Figment Working Draft
Figment, Astral
Astral Figment, Small
Small Construct
Hit Dice: 2d10+2 (13 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: AC 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +1/–3
Attack: Appendage* +4 melee (1d4+1)
Full Attack: Appendage* +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Appendages, demand credence
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., illusory form, living figment construct, low-light vision
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 12, Dex 13, Con 12, Int 1, Wis 8, Cha 11
Skills: Hide +5* (+9 in shadows), Spot +4
Feats: Iron Willᴮ, Weapon Focus (appendage)
Environment: Any
Organization: Solitary or delusion (2–16 figments of various sizes)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
Astral Figment, Medium
Medium Construct
Hit Dice: 5d10+10 (37 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 16 (+2 Dex, +3 NA, +1 deflection), touch 13, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Appendage* +6 melee (1d6+2)
Full Attack: 2 appendages* +6 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Appendages, demand credence
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., illusory form, living figment construct, low-light vision
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 14, Dex 15, Con 14, Int 3, Wis 10, Cha 13
Skills: Hide +2* (+6 in shadows), Spot +8
Feats: Combat Reflexes, Iron Willᴮ, Weapon Focus (appendage)
Environment: Any
Organization: Solitary or delusion (2–16 figments of various sizes)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
Astral Figment, Large
Large Construct
Hit Dice: 8d10+24 (68 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 20 (–1 size, +3 Dex, +6 NA, +2 deflection), touch 14, flat-footed 17
Base Attack/Grapple: +6/+14
Attack: Appendage* +10 melee (1d8+4/19–20)
Full Attack: 3 appendages* +10 melee (1d8+4/19–20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Appendages, demand credence
Special Qualities: Damage reduction 15/magic, darkvision 60 ft., illusory form, living figment construct, low-light vision
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 18, Dex 17, Con 16, Int 5, Wis 12, Cha 15
Skills: Hide –1* (+3 in shadows), Spot +12
Feats: Combat Reflexes, Improved Critical (Appendage), Iron Willᴮ, Weapon Focus (appendage)
Environment: Any
Organization: Solitary or delusion (2–16 figments of various sizes)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
An entity of solid darkness as if a creature's shadow had gained life and substance of its own. Its outline is constantly in flux but is approximately humanoid, but the head and limbs are monstrous, lethal appendages for rending or crushing opponents.
Astral figments are semi-illusory beings created when an amazingly rare combination of magical forces interacts with a lunatic mind. Despite being at least partially formed from mental energy they are unrelated to the psionic entities known as astral constructs. An astral figment looks like a "solid shadow" that may literally take any shape that can be imagined. However, they are mostly shaped like nightmarish mockeries of whatever creature created them – typically a humanoid or humanoid-shaped outsider. Even maniacs tend to imagine other beings resemble themselves.
Astral figments can freely change their height and length within the normal ranges of a creature their size. A Small astral figment can alter its dimensions between 2 feet and 4 feet, a Medium astral figment can shift from 4 feet to 8 feet, and a Large astral figment ranges from 8 feet to 16 feet.
An astral figment is weightless in its natural illusory form. When using Demand Credence to assume physical reality they generally weigh 15 pounds for Small astral figment, 125 pounds for a Medium astral figment and 1,000 pounds for a Large astral figment.
COMBAT
Astral figments open combat by attacking opponents with their Demand Credence ability in the hope of gaining material form. They prioritize gullible looking opponents who are more likely to fail a Will save against Demand Credence. If the figments gain material form they fight until destroyed. Astral figments use pack tactics and are clever enough to adjust their appendages to forms that more effectively damage their opponents.
Appendages (Ex): An astral figment can alter its head and other limbs to any shape it likes as a free action. Its attacking appendages can take any form imaginable — claws, tentacles, scimitars, shark-toothed maws or whatever — and inflict whatever type of damage (slashing, piercing and/or crushing) the astral figment desires. Astral figments can freely swap damage types when making multiple attacks, including attacks of opportunity. For example, a Large astral figment could use its three appendages to make two slashing "scimitar" attacks and a piercing or slashing "dagger" bite attack and perform attacks of opportunity with both a crushing "tentacle" and piercing "horn" in the same round.
Demand Credence (Ex): The first time an astral figment hits an intelligent opponent with an attack, that opponent must make a Will save. If the opponent fails the save they take damage from the attack and their belief in the reality of the astral figment grants it a material form. If the opponent succeeds on its Will save, it takes no damage and becomes immune to that astral figment's Demand Credence ability for 24 hours. The saving throw is normally DC 13 for Small astral figments, DC 15 for Medium figments and DC 18 for Large figments. The save DCs are Charisma-based and include a +2 racial bonus.
An astral figment in material form is not an illusion and can interact with and attack creatures and objects as a physical creature with the statistics presented above. The astral figment can remain in material form for up to 1 hour per hit dice is possesses before it must revert to its illusory form. It can dismiss its material form as a free action. An astral figment will return to illusory form if there are no intelligent creatures present for it to interact with.
Illusory Form (Ex): An astral figments' natural state is an insubstantial illusion, though they can gain a material form through their Demand Credence special attack (see above).
The illusory form functions as the spell programmed image with the following exceptions. Astral figments are permanent and capable of self-directed action and intelligible speech. The illusory form has the AC and hit points presented above but has no Strength score and is incapable of attacking or even touching anything. Successful attacks against the astral figment deal damage to it normally, and the astral figments will be destroyed if its hit points reach zero.
Living Figment Construct (Ex): These creatures are living constructs formed from astral shadow-stuff which grants them the following traits:
—Unlike other constructs, a living figment has a Constitution score.
—Unlike other constructs, a living figment is not immune to mind-affecting spells and abilities.
—Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
—A living figment cannot heal damage naturally.
—Living figments are not truly alive and cannot be raised or resurrected.
—Unlike other constructs, living figments are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
—Living figments can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living figment can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living figment is vulnerable to disable construct and harm.
—A living figment always treats spells with the Shadow descriptor as if they were 100% real with no Will save to recognize the spell's true nature.
—A figment does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
Mutability (Ex): An astral figment can freely change form to look like literally any imaginable living creature, although it always looks like it's made of moving shadows.
Skills: *An astral figment gains a +4 racial bonus on Hide checks in areas of shadowy illumination.
New Magic Item
The following item can conjure astral figments.
Cloak of Figments: A ragged black cloak woven from wispy strands of shadow, the cloak of figments is a cursed minor artifact that grants its wearer spell resistance 16 and immunity to mind-affecting effects. When worn, the cloak appears to be a cape formed from tiny humanoid shadow-creatures that crawl over the wearer's back and shoulders. These "creatures" are actually illusions. They constantly chatter nonsense as they transform from one monstrous shape to another.
As an at-will standard action, the wearer of the cloak of figments can cause some "shadow creatures" to separate from the cloak and become conjured astral figments in any adjacent space. The cloak can conjure four Small astral figments or an equivalent number of larger figments. A Medium astral figment counts as two Small figments and a Large astral figment as four. A maximum of twelve Small astral figments (or equivalent larger ones) can be in existence at any one time. The wearer can dismiss any number of figments as a free action.
Unfortunately, the wearer becomes permanently insane as per the spell insanity as soon as they put on the cloak of figments (in campaigns using sanity rules, treat the character as having -10 sanity points). This insanity cannot be cured or limited as long as the cloak is worn. The cloak can only be removed if its wearer is dead or unconscious. In other circumstances the cloak of figments becomes insubstantial to prevent its removal.
Strong conjuration, enchantment, abjuration; CL 20th; weight 2 lbs.
Originally appeared in Harbinger House (1995)