Nika

(Converted from the TSR module RS
1 - Red Sonja Unconquered)
Huge Outsider
Hit Dice:
10D8 + 30 (75 hit points)
Initiative: +4 (Improved Initiative)
Speed: Fly
60 ft (perfect maneuverability)
Armor
Class: 21 (-2 Size, +13
Natural)
Attacks:
Electrical shot (x4) +17 melee
Damage: Electrical shot 1d6
Face/Reach: 10 ft x 15 ft/ 15ft
Special Attacks: Electricity, Energy Drain
Special Qualities: Invisibility, Dark Vision 60', Spell Resistance
25, Incorporeal
Saves:
Fort +10, Ref +9, Will +5
Attributes: Str 28, Dex 11, Con 17, Int 11, Wis 7, Cha
5
Skills: Listen +18, Search +20, Spot +18,
Intimidate +17
Feats: Multiattack, Lightning Reflexes, Improved Initiative
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 7
Treasure:
None
Alignment:
Lawful
Evil
Advancement: 11-12 HD (Large); 13-20 HD (Huge).
The Nika
is an immense monster which has no solid physical form, appearing as a large
reddish-brown cloud with four indistinct appendages that taper to a
point.
Combat
The nika's appendages each end in a narrow
half moon shaped tip. These appendages shoot electricity out to cause half
moon shaped wounds on a successful melee attack. Each
successful attack also allows the Nika can energy drain its victim with its
appendage. To another incorporeal creature, the nika attacks with a slam attack
that does 2d6 +9 damage plus 1d6 electrical damage.
Energy
Drain (Su): The energy
drain of a Nika requires a successful melee attack—mere physical contact is
not enough. Each successful energy draining attack bestows one or more
negative levels on the opponent. A creature suffers the following penalties for
each negative level it has gained:
If
the victim casts spells, she loses access to one spell as if she had cast her
highest-level, currently available spell. (If she has more than one spell at her
highest level, she chooses which she loses.) In addition, when she next prepares
spells or regains spell slots, she gets one less spell slot at her highest spell
level.
Negative levels remain for 24 hours or until removed with a
spell, such as restoration. After 24 hours, the afflicted creature must attempt
a Fortitude save. The DC is 10 + one-half the attacker’s Hit Dice + the
attackers’ Charisma modifier. (The DC is provided in the attacker’s
description.) If the saving throw succeeds, the negative level goes away with no
harm to the creature. If the save fails, the negative level goes away, but the
creature’s level is also reduced by 1. The afflicted creature makes a separate
saving throw for each negative level it has gained.
A character who loses a level to an energy drain instantly
loses one Hit Die. The character’s base attack bonus, base saving throw
bonuses, and special class abilities are now reduced to the new, lower level.
Likewise, the character loses any ability score gain, skill ranks, and any feat
associated with the level (if any). If the exact ability score or skill ranks
increased from a level now lost is unknown (or the player has forgotten), lose a
point from the highest ability score or ranks from the highest-ranked skills. If
a familiar or companion creature (such as a paladin’s mount) has abilities
tied to a character who has lost a level, the creature’s abilities are
adjusted to fit the character’s new level.
The victim’s experience point total is immediately set to
the midpoint of the previous level. A character with negative levels at least
equal to her current level, or drained below 1st level, is instantly slain.
Depending on the creature that killed her, she may rise the next night as a
monster of that kind. If not, she rises as a wight. A creature gains 5 temporary
hit points for each negative level it inflicts (though not if the negative level
is caused by a spell or similar effect).
Incorporeal (Ex):
Incorporeal creatures can only be
harmed by other incorporeal creatures, by +1 or better weapons, or by spells,
spell-like effects, or supernatural effects. They are immune to all nonmagical
attack forms. They are not burned by normal fires, affected by natural cold, or
harmed by mundane acids. Even when struck by magic or magic weapons, an
incorporeal creature has a 50% chance to ignore any damage from a corporeal
source—except for a force effect. Incorporeal creatures move in any
direction (including up or down) at will. They do not need to walk on the
ground. Incorporeal creatures can pass through solid objects at will,
although they cannot see when their eyes are within solid matter.
Incorporeal creatures are inaudible unless they decide to make noise. The
physical attacks of incorporeal creatures ignore material armor, even magic
armor, unless it is made of force or has the ghost touch ability.
Incorporeal creatures pass through and operate in water as easily as they do in
air. Incorporeal creatures cannot fall or suffer falling damage.
Corporeal creatures cannot trip or grapple incorporeal creatures.
Incorporeal creatures have no weight and do not set off traps that are triggered
by weight. Incorporeal creatures do not leave footprints, have no scent,
and make no noise unless they manifest, and even then they only make noise
intentionally.
Invisibility (Su): Invisibility makes the nika undetectable by vision, including darkvision. The nika can generally notice the presence of an active invisible creature within 30 feet with a Spot check (DC 20). The observer gains a hunch that “something’s there” but can’t see it or target it accurately with an attack. A creature who is holding still is very hard to notice (DC 30). A completely immobile creature is even harder to spot (DC 40). It’s practically impossible (+20 DC) to pinpoint an invisible creature’s location with a Spot check, and even if a character succeeds at such a check, the invisible creature still benefits from full concealment (50% miss chance).
This
monster appeared in RS 1 Red Sonja Unconquered, which was published by TSR in
1986 and was written by Anne Gray McCready. My thanks to Mr. Black for
making this module available to me.
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