this slight disadvantage. Nature�s Protector (Su): All vegetation within fifty feet of the Ashireth gains Spell Resistance 30 (10 + � HD +Cha). This ability can be suppressed. Blue Flame Form (Su): The Ashireth can turn its entire body into flame as a free action. This ability also affects all items it carries, which similarly become blue flame. The Ashireth becomes vulnerable to cold attacks, taking double damage from all cold damage. The Ashireth looses its armor and natural armor bonuses. However, when in the Blue Flame Form, any creature that comes within ten feet of the Ashireth automatically takes 3d6 heat damage. Also, if a creature hits the Ashireth while it is in this form, the creature takes 6d6 fire damage. The Mist ability does not function while in this form. The Ashireth can stay in this form indefinitely. Mortal Form (Su): The Ashireth can assume the form of a medium-size mortal with nearly the same physical appearance as a standard action. The Ashireth�s wings disappear, their eyes turn to normal blue, and the horns disappear, as does the tail. The Ashireth drops to between five and six feet, and its weight drops proportionately. This is a transmutation that does not regain damage, and all wounds that were on the Ashireth appear on its mortal form in similar locations. The Ashireth can stay in this form indefinitely. Ethereal Flame Form (Su): As a free round action that does not provoke an attack of opportunity, the Ashireth can become completely ethereal. This effect duplicates the effects of an Ethereal Jaunt spell, except that the Ashireth appears transparent and composed of blue fire on the material plane. The Mist ability does not function while in this form, and the Ashireth can stay in this form indefinitely. Neutral Weapons (Su): Any weapon wielded by the Ashireth, natural or otherwise, becomes balanced. This effectively means that the weapon deals an extra 1d8 unholy damage to good creatures and an extra 1d8 holy damage to evil creatures. This ability can be suppressed. 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 Ashireth always wears. The prism is one and a half inches wide, has a hardness of 25 and 25 hit points. It only works for its creator, and only an Ashireth can create one. 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 Ashireth. The prism allows the user to mentally create a variety of Mercurite equipment. Any such 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 five items blueprints may be stored at one time. Mercurite Chains are five long chains that have a range of fifteen feet, increasing the Ashireth's range to twenty-five feet. The chains are large, and deal 1d8 damage. They threaten critical on 19-20 and deal twice the normal damage on such a critical. Mercurite Weapons are considered to have a +5 enhancement bonus. Slashing Mercurite Weapons are considered keen. Only one type of armor can be created by a Mercurite Prism. A Mercurite Breastplate has a +5 enhancement bonus, weighs 10 pounds, has a -1 armor check penalty, a +8 maximum dexterity bonus, 5% arcane spell failure chance, is considered light, and does not impede movement. Mercurite Equipment is always considered masterwork. Mercurite Snakes are thin lines of mercury that act much like snakes. The owner of the Mercurite Prism can direct the snake, and the snake acts much like a construct. Mercurite Snake: CR -; Medium-size construct; HD 3d10; hp 17; Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.; AC 18, touch 13, flat-footed 15; Base Atk +2; Grp +5; Atk +5 melee (1d3+4, bite); Full Atk +5 melee (1d3+4, bite); Space/Reach 5 ft./5 ft.; SA Constrict, Improve Grab; SQ Scent, Construct Traits, DR 5/-; AL N; SV Fort -, Ref +6, Will +2; Str 17, Dex 17, Con -, Int 1, Wis 12, Cha 2. Skills and Feats: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11; Alertness, Toughness. Constrict (Ex): On a successful grapple check, a Mercurite Snake deals 1d3+4 points of damage. Improved Grab (Ex): To use this ability, a Mercurite Snake must hit with its bite 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 constrict. Heat Alteration (Su): As a full round action, the Ashireth can alter the temperature around him by ten degrees. This affects all air within thirty feet. Instead, he can focus this ability on a single object and alter it by twenty five degrees per full round action. Mist (Su): As a free action that does not produce an attack of opportunity, the Ashireth can create a mist, as the spell Obscuring Mists, of any radius up to forty feet. Earth Vibrations (Su): The Ashireth may, as a standard action, create the earth rupture and explode. The Ashireth touches the ground, which must be composed of soil or loose rock. When the ability is used, a furrow of displaced earth five feet across races toward the target area and explodes in a 30-foot radius of stone shrapnel and dirt. Anyone standing atop the furrow as it passes underfoot must make a reflex save (DC 10 + Half Ashireth�s HD + Ashireth Cha) or be knocked prone. Anyone caught in the blast itself takes 7d6 damage and will automatically be rendered prone. A reflex save halves the damage and allows the victim to remain on his feet. Searing Air (Su): As a standard action usable once per minute, the Ashireth can create a blast of Searing Air. This blast resembles a horizontal tornado emanating from its hand. This blast does 7d8 damage to all creatures and objects within range. Objects bigger than large take half damage. Searing Air deals damage to everything within a fifty foot cone. A creature takes half damage from Searing Air if they can make a reflex save (DC 10 + Half Ashireth�s HD + Ashireth Cha). Sonic Slash (Su): As a standard action, the Ashireth can fling an arc-shaped blade of sonic energy away from him. This arc goes in a straight line, slashing through everything in its path for 500 feet. The sonic slash does 5d6 damage to everything in its path. Life Drain (Su): As a standard action usable twice per hour, the Ashireth can make a touch attack against a creature. The Ashireth drains 10d8 hit points from the creature and takes them as his own, healing himself. The Ashireth can instead absorb the hit points and then touch another creature, and empty the gained hit points into the other creature, healing it. Spell-Like Abilities: At will � Greater Dispel Magic, Remove Curse (DC 21), Remove Disease (DC 21), Remove Fear (DC 21), Call Lightning (DC 21), Create Water, Detect Magic; 1/minute � Gust of Wind (DC 20), Heal (DC 25), Wind Wall (DC 21); 1/hour � Dismissal (DC 23), Detect Thoughts (DC 20), Dimensional Door (DC 22); 5/day � Flame Strike (DC 22); 3/day � Resurrection, Commune with Nature, Cone of Cold (DC 24); 1/day � Control Winds (DC 23), Storm of Vengeance (DC 27), 1/week � Plane Shift (DC 23). Caster level 20th. The save DCs are Charisma-based. The following abilities are always active on an Ashireth�s person, as the spells (caster level 20th): Detect Evil, Detect Good, See Invisibility, and True Seeing. They can be dispelled, but the Ashireth can reactivate them as a free action. Water Breathing (Ex): An Ashireth can breathe just as well in water as it can out. |
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