Yet the Rough Beast’s blood is stubborn, and the Firebleeder’s remains refused to be destroyed, refused to die, and refused to admit defeat. Its outer scales and flesh cracked and shattered by the magic of the Legion of Wands, the Spawn of Rovagug lay buried beneath a mountain of ice and bones, its own adamantine-like skeleton exposed and burning heart little more than an ember. ![]() He Firebleeder’s corpse twitched and fell to ash even as the last mage withdrew from the battlefield. The caster level for this effect is equal to the daelkyr's hit dice and the DC for the saving throw is equal to 10 + 1/2 the daelkyr's hit dice + the daelkyr's Charisma modifier.The Final Wish Adventure by Rob McCreary New Fiction by Elaine Cunningham Any other creature within the area of effect, except aberrations and other daelkyr, must make a Will save or be affected by a Confusion spell. They are detailed here for a common reference.Īura of Madness (Su): As a free action, a daelkyr can trigger a 20-foot radius burst of insanity and confusion, centered on itself. ![]() Most daelkyr also have a number of supernatural abilities that function the same way. In games where the magic-psionics equivalency rule is not used, this also covers power resistance equal to 8 + its Hit Dice. Spell Resistance (Ex): Daelkyr have spell resistance equal to 8 + its Hit Dice. Daelkyr can choose to be affected by another's transmutation effect if desired, but doing so requires suspending their spell resistance. Immunities (Ex): All daelkyr are immune to disease, poison, ability damage, mind-affecting effects and any transmutation effect that they don't generate themselves. Likewise, they are proficient with all internal items that count as weapons or armor. They always succeed any contest of Ego or conflict of personality. Graft Mastery (Ex): All daelkyr have complete control over any attached symbionts or implants that they have. If the alternate madness rules are used, a failed saving throw results with the victim being affected with one type of madness of the daelkyr's choosing, with the exception of Amnesia.ĭaelkyr Traits: Daelkyrs have low-light and darkvision 60'. The DC for this saving throw is equal to 10 + 1/2 the daelkyr's hit dice + the daelkyr's Charisma modifier. This extends to the fact that any material-based damage reduction that a daelkyr might possess is always overcome with byeshk as well as any effects that specifically target aberrations or treat aberrations differently affect daelkyr in the same, despite them being outsiders.Īlien Mind (Ex): Any attempt to read the mind of a daelkyr or contact it telepathically for any reason requires a Will save or be driven insane as per the Insanity spell. Unless otherwise noted in a creature's entry, all daelkyr possess the following traits.Īberration Traits (Ex): Daelkyr are unusually similar to aberrations, despite being outsiders. In fact, it is the very madness of the daelkyr, often expressed with megalomania and extreme narcissism that proves them to be great and terrible enemies. This insanity, however, does not imply an incompetent state. ![]() Without exception all Daelkyr are evil by the even the loosest moral standards of Khorvaire and likewise, they are also universally insane. Daelkyr are a race of outsiders, native to the plane of Xoriart, also known as the Plane of Madness.
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