Monsters -- Vaiackurian 

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.
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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)

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).

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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