SRAST-VIZAN (Boundfury): put your players in its penal colony (cr 12)

Qwillion

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SRAST-VIZAN (Boundfury)
Large Outsider (Lawful, Native)
Hit Dice: 14d8+112 (175 hp)
Initiative: +5 (+5 Dex)
Speed: fly 130 ft. (perfect)
Armor Class: 26 (-1 size, +5 Dex, +12 natural), touch 14, flat-footed 21
Base Attack/Grapple: +14/+28
Attack: Cutting edge +23 melee (1d8 +10/17-20)
Full Attack: Cutting edge +23 melee (1d8 +10/17-20) and 2 tail slaps +18 melee (2d8 +15)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, paralysis, pain, powerful charge, rays, subdue
Special Qualities: Damage reduction 10/archanic, darkvision 60ft., outsider traits, penal colony, prison barracks, scent, sentence of remembrance, spell resistance 26, telepathy 100’,
Saves: Fort +17, Ref +14, Will +14
Abilities: Str 31, Dex 20, Con 26, Int 20, Wis 21, Cha 22
Skills: Concentration +25, Diplomacy +11, Gather Information +23, Heal +22, Hide +1, Intimidate +13, Knowledge (dungeoneering) +22, Knowledge (engineering) +22, Knowledge (local) +22, Knowledge (religion) +22, Knowledge (the planes) +22, Listen +22, Search +22, Spot +22, Survival +22, Use Magic Device +11
Feats: Combat Expertise, Flyby Attack, Improved Disarm, Improved Natural Attack (b) x2, Improved Critical (Cutting edge), Track
Environment: Any land
Organization: Solitary, Brace, Covey (2-5), Knot (5-20), Drove (20-40), or Cabal (40-60)
Challenge Rating: 12
Treasure: None
Alignment: Always lawful neutral
Advancement: 15-28 HD (Large); 29-42 HD (Huge)
Level Adjustment: -

“We call not for justice only for security. We call for the safety only lack of freedom can bring. We call upon the ancient bindings to see that things are and will be, no matter the captive’s choice. We call for each moment to take the captive further from its former life. We call for dealing, apart from sin, weather unpopularity or patricide. We call for ye to care not, the captive has been sent and ye shalt imprison it, until the memory of the offense is lost, even unto thine captive.” -Excerpt from the Rites of Binding as translated by Goddard of Gatesage.

This creature has a long, black-silver serpentine form that splits away into two great whip-like tails that drift freely through the air. It head is that a hammerhead shark, its front gleaming silver like the edge of cutting blade.

We srast-vizan are precisely 15 of your feet long with a circumference equal to exactly 7 of your feat and weigh strictly 600 of your stones. Warm-blooded we have features common to dragons, and the wolves of the sea. Our eyes are a lifeless black, dead to those who look at them. The cutting edge or our head we always clean and sharpen, finding a stone to hone it against, in the same manner, you would grind a knife upon a whetstone.

For some crimes, death is too easy a punishment, for such you summon my kin, we do not judge based on the severity of the crime only on the passion of the accusation. We know no mercy, there is no parole, your only pardon shall be when none remembers your crime and it is erased from every record.

We chose our role; chosen to answer the call. Mortals will always seek to imprison another, and we found your calling to our liking, we doubt there will every be a day when such fellowship exists that we will not be needed. It is far more likely the summoning will end when no one remembers us, and all record of our kind is erased.

The First of Us imprisons the great agent-spies known as The Company of Six because their choice is unknown, they have used magic to make themselves forget why The First of Us caged them and now fight to escape not knowing they are waiting on the world to forget them. The veiled woman knows not her offense, yet her sister-queen does so she remains veiled. The Detainees of the Bay left us yeasterday, for there was no sin to remember only suspicions of sins, and no cronicle remains from the war they never took part in.
My Kind can communicate telepathically with any creature that has a language.

COMBAT
The physical attacks of a srast-vizan are considered magical, silver and lawful for purposes of bypassing damage reduction.

Augmented Critical (Ex): The srast-vizan’s cutting edge threatens a critical hit on a natural attack roll of 17-20, dealing triple damage on a successful critical hit.

Pain (Su): Those hit by a srast-vizan’s tail attack must succeed on a DC 23 Fortitude save or wracked with pain for 1 hour suffering a -4 circumstance penalty on attack rolls, skill checks, and ability checks. The save DC is Charisma-based.

Paralyisis (Su): Those hit by a srast-vizan’s tail attack must succeed on a DC 23 Fortitude save or be paralyzed for 1d4+1 rounds. Elves are not immune to this paralysis, though they do gain a +6 racial bonus to their saving throws. A creature who is subject to this paralysis is immediately released from paralysis The save DC is Charisma-based.

