Shade
Monster Junkie
This was one of our Creature by Poll creations. Thanks to Knight Otu for recovering the file post-ENWorld crash.
Unforseen, Drenkari
Diminutive Construct (Chaotic, Extraplanar, Swarm)
Hit Dice: 14d10 (77 hp)
Initiative: +12
Speed: Fly 90 ft. (18 squares)(perfect); 50 ft. in coalesced form
Armor Class: 32 (+4 size, +8 Dex, +10 natural), touch 22, flat-footed 24; or 27 (-1 size, +8 Dex, +10 natural), touch 17, flat-footed 19 in coalesced form
Base Attack/Grapple: +10/+16 in coalesced form
Attack: Swarm (5d6); in coalesced form slam +17 melee (2d6+2) or weapon +17 melee (by weapon type +2) or gear-chain +17 melee (2d4+2)
Full Attack: Swarm (5d6); in coalesced form 4 slams +17/+12 melee (2d6+2) or 4 weapons +17/+12 melee (by weapon type +2) or 4 gear-chains +17 melee (2d4+2)
Space/Reach: 10 ft./0 ft. or 10 ft./10 ft. in coalesced form
Special Attacks: Distraction, gear-chains, morphic weapons, needle strike, opportunist, precise strike +2d6, penetration, spell-like abilities, superior swarm
Special Qualities: Coalesced form, construct traits, darkvision 60 ft., fast healing 10, immune to weapon damage, low-light vision, spell resistance 26, swarm traits, telepathy 100 ft.
Saves: Fort +4, Ref +12, Will +7
Abilities: Str 1 (15 in coalesced form), Dex 27, Con —, Int 18, Wis 16, Cha 19
Skills: Balance +10, Concentration +5, Diplomacy +7, Disable Device +14, Hide +21, Intimidate +9, Jump -3, Knowledge (the planes) +21, Listen +13, Move Silently +13, Open Lock +18, Search +14, Sense Motive +8, Sleight of Hand +9, Spot +20, Survival +3 (+5 following tracks, +5 on other planes), Tumble +13
Feats: Combat Expertise, Dodge, Improved Initiative, Quicken Spell-Like Ability (dimension door), Spring Attack (B), Weapon Finesse
Environment: Any chaotic-aligned plane
Organization: Solitary, tumult (2-4 swarms), or maelstrom (5-12 swarms)
Challenge Rating: 15
Treasure: None (see text)
Alignment: Always chaotic neutral
Advancement: -
Level Adjustment: -
(In swarm form)
A veritable maelstrom explodes before you. Apparently consisting of needles, blades, sharp discs and gears made of various materials, mostly metals, this obviously deadly cloud seems to be possessed of intelligence and swiftness.
(Coalesced)
As impossible as it seems, the various bits and pieces coalesce into a smooth, graceful shape, vaguely humanoid in appearance, but very large. Four limbs that seem to flicker between being arms and being weapons prove that despite its seeming solidity, it is still as malleable as before. Though its head lacks a face, it exudes a certain air of amusement, as if smiling.
The unforseen are a race of planar constructs, similar to inevitables, but opposed to those in nearly every way possible. Highly varied in form, tactics and methods, their ultimate goal is spreading chaos - whether by aiding lawbreakers directly, opposing forces of law or - ironically enough - taking law to absurd peaks. No matter what path they take, they will usually suceed bringing at least some level of chaos, which has led to some people calling them the infallibles, in mockery of the inevitables.
Drenkari are slightly better-known members of the unforseen. A drenkari appears as a whirling maelstrom of blades, needles, gears and sharp disks, made up of most, if not all, solid materials in existance. It can, however, coalesce into a large and slender humanoid shape with four arms.
Drenkari are concerned with the written word, especially in legal texts - they often encourage a strict reading of the letter of the law, and call for ever more absurd interpretations that, while obviously out of the spirit of the law, are impossible to refute. In other situations, they may aid deal-breakers directly or influence someone to break a deal. Sometimes, they defend deal-breakers against kolyaruts, who are often seen as their direct counterparts despite the obvious differences.
Outside of providing their 'counsel,' drenkari rarely communicate, though they may telepathically transmit emotion - often amusement in battle. It is unknown whether those emotions are genuine.
Drenkari often utilize odd strategies in battle, ranging from dirty fighting to seemingly honorable duelling. However, they rarely fight alone, even if it seems that way. Some drenkari merge their swarm forms to hide their true numbers, and may have one of their number coalesce, while the rest continues to swarm around it.
