Fader
CR: 4
Medium-size Outsider (Extraplanar)
Hit Die: 4d8+12
Hit Points: 30
Massive Damage Threshold: 17
Initiative: +2
Speed: 30 ft.
Defense: 17, touch 15, flat-footed 15 (+3 deflection, +2 Dex, +2 natural)
Base Attack Bonus: +4
Grapple: +6
Attack: +6 melee (1d3+2, unarmed strike) or +6 ranged (2d6, SITES M9 revolver)
Full attack: +6 melee (1d3+2, unarmed strike) or +6 ranged (2d6, SITES M9 revolver)
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Special Qualities: Darkvision 60 ft., ethereal jaunt, fuse (DC 13), power resistance 13
Allegiances: Alien
Saves: Fort +7, Ref +8, Will +7
Action Points: 0
Reputation: +0
Abilities: Str 14, Dex 15, Con 17, Int 16, Wis 17, Cha 13
Skills: Climb +9, Craft (Mechanical) +10, Drive +9, Hide +9, Investigate +10, Jump +9, Knowledge (Arcane Lore) +10, Knowledge (Physical Sciences) +10, Knowledge (Technology) +10, Move Silently +9, Read/Write English, Speak English, Swim +9.
Feats: Lightning Reflexes, Personal Firearms Proficiency.
Advancement: By character class
Possessions: None
Faders are aliens in human skin, invaders that are simultaneously too human and too alien for comfort. These beings outwardly resemble humans, but rarely display any human emotions beyond those needed by their cover, leading many to believe that they are aloof or quietly hostile individuals. Faders typically work as scientists or engineers to both further their masters' enigmatic goals and to fuel their diet of electromagnetic energy. A particularly desperate individual of the species may even raid television or radio towers to survive.
The few known faders are presumably all from the infamous Philadelphia Experiment, although it is not unlikely that more may have been created in similar experiments performed since that time. Faders usually prefer flight over fight, but will engage in combat if their mission is compromised or they are directly threatened without any apparent means of escape.
Species Traits
Ethereal Jaunt (Su): A fader can shift from the physical world to an ethereal dimension during the course of any move action, and shift back again as a free action. It can remain in this pocket dimension for 1 round before returning to the physical world. The ability is otherwise identical with the
ethereal jaunt spell (caster level 13th).
Fuse (Su): Once per day, a fader can cause a creature it has successfully hit with a melee attack to fuse with nearby matter. At the time of the attack, the target creature must be within 5 feet of a solid object with a volume at least equal to its own. (In most cases, the ground or a wall is sufficient.) The target must succeed at a Will saving throw (DC 10 + 1/2 the fader’s Hit Dice + its Charisma modifier) or be fused with the object, taking 2d8 points of Strength and Constitution damage.
If the target survives this damage they are unable to move away from the object into which they are fused, and suffer a -4 penalty on all their attack rolls, ability checks and skill checks due to their pain and restricted movement. These penalties persist until all the ability damage the victim took from the fuse attack has been healed. A fused victim can be torn free with a DC 22 Strength check, but takes 1d10 hit points of damage for every attempt (successful or otherwise), or they can be surgically removed from the fused object with a successful Treat Injury check (DC 25).
Faders In Dungeons and Dragons
Environment: Any urban
Treasure: Standard
Alignment: Usually Neutral Evil
Faders are the spawn of aberrations from the far reaches, rather than extraterrestrials. They are likely to gather around alchemical laboratories or wizard's towers to feast upon any ambient energy they need to sustain themselves. In addition to swapping out Personal Firearms Proficiency with Martial Weapons Proficiency (and the SITES M9 with either a longbow or shortbow, depending on the DM's preference), the following skill changes are made:
- Craft (Mechanical) to Craft (Bowmaking or Weaponsmithing)
- Drive to Ride
- Knowledge (Arcane Lore) to Knowledge (Arcana)
- Knowledge (Physical Sciences) to Knowledge (Geography)
- Knowledge (Technology) to Knowledge (Architecture and Engineering)
- Read/Write and Speak English to Read/Write and Speak Common
The Fader is © 2000 Wizards of the Coast, Inc.
Originally found in Dark*Matter: Xenoforms