Penal Colony (Su): a bondfury can teleport an unconscious, or helpless creature (no save) to a penal colony in an economically underdeveloped part of the summoner’s state (usually colonial) territories. The penal colony is usually guarded by boundfuries, there detained captives are used for large scale penal labor. The prison regime is always harsh, often including severe physical punishment, a prisoner does not age natually while incarcerated at the penal colony, but if released or the captive escapes it magically ages to what its normal age would be. Prisoners are feed, clothed, exersiced and given medical care by the boundfuries.

Powerful Charge (Ex): A srast-vizan deals 2d8+20 points of damage when it makes a charge.

Prison Barracks (Su): At will a srast-vizan can create a moderate prison barrack with 16 bunks similar to a secure shelter spell but under the control of any srast-vizan (the arcane locks, alarm, and unseen servant only serve a srast-vizan). The boundfuries also use one of these to secure prisoner’s personal effects not sold to pay debts and/or recompense.

Sentence of Remembrance (Ex): boundfuries will only release a captive given unto it, when all living creatures forget the captive’s crime and there no physical record of the crime remains. Sometimes magic is used to erase the memory of crimes and if physical records are kept they are destroyed, when released they are simple let loose in the colony to discourage them from returning to their former life once their sentence has expired. Personal effects not sold to pay debts and/or recompense are returned upon a creature’s release.

Rays (Su): a srast-vizan can shoot a ray (+19 ranged touch attack) from each of its eyes as a standard action of either pain or paralysis to a range of 220 ft (100 ft + 10 ft per CR), with the same effects as above.

Subdue (Su): if dealing non lethal damage a srast-vizan’s tail attacks can deal an additional +2d6 points of non-lethal damage.

Spell-like abilites: At Will- creation, create food and water, 1/day Greater Dispel Magic, Heal (DC 22); Caster level 12th

LORE: (Bardic Knowledge or Knowledge Planer)

Common (DC 14): This native outsider is a servant of the law called a srast-vizan: it is most often summoned to create, administer and guard a penal colony.

Uncommon (DC 24): the name srast-vizan translates as boundfury in the fallen tongue; Read excerpt from Rites of Binding.

Rare DC (DC 29): A srast-vizan rarely attacks with lethal force, subduing, paralyzing and punishing its opponents with attacks from its two tails and rays from each of it’s eyes. However when forced to respond with lethal means attacks from the cutting edge of it’s head can deal devastating wounds, especially in a charge. Most weapons and spells fail to harm a srast-vizan. It can create, prison barracks at will, and transport helpless victims to them at will, it communicates with it’s captives via telepathy, and can track escaped captives via scent.

Obscure (DC 39): Archmages and weapons forged of chaos can easily harm a srast-vizan; a prisoner can secure his release if he can arrange for the destruction of the records of his crime, and to erase the memory of his crime, including from himself.

Epic (DC 49): Legends speak of the destruction of all boundfuries, when a srast-vizan imprisons another srast-vizan for a year and a day.


DESIGNER’S NOTES:
Slavery was originally a humanitarian effort, meant to spare members of enemy armies and give them the option of surrender. Prisons were a similar measure to spare society from having to kill for every crime. Some believe in capital punishment some do not, seldom do those people actually serve anytime in prison. Only in fantasy can you bring the dead back, the imprisoned you can let out, I have tried to represent the worst of prisons here: The self-selected sadistic prison guards, questionable reasons for imprisonment, the eternal feeling of helplessness, the lack of freedoms, and penal labor. I doubt I have done it enough justice.

Killing mechanics and damage run rampant throughout the d20 system, I have tried to create an opponent that does something far worst than kill you, he takes away your precious gear, removes you far from home, and forces you to do menial work for someone else’s economic interests. Humiliation is far worse than death for most characters.

------ SUMMONING A SRAST-VISAN:------
Boundfuries rarely if ever appear spontaneously. A special dark ritual must be preformed to call them to intern captives for the summoner.
CODEX PUNITA [Malediction]:
This curse can summon boundfuries to incarcerate individuals who have violated a written law.
Components: A captive who has violated a written law, a location for a penal colony, penal farm or workhouse. The sacrifice of 100gp worth of silver per HD of the captive, per captive. (if not enough is provided it will take the lowest HD creatures first)
Actions (1 day): Reciting the excerpt from “Rights of Binding”
Effects: summons a srast-visan who will guard and administer up to 16 prisoners. Additional prisoners require the malediction to be preformed again.
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------Variant ------
Sidebar: Variant Rules
Dying/Dead: -8/-26
Massive Damage Threshold: Con 26, HD 53, Size 60
Wounds/Vitality: 26/175
Sanity Loss: 1/1d10
Defense Bonus: +0
Armor as DR: 2/-; 24, touch 15, flat-footed 18
3.0/UA/Modern DR: 20/ +4
Summon Monster: -
Honor: 21
Taint: 11
Typical Allegiances: The summoner
Action Points: 7
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