Although drenkari don't collect treasure, small amounts (no more than 10 pounds) of special materials such as adamantine may be recovered from their remains.
Although drenkari understand Abyssal, Celestial, and Infernal, they only speak telepathically with any creature that has a language.
Combat
As a swarm, a drenkari prefers to simply engulf enemies and tear away with its component gears, dealing 5d6 points of damage to any creature whose space it occupies at the end of its move. In its coalesced form, a drenkari attacks either with slam attacks or by morhping weapons from its maelstrom of parts.
Distraction (Ex): Any living creature that begins its turn with a drenkari in swarm form in its square is nauseated for 1 round; a DC 17 Fortitude save negates the effect. Even after a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. The save DC is Constitution-based.
Gear-Chains (Su): A drenkari in coalesced form may form may use its morphic weapons ability (see below) to form a gear-chain. This is a one-handed weapon that may be used to make trip or disarm attempts, and it grants a +2 bonus on such checks. A gear-chain has a reach of 15 feet, threatens a critical on a 20, and deals x2 damage on a successful critical hit.
Morphic Weapons (Su): A drenkari in coalesced form may form any light or one-handed manufactured melee weapon from the Player's Handbook as a natural weapon. Each weapon created in this manner replaces one of its slam attacks. Additionally, a drenkari may form gear-chains (see above) with this ability.
Needle Strike (Su): The drenkari can change arcane spell energy into a barrage of metal splinters. The barrage is a ranged touch attack with a range of 90 feet that deals 1d6 points of damage per HD of the drenkari plus 1d6 points of piercing damage per level of the spell-like ability used to create the effect. To use this ability, the drenkari must sacrifice the use of one of its spell-like abilities. (Note that as piercing damage, this is subject to damage reduction).
Opportunist (Ex): Once per round, the drenkari can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the drenkari's attack of opportunity for that round. Even a drenkari with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Penetration (Ex): The swarm attack of a drenkari is treated as an adamantine, cold iron, or silver magic weapon for the purpose of overcoming damage reduction, and it strikes incorporeal creatures as a magic weapon does. When striking an object, a drenkari ignores any hardness less than 20.
Retribution (Su): Whenever a drenkari takes damage from an attacker (by any source), the attacker immediately takes an equal amount of damage. A successful DC 17 Fortitude saving throw halves the damage. Regardless of the source of the damage to the drenkari, the damage dealt to the attacker by this effect is not subject to negation or reduction because of resistance, immunity, damage reduction, spell resistance, or the like. The save DC is Constitution-based.
Precise Strike (Ex): A drenkari can strike precisely with a light or one-handed piercing weapon, gaining an extra 2d6 damage added to its normal damage roll.
When making a precise strike, a drenkari cannot attack with a weapon in its other hand or use a shield. A drenkari's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.
Spell-Like Abilities: At will -- dimension door, locate creature, plane shift; 3/day -- chaos hammer (DC 18), confusion (DC 16), dispel law, haste; 1/day -- detect law, discern lies (DC 18), mark of justice, protection from law. Caster level 16th. The save DCs are Charisma-based.
Superior Swarm (Ex): Drenkari swarms are exceptionally dangerous and deal more swarm damage than their Hit Dice would otherwise indicate.
Coalesced Form (Su): As a standard action that provokes attacks of opportunity, a drenkari can switch from its swarm form to its solid form. Retrieving its weapons from their extradimensional pockets is a free action that does not provoke attacks of opportunity. A drenkari does not regain lost hit points when it changes form. It can remain in either form as long as it likes.
In its coalesced form, a drenkari is treated as a Large construct with a space/reach of 10 feet/10 feet. It loses its +4 size bonus to Armor Class and attack rolls, and suffers a -1 size penalty to Armor Class and attack rolls. It retains the swarm subtype and all the traits associated with that swarm with the exception of its swarm attack and distraction ability. As a swarm of Diminutive creatures, it retains its immunity to weapon damage. If a drenkari is struck with a physical attack, it must make a Concentration check (DC 10 + the number of points of damage dealt by the attack) or revert immediately to swarm form and be nauseated for 1d4 rounds.
In coalesced form, a drenkari gains damage reduction 15/lawful. It loses its fly speed, but gains a land speed of 50 feet.
Fast Healing (Ex): A drenkari heals a certain amount of damage each round as long as it has at least 1 hit point. However, damage dealt by lawful weapons heals at the normal rate.

