13.01.2013 Views

Villains' Lorebook.pdf - Department of Political Science

Villains' Lorebook.pdf - Department of Political Science

Villains' Lorebook.pdf - Department of Political Science

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

78<br />

Phaerimm<br />

CLIMATE/TERRAIN: Subterranean<br />

FREQUENCY: Very rare<br />

ORGANIZATION: Solitary<br />

ACTIVITY CYCLE: Any<br />

DIET: Carnivore<br />

INTELLIGENCE: Supra-genius (19-20)<br />

TREASURE: T, Z<br />

ALIGNMENT: Neutral evil<br />

No. APPEARING: 1-3 (usually 1)<br />

ARMOR CLASS: 1<br />

MOVEMENT: Fl 9 (A)<br />

HIT DICE: 9<br />

THAC0: 11<br />

No. OF ATTACKS: 6<br />

DAMAGE/ATTACK: 1d4 (or by weapon)×4/3d4/2d4<br />

SPECIAL ATTACKS: Tail sting, spell use<br />

SPECIAL DEFENSES: Can heal themselves from magic<br />

cast at them<br />

MAGIC RESISTANCE: 44% (77% to polymorph and<br />

petrification magic)<br />

SIZE: L (up to 12’ tall)<br />

MORALE: Fanatic (17)<br />

XP VALUE: 10,000<br />

The phaerimm are powerful, magic-using beings<br />

that move by natural levitation. Normally content<br />

with living below the ground, the phaerimm emerge<br />

to investigate nearby spellcasting. They are deadly<br />

adversaries that leave few survivors in their wake.<br />

The phaerimm resemble upright cones, the widest<br />

part uppermost and the point ending in a barbed<br />

stinger-tail. They have four arms, two on each side,<br />

and they frequently use their claws to hold victims<br />

in place so that they may better sting them.<br />

The phaerimm communicate naturally among<br />

one another by varying the pitch <strong>of</strong> the wind that<br />

surrounds them. They communicate with other<br />

creatures via telepathy. The phaerimm’s natural language<br />

cannot be learned by nonphaerimm.<br />

Combat: Phaerimm have 160’-range infravision<br />

and can see into the Astral and Ethereal Planes up<br />

to 90’ distant. Their normal vision also operates to<br />

this range, functioning as a constant detect magic.<br />

Phaerimm are 77% resistant to polymorph and petrification<br />

magic, such as polymorph other and flesh to<br />

stone spells, and 44% resistant to all other magic.<br />

Phaerimm also can reflect resisted spells back at the<br />

source or use the spell as healing. (Damage caused by<br />

the spell is gained as “replacement” hit points; excess<br />

points are carried for 12 rounds as energy and<br />

used to <strong>of</strong>fset later damage.) Spells doing no damage<br />

heal one hit point per spell level. This ability is defensive<br />

and doesn’t take the place <strong>of</strong> an attack in the<br />

round they occur. There is no limit to the number <strong>of</strong><br />

magical attacks a phaerimm can reflect or absorb in a<br />

round.<br />

Phaerimm also command more magic than most<br />

wizards.<br />

For every 50 years <strong>of</strong> life, a phaerimm increases<br />

one level as an arcanist; most <strong>of</strong> this long-lived race<br />

are the equivalents <strong>of</strong> 22nd- to 27th-level spellcasters.<br />

Phaerimm experiment with and research spells<br />

much as human arcanists do, but they can adopt a<br />

single chosen spell <strong>of</strong> each level. This chosen spell,<br />

which can never be changed, is retained in their<br />

brain structure forever and can be used once per day.<br />

Phaerimm regain these chosen spells innately, with-<br />

out study, every day.<br />

All phaerimm spells are cast by acts <strong>of</strong> will-most<br />

magic study is time spent altering captured human<br />

spells into willed manipulations that the phaerimm<br />

can add to their own magic. This causes all spells<br />

cast by a phaerimm to occur at a +3 initiative<br />

penalty, but casting times don’t apply to their magic.<br />

In addition to a spell attack and reflected magic, a<br />

phaerimm can make six physical attacks. Its jaws, located<br />

in the open “top” <strong>of</strong> its conical body, bite for<br />

3d4 damage. The cone’s rim contains four retractable<br />

arms with three central fingers and two<br />

outside, opposable thumbs. They can punch for ld4<br />

points <strong>of</strong> damage, wield weapons for normal weapon<br />

damage, or grasp opponents to hold them for automatic<br />

bites. (Each round a phaerimm holds his victim,<br />

roll 1d20 for each phaerimm and the grasped<br />

victim; higher number prevails-either the grasp<br />

holds for the round or the victim breaks free.)<br />

Phaerimm have powerful tails that strike for 2d4<br />

damage; if a successful tail attack roll is 16 or better,<br />

its sting impales the victim: The victim takes the<br />

usual damage plus an additional 1d6 as the hollow<br />

bone sting stabs deep, injecting a milky fluid. The<br />

victim must then save vs. poison three times-first<br />

for paralyzation (for 1d4 rounds if failed; none if successful);<br />

second to decide if it causes the victim to<br />

levitate three feet <strong>of</strong>f the ground for one full turn,<br />

powerless to move except by pushing against or

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!