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<blockquote data-quote="Beefermatic" data-source="post: 9815276" data-attributes="member: 6670757"><p><strong><span style="font-size: 22px">Snepi</span></strong></p><p><span style="font-size: 18px"><em>This vibrant azure, twin-tailed horned wolf like creature crouches low with sleek predatory elegance. Its fur glows with pale fox-fire, and two long tails arc upward like crescent moons. Its red eyes hold no malice—only duty. Ancient power shimmer faintly beneath its hide as the air hums with noble, restrained power.</em></span></p><p><span style="font-size: 18px"><strong>Snepi CR 28</strong></span></p><p><span style="font-size: 18px"><strong>Neutral</strong> Magical Beast (extraplanar, Kami)</span></p><p><span style="font-size: 18px"><strong>Init</strong> +12; <strong>Senses</strong> darkvision 300 ft., low-light vision, scent, tremorsense 120, true seeing; <strong>Perception</strong> +38</span></p><p><span style="font-size: 18px"><strong>DEFENSE</strong></span></p><p><span style="font-size: 18px"><strong>AC</strong> 52, touch 30, flat-footed 44 (+8 Dex, +22 natural, +12 insight)</span></p><p><span style="font-size: 18px"><strong>hp</strong> 994 (28d10+280 plus 560 from Epic Toughness)</span></p><p><span style="font-size: 18px"><strong>Fort</strong> +36, <strong>Ref</strong> +34, <strong>Will</strong> +30</span></p><p><span style="font-size: 18px"><strong>DR</strong> 20/epic and evil; Damage Resistance; <strong>Immune</strong> fire, sleep, compulsion, mind-affecting effects, bleed, petrification, polymorph, exhaustion, fatigue, temporal effects; <strong>Resist</strong> acid 30, cold 30, electricity 30, sonic 20</span></p><p><span style="font-size: 18px"><strong>SR</strong> 32</span></p><p><span style="font-size: 18px"><strong>Regeneration</strong> 10 (20 see Guardian Soul) (stopped only by nonlethal damage from a creature with a pure heart), Pure Soul, Guardian Soul, Eternal Spirit</span></p><p><span style="font-size: 18px"><strong>OFFENSE</strong></span></p><p><span style="font-size: 18px"><strong>Speed</strong> 70 ft., climb 20 ft.</span></p><p><span style="font-size: 18px"><strong>Melee</strong> 2 claws +38 (2d8+15), bite +38 (4d6+15 plus spirit rift), 2 tail slams +36 (2d8+7+2d6 wind (bludgeoning) plus twin-tail sweep)</span></p><p><span style="font-size: 18px"><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</span></p><p><span style="font-size: 18px"><strong>Special Attacks</strong></span></p><p><span style="font-size: 18px"><strong>Ancient Flame</strong>, R<strong>oar of the Noble Guardian</strong>, Sp<strong>irit Rift</strong>, Sp<strong>irit Sleep</strong>, T<strong>win-Tail Sweep</strong></span></p><p><span style="font-size: 18px"><strong>Spell-Like Abilities (CL 20th; concentration +26)</strong></span></p><p><strong>Constant</strong></p><p><span style="font-size: 18px"><em>air walk, <span style="font-size: 18px"><em>see invisibility, <span style="font-size: 18px"><em>true seeing</em></span></em></span></em></span></p><p><span style="font-size: 18px"><strong>At will</strong></span></p><p><span style="font-size: 18px"><em>detect magic, dispel magic, faerie fire, feather fall, fireball, glitterdust, know direction, light, magic missile (5 missiles), message, purify food and drink, stabilize wind wall</em></span></p><p><span style="font-size: 18px"><strong>3/day</strong></span></p><p><span style="font-size: 18px"><em>cure serious wounds, daylight, incendiary cloud</em></span></p><p><span style="font-size: 18px"><strong>1/day</strong></span></p><p><span style="font-size: 18px"><em>Meteor Swarm</em></span></p><p><span style="font-size: 18px"><strong>STATISTICS</strong></span></p><p><span style="font-size: 18px"><strong>Str</strong> 40, <strong>Dex</strong> 27, <strong>Con</strong> 30, <strong>Int</strong> 10, <strong>Wis</strong> 26, <strong>Cha</strong> 22</span></p><p><span style="font-size: 18px"><strong>Base Atk</strong> +28; <strong>CMB</strong> +43; <strong>CMD</strong> 64</span></p><p><span