The
ancient city of Vaiackuria, long buried under the ice of the
Orudai Glacier, was even in its day, known as Cursed Vaiackuria,
land of monsters. This was because the denizens of the city,
those who had the money to fund the monstrous and forbidden
magics within their remote local, had used that magic to become
something inhuman.
Now,
as Historic Societies send more and more parties to delve
into the ancient cities, they are piercing the lairs of the
powerful Primes and now lordless Common
Vaiackurians, releasing them back into this world.
Vaiackurian,
Lesser
The
creature before you was once human, but its skin is graying
and gaunt. It snarls at you wordlessly and charges.
When
a Common Vaiackurian is overzealous with their Essence Drain
ability, they create Lesser Vaiackurians. Blessed with many
of the powers and immunities of all Vaiackurians, Lesser Vaiackurians
are twisted by the trauma of having their essence destroyed.
They become animalistic and violent.
Common
Vaiackurians often control them and use them as hunters and
guard dogs, but many newly created Commons don’t realize
what they are capable of and allow these monsters to run loose
in their ignorance.
Lesser
Vaiackurian CR 6
Medium Aberration [Discarnate]
Languages: Understands Common,
Vaiackurian
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5d8 + 20 (62hp)
AC 17 (+1 Dex, +6 natural), touch
11, flat-footed 16
Fort +4, Ref
+2, Will +6
Initiative: +1; Speed:
40ft. (8 squares)
Space/Reach: 5 ft./5 ft.
_______________________________
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d6+2)
Full Attack: 2 Claws +5 melee
(1d6+2) and 1 Bite +5 (1d3+3 x2 plus poison)
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Abilities Str 14, Dex 12, Con
16, Int 15, Wis 15, Cha 14
Special Qualities: Immortality/-20,
Fast Healing 3, Breathless, Light Blindness, Empty
Body, Wierding Aura, spider climb, Darkvision
60ft
Special Attacks: Poison, Rend
Feats Weapon Focus (claw), Improved
Natural Attack
Skills Hide +9, Listen +10, Move
Silently +9, Spot +10
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Treasure: Double Standard
Environment: Any
Organization: solitary, pair,
or cabal (3-6)
Advancement: by character class
Level Adjustment: +2
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Combat
Lesser Vaiackurians don’t need a reason
to attack. They will attack anything the moment
is strikes their fancy. They are smart enough
to form plans and even orchestrate traps in tandem
with other Lessers.
A
Lesser usually opens combat with their Wierding
Aura before charging in with bite attacks.
Breathless
(Ex): Lesser Vaiackurians do not need
to breath and can survive in a vacuum, though
they are still vulnerable to other effects that
may accompany the vacuum.
Empty
Body (Ex): A Lesser Vaiackurian‘s
anatomy shifts under the Lesser Vaiackurian’s
will, making them immune to critical hits as long
as they are not denied their Dexterity bonus to
AC.
Light
Blindness (Ex): Abrupt exposure to bright
light (such as sunlight or a daylight spell) blinds
Lesser Vaiackurians for 1 round. On subsequent
rounds, they are dazzled as long as they remain
in the affected area.
Poison
(Ex): Lesser Vaiackurians have a more
deadly venom then Common or Prime Vaiackurian.
On a successful bite attack, the target must makes
a Fortitude saving throw (DC 15) or take 1d2 temporary
strength damage.
Rend
(Ex): If a Lesser Vaiackurian hits with
both claw attacks, it latches onto the opponent’s
body and tears the flesh. This attack automatically
deals an additional 2d6+6 points of damage.
Spider
climb (Ex): Lesser Vaiackurians
can climb up sheer surfaces as if under the effects
of a spider climb spell.
Wierding
Aura (Su): For a number of minutes per
day equal to the Lesser Vaiackurian’s Charisma
modifier, it may exude an aura that induces vertigo-like
effects. Each round, all creatures within 30ft
and who can see the Lesser Vaiackurian must make
a Will Save (DC 15) or be thrown off balance.
Characters who failed their saves must make a
Balance check (DC 15) each round or fall prone.
Bound
(Ex): Lesser Vaiackurians are mystically
linked to the Common Vaiackurian that created
it. The Common Vaiackurian can sense where a bound
Lesser is at any given time and by concentrating
on it, can affect it as by a suggestion spell
(Will Save DC 18) |
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Vaiackurian,
Common
The
woman before you gives you a wolfish grin before stretching
her arm across the room to slash at you.
Common
Vaiackurians were once normal humanoids that were convinced
to become servants of the Prime Vaiackurians in exchange for
power and immortality. They retain most of their normal features
but appear more pale or ashen than normal creatures of their
kind.