Unforseen, Drenkari
Diminutive Construct (Chaotic, Extraplanar, Swarm)
Hit Dice: 14d10 (77 hp)
Initiative: +12
Speed: Fly 90 ft. (18 squares)(perfect); 50 ft. in coalesced form
Armor Class: 32 (+4 size, +8 Dex, +10 natural), touch 22, flat-footed 24; or 27 (-1 size, +8 Dex, +10 natural), touch 17, flat-footed 19 in coalesced form
Base Attack/Grapple: +10/+16 in coalesced form
Attack: Swarm (5d6); in coalesced form slam +17 melee (2d6+2) or weapon +17 melee (by weapon type +2) or gear-chain +17 melee (2d4+2)
Full Attack: Swarm (5d6); in coalesced form 4 slams +17/+12 melee (2d6+2) or 4 weapons +17/+12 melee (by weapon type +2) or 4 gear-chains +17 melee (2d4+2)
Space/Reach: 10 ft./0 ft. or 10 ft./10 ft. in coalesced form
Special Attacks: Distraction, gear-chains, morphic weapons, needle strike, opportunist, precise strike +2d6, penetration, spell-like abilities, superior swarm
Special Qualities: Coalesced form, construct traits, darkvision 60 ft., fast healing 10, immune to weapon damage, low-light vision, spell resistance 26, swarm traits, telepathy 100 ft.
Saves: Fort +4, Ref +12, Will +7
Abilities: Str 1 (15 in coalesced form), Dex 27, Con —, Int 18, Wis 16, Cha 19
Skills: Balance +10, Concentration +5, Diplomacy +7, Disable Device +14, Hide +21, Intimidate +9, Jump -3, Knowledge (the planes) +21, Listen +13, Move Silently +13, Open Lock +18, Search +14, Sense Motive +8, Sleight of Hand +9, Spot +20, Survival +3 (+5 following tracks, +5 on other planes), Tumble +13
Feats: Combat Expertise, Dodge, Improved Initiative, Quicken Spell-Like Ability (dimension door), Spring Attack (B), Weapon Finesse
Environment: Any chaotic-aligned plane
Organization: Solitary, tumult (2-4 swarms), or maelstrom (5-12 swarms)
Challenge Rating: 15
Treasure: None (see text)
Alignment: Always chaotic neutral
Advancement: -
Level Adjustment: -
(In swarm form)
A veritable maelstrom explodes before you. Apparently consisting of needles, blades, sharp discs and gears made of various materials, mostly metals, this obviously deadly cloud seems to be possessed of intelligence and swiftness.
(Coalesced)
As impossible as it seems, the various bits and pieces coalesce into a smooth, graceful shape, vaguely humanoid in appearance, but very large. Four limbs that seem to flicker between being arms and being weapons prove that despite its seeming solidity, it is still as malleable as before. Though its head lacks a face, it exudes a certain air of amusement, as if smiling.
The unforseen are a race of planar constructs, similar to inevitables, but opposed to those in nearly every way possible. Highly varied in form, tactics and methods, their ultimate goal is spreading chaos - whether by aiding lawbreakers directly, opposing forces of law or - ironically enough - taking law to absurd peaks. No matter what path they take, they will usually suceed bringing at least some level of chaos, which has led to some people calling them the infallibles, in mockery of the inevitables.
Drenkari are slightly better-known members of the unforseen. A drenkari appears as a whirling maelstrom of blades, needles, gears and sharp disks, made up of most, if not all, solid materials in existance. It can, however, coalesce into a large and slender humanoid shape with four arms.
Drenkari are concerned with the written word, especially in legal texts - they often encourage a strict reading of the letter of the law, and call for ever more absurd interpretations that, while obviously out of the spirit of the law, are impossible to refute. In other situations, they may aid deal-breakers directly or influence someone to break a deal. Sometimes, they defend deal-breakers against kolyaruts, who are often seen as their direct counterparts despite the obvious differences.
Outside of providing their 'counsel,' drenkari rarely communicate, though they may telepathically transmit emotion - often amusement in battle. It is unknown whether those emotions are genuine.
Drenkari often utilize odd strategies in battle, ranging from dirty fighting to seemingly honorable duelling. However, they rarely fight alone, even if it seems that way. Some drenkari merge their swarm forms to hide their true numbers, and may have one of their number coalesce, while the rest continues to swarm around it.
