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The Sith'taal, diabolic fey
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<blockquote data-quote="Gothmog" data-source="post: 1026437" data-attributes="member: 317"><p>Hello all,</p><p></p><p>I just finished whipping up a new beastie for my game this weekend, and I wanted to get some feedback on it. Is it too powerful, too weak, etc? The PCs in my game are 10th level, and I'm thinking about having them dealing with 8-10 of these creatures. By the way, this is 3.5 compliant. Thanks.</p><p></p><p>Sith’taal</p><p>Medium-sized Fey</p><p>Hit Dice: 6d6+12 (33 hp)</p><p>Initiative: +9 </p><p>Speed: 30 ft.</p><p>AC: 19 (+5 Dex, +4 natural)</p><p>Base Attack/Grapple: +3/+3</p><p>Attack: Dagger +8 (1d4/19-20)), or tongue whip +8 (1d3 plus stun)</p><p>Full Attack: Dagger +8 (1d4/19-20)), or tongue whip +8 (1d3 plus stun)</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Sneak Attack (+3d6), tongue whip </p><p>Special Qualities: Spell-like abilities, dreaming, memory drain, SR 18, DR 5/iron</p><p>Saves: Fort +4, Ref +10, Will +7</p><p>Abilities: Str 10 Dex 20 Con 14 Int 16 Wis 14 Cha 16</p><p>Skills: Bluff + 12, Concentration +7, Disguise +12, Hide +16*, Jump +8, Knowledge (Arcana) +8, Listen +9, Move Silently +16*, Search +11, Sense Motive +9, Spot +10, Tumble +10</p><p>Feats: Weapon Finesse (dagger), Improved Initiative, Dodge*, Mobility</p><p>Climate/Terrain: Any</p><p>Organization: Pack (2-5), or group (7-12)</p><p>Challenge Rating: 6</p><p>Treasure: Half standard</p><p>Alignment: Always lawful evil</p><p>Advancement: By character class</p><p></p><p>The sith’taal (pl. Sith’taali) are an obscure type of fey who were corrupted by an arch-devil (likely Belial or Moloche). Before their fall, the sith’taal were faeries known for their powers over dreams and nightmares. They were largely in the Seelie court, although a rogue few were Unseelie. While capricious and sometimes spiteful towards mortals, they were seldom destructive or acted out of maliciousness.</p><p>That all changed after their entrapment by the arch-devil. The fiend used their own powers of dreaming against them, entrapping them in a nightmare world of lies, illusions, and treachery. The sith’taal were tormented for centuries before their will finally broke, and they became thralls to the arch-devil. Now, they roam the world, using their powers to corrupt and torment mortals, as well as for their own mysterious ends. In the rare cases a sith’taal encounters another faerie, a blood fight to the death invariably occurs. Most fey don’t acknowledge the sith’tall were ever faeries, instead remaining strangely silent about the whole matter.</p><p>A typical sith’taal is about six and a half feet tall, incredibly emaciated looking, and has sallow, pale skin the color of chalk. They have long wispy hair (usually white or silver, rarely black), and their eyes are a swirling ochre color. Their mouths appear to be overly large, and are filled with several rows of small, backward curving teeth and a 10’ long black tongue with a barb on the end. They all appear to be dressed in black form-fitting leather straps, but this in fact is the remains of their skin, which was flayed from their bodies during their torment.</p><p></p><p>Combat</p><p> The sith’taal prefer to avoid melee combat whenever possible, but when forced to defend themselves, they are capable fighters. The only occasion in which a sith’taal will attack is if they outnumber their victim 2 to 1, or if they feel they have a decided advantage over their quarry. Against those who have angered them, the sith’taal attack from ambush, attempting to first stun the victim, then use sneak attacks to carve him to pieces in a bloody frenzy.</p><p>Sneak Attack (Ex): All sith’tall have a sneak attack ability as a rogue equal to their level (+3d6).</p><p>Tongue Whip (Ex): As a partial action, a sith’taal may make a ranged attack within 10’ with their tongue. If the attack hits, the victim must make a DC 16 Fort save, or be stunned for 2 rounds. </p><p>Spell-like Abilites (Su): All sith’taal have the following spell-like abilities: at will- change self, silent image, ventriloquism; 3x/day- major image, blur, haste.</p><p>Dreaming (Su): Groups of two or more sith’taal have the ability to control the thoughts and dreams of victims when they are asleep. In order to do this, the sith’taal must first have bitten a helpless victim on the back of the neck at the base of the skull and injected them with its saliva. The bit is painless and inflicts subdual damage, and the victim must immediately make a DC 15 Will save. Success means the victim is immune to that particular sith’taal’s venom. Failure means that the sith’taal has established a link with the victim’s mind that will last 2 months before needing to be re-established.</p><p> Once a link is established, the sith’taal can exert its influence on the victim anytime he is asleep. Usually the sith’taal in a single location form a mindlink with each other, then try to collectively influence the minds of the dreamers who are under their control. Each sith’taal can be linked to up to 20 people. In order to influence a victim’s dreams, the victim must make a Will save with a DC of 14, with a +2 DC modifier for each sith’taal that is linked at the time control is established. The more sleepers the group of sith’taal is linked to, the greater their ability to alter/shape reality.