MythMage's Alternate Monsters

The houserules and entities of Kain Darkwind

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MythMage's Alternate Monsters

Postby MythMage » Thu Apr 03, 2008 8:57 am

This creature is an elder evil, one of a vague class of world-killing monsters described in Elder Evils.

Aspect of the Queen of Air and Darkness
Medium Fey (Incorporeal)
Hit Dice: 21d6+126 (252 hp)
Initiative: +7
Speed: 40 ft., fly 90 ft. (perfect)
Armor Class: 33 (+8 natural, +7 Dex, +8 deflection), touch 26, flat-footed 26
Base Attack/Grapple: +10/– (+16)
Attack: Shadowblast +17 ranged touch (2d8+18 negative energy plus 1 negative level) or spell +17 ranged touch or +16 melee touch
Full Attack: Shadowblast +17/+12 ranged touch (2d8+18 negative energy plus 1 negative level)
Space/Reach: 5 ft./5 ft.
Special Attacks: Air of infertility, spell-like abilities, spells, true death (malefic property)
Special Qualities: Aura of night, blindsight 500 ft., can’t be blinded, damage reduction 20/cold iron and magic, immune to ability drain, ability damage, darkness, death effects, death from massive damage, form-altering effects, illusions, mind-affecting effects, and negative energy, impervious to the divine (malefic property), incorporeal traits, inured to darkness, low-light vision, resistance to acid 20 and cold 20, spell resistance 35 (or 33), telepathy 1,000 ft.
Saves: Fort +15, Ref +19, Will +19
Abilities: Str – (22), Dex 24, Con 22, Int 27, Wis 25, Cha 27
Skills: Balance +9, Bluff +32, Concentration +30, Diplomacy +36, Disguise +8 (+10 acting), Hide +31, Intimidate +34, Jump +12, Knowledge (arcana) +32, Knowledge (nature) +32, Listen +31, Move Silently +31, Sense Motive +31, Survival +19 (+21 aboveground), Spellcraft +34 (+36 scrolls), Spot +31, Tumble +19, Use Magic Device +32 (+34 scrolls)
Feats: Dodge (B), Eschew Materials (B), Flyby Attack, Greater Spell Focus (illusion), Greater Spell Focus (necromancy), Great Fortitude (B), Heighten Spell, Quicken Spell-like Ability, Spell Focus (illusion), Spell Focus (necromancy)
Environment: The Mortal Coil
Organization: Solitary or doomsday raed (10)
Challenge Rating: 20
Treasure: Black Diamond facet
Alignment: Neutral (chaotic evil tendencies)
Advancement: 22-55 HD (Medium)

The Queen of Air and Darkness creates her aspects using the Black Diamond in order to destroy worlds. At any given time, no more than ten of these aspects may exist (one for each Black Diamond facet). Normally, she sends all ten to a specific world that has been marked for destruction. Each of the ten aspects seeks out one of the ten strongest natural ley nodes on the world and plants her Black Diamond facet in the node’s core, which disrupts the node.

When one to three nodes have been disrupted, the sign of the apocalypse (see Black Diamond facet) grows in strength to moderate. When four to six have been disrupted, the sign becomes strong. When seven or more have been disrupted, the sign is overwhelming. When all ten nodes have been disrupted, the world's fate is sealed; its ecosystems begin a rapid spiral into death.

Air of Infertility: An aspect of the Queen of Air and Darkness is surrounded by a chilling and infertile wind which extends 30 feet from her person. All natives of the Material Plane other than members of the Unseelie Court and their servants suffer a -2 morale penalty on saving throws within this aura.

Aura of Night (Su): As a swift action, an aspect of the Queen of Air and Darkness can shroud herself in darkness, filling a 15-foot-radius sphere centered on herself with night, granting all creatures in the area partial concealment against foes relying on sight (other than the aspect herself, who can see normally in the area). Ending this effect is a free action.

Black Diamond Facet: When the Queen of Air and Darkness creates an aspect, that aspect comes into existence paired with a flat, triangular shard of utterly black crystal. This crystal grants the aspect a +2 enhancement bonus to her spell resistance, makes her incorporeal (though she retains her natural armor bonus to armor class and can make touch attacks as if her body were a ghost touch weapon), and allows her access to her spell-like abilities as long as the aspect is within 1 mile of the facet.

The facet emanates a horrid blight effect (see Elder Evils, page 10) at a strength of at least faint. As long as the aspect holds the facet, she can sense the exact distance and direction to the ley node she seeks. As long as she is separated from the facet, she can sense the exact distance and direction to the facet. It has a hardness of 21 and 55 hit points. It saves as a magic item (CL 21st).

Impervious to the Divine (Su): An aspect of the Queen of Air and Darkness is immune to all divine spells, spell-like effects, and supernatural effects.

Inured to Darkness (Ex): An aspect of the Queen of Air and Darkness is intimately connected to the deceptive power of the dark. She can see in darkness of all kinds, magical or mundane.