Vaiackurian,
Common CR 11
Medium Monstrous Humanoid [Discarnate]
Languages: Common, Vaiackurian
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10d8 + 20 (70hp)
AC 17 (+1 Dex, +6 natural), touch
11, flat-footed 16
Fort +6, Ref
+7, Will +9
Initiative: +1; Speed:
40ft. (6 squares)
Space/Reach: 5 ft./10 ft.
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Base Attack/Grapple: +7/+10
Attack: Claw +11 melee (1d6+3
19-20 x2)
Full Attack: 2 Claws +11 melee
(1d6+3 19-20 x2) and 1 Bite +5 (1d3+3 x2)
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Abilities Str 16, Dex 12, Con
14, Int 15, Wis 15, Cha 16
Special Qualities: Immortality/-20,
Fast Healing 3, Breathless, Solar Weakness, Morphic
Reach, Empty Body, Wierding Aura, spider climb,
Darkvision 60ft
Special Attacks: Sleep Venom,
Essence Drain, Vaiackurian Transformation
Spell-Like Abilities (CL Inborn Caster
10):
At
will – detect thoughts (DC 14), shapeshifting
II, vampiric touch (DC 15)
3/day – suggestion (DC 14)
Feats
Weapon Focus (claw), Improved Natural Attack,
Improved Critical (claw), Skill Focus (bluff)
Skills Bluff +20, Diplomacy +17,
Hide +14, Move Silently +14
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Treasure: Double Standard
Environment: Any urban
Organization: solitary, pair,
or cabal (3-6)
Advancement: by character class
Level Adjustment: +4
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Combat
Common Vaiackurians tend to be far less subtle
then Primes, often eager to engage opponents in
combat in order to show off their powers and skills.
They will usually start combat by employing their
Wierding Aura then close to pummel their foes
in melee.
Empty
Body (Ex): A Common Vaiackurian‘s
anatomy shifts under the Common Vaiackurian’s
will, making them immune to critical hits as long
as they are not denied their Dexterity bonus to
AC.
Essence
Drain (Su): Common Vaiackurians drain
the essence of any creature they hit with a natural
attack. Whenever a creature is hit with Vaiackurian’s
natural attacks, they must make a Fortitude saving
throw (DC 18) or take 1d2 temporary Charisma damage.
Common Vaiackurians can choose not to use this
ability.
Morphic
Reach (Ex): The limbs of a Common Vaiackurian
are capable of stretching to inhuman lengths.
They have a natural reach of 10 feet.
Sleep
Venom (Ex): The Common Vaiackurian has
a mild sedative in its saliva. On a successful
Bite attack, the target must make a Fortitude
Save (DC 18) or fall asleep for a number of rounds
equal to the Common Vaiackurian’s Constitution
score.
Solar
Weakness (Ex): Exposure to sunlight,
or standing in the effect of a Daylight spell
deals 2d6 damage each round to the Common Vaiackurian.
Spider
Climb (Ex): Common Vaiackurians
can climb up sheer surfaces as if under the effects
of a spider climb spell.
Wierding
Aura (Su): For a number of minutes per
day equal to the Common Vaiackurian’s Charisma
modifier, it may exude an aura that induces vertigo-like
effects. Each round, all creatures within 30ft
and who can see the Common Vaiackurian must make
a Will Save (DC 18) or be thrown off balance.
Characters who failed their saves must make a
Balance check (DC 15) each round or fall prone.
Vaiackurian
Transformation (Su): A Common Vaiackurian
may transform a humanoid into a Lesser Vaiackurian.
Whenever a creature is reduced to 0 Charisma by
their Drain Essence ability, there is a 20% chance
the creature will transform into a Lesser Vaiackurian.
The new creature loses all of its previous racial
traits and abilities becomes a Lesser Vaiackurian
at the end of this process and is Bound to the
Vaiackurian the created it.
Bound
(Ex): Common Vaiackurians are mystically
linked to the Prime Vaiackurian that created it.
The Prime Vaiackurian can communicate with them
telepathically and see through their eyes as long
as both creatures are on the same plane. The Prime
Vaiackurian can also effect the Common Vaiackurian
as by the Dominate Monster spell at will (Will
save DC 21). |
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Vaiackurian,
Prime
These
Immortal creatures wile away their time playing games with
humanity and building private armies by tempting mortals with
promises of life everlasting. Few are actually malevolent,
but even fewer perceive anything past their own desires.
The
humanoid creature before you could pass form a pale human
dressed in fine clothes before it grins with a mouthful of
predatory teeth and allows its clawed hands to reach to the
floor on the ends of its ropelike arms.