</p><p>If the sith’taal are linked to five or fewer dreamers, they can draw images from their dreamers minds to create a major image. If 5-10 dreamers are ensnared, they can create hallucinatory terrain and shadow conjuration spells 3x/night. If 11-30 sleepers are linked, they can use the follwing abilities 3x/night: minor creation, dream, and nightmare. If 31-50 sleepers are linked, the sith’taal can use the following powers 3/x night: greater creation, mirage arcana, and persistent image. If 30-80 dreamers are linked, they can use permanent image, programmed image, and shades each 3x/night. If 80-100 dreamers are linked, the sith’taal can use project image and simulacrum each 3x/night. Finally, if 101+ dreamers are linked, the sith’taal can keep the dreamers asleep indefinitely, and make reality match their desires within 2 miles of their current location. In this case, the sith’taal can create structures, creatures, people, and items that seem real, but have only 70% of their normal hit points. For all powers listed above, the sith’taal must be within 1 mile of their linked dreamers, and they can manifest the spells anywhere within 1 mile of their current location. In addition, as long as 2 or more sith’taal are together, once per minute they can use the scrying power on any point within their affected area, and are able to cast their spells within that area as if they were there.</p><p>Memory Drain (Su): After a night of dreams sent by the sith’taal, most dreamers wake up fatigued, and disoriented, with vague memories of troubling dreams. Every night a character is under the sith’taal’s dream influence, they must make a Will save, with a DC of 14, plus 2 for every sith’taal in the group. If the save is failed, the dreamer wakes up fatigued for the rest of the day (or until he can sleep 6 hours undisturbed), and will not have recovered any spells. In addition, he will not remember anything of his dreams except that they were disturbing. If the save is made, the victim remembers his dreams from the previous night as a confusing jumble of images. If the victim is able to compare dreams with another person under the sith’taal’s control, he will find they had very similar dreams.</p><p>Racial Bonuses: +6 bonus to Hide and Move Silently, darkvision 120’. Dodge is a bonus feat.</p><p>Immunities (Ex): Sith’taal are immune to sleep and charm effects. They also have cold and lightning resistance 10.</p><p>Vulnerabilities: Sith’taal are vulnerable to sunlight. If struck directly by sunlight or its equivalent, they take 1d6 damage per round, and suffer a –4 penalty to all actions and AC.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 1026437, member: 317"] Hello all, I just finished whipping up a new beastie for my game this weekend, and I wanted to get some feedback on it. Is it too powerful, too weak, etc? The PCs in my game are 10th level, and I'm thinking about having them dealing with 8-10 of these creatures. By the way, this is 3.5 compliant. Thanks. Sith’taal Medium-sized Fey Hit Dice: 6d6+12 (33 hp) Initiative: +9 Speed: 30 ft. AC: 19 (+5 Dex, +4 natural) Base Attack/Grapple: +3/+3 Attack: Dagger +8 (1d4/19-20)), or tongue whip +8 (1d3 plus stun) Full Attack: Dagger +8 (1d4/19-20)), or tongue whip +8 (1d3 plus stun) Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Sneak Attack (+3d6), tongue whip Special Qualities: Spell-like abilities, dreaming, memory drain, SR 18, DR 5/iron Saves: Fort +4, Ref +10, Will +7 Abilities: Str 10 Dex 20 Con 14 Int 16 Wis 14 Cha 16 Skills: Bluff + 12, Concentration +7, Disguise +12, Hide +16*, Jump +8, Knowledge (Arcana) +8, Listen +9, Move Silently +16*, Search +11, Sense Motive +9, Spot +10, Tumble +10 Feats: Weapon Finesse (dagger), Improved Initiative, Dodge*, Mobility Climate/Terrain: Any Organization: Pack (2-5), or group (7-12) Challenge Rating: 6 Treasure: Half standard Alignment: Always lawful evil Advancement: By character class The sith’taal (pl. Sith’taali) are an obscure type of fey who were corrupted by an arch-devil (likely Belial or Moloche). Before their fall, the sith’taal were faeries known for their powers over dreams and nightmares. They were largely in the Seelie court, although a rogue few were Unseelie. While capricious and sometimes spiteful towards mortals, they were seldom destructive or acted out of maliciousness. That all changed after their entrapment by the arch-devil. The fiend used their own powers of dreaming against them, entrapping them in a nightmare world of lies, illusions, and treachery. The sith’taal were tormented for centuries before their will finally broke, and they became thralls to the arch-devil. Now, they roam the world, using their powers to corrupt and torment mortals, as well as for their own mysterious ends. In the rare cases a sith’taal encounters another faerie, a blood fight to the death invariably occurs. Most fey don’t acknowledge the sith’tall were ever faeries, instead remaining strangely silent about the whole matter. A typical sith’taal is about six and a half feet tall, incredibly emaciated looking, and