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Visage 3.5
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<blockquote data-quote="Psychotic Jim" data-source="post: 1224834" data-attributes="member: 547"><p>Here's a 3.5 update of my conversion of the visage monster from <em>Dead Gods.</em></p><p>Visage</p><p>Medium Size Undead (Extraplanar, Tanar’ri)</p><p>Hit Dice: 6d12 (39 hp)</p><p>Initiative: +2</p><p>Speed: Fly 40 feet (perfect)</p><p>Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18</p><p>Base Attack/Grapple: +3/+6</p><p>Attack: Claw +6 melee (1d8+3)</p><p>Full Attack: 2 claws +6 melee (1d8+3)</p><p>Space\Reach: 5 ft/5ft</p><p>Special Attacks: Lucidity Control, Domination, Assume identity</p><p>Special Qualities: Damage Reduction 10/magic, SR 16, Turning Resistance +6, Elasticity, Immunities, Undead</p><p>Saves: Fort +2, Ref +4, Will+7</p><p>Skills: Bluff +12, Concentration +10, Diplomacy +9, Disguise +10 (+12 to act in character), Knowledge (any one)+6, Hide+10, Intimidate +7, Listen +6, Move Silently +10, Sense Motive +9, Spot +6, Survival +9</p><p>Feats: Alertness, Fly-by Attack, Track (B), Weapon focus (claws)</p><p>Abilities: Str 16, Dex 14, Con -, Int 14, Wis 15, Cha 20</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary or small group (1d6)</p><p>Challenge Rating: 6</p><p>Treasure: Standard</p><p>Alignment: Always Chaotic Evil</p><p>Advancement: By character class</p><p>Level Adjustment: --</p><p> Visages are undead tanar’ri, fiendish demons brought back to life by their horrible lord now known as Tenebrous. The former demon lord created them to be his eyes and ears, to infiltrate society and do his dirty will. Visages have the power to literally warp a poor berk’s senses anyway they please, often turning the sod’s mind inside out. Visages is a master of illusion and deception, and they serve Tenebrous well. They are powered by a link to their Lord, not to the Negative Material Plane, so they maybe encountered anywhere.</p><p> A visage in its natural form appears to be a creature composed of wispy, dark shadow stuff, with ghastly white masks for heads and no legs. However, a person seeing the visage’s natural form will most likely be killed in order for the Visage to assume his identity and place in society.</p><p></p><p>Combat</p><p> Visages almost never fight in a straight-up combat. Using their illusion powers, they break down a foe’s mind, driving him to the point that he cannot trust his own senses. Then the visage makes good its attack, using hit-and-run, guerilla-war tactics.</p><p> Lucidity Control (Su): The visage employs a most unique and most lethal power called lucidity control. With this power, a visage can reach into the mind of any poor soul it sees and take total and utter control of what the person perceives. There is no initial saving throw against this power, but if a victim thinks he senses are being manipulated, he is allowed a Will Save (DC 18) to break the hold of the visage on him. This is why visages are subtle and tricky in their efforts of deception. The victim must continue to make the save each round to remain in control of his senses. Extremely lawful creatures, like modrons or even rogue modrons, are immune to this power, as is creatures immune to illusions. A true seeing spell will negate the effect of the lucidity control too. The save DC is Charisma-based</p><p> Domination (Sp): Once per day, a visage may dominate one victim (as in the Dominate Person spell) as a 12th level caster. It cannot use its Lucidity Control power while dominating a victim, so visages sometimes travel in small packs to make the most use of their powers. The save DC is Charisma-based</p><p> Assume Identity (Su): A visage may steal the identity, the very soul essence of a person it kills. It temporarily gets his skills, languages, and feats, but not hit points, attack bonus, or other class features or ability scores. On the outside, a visage who took the likeness of a victim appears to be exactly alike the unfortunate soul. The visage has taken his soul, so there is also no way to bring the victim back from the dead. The sod can’t be reincarnated or become a petitioner