Thodic (LN Outsider)

robjh

First Post
I needed a summonable CR 5 LN creature, so I came up with this being of pure order. It's roughly comparable to a Troll, I think. :)

Thodic
Medium Outsider (Lawful)
Hit Dice: 6d8+6 (33 hp)
Initiative: +1
Speed: fly 50 ft. (perfect) (10 squares)
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +6/+7
Attack: Slam +7 melee (1d4+1) or stasis ray +7 ranged touch (2d6 stasis)
Full Attack: Slam +7 melee (1d4+1) or stasis ray +7 ranged touch (2d6 stasis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stasis ray
Special Qualities: Blindsight 120 ft., spell-like abilities, regeneration 4, telepathy 100 ft., immunities
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12
Skills: Diplomacy +7, Intimidation +4, Knowledge (any two) +10, Knowledge (any two) +7, Knowledge (any two) +4, Move Silently +7, Listen +10, Search +6, Sense Motive +7, Spot +10
Feats: Great Fortitude, Iron Will, Lightning Reflexes
Environment: Any lawful neutral plane
Organization: Solitary, team (2-4), or squad (6-10)
Challenge Rating: 5
Treasure: None
Alignment: Always lawful neutral
Advancement: 7-12 HD (Medium)
Level Adjustment: --

Having the form of a perfect, symmetrical geometric shape, these odd beings are the very embodiment of order. Their facets are featureless and have the same hue on each side, although no two thodics will ever possess exactly the same size and color. They can also appear in one of several different simple geometric shapes.

Thodics sense the world about them in shades of order and chaos, with stability and perfection of form being a brilliant white, while disorder and unpredictability produce a sinister blackness. Between these extremes lies every combination of hue and shade of order and chaos, and it is from this perspective that the thodic draw their viewpoint on reality.

The body of the thodic is a perfect arrangement of form and function, with each piece performing its required function in ideal harmony with the remainder. The order that they embody rejects disruption to this precise functioning, and it will quickly repair any inflicted damage. Only the powers of chaos possess the means to disable or destroy a thodic through physical damage.

The thodic are the bitter enemies of chaos, and will relentlessly attack those who do not embrace the precepts of order and perfection. As axiomatic beings, they are uncreative, predictable, and stable. They dislike change, unless it is to bring more order into the world. But they accept the need for action and initiative in order to usurp those who spread lawlessness and anarchy.

Combat

The tactics of a thodic are unimaginative and predictable, with the creature cautiously weighing the threats and producing a fight or flight decision. It prefers to fight from a distance, using its ray of stasis to disrupt and disable its enemies. A thodic will attack the most powerful chaotic enemy first, then deal with lesser threats when the first is eliminated.

Spell-Like Abilities: At will--detect chaos, mage hand, open/close. 3/day--protection from chaos. Caster level 6th.

Stasis Ray (Su): Once per round, a thodic can deliver a beam of pure order to a single opponent within 30 feet, dealing 2d6 points of lawful-aligned damage (Reflex DC 14 half). If the target is non-lawful in alignment, then it must also succeed on a DC 14 Fortitude save or be paralyzed for a number of rounds equal to the damage inflicted. The save DCs are Constitution-based.

Regeneration (Ex): Chaos magic and effects deal double normal damage to a thodic.

Immunities (Ex): A thodic is immune to confusion, sleep effects, paralysis, and any mind-affecting effects that alter emotions.

Telepathy (Ex): A thodic can communicate telepathically with any intelligent, lawful-aligned creature within 100 feet.

Skills: Thodic have a +4 racial bonus on Listen and Spot checks.

Advancement

In addition to the standard changes due to Hit Dice advancement, thodic also gain the following special benefits.

  • The caster level of the spell-like abilities is equal to the Hit Dice.
  • The save DC of the stasis ray is equal to 10 + 1/2 HD + Constitution modifier.
  • 7-10 HD -- Natural armor improves to +9
  • 8+ HD -- Add 3/day--dimension door to spell-like abilities.
  • 9+ HD -- Range of stasis ray increases to 50 ft.
  • 10+ HD -- Add 1/day--order's wrath to spell-like abilities.
  • 11+ HD -- Natural armor improves to +10.
  • 12+ HD -- Add 1/day--telekinesis to spell-like abilities.
 

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I really like the concept of additional abilities for advanced thodics. It reminds me of the seperate, augmented stats for rakshasa rajas or lizard kings or whatever in 2e. And that's a good thing. And the double normal damage from chaos spells is not only flavorful, but it balances the rarity of chaos effects with potency. And this is a low-level opponent who can keep coming back...

Demiurge out.
 


demiurge1138 said:
I really like the concept of additional abilities for advanced thodics. It reminds me of the seperate, augmented stats for rakshasa rajas or lizard kings or whatever in 2e. And that's a good thing. And the double normal damage from chaos spells is not only flavorful, but it balances the rarity of chaos effects with potency. And this is a low-level opponent who can keep coming back....

Thanks. Yes the advancement scheme is something that I started doing with the last BoBeasts to give the advanced monsters more of a unique flavor. (Plus it's a greater incentive to use the advanced monsters, rather than just using higher CR monsters.) I'm almost tempted to do the same for some of the SRD monsters, it might make an amusing article.

Yes the advancement scheme would make the advanced monster have a higher CR than normal, although I haven't worked out a formula for it. :)
 


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