has sallow, pale skin the color of chalk. They have long wispy hair (usually white or silver, rarely black), and their eyes are a swirling ochre color. Their mouths appear to be overly large, and are filled with several rows of small, backward curving teeth and a 10’ long black tongue with a barb on the end. They all appear to be dressed in black form-fitting leather straps, but this in fact is the remains of their skin, which was flayed from their bodies during their torment. Combat The sith’taal prefer to avoid melee combat whenever possible, but when forced to defend themselves, they are capable fighters. The only occasion in which a sith’taal will attack is if they outnumber their victim 2 to 1, or if they feel they have a decided advantage over their quarry. Against those who have angered them, the sith’taal attack from ambush, attempting to first stun the victim, then use sneak attacks to carve him to pieces in a bloody frenzy. Sneak Attack (Ex): All sith’tall have a sneak attack ability as a rogue equal to their level (+3d6). Tongue Whip (Ex): As a partial action, a sith’taal may make a ranged attack within 10’ with their tongue. If the attack hits, the victim must make a DC 16 Fort save, or be stunned for 2 rounds. Spell-like Abilites (Su): All sith’taal have the following spell-like abilities: at will- change self, silent image, ventriloquism; 3x/day- major image, blur, haste. Dreaming (Su): Groups of two or more sith’taal have the ability to control the thoughts and dreams of victims when they are asleep. In order to do this, the sith’taal must first have bitten a helpless victim on the back of the neck at the base of the skull and injected them with its saliva. The bit is painless and inflicts subdual damage, and the victim must immediately make a DC 15 Will save. Success means the victim is immune to that particular sith’taal’s venom. Failure means that the sith’taal has established a link with the victim’s mind that will last 2 months before needing to be re-established. Once a link is established, the sith’taal can exert its influence on the victim anytime he is asleep. Usually the sith’taal in a single location form a mindlink with each other, then try to collectively influence the minds of the dreamers who are under their control. Each sith’taal can be linked to up to 20 people. In order to influence a victim’s dreams, the victim must make a Will save with a DC of 14, with a +2 DC modifier for each sith’taal that is linked at the time control is established. The more sleepers the group of sith’taal is linked to, the greater their ability to alter/shape reality. If the sith’taal are linked to five or fewer dreamers, they can draw images from their dreamers minds to create a major image. If 5-10 dreamers are ensnared, they can create hallucinatory terrain and shadow conjuration spells 3x/night. If 11-30 sleepers are linked, they can use the follwing abilities 3x/night: minor creation, dream, and nightmare. If 31-50 sleepers are linked, the sith’taal can use the following powers 3/x night: greater creation, mirage arcana, and persistent image. If 30-80 dreamers are linked, they can use permanent image, programmed image, and shades each 3x/night. If 80-100 dreamers are linked, the sith’taal can use project image and simulacrum each 3x/night. Finally, if 101+ dreamers are linked, the sith’taal can keep the dreamers asleep indefinitely, and make reality match their desires within 2 miles of their current location. In this case, the sith’taal can create structures, creatures, people, and items that seem real, but have only 70% of their normal hit points. For all powers listed above, the sith’taal must be within 1 mile of their linked dreamers, and they can manifest the spells anywhere within 1 mile of their current location. In addition, as long as 2 or more sith’taal are together, once per minute they can use the scrying power on any point within their affected area, and are able to cast their spells within that area as if they were there. Memory Drain (Su): After a night of dreams sent by the sith’taal, most dreamers wake up fatigued, and disoriented, with vague memories of troubling dreams. Every night a character is under the sith’taal’s dream influence, they must make a Will save, with a DC of 14, plus 2 for every sith’taal in the group. If the save is failed, the dreamer wakes up fatigued for the rest of the day (or until he can sleep 6 hours undisturbed), and will not have recovered any spells. In addition, he will not remember anything of his dreams except that they were disturbing. If the save is made, the victim remembers his dreams from the previous night as a confusing jumble of images. If the victim is able to compare dreams with another person under the sith’taal’s control, he will find they had very similar dreams. Racial Bonuses: +6 bonus to Hide and Move Silently, darkvision 120’. Dodge is a bonus feat. Immunities (Ex): Sith’taal are immune to sleep and charm effects. They also have cold and lightning resistance 10. Vulnerabilities: Sith’taal are vulnerable to sunlight. If struck directly by sunlight or its equivalent, they take 1d6 damage per round, and suffer a –4 penalty to all actions and AC. [/QUOTE]
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