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Wandstorm
Numerous wands of all shapes, materials, and making whirl across the air in tight formation.
CR 9; XP 6,400
N Tiny Construct
N Tiny Construct
Init +2; Senses magical blindsight 120 ft. ; Perception +2
Defense
AC 24, touch 14, flat-footed 24 (+5 deflection, +2 Dex, +5 natural, +2 size)
hp 115 (21d10)
Fort +8; Ref +10; Will +10
AC 24, touch 14, flat-footed 24 (+5 deflection, +2 Dex, +5 natural, +2 size)
hp 115 (21d10)
Fort +8; Ref +10; Will +10
Defensive Abilities half damage from weapons; Immune construct traits
Weakness area damage, susceptible to dispel magic
Offense
Speed fly 20 ft. (perfect)
Melee swarm (10d6 acid, cold, electricity, fire, force, and sonic)
Space 10 ft.; Reach 0 ft.
Special Attacks unwanted wonders (DC 17)
Spell-Like Abilities (CL 21st, concentration +23)
Constant—barkskin, bull's strength, cat's grace, eagle's splendor, owl's wisdom, resistance, shield of faith
Statistics
Str 10, Dex 14, Con —, Int —, Wis 15, Cha 15
Base Atk +21; CMB —; CMD —
Str 10, Dex 14, Con —, Int —, Wis 15, Cha 15
Base Atk +21; CMB —; CMD —
Feats HoverB
Skills Fly +14, Perception +2
Ecology
Environment ruins, battlefields, underground
Organization solitary, pair or flock (3–10)
Treasure standard (assortment of various wands)
Special Abilities
Environment ruins, battlefields, underground
Organization solitary, pair or flock (3–10)
Treasure standard (assortment of various wands)
Special Abilities
Susceptible To Dispel Magic (Ex) Using dispel magic, mage's disjunction or similar effect on a wandstorm renders the wandstorm staggered for a number of rounds equal to spell level of the effect.
Swarm Attack (Su) Wandstorm's swarm attack damage type combines bursts of acid, cold, electricity, fire, force, and sonic and is treated as the most effective damage type against each individual target.
Unwanted Wonders (Su) Any creature damaged by wandstorm's swarm attack has to make a Will saving throw (DC 17) or is affected by a random effect rolled on rod of wonder table. The saving throw DC is Charisma-based.
A chaotic and unpredictable amalgamation of discarded and damaged wands, their magic wildly synchronized with each other, amplifying and distorting their effects beyond what a common wand could do.
Wandstorms form when a significant magical accident or discharge happens nearby too many wands or their fragments accumulate in single place, even when they contain no charges of their own. Magical battlefields, arcane junkyards, fallen treasures, wizardly universities, they all might contain enough leftover wands and lingering magic to produce a wandstorm or two.
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