style="font-size: 18px"><strong>Feats</strong> Critical Focus, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claw), Improved Natural Attack (tail), Iron Will, Lightning Reflexes, Mobility, Multiattack, Power Attack, Spring Attack, Stunning Critical</span></p><p><span style="font-size: 18px"><strong>Epic Feats</strong> Epic Reflexes, Epic Toughness, Epic Will</span></p><p><span style="font-size: 18px"><strong>Skills</strong> Acrobatics +38, Climb +33, Perception +38, Stealth +31, Survival +34</span></p><p><span style="font-size: 18px"><strong>Languages</strong> understands Common, Celestial, Sylvan but cannot speak</span></p><p><span style="font-size: 18px"><strong>SPECIAL ABILITIES</strong></span></p><p><span style="font-size: 18px"><strong>Ancient Flame (Su)</strong></span></p><p><span style="font-size: 18px">As a standard action, the Snepi unleashes twin torrents of fox-fire from its two tails in a 60-foot cone.</span></p><p><span style="font-size: 18px">All creatures take 3<strong>0d6 fire damage</strong> (Reflex DC 44 half).</span></p><p><span style="font-size: 18px">This attack <strong>ignores fire immunity</strong>; creatures immune to fire instead take half damage.</span></p><p><span style="font-size: 18px">The save DC is Charisma-based.</span></p><p><span style="font-size: 18px"><strong>Spirit Sleep (Su)</strong></span></p><p><span style="font-size: 18px">Three times per day as a standard action, the Snepi emits a harmonic pulse of spirit-energy.</span></p><p><span style="font-size: 18px">All living creatures within 120 feet must succeed at a <strong>Will save DC 42</strong> or fall into <strong>spirit slumber</strong> for 1 minute.</span></p><p><span style="font-size: 18px"><em>Spirit slumber</em> is:</span></p><p><span style="font-size: 18px">• Not mind-affecting</span></p><p><span style="font-size: 18px">• Not a sleep effect</span></p><p><span style="font-size: 18px">• Not negated by sleep immunity</span></p><p><span style="font-size: 18px">• Ends only by <em>break enchantment</em>, <em>heal</em>, <em>miracle</em>, <em>wish</em>, or by an ally spending a full-round action to violently shake the sleeper awake.</span></p><p><span style="font-size: 18px"><strong>Spirit Rift (Su)</strong></span></p><p><span style="font-size: 18px">A Snepi’s bite tears at the enemy’s metaphysical essence.</span></p><p><span style="font-size: 18px">A creature struck must succeed at <strong>Fortitude DC 42</strong> or gain <strong>1 permanent negative level</strong>.</span></p><p><span style="font-size: 18px">Success leaves the target <strong>fatigued for 1 round</strong>.</span></p><p><span style="font-size: 18px">The save DC is Charisma-based.</span></p><p><span style="font-size: 18px"><strong>Twin-Tail Sweep (Ex)</strong></span></p><p><span style="font-size: 18px">Great winds whip from the Snepi's Tails. If the Snepi hits the same target with both tail attacks in one round, the target must succeed at a <strong>Reflex save DC 32</strong> or take an additional 6d6 damage be knocked prone and pushed 20 feet. If the foe strikes an obstacle it takes an additional <strong>6d6 damage</strong>.</span></p><p><span style="font-size: 18px"><strong>Roar of the Noble Guardian (Su)</strong></span></p><p><span style="font-size: 18px">Once per minute as a swift action, the Snepi may unleash a powerful roar.</span></p><p><span style="font-size: 18px">All enemies within 300 feet must succeed at <strong>Will DC 40</strong> or be affected by <em>greater command</em> (“leave”) for 1d8+3 rounds. At a basic level it will repeatedly roar and simply keep enemies at bay perpetually forcing them to abandon their goals. </span></p><p><span style="font-size: 18px"><strong>Guardian Soul (Su)</strong></span></p><p><span style="font-size: 18px">While within 300 feet of an artifact or relic it is sworn to protect, the Snepi gains:</span></p><p><span style="font-size: 18px">• +10 insight bonus to AC and saves</span></p><p><span style="font-size: 18px">• +10 insight bonus to all DCs</span></p><p><span style="font-size: 