|
|
XAINYAER
Medium-Size Outsider (Chaotic) Hit Dice: 1d10+6 (23 hp) Initiative: +2 (Dex) Speed: 40 ft. AC: 14 (+2 Deflection +2 natural, +1 Dex) Attacks: 2 claws +8 melee, Bite +9 melee Damage: Claw 1d6+4, Bite 1d8+2 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Noise Aura, Spell-like Abilities
Special Qualities: Grimoire Xalchathek, Darkvision 120 ft., Immunities Saves: Fort +8, Ref +10, Will +9 Abilities: Str 18, Dex 19, Con 17, Int 22, Wis 18, Cha 16 Skills: Alchemy +8, Balance +4, Climb +4, Escape Artist +3, Hide -4*, Intimidate +6, Intuit Direction +5, Jump +6, Knowledge (arcana) +8, Knowledge (the planes) +8, Listen -4*, Move Silently -4*, Scry +9, Sense Motive +6, Spellcraft +12, Tumble +4 Feats: Empower Spell, Spell Focus (Conjuration), Spell Penetration, Polyglot __________________________________________________ Climate/Terrain: Any land and underground Organization: Solitary, pair, study (3-8 plus 1 5th level Diviner) or Asylum (10-20 plus 3 5th level Diviners and 1 10th level Wizard) Challenge Rating: 8 Treasure: Standard Alignment: Always chaotic neutral Advancement: By character class
The Xainyaer are insane to the core. Once an extraplanar race of wizards studying the far realm (a mistake itself) they kept on piercing the boundrys of the nightmare dimension until it couldn't take it any further, and they went outside it. Although they suceeded in breaking down the resilient boundrys of the planes, they paid a price, and that was a heavy toll on their sanity. Xainyaer are tall creatures with voracious appetites and abnormal intellects. They have very long, pointed horn of their chin that reach their waist, and these chin-horns make unnatural, machine-like noises. They have no facial feature except for a huge, lipless fang-filled mouth. They have metallic red-brown skin that looks old, haggard and somehow rusty. They have horrifying voices that always scream, as if angry that echo inside mortal minds and make their ears bleed. Infact Xainyaer make so much noise that anyone within a few feet of them can seriously damage their health. However Xainyaer can only make themselves this dangerous a few times a day, most of the time the noise they produce is just a little unnerving and frightens animals. Xainyaer speak Common, Undercommon, Abyssal, Celestial, Infernal, Auran, Aquan, Ignan and Terran.
COMBAT
Xainyaer love to confuse mortal creatures, especially revealing the 'truths' that the far realm offers. Xainyaer have many abilities at their disposal. They are strong, agile and intellectual. What they know however makes other creatures apart from their own kind insane, for they evolved primarilly out of madness. They leap and bound from their opponents, cuasing anarchy within their physical forms, logical minds and even their untainted souls.
*Noise Aura (Su): Xainyaer have -4 to all Hide, Move Silently and Wilderness Lore checks. However once per day a Xainyaer can release large amounts of noise and all those within a 10 ft. radius (apart from other Xainyaer's) must make a Fort save (DC 24) or take 1d20 points of subdual damage. Anyone who makes a sucessful save against it is immune to a Xainyaer's Noise Aura attack for 24 hours.
Spell-like Abilities (Sp): At will- blur, cat's grace, detect magic, displacement, mirror image and wall of thorns. All of these spells are as cast by a 12th level Wizard.
Grimoire Xalchathek: Most Xainyaer carry a Grimoire Xalchathek. These books are where the Xainyaer keep notes on recent unnatural discoverys, warped philosophy and anything else they take an intrest in. Any non-xainyaer reading from it must make a will save (DC 28) or become permanantly affected as though it were under a confusion spell. Only mordenkainens disjunction can alter this. Note once a creature has resisted the books DC, it can never be affected by it again.
Immunities: Xainyaer are immune to all acid, electricity and sonic attacks.
|
|
|