Although drenkari don't collect treasure, small amounts (no more than 10 pounds) of special materials such as adamantine may be recovered from their remains.
Although drenkari understand Abyssal, Celestial, and Infernal, they only speak telepathically with any creature that has a language.
Combat
As a swarm, a drenkari prefers to simply engulf enemies and tear away with its component gears, dealing 5d6 points of damage to any creature whose space it occupies at the end of its move. In its coalesced form, a drenkari attacks either with slam attacks or by morhping weapons from its maelstrom of parts.
Distraction (Ex): Any living creature that begins its turn with a drenkari in swarm form in its square is nauseated for 1 round; a DC 17 Fortitude save negates the effect. Even after a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. The save DC is Constitution-based.
Gear-Chains (Su): A drenkari in coalesced form may form may use its morphic weapons ability (see below) to form a gear-chain. This is a one-handed weapon that may be used to make trip or disarm attempts, and it grants a +2 bonus on such checks. A gear-chain has a reach of 15 feet, threatens a critical on a 20, and deals x2 damage on a successful critical hit.
Morphic Weapons (Su): A drenkari in coalesced form may form any light or one-handed manufactured melee weapon from the Player's Handbook as a natural weapon. Each weapon created in this manner replaces one of its slam attacks. Additionally, a drenkari may form gear-chains (see above) with this ability.
Needle Strike (Su): The drenkari can change arcane spell energy into a barrage of metal splinters. The barrage is a ranged touch attack with a range of 90 feet that deals 1d6 points of damage per HD of the drenkari plus 1d6 points of piercing damage per level of the spell-like ability used to create the effect. To use this ability, the drenkari must sacrifice the use of one of its spell-like abilities. (Note that as piercing damage, this is subject to damage reduction).
Opportunist (Ex): Once per round, the drenkari can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the drenkari's attack of opportunity for that round. Even a drenkari with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Penetration (Ex): The swarm attack of a drenkari is treated as an adamantine, cold iron, or silver magic weapon for the purpose of overcoming damage reduction, and it strikes incorporeal creatures as a magic weapon does. When striking an object, a drenkari ignores any hardness less than 20.
Retribution (Su): Whenever a drenkari takes damage from an attacker (by any source), the attacker immediately takes an equal amount of damage. A successful DC 17 Fortitude saving throw halves the damage. Regardless of the source of the damage to the drenkari, the damage dealt to the attacker by this effect is not subject to negation or reduction because of resistance, immunity, damage reduction, spell resistance, or the like. The save DC is Constitution-based.
Precise Strike (Ex): A drenkari can strike precisely with a light or one-handed piercing weapon, gaining an extra 2d6 damage added to its normal damage roll.
When making a precise strike, a drenkari cannot attack with a weapon in its other hand or use a shield. A drenkari's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.
Spell-Like Abilities: At will -- dimension door, locate creature, plane shift; 3/day -- chaos hammer (DC 18), confusion (DC 16), dispel law, haste; 1/day -- detect law, discern lies (DC 18), mark of justice, protection from law. Caster level 16th. The save DCs are Charisma-based.
Superior Swarm (Ex): Drenkari swarms are exceptionally dangerous and deal more swarm damage than their Hit Dice would otherwise indicate.
Coalesced Form (Su): As a standard action that provokes attacks of opportunity, a drenkari can switch from its swarm form to its solid form. Retrieving its weapons from their extradimensional pockets is a free action that does not provoke attacks of opportunity. A drenkari does not regain lost hit points when it changes form. It can remain in either form as long as it likes.
In its coalesced form, a drenkari is treated as a Large construct with a space/reach of 10 feet/10 feet. It loses its +4 size bonus to Armor Class and attack rolls, and suffers a -1 size penalty to Armor Class and attack rolls. It retains the swarm subtype and all the traits associated with that swarm with the exception of its swarm attack and distraction ability. As a swarm of Diminutive creatures, it retains its immunity to weapon damage. If a drenkari is struck with a physical attack, it must make a Concentration check (DC 10 + the number of points of damage dealt by the attack) or revert immediately to swarm form and be nauseated for 1d4 rounds.
In coalesced form, a drenkari gains damage reduction 15/lawful. It loses its fly speed, but gains a land speed of 50 feet.
Fast Healing (Ex): A drenkari heals a certain amount of damage each round as long as it has at least 1 hit point. However, damage dealt by lawful weapons heals at the normal rate.
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