18px">• Immunity to compulsion</span></p><p><span style="font-size: 18px">• Regeneration 20 instead of regeneration 10</span></p><p><span style="font-size: 18px">• Gains Damage Resistance: all incoming damage from any source is halfed. This is applied before damage reduction</span></p><p><span style="font-size: 18px">If forcibly drawn away from its charge, or it's charge is taken, it enters a rage-like state (+6 Str/Dex/Con and a +6 to all Saves and it's base damage is increased by 2 steps) until it recovers it's charge, it also knows the exact location of it's charge at all times even across dimensional barriers, distance, any medium, or even time itself and gains Planeshift 3/day and overland flight </span></p><p><span style="font-size: 18px"><strong>Pure Soul (Ex)</strong></span></p><p><span style="font-size: 18px">A Snepi is a being created to only be defeated by those of the purest conviction. It's Regeneration can only be broken by those of the highest moral conviction. Good or Evil matters less than the creature in question's deeper motivations. Only exemplars of their alignment may break the Regeneration of the Snepi though powerful magic coupled with an old fashioned beating can still permanently kill the beast. </span></p><p><span style="font-size: 18px"><strong>Merge with Ward (Su) </strong></span></p><p><span style="font-size: 18px">As a standard action, a Snepi can merge its body and mind with its ward. When merged, the Snepi can observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A Snepi must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, plant, or object, the Snepi can emerge mounted on the creature provided the Snepi’s body is at least one size category smaller than the creature. If its ward is a location, the Snepi may emerge at any point within that location.</span></p><p><span style="font-size: 18px"><strong>Stonebound Form (Su)</strong></span></p><p><span style="font-size: 18px">The Snepi may transform into a flawless stone statue as a full-round action.</span></p><p><span style="font-size: 18px">• Hardness 20</span></p><p><span style="font-size: 18px">• 50 hp per HD, no constitution bonus to hp (1,400 hp object-form)</span></p><p><span style="font-size: 18px">• Cannot be physically moved except by beings of at least Divine Rank 1 or higher</span></p><p><span style="font-size: 18px">• Fully aware, senses intact</span></p><p><span style="font-size: 18px">• Cannot attack, move or use any spell like or supernatural ability but may still use Roar of the Noble Guardian and Telepathy. </span></p><p><span style="font-size: 18px">• If it's ward is threatened, the statue instantly awakens as an immediate action.</span></p><p><span style="font-size: 18px"><strong>Eternal Spirit (Ex)</strong></span></p><p><span style="font-size: 18px">• Immortal</span></p><p><span style="font-size: 18px">• Immune to aging</span></p><p><span style="font-size: 18px">• Does not need to sleep, eat, or drink, but may rest eat or drink if it chooses to do so.</span></p><p><span style="font-size: 18px">• Cannot be magically aged</span></p><p><span style="font-size: 18px">• Immune to exhaustion, fatigue, all sleep effects</span></p><p><span style="font-size: 18px">• If slain, it reforms in it's stone form after 3 days as long as it's death site or some part of it's body remains within 300 ft of it's ward. A single strand of fur or single drop of blood is sufficient to fulfill the requirements for this ability to function. </span></p><p><span style="font-size: 18px"><strong>Noble Death Curse (Su)</strong></span></p><p><span style="font-size: 18px">Killing a Snepi is a sacrilege.</span></p><p><span style="font-size: 18px">When the creature dies, all creatures within 100 feet must make a <strong>Will save DC 44</strong>.