Divine...Cosmic? What is it's value?
Not used on course of trade, not a challenge to copyrights, purely for personal use. WOTC owns it...I think...so check.
Disclaimer, Disclaimer, Blah, Blah, Blah...
And without further ado...here is...the Daelkyr template. Let me know if it needs any corrections. Im not adding the symbionts as they are equipment.
Daelkyr
Masters of flesh, lords of madness, the daelkyr are irreprehensible beings that perform experiments that violate the whole of one's being.
Creating a Daelkyr
The Daelkyr template can be added to any corporeal creature.
Size and Type: Size remains unchanged. Type changes to Outsider, it also gains the extraplanar subtype.
Minimum Hit Dice/Levels: 20.
Hit Dice: Daelkyr use d8's for Hit Dice.
Speed: A daelkyr's speed is increased to that of the next size category. This stacks with any other speed increases.
Armor Class:A daelkyr receives a +12 natural armor bonus. This stacks with any other natural armor bonuses.
Attacks: A daelkyr retains the attacks of the base creature, as well as any granted by it's symbionts. A daelkyr's natural attacks are considered evil-aligned for the purpose of overcoming damage reduction.
Special Attacks: A Daelkyr retains all the special attacks of the base creature and acquires the following:
- Aura of Madness (Su): As a free action, a daelkyr can trigger a 20-foot radius burst of mental chaos centered on itself. Any other creature in the area must succeed on a Will save or be affected as though by a confusion spell (Caster level 20th). A creature that sucessfully saves cannot be affected by the same daelkyr's aura of madness for 24 hours. This ability is a mind-affecting compulsion effect. The save DC is Charisma-based.
- Corrupting Touch (Su): A daelkyr possesses the innate power to twist and corrupt any creature it touches. On a successful touch attack, grapple check, or unarmed strike, a daelkyr deals 1d6 points of damage to an ability of the daelkyr's choosing (no save). A daelkyr's tentacle whip can channel this power with a successful attack.
- Spell-Like Abilities: At will – baleful polymorph, confusion, dimension door, feeblemind, haste, mind fog, polymorph, slow; 3/day - flesh to stone, insanity, polymorph any object, stone to flesh. Caster level 20th. The save DCs are Charisma-based.
Special Qualities: A Daelkyr retains all the special qualities of the base creature and acquires the following:
- Alien Mind (Ex): The mind of a daelkyr is a labyrinth that can swallow the thoughts of lesser creature's. Any creature who attempts to read the thoughts of a daelkyr or otherwise study it's mind must make a Will save or suffer the effect of an insanity spell (Caster level 20th). The save DC is Charisma-based.
- Daelkyr Immunities (Ex): A daelkyr is immune to disease, poison, ability damage, transmutation, and mind-affecting spells and abilities.
- Damage Reduction (Ex): A daelkyr has damage reduction 10/byeshk or good.
- Fast Healing (Ex): A daelkyr has fast healing 5/round.
- Outsider Traits: A daelkyr has darkvision 60 ft. A daelkyr cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life).
- Spell Resistance (Su): A daelkyr has spell resistance equal 8 + it's Hit Dice.
- Symbiont Mastery (Ex): A daelkyr has complete control over any symbionts attached to it's body. It maintains full control over the use of each symbiont's special abilities and can attack or detach a symbiont as a full-round action. More important, a daelkyr can power the abilities of a symbiont by substituting 5 hit points for 1 point of ability damage; the daelkyr's fast healing ability may offset this hit point damage.
Saves: As the base creature.
Abilities: Str +12 , Dex +10, Con +12, Int +14, Wis +12, Cha +14
Skills: As the base creature.
Challenge Rating: As the base creature +10.
Treasure: Triple standard.
Level Adjustment: As the base creature +15.
Not used on course of trade, not a challenge to copyrights, purely for personal use. WOTC owns it...I think...so check.
Disclaimer, Disclaimer, Blah, Blah, Blah...
And without further ado...here is...the Daelkyr template. Let me know if it needs any corrections. Im not adding the symbionts as they are equipment.
Daelkyr
Masters of flesh, lords of madness, the daelkyr are irreprehensible beings that perform experiments that violate the whole of one's being.
Creating a Daelkyr
The Daelkyr template can be added to any corporeal creature.
Size and Type: Size remains unchanged. Type changes to Outsider, it also gains the extraplanar subtype.
Minimum Hit Dice/Levels: 20.
Hit Dice: Daelkyr use d8's for Hit Dice.
Speed: A daelkyr's speed is increased to that of the next size category. This stacks with any other speed increases.
Armor Class:A daelkyr receives a +12 natural armor bonus. This stacks with any other natural armor bonuses.
Attacks: A daelkyr retains the attacks of the base creature, as well as any granted by it's symbionts. A daelkyr's natural attacks are considered evil-aligned for the purpose of overcoming damage reduction.
Special Attacks: A Daelkyr retains all the special attacks of the base creature and acquires the following:
- Aura of Madness (Su): As a free action, a daelkyr can trigger a 20-foot radius burst of mental chaos centered on itself. Any other creature in the area must succeed on a Will save or be affected as though by a confusion spell (Caster level 20th). A creature that sucessfully saves cannot be affected by the same daelkyr's aura of madness for 24 hours. This ability is a mind-affecting compulsion effect. The save DC is Charisma-based.
- Corrupting Touch (Su): A daelkyr possesses the innate power to twist and corrupt any creature it touches. On a successful touch attack, grapple check, or unarmed strike, a daelkyr deals 1d6 points of damage to an ability of the daelkyr's choosing (no save). A daelkyr's tentacle whip can channel this power with a successful attack.
- Spell-Like Abilities: At will – baleful polymorph, confusion, dimension door, feeblemind, haste, mind fog, polymorph, slow; 3/day - flesh to stone, insanity, polymorph any object, stone to flesh. Caster level 20th. The save DCs are Charisma-based.
Special Qualities: A Daelkyr retains all the special qualities of the base creature and acquires the following:
- Alien Mind (Ex): The mind of a daelkyr is a labyrinth that can swallow the thoughts of lesser creature's. Any creature who attempts to read the thoughts of a daelkyr or otherwise study it's mind must make a Will save or suffer the effect of an insanity spell (Caster level 20th). The save DC is Charisma-based.
- Daelkyr Immunities (Ex): A daelkyr is immune to disease, poison, ability damage, transmutation, and mind-affecting spells and abilities.
- Damage Reduction (Ex): A daelkyr has damage reduction 10/byeshk or good.
- Fast Healing (Ex): A daelkyr has fast healing 5/round.
- Outsider Traits: A daelkyr has darkvision 60 ft. A daelkyr cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life).
- Spell Resistance (Su): A daelkyr has spell resistance equal 8 + it's Hit Dice.
- Symbiont Mastery (Ex): A daelkyr has complete control over any symbionts attached to it's body. It maintains full control over the use of each symbiont's special abilities and can attack or detach a symbiont as a full-round action. More important, a daelkyr can power the abilities of a symbiont by substituting 5 hit points for 1 point of ability damage; the daelkyr's fast healing ability may offset this hit point damage.
Saves: As the base creature.
Abilities: Str +12 , Dex +10, Con +12, Int +14, Wis +12, Cha +14
Skills: As the base creature.
Challenge Rating: As the base creature +10.
Treasure: Triple standard.
Level Adjustment: As the base creature +15.
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