Prime
Vaiackurians in their natural form resemble human corpses,
mummified by cold, though their skin is quite elastic. They
employ their shapeshifting spell like ability to blend into
contemporary society and have a penchant for the finer things
in life, usually doing everything and anything to regain the
privileged positions they once held in their long dead homeland.
Prime
Vaiackurian CR 16
Medium Aberration [Discarnate]
Languages: Common, Vaiackurian,
varies by region.
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15d8 + 30 (105hp)
AC 17 (+1 Dex, +6 natural), touch
11, flat-footed 16
Fort +7, Ref
+8, Will +12
Initiative: +5; Speed:
60ft. (6 squares), Fly 40ft (perfect)
Space/Reach: 5 ft./15 ft.
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Base Attack/Grapple: +11/+15
Attack: Claw +15 melee (1d6+4)
Full Attack: 2 Claws +15 melee
(1d6+4 19-20 x2) and 1 Bite +15 (1d3+4 x2)
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Abilities Str 18, Dex 12, Con
14, Int 15, Wis 17, Cha 18
Special Qualities: Immortality/beheading,
Fast Healing 5, Breathless, Solar Weakness, Morphic
Reach, Empty Body, spider climb, Darkvision 60ft
Special Attacks: Sleep Venom,
Essence Drain, Vaiackurian Transformation
Spell-Like Abilities (CL Inborn Caster
15):
At
will – detect thoughts (DC 16), dimensional
door, dominate person (DC 18), shapeshifting II,
true seeing, vampiric touch (DC 17)
3 /day – dominate monster (DC 20), finger
of death (DC 21), nightmare reality (DC 21), transformation,
sending, sequester (DC 21), vampire syndrome (DC
20), waves of exhaustion (DC 21).
Feats
Improved Initiative, Weapon Focus (claw), Improved
Natural Attack, Improved Critical (claw), Skill
Focus (bluff), Lightning Reflexes
Skills Hide +19, Move Silently
+19, Bluff +25, Diplomacy +22
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Treasure: Double Standard
Environment: Any
Organization: solitary, pair,
or cabal (3-6)
Advancement: by character class
Level Adjustment: +6
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Combat
Prime Vaiackurians prefer to use minions or political
power to destroy their enemies, but if forced
into combat, they don’t hold back, usually
opening combat by using their nightmare reality
spell like ability as soon as possible to weaken
or kill members of a group quickly.
If
encountered in the company of Common or Lesser
Vaiackurians, the Prime will pull them into the
nightmare as well in order to gang up on targets.
Breathless
(Ex): Prime Vaiackurians do not need
to breath and can survive in a vacuum, though
they are still vulnerable to other effects that
may accompany the vacuum.
Empty
Body (Ex): A Prime Vaiackurian‘s
anatomy shifts under the Vaiackurian’s will,
making them immune to critical hits as long as
they are not denied their Dexterity bonus to AC.
Essence
Drain (Su): Prime Vaiackurians drain
the essence of any creature they hit with a natural
attack. Whenever a creature is hit with Vaiackurian’s
natural attacks, they must make a Fortitude saving
throw (DC 21) or take 1d4 temporary Charisma damage.
Vaiackurians can choose not to use this ability.
This save is Charisma based.
Fast
Healing 5 (Ex): A Prime Vaiackurian heals
5 points of damage each round even if it is below
0 hit points.
Immortality/beheading
(Ex): Prime Vaiackurians possess the
immortal quality as long as their head has not
been separated from their body.
Morphic
Reach (Ex): The limbs of a Prime Vaiackurian
are capable of stretching to inhuman lengths.
They have a natural reach of 15 feet.
Sleep
Venom (Ex): The Prime Vaiackurian has
a mild sedative in its saliva. On a successful
Bite attack, the target must make a Fortitude
Save (DC 19) or fall asleep for a number of rounds
equal to the Vaiackurian’s Constitution
score. This save is Constitution based.
Solar
Weakness (Ex): Exposure to sunlight,
or standing in the effect of a Daylight spell
deals 5d6 damage each round to the Prime Vaiackurian.
Spider
climb (Ex): Prime Vaiackurians can climb
up sheer surfaces as if under the effects of a
spider climb spell.
Vaiackurian
Transformation (Su): A Prime Vaiackurian
may transform a willing humanoid into a Common
Vaiackurian. This ability involves draining the
blood from the subject little by little over the
course of two weeks and allowing them to drink
of the Vaiackurian’s blood. The new creature
loses all of its previous racial traits and abilities
and becomes a Common Vaiackurian at the end of
this process and is Bound to the Vaiackurian the
created it.
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