</span></p><p><span style="font-size: 18px"><strong>Failure inflicts the Snepi’s Curse:</strong></span></p><p><span style="font-size: 18px">• –4 penalty on attacks, saves, skill checks</span></p><p><span style="font-size: 18px">• –4 caster level</span></p><p><span style="font-size: 18px">• Permanently Fatigued</span></p><p><span style="font-size: 18px">• Cannot benefit from morale bonuses</span></p><p><span style="font-size: 18px">• Healing spells restore only half</span></p><p><span style="font-size: 18px">• A faint ashen aura surrounds the cursed creature (true seeing reveals fox-fire spirits)</span></p><p><span style="font-size: 18px"><strong>The curse ends only if:</strong></span></p><p><span style="font-size: 18px"><em>• Atonement</em> is cast on the slayer (or group), <strong>or</strong></span></p><p><span style="font-size: 18px">• The sacred relic is returned to its rightful resting place.</span></p><p><span style="font-size: 18px"><strong>Noble Spirit (Ex)</strong></span></p><p><span style="font-size: 18px">If a Snepi is reduced to 0 hp but not killed, by a good or lawful aligned character of deep moral conviction, and allowed to regenerate back to consciousness, its conqueror permanantly gains:</span></p><p><span style="font-size: 18px">• +2 inherent bonus to Wisdom</span></p><p><span style="font-size: 18px">• +4 bonus on saves against curses</span></p><p><span style="font-size: 18px">• 24-hour safe passage from all Snepi encountered</span></p><p><span style="font-size: 18px">• +2 to Diplomacy checks on all Snepi in the future. </span></p><p><span style="font-size: 18px"><strong>ECOLOGY</strong></span></p><p><span style="font-size: 18px"><strong>Environment</strong> any ancient ruin, spirit shrine, celestial vault</span></p><p><span style="font-size: 18px"><strong>Organization</strong> solitary</span></p><p><span style="font-size: 18px"><strong>Treasure</strong> incidental plus <strong>artifact or legendary armor</strong></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">The Legendary Snepi are ancient foxwolf-spirit guardians created in the time before the gods, entrusted to protect relics of world-shaping significance. They are neither evil nor vengeful; their duty is absolute, and their judgment incorruptible. Many cultures regard a Snepi as a divine agent and protective spirit, their noncombative nature and incredible power leading them to be worshipped at times and their defense of their artifact leading to them stepping in to incidentally protect nearby villages from powerful forces that threaten their charge, leading to the misconception that they are stepping in to protect the village itself, and perhaps there is -some- merit to those claims. Defeating a Snepi without killing it is seen by many cultures as a sacred rite of honor.</span></p><p><span style="font-size: 18px">Before combat a Snepi uses see invisibility, wind wall, and air walk to nullify common adventurer tactics.</span></p><p><span style="font-size: 18px">It warns intruders with a low growl in the form of it's Roar of the Nobel Guardian, or a fox-fire display scorching the area with lambent flames. It won't actively attack without probable cause or forewarning but is intelligent and perceptive and will make the first attack on any foes building up forces or planning on attacking that aren't easily driven back. </span></p><p><span style="font-size: 18px"> <strong>COMBAT</strong></span></p><p><span style="font-size: 18px">The Snepi Leads with spirit sleep and Uses glitterdust on invisible casters it Maintains wind wall vs archery or rays and Closes distance with air walk as needed. It largely wishes to end combat vice kill all foes, and Combines twin-tail sweep and Roar of the Nobel Guardian, to keep split up parties and keep foes from being able to concentrate their attacks. It will repeatedly bite and use spirit rift on priority targets. It will judiciously use ancient flame when overwhelmed or surrounded or as a simple show of force. </span></p><p><span style="font-size: 18px">It will not pursue fleeing foes unless they attempt to steal its relic or it has reason to believe they're simply regrouping for a second attack.</span></p><p><span style="font-size: 18px">The Snepi fights to the brink of death but will never retreat.