Phineas Crow
First Post
Ahzirih
Huge Elemental (Air, Fire, Psionic)
Hit Dice: 12d8+48 (102 hp)
Initiative: +6
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 20 (-2 size, +6 Dex, +6 natural) touch 14, flat-footed 14
Base Attack/Grapple: +9/+20
Attack: Slam +13 melee (2d8+4 plus 1d4 fire)
Full Attack: Slam +13 melee (2d8+4 plus 1d4 fire)
Space/Reach: 15 ft./ 10 ft.
Special Attacks: Psionic resonance, psi-like abilities
Special Qualities: Aura of burning air, darkvision 60 ft., immunity to fire, natural invisibility, vulnerability to cold
Saves: Fort +8, Ref +14, Will +7
Abilities: Str 16, Dex 23, Con 18, Int 8, Wis 13, Cha 16
Skills: Listen +5, Move Silently +8, Spot +10
Feats: Combat Reflexes, Dodge, Flyby Attack, Iron Will, Weapon Finesse
Environment: Warm desert
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral evil
Advancement: 13-18 HD (huge), 19-24 HD (gargantuan)
Level Adjustment: --
Also known as “evil wind”, ahzirihs are roaming elemental spirits that leave a wake of carnage and death behind them.
With nebulous bodies of burning hot wind, ahzirihs are invisible to sight, though a see invisibility or true seeing spell will reveal the ahzirih as a wavering cloud of shimmering heat.
Ahzirih wander through the deserts, destroying anything it happens upon. They are most active during the scorching midday heat and they lay dormant when the air cools and night approaches.
Combat
Attacking anything they sense, ahzirih batter their opponents with powerful gusts of scalding wind.
Natural Invisibility (Ex): This ability is constant, allowing an ahzirih to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Aura of Burning Air (Ex): The air surrounding an ahzirih is blistering hot. Creatures within 10 feet of an azhirih must succeed at a fort save (DC 20) or suffer 1d4 points of fire damage. The save DC is Constitution-based.
Psionic Resonance (Su): Every 1d4 rounds, as a standard action, an ahzirih can send out a burst of psionic energy in a 60 feet cone. Psionic characters and creatures in the area of effect must succeed at a Will save (DC 19) or suffer 1d4 points of intelligence damage and become stunned for 1d4 rounds as their minds are bombarded with waves of resonating psionic energy. The save DC is Charisma-based.
Psi-Like Abilities: At will—deceleration (DC 14), distract (DC 14), matter agitation; 3/day—ego whip (1d4, DC 15), inflict pain (DC 16*); 1/day—body adjustment. Manifester level 6th. The save DCs are Charisma-based.
*Includes augmentation for the azhirih’s manifester level.
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My first attempt at the new psionic srd rules...
Huge Elemental (Air, Fire, Psionic)
Hit Dice: 12d8+48 (102 hp)
Initiative: +6
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 20 (-2 size, +6 Dex, +6 natural) touch 14, flat-footed 14
Base Attack/Grapple: +9/+20
Attack: Slam +13 melee (2d8+4 plus 1d4 fire)
Full Attack: Slam +13 melee (2d8+4 plus 1d4 fire)
Space/Reach: 15 ft./ 10 ft.
Special Attacks: Psionic resonance, psi-like abilities
Special Qualities: Aura of burning air, darkvision 60 ft., immunity to fire, natural invisibility, vulnerability to cold
Saves: Fort +8, Ref +14, Will +7
Abilities: Str 16, Dex 23, Con 18, Int 8, Wis 13, Cha 16
Skills: Listen +5, Move Silently +8, Spot +10
Feats: Combat Reflexes, Dodge, Flyby Attack, Iron Will, Weapon Finesse
Environment: Warm desert
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral evil
Advancement: 13-18 HD (huge), 19-24 HD (gargantuan)
Level Adjustment: --
Also known as “evil wind”, ahzirihs are roaming elemental spirits that leave a wake of carnage and death behind them.
With nebulous bodies of burning hot wind, ahzirihs are invisible to sight, though a see invisibility or true seeing spell will reveal the ahzirih as a wavering cloud of shimmering heat.
Ahzirih wander through the deserts, destroying anything it happens upon. They are most active during the scorching midday heat and they lay dormant when the air cools and night approaches.
Combat
Attacking anything they sense, ahzirih batter their opponents with powerful gusts of scalding wind.
Natural Invisibility (Ex): This ability is constant, allowing an ahzirih to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Aura of Burning Air (Ex): The air surrounding an ahzirih is blistering hot. Creatures within 10 feet of an azhirih must succeed at a fort save (DC 20) or suffer 1d4 points of fire damage. The save DC is Constitution-based.
Psionic Resonance (Su): Every 1d4 rounds, as a standard action, an ahzirih can send out a burst of psionic energy in a 60 feet cone. Psionic characters and creatures in the area of effect must succeed at a Will save (DC 19) or suffer 1d4 points of intelligence damage and become stunned for 1d4 rounds as their minds are bombarded with waves of resonating psionic energy. The save DC is Charisma-based.
Psi-Like Abilities: At will—deceleration (DC 14), distract (DC 14), matter agitation; 3/day—ego whip (1d4, DC 15), inflict pain (DC 16*); 1/day—body adjustment. Manifester level 6th. The save DCs are Charisma-based.
*Includes augmentation for the azhirih’s manifester level.
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My first attempt at the new psionic srd rules...
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