Spells: An aspect of the Queen of Air and Darkness can cast spells as a 19th-level sorcerer. She can cast spells from the bard and druid spell lists. She gains a +2 bonus to her caster level and save DCs for illusion spells, spells with the air, darkness, or death descriptors, and spells which cause blindness. The DCs of her illusion and necromancy spells are increased by an additional +2 by virtue of her Greater Spell Focus feats. (Her death spells are also more powerful; see true death, below.)
Typical Sorcerer Spells Known (6/8/8/8/8/7/7/7/7/4): 0—acid splash, arcane mark, detect magic, ghost sound (CL 21st), mage hand, message, prestidigitation, read magic, touch of fatigue (DC 20); 1st—alarm, magic aura (CL 21st), magic missile, obscure object, ray of enfeeblement; 2nd—acid arrow, ghoul touch (DC 22), mirror image (CL 21st), misdirection (DC 24, CL 21st), shatter (DC 20); 3rd—blindness (DC 25, CL 23rd)/deafness (DC 23), blacklight (DC 25, CL 21st), protection from energy, vampiric touch; 4th—contagion (DC 24), crushing despair (DC 22), phantasmal killer (DC 26, CL 25th), rusting grasp; 5th—control winds (DC 25, CL 21st), mirage arcana (DC 27, CL 21st), song of discord (DC 23), telekinesis (DC 23); 6th—antilife shell, permanent image (DC 28, CL 21st), project image (DC 28, CL 21st); 7th—banishment (DC 25), finger of death (DC 27, CL 23rd), waves of exhaustion; 8th—horrid wilting (DC 28), screen (DC 30, CL 21st), whirlwind (DC 28, CL 21st); 9th—mage’s disjunction (DC 27), weird (DC 31, CL 25th).

Spell-like Abilities: Always active—nondetection, true seeing; at will—bestow curse (DC 23), blight (DC 23), deeper darkness, dominate person (DC 23), finger of death (DC 25, CL 25th), greater dispel magic, greater invisibility, whispering wind; 1/day—armor of darkness, control weather, energy drain (DC 27), freedom, nightmare (DC 23), undeath to death (DC 24), wail of the banshee (DC 27, CL 25th). CL 21st.

True Death (Su): Creatures that die within 100 miles of an aspect of the Queen of Air and Darkness cannot be raised or resurrected; their souls are prevented by decree of the Queen of Air and Darkness herself from ever inhabiting their mortal husks again. (This effect can be undone by a god or cosmic entity that defeats the Queen in an opposed rank check.) Additionally, all spells with the death descriptor cast within the area gain a +4 bonus to caster level (including those cast by the aspect herself; this bonus has been incorporated in the spell selection above).
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Re: MythMage's Alternate Monsters

Postby Kain Darkwind » Tue May 13, 2008 2:44 pm

A well done aspect, but a few things stick out. One, there is no way she is CR 20 with that few hp compared to other Elder Evils. Jack up the HD or Con a little bit, get around 300 hp. And two, in AW, Mab is the Queen of the Unseelie. Where would you suggest the QoAaD fit in?
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Re: MythMage's Alternate Monsters

Postby MythMage » Tue May 13, 2008 4:54 pm

Kain Darkwind wrote:A well done aspect, but a few things stick out. One, there is no way she is CR 20 with that few hp compared to other Elder Evils. Jack up the HD or Con a little bit, get around 300 hp.

I'll add 4 HD (for an additional 38 hp) and add /epic to her DR.

And two, in AW, Mab is the Queen of the Unseelie. Where would you suggest the QoAaD fit in?

I seem to recall you saying that Mab was the Queen of Air and Darkness on the Black Ops Alternate World thread. I built this aspect to reflect just the part of her personality devoted to apocalyptic things, but there would be much more to her than represented here.

Keeping them separate, I dunno. I'd have to know more about your rendition of Mab to try to sort it out.
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Re: MythMage's Alternate Monsters

Postby Kain Darkwind » Sun May 18, 2008 3:19 pm

MythMage wrote:
Kain Darkwind wrote:A well done aspect, but a few things stick out. One, there is no way she is CR 20 with that few hp compared to other Elder Evils. Jack up the HD or Con a little bit, get around 300 hp.

I'll add 4 HD (for an additional 38 hp) and add /epic to her DR.


Solid.

And two, in AW, Mab is the Queen of the Unseelie. Where would you suggest the QoAaD fit in?

I seem to recall you saying that Mab was the Queen of Air and Darkness on the Black Ops Alternate World thread. I built this aspect to reflect just the part of her personality devoted to apocalyptic things, but there would be much more to her than represented here.

Keeping them separate, I dunno. I'd have to know more about your rendition of Mab to try to sort it out.


Er...I guess I wasn't entirely clear. Mab 'is' the QoAaD because she is the leader of the Unseelie in AW. As in, Mab is the opposite of Titania, where as the Queen is the opposite in SotS. I don't know how much Mab has directly in common with the Queen. I'm not saying they have nothing in common, I'm not saying they have lots. I don't know, to be honest, and haven't given it extensive thought. I was just wondering what you thought on it.
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