</span></p><p><span style="font-size: 18px">If defeated and it's artifact is stolen by a being of no moral standing, they'll transform into a vicious form muscles bulging and teeth and claws growing larger and more intimidating, though this form is actually weaker than their normal state. They will then hunt their charge to the ends of the earth or even across dimensions until it either reclaims it's item, the enemy is killed or they are permanently killed. </span></p><p><span style="font-size: 18px">If defeated honorably, it yields guardianship without resentment. Once freed it will find another relic to guard eternally, or rarely a person or place. Sometimes if defeated honorably they'll retire to the villages that sometimes worship them and will stay their as a sort of Guardian spirit or will transform into a statue watching over the village as a guardian god awaiting the day their power may be again needed. </span></p></blockquote><p></p>
[QUOTE="Beefermatic, post: 9815276, member: 6670757"] [B][SIZE=6]Snepi[/SIZE][/B] [SIZE=5][I]This vibrant azure, twin-tailed horned wolf like creature crouches low with sleek predatory elegance. Its fur glows with pale fox-fire, and two long tails arc upward like crescent moons. Its red eyes hold no malice—only duty. Ancient power shimmer faintly beneath its hide as the air hums with noble, restrained power.[/I] [B]Snepi CR 28 Neutral[/B] Magical Beast (extraplanar, Kami) [B]Init[/B] +12; [B]Senses[/B] darkvision 300 ft., low-light vision, scent, tremorsense 120, true seeing; [B]Perception[/B] +38 [B]DEFENSE AC[/B] 52, touch 30, flat-footed 44 (+8 Dex, +22 natural, +12 insight) [B]hp[/B] 994 (28d10+280 plus 560 from Epic Toughness) [B]Fort[/B] +36, [B]Ref[/B] +34, [B]Will[/B] +30 [B]DR[/B] 20/epic and evil; Damage Resistance; [B]Immune[/B] fire, sleep, compulsion, mind-affecting effects, bleed, petrification, polymorph, exhaustion, fatigue, temporal effects; [B]Resist[/B] acid 30, cold 30, electricity 30, sonic 20 [B]SR[/B] 32 [B]Regeneration[/B] 10 (20 see Guardian Soul) (stopped only by nonlethal damage from a creature with a pure heart), Pure Soul, Guardian Soul, Eternal Spirit [B]OFFENSE Speed[/B] 70 ft., climb 20 ft. [B]Melee[/B] 2 claws +38 (2d8+15), bite +38 (4d6+15 plus spirit rift), 2 tail slams +36 (2d8+7+2d6 wind (bludgeoning) plus twin-tail sweep) [B]Space[/B] 10 ft.; [B]Reach[/B] 10 ft. [B]Special Attacks Ancient Flame[/B], R[B]oar of the Noble Guardian[/B], Sp[B]irit Rift[/B], Sp[B]irit Sleep[/B], T[B]win-Tail Sweep Spell-Like Abilities (CL 20th; concentration +26)[/B][/SIZE] [B]Constant[/B] [SIZE=5][I]air walk, [SIZE=5][I]see invisibility, [SIZE=5][I]true seeing[/I][/SIZE][/I][/SIZE][/I] [B]At will[/B] [I]detect magic, dispel magic, faerie fire, feather fall, fireball, glitterdust, know direction, light, magic missile (5 missiles), message, purify food and drink, stabilize wind wall[/I] [B]3/day[/B] [I]cure serious wounds, daylight, incendiary cloud[/I] [B]1/day[/B] [I]Meteor Swarm[/I] [B]STATISTICS Str[/B] 40, [B]Dex[/B] 27, [B]Con[/B] 30, [B]Int[/B] 10, [B]Wis[/B] 26, [B]Cha[/B] 22 [B]Base Atk[/B] +28; [B]CMB[/B] +43; [B]CMD[/B] 64 [B]Feats[/B] Critical Focus, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claw), Improved Natural Attack (tail), Iron Will, Lightning Reflexes, Mobility, Multiattack, Power Attack, Spring Attack, Stunning Critical [B]Epic Feats[/B] Epic Reflexes, Epic Toughness, Epic Will [B]Skills[/B] Acrobatics +38, Climb +33, Perception +38, Stealth +31, Survival +34 [B]Languages[/B] understands Common, Celestial, Sylvan but cannot speak [B]SPECIAL ABILITIES Ancient Flame (Su)[/B] As a standard action, the Snepi unleashes twin torrents of fox-fire from its two tails in a 60-foot cone. All creatures take 3[B]0d6 fire damage[/B] (Reflex DC 44 half). This attack [B]ignores fire immunity[/B]; creatures immune to fire instead take half damage. The save DC is Charisma-based. [B]Spirit Sleep (Su)[/B] Three times per day as a standard action, the Snepi emits a harmonic pulse of spirit-energy. All living