The Beastmaster - 3e custom monsters
Maaegio RaKK


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By Simeon38X

Large Outsider (chaos)

Hit Dice: 9d12 (197 hp)
Initiative: +2 (+2 Improved Initiative)
Speed: 30 ft. Fly 50 ft. (clumsy)
AC: 15 (-1 size, +4 natural)
Attacks: Bite +4 melee, huge Scimitar +5 melee
Damage: Bite 2d4 plus Necrovenom, huge Scimitar 2d8+4
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Necrovenom, Spell-like abilities
Special Qualities: SR 11, Acid and Electricity immunity, Bestow Pseudonature, Psionics
Saves: Fort +7, Ref +3, Will +9
Abilities: Str 18, Dex 11, Con 17, Int 18, Wis 16, Cha 13
Skills: Alchemy +6, Concentration +8, Decipher Script +5, Heal +7, Intimidate +9, Intuit Direction +5, Knowledge (arcana) +12, Knowledge (the planes) +13, Search +8, Sense Motive +10, Spellcraft +9, Use Magic Device +9
Feats: Alertness, Combat Casting, Expertise, Hover, Improved Disarm, Improved Initiative, Improved Trip, Weapon Finesse (bite)
Climate/Terrain: Any land and underground (Far Realm)
Organization: Solitary, pair or study (3-5)
Challenge Rating: 8
Treasure: Double standard magic items
Alignment: Usually neutral good
Advancement: By character class

Maaegio RaKK (mar-je-go rak) are a race of ancient beings that long penetrated the boundrys of the Far Realm, and unlike Kaorti they are unharmed against the logic of reality. Maaegio RaKK thankfully are rarely evil, infact they merely like to observe and study the mechanics of the planes. Most will greet non-pseudonatural beings with a friendly attitude, and those trapped within the madness of the Far Realm are often saved by them. Then they provide them with a somewhat surreal but safe sanctuary in which the rescued travellers can safely stay until the Maaegio RaKK can figure out a way for them to get to their destination. Most Maaegio RaKK will not tolerate hostility towards their kind, though they understand that most mortals might find them somewhat disturbing.
Maaegio RaKK look mainly like a 10 ft. column of pale arms that writhe. From one side of them a massive raven-like wing and a bat-like wing protrude from the mass that form as a pair of wings. At the very top an 8ft long grey earth-worm-like neck protrudes, and ends with a horse-like skull with an emerald lodged in one empty eye-socket and a cowl of orange and black feathers on their crown. When they move their bodys twist from side to side in an unnatural fashion. Their voices are unussually benevolant, but a quiet metallic-tone can be heard, as well as a muffled gravely sound like a boot on shattered glass.
Maaegio RaKK speak their own complex buzzing, clanging language composed of unliving sounds and animal-like noises. They also speak Common and Undercommon.

Maaegio RaKK would prefer to befriend and learn from others, but if met with hostility they will threaten attackers with the universes raw power. They usually use as many of their spells as possible, only resorting to their pseudonatural gifts if necessary.
Necrovenom (Su): If a Maaegio RaKK makes a sucessful bite attack, the opponent must make a Fort save (DC 14) or instantly die. It rises again in 1d4 rounds and turns into a pseudonatural undead. It gains the alignment of the Maaegio RaKK that bit it. Roll a d8 and consult the table below for what sort of undead it turns into.
1 - Skeleton
2 - Zombie
3 - Ghoul
4 - Spectre
5 - Shadow
6 - Wight
7 - Wraith
8 - Shadow
Spell-like abilities (Sp): At will-blur, fog cloud, ghoul touch, major image, protection from arrows, pyrotechnics and scare. 3/day-dimensonal anchor, gentle repose, emotion and haste. 1/day-dismissal, major creation, planeshift and wall of force. These are as cast by a 15th level Wizard.
Bestow Pseudonature (Su): Once per day, a Maaegio RaKK can give 1 willing creature the pseudonatural template. The target takes 1d4-1 temporary wisdom damage, but gains a +2 insight bonus on AC. On an unwilling creature, it must make a Fort save (DC 18) or gain the pseudonatural template and takes 1d4+1 temporay wisdom damage, it still gains +2 insight bonus to AC. Only a something short of a miracle or wish spell will reverse the process.
Psionics (Sp): At will- aversion, cone of sound, expansion, invisibility purge and sustenance. 3/day- anchored navigation, crisis of breath and mass concussion. These powers are as mannifested by a 10th level Psion.
attack/defense modes: ego whip, mind blast, psychic crush/empty mind, mental barrier.

Maaegio RaKK spend most of their time studying the planes and the raw powers of the universe. Every few years or so, they leave the Far Realm to find those who are curious about the pseudonatutral forces, such as Alienists and Planeshifters. They then offer them a proposal. The Maaegio RaKK will give them powers beyond imagining, as long as that person tells the Maaegio RaKK academy anything that they have discovered and invented, for the crave knowledge. They follow a teaching that says that if everyone has the same knowledge, then peace ensures. They hate conflict, and would much rather explore some unusual demiplane or study an extraplanar beast. They are currently fascinated with the forces of life and death, and how the negative and positive planes affect pseudonature. Oddly enough they often specilize in a obscure sub-group of Necromancy called Necroseudonomy, which is the study spiritual energy in realms of entrophy. Although the majority of them study the aforementioned magic school called Necroseudonomy, a few decide to take proffessions in other schools so they can utilize magic to its fullest potential. A few are fascinated with their innate psychic abilities and decide to discover the potential of the mind as Psions. The occasional Maaegio RaKK may deny others of his or her kind, and wander off to become a Sorceror.

A Maaegio RaKK's favored class is Necromancer. A Maaegio RaKK PC effective character level (ECL) is equal to its class level + 17. Thus a 1st-level Maaegio RaKK Necromancer has an ECL of 18, and is the equivelant of an 18th level character.