Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
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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