creatures within 120 feet must succeed at a [B]Will save DC 42[/B] or fall into [B]spirit slumber[/B] for 1 minute. [I]Spirit slumber[/I] is: • Not mind-affecting • Not a sleep effect • Not negated by sleep immunity • Ends only by [I]break enchantment[/I], [I]heal[/I], [I]miracle[/I], [I]wish[/I], or by an ally spending a full-round action to violently shake the sleeper awake. [B]Spirit Rift (Su)[/B] A Snepi’s bite tears at the enemy’s metaphysical essence. A creature struck must succeed at [B]Fortitude DC 42[/B] or gain [B]1 permanent negative level[/B]. Success leaves the target [B]fatigued for 1 round[/B]. The save DC is Charisma-based. [B]Twin-Tail Sweep (Ex)[/B] Great winds whip from the Snepi's Tails. If the Snepi hits the same target with both tail attacks in one round, the target must succeed at a [B]Reflex save DC 32[/B] or take an additional 6d6 damage be knocked prone and pushed 20 feet. If the foe strikes an obstacle it takes an additional [B]6d6 damage[/B]. [B]Roar of the Noble Guardian (Su)[/B] Once per minute as a swift action, the Snepi may unleash a powerful roar. All enemies within 300 feet must succeed at [B]Will DC 40[/B] or be affected by [I]greater command[/I] (“leave”) for 1d8+3 rounds. At a basic level it will repeatedly roar and simply keep enemies at bay perpetually forcing them to abandon their goals. [B]Guardian Soul (Su)[/B] While within 300 feet of an artifact or relic it is sworn to protect, the Snepi gains: • +10 insight bonus to AC and saves • +10 insight bonus to all DCs • Immunity to compulsion • Regeneration 20 instead of regeneration 10 • Gains Damage Resistance: all incoming damage from any source is halfed. This is applied before damage reduction If forcibly drawn away from its charge, or it's charge is taken, it enters a rage-like state (+6 Str/Dex/Con and a +6 to all Saves and it's base damage is increased by 2 steps) until it recovers it's charge, it also knows the exact location of it's charge at all times even across dimensional barriers, distance, any medium, or even time itself and gains Planeshift 3/day and overland flight [B]Pure Soul (Ex)[/B] A Snepi is a being created to only be defeated by those of the purest conviction. It's Regeneration can only be broken by those of the highest moral conviction. Good or Evil matters less than the creature in question's deeper motivations. Only exemplars of their alignment may break the Regeneration of the Snepi though powerful magic coupled with an old fashioned beating can still permanently kill the beast. [B]Merge with Ward (Su) [/B] As a standard action, a Snepi can merge its body and mind with its ward. When merged, the Snepi can observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A Snepi must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, plant, or object, the Snepi can emerge mounted on the creature provided the Snepi’s body is at least one size category smaller than the creature. If its ward is a location, the Snepi may emerge at any point within that location. [B]Stonebound Form (Su)[/B] The Snepi may transform into a flawless stone statue as a full-round action. • Hardness 20 • 50 hp per HD, no constitution bonus to hp (1,400 hp object-form) • Cannot be physically moved except by beings of at least Divine Rank 1 or higher • Fully aware, senses intact • Cannot attack, move or use any spell like or supernatural ability but may still use Roar of the Noble Guardian and Telepathy. • If it's ward is threatened, the statue instantly awakens as an immediate action. [B]Eternal Spirit (Ex)[/B] • Immortal • Immune to aging • Does not need to sleep, eat, or drink, but may rest eat or drink if it chooses to do so. • Cannot be magically aged • Immune to exhaustion, fatigue, all sleep effects • If slain, it reforms in it's stone form after 3 days as long as it's death site or some part of it's body remains within 300 ft of it's ward. A single strand of fur or single drop of blood is sufficient to fulfill the requirements for this ability to function. [B]Noble Death Curse (Su)[/B] Killing a Snepi is a sacrilege. When the creature dies, all creatures within 100 feet must make a [B]Will save DC 44[/B]. [B]Failure inflicts the Snepi’s Curse:[/B] • –4 penalty on attacks, saves, skill checks • –4 caster level • Permanently Fatigued • Cannot benefit from morale bonuses • Healing spells restore only half • A faint ashen aura surrounds the cursed creature (true seeing reveals fox-fire spirits) [B]The curse ends only if:[/B] [I]• Atonement[/I] is cast on the slayer (or group), [B]or[/B] • The sacred relic is returned to its rightful resting place. [B]Noble Spirit (Ex)[/B] If a Snepi is reduced to 0 hp but not killed, by a good or lawful aligned character of deep moral conviction, and allowed to regenerate back to consciousness, its conqueror permanantly gains: • +2 inherent bonus to Wisdom • +4 bonus on saves against curses • 24-hour safe passage from all Snepi encountered • +2 to Diplomacy checks on all Snepi in the future. [B]ECOLOGY Environment[/B] any ancient ruin, spirit shrine, celestial vault [B]Organization[/B] solitary [B]Treasure[/B] incidental plus [B]artifact or legendary armor[/B] The Legendary Snepi are ancient foxwolf-spirit guardians created in the time before the gods, entrusted to protect relics of world-shaping significance. They are neither evil nor vengeful; their duty is absolute, and their judgment incorruptible. Many cultures regard a Snepi as a divine agent and protective spirit, their noncombative nature and incredible power leading them to be worshipped at times and their defense of their artifact leading to them stepping in to incidentally protect nearby villages from powerful forces that threaten their charge, leading to the misconception that they are stepping in to protect the village itself, and perhaps there is -some- merit to those claims. Defeating a Snepi without killing it is seen by many cultures as a sacred rite of honor. Before combat a Snepi uses see invisibility, wind wall, and air walk to nullify common adventurer tactics. It warns intruders with a low growl in the form of it's Roar of the Nobel Guardian, or a fox-fire display scorching the area with lambent flames. It won't actively attack without probable cause or forewarning but is intelligent and perceptive and will make the first attack on any foes building up forces or planning on attacking that aren't easily driven back. [B]COMBAT[/B] The Snepi Leads with spirit sleep and Uses glitterdust on invisible casters it Maintains wind wall vs archery or rays and Closes distance with air walk as needed. It largely wishes to end combat vice kill all foes, and Combines twin-tail sweep and Roar of the Nobel Guardian, to keep split up parties and keep foes from being able to concentrate their attacks. It will repeatedly bite and use spirit rift on priority targets. It will judiciously use ancient flame when overwhelmed or surrounded or as a simple show of force. It will not pursue fleeing foes unless they attempt to steal its relic or it has reason to believe they're simply regrouping for a second attack. The Snepi fights to the brink of death but will never retreat. If defeated and it's artifact is stolen by a being of no moral standing, they'll transform into a vicious form muscles bulging and teeth and claws growing larger and more intimidating, though this form is actually weaker than their normal state. They will then hunt their charge to the ends of the earth or even across dimensions until it either reclaims it's item, the enemy is killed or they are permanently killed. If defeated honorably, it yields guardianship without resentment. Once freed it will find another relic to guard eternally, or rarely a person or place. Sometimes if defeated honorably they'll retire to the villages that sometimes worship them and will stay their as a sort of Guardian spirit or will transform into a statue watching over the village as a guardian god awaiting the day their power may be again needed. [/SIZE] [/QUOTE]
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