either. This fate can only be avoided unless the visage that stole his essence is slain within one day. If the fiend keeps the victim’s identity for more than that time period, or the visage gives up its victims identity to assume another one, the victim’s soul is permanently destroyed with no hope of the person coming back to life, or the afterlife for that matter. A visage assuming a stolen identity can still make use of its Domination and Lucidity Control powers</p><p> Elasticity (Ex): Although it appears incorporeal, the visage is actually fully material. However, it can fold itself to fit into tiny places that normal humans could not fit in.</p><p>Immunities: A visage is immune to cold and holy water.</p><p> Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p><p></p><p>The visage first appeared in the 2E Planescape adventure Dead Gods (1997).</p><p></p><p>Edit: A few minor fixes and addition to the skills to make note of the synergy bonuses.</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 1224834, member: 547"] Here's a 3.5 update of my conversion of the visage monster from [I]Dead Gods.[/I] Visage Medium Size Undead (Extraplanar, Tanar’ri) Hit Dice: 6d12 (39 hp) Initiative: +2 Speed: Fly 40 feet (perfect) Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18 Base Attack/Grapple: +3/+6 Attack: Claw +6 melee (1d8+3) Full Attack: 2 claws +6 melee (1d8+3) Space\Reach: 5 ft/5ft Special Attacks: Lucidity Control, Domination, Assume identity Special Qualities: Damage Reduction 10/magic, SR 16, Turning Resistance +6, Elasticity, Immunities, Undead Saves: Fort +2, Ref +4, Will+7 Skills: Bluff +12, Concentration +10, Diplomacy +9, Disguise +10 (+12 to act in character), Knowledge (any one)+6, Hide+10, Intimidate +7, Listen +6, Move Silently +10, Sense Motive +9, Spot +6, Survival +9 Feats: Alertness, Fly-by Attack, Track (B), Weapon focus (claws) Abilities: Str 16, Dex 14, Con -, Int 14, Wis 15, Cha 20 Climate/Terrain: Any land and underground Organization: Solitary or small group (1d6) Challenge Rating: 6 Treasure: Standard Alignment: Always Chaotic Evil Advancement: By character class Level Adjustment: -- Visages are undead tanar’ri, fiendish demons brought back to life by their horrible lord now known as Tenebrous. The former demon lord created them to be his eyes and ears, to infiltrate society and do his dirty will. Visages have the power to literally warp a poor berk’s senses anyway they please, often turning the sod’s mind inside out. Visages is a master of illusion and deception, and they serve Tenebrous well. They are powered by a link to their Lord, not to the Negative Material Plane, so they maybe encountered anywhere. A visage in its natural form appears to be a creature composed of wispy, dark shadow stuff, with ghastly white masks for heads and no legs. However, a person seeing the visage’s natural form will most likely be killed in order for the Visage to assume his identity and place in society. Combat Visages almost never fight in a straight-up combat. Using their illusion powers, they break down a foe’s mind, driving him to the point that he cannot trust his own senses. Then the visage makes good its attack, using hit-and-run, guerilla-war tactics. Lucidity Control (Su): The visage employs a most unique and most lethal power called lucidity control. With this power, a visage can reach into the mind of any poor soul it sees and take total and utter control of what the person perceives. There is no initial saving throw against this power, but if a victim thinks he senses are being manipulated, he is allowed a Will Save (DC 18) to break the hold of the visage on him. This is why visages are subtle and tricky in their efforts of deception. The victim must continue to make the save each round to remain in control of his senses. Extremely lawful creatures, like modrons or even rogue modrons, are immune to this power, as is creatures immune to illusions. A true seeing spell will negate the effect of the lucidity control too. The save DC is Charisma-based Domination (Sp): Once per day, a visage may dominate one victim (as in the Dominate Person spell) as a 12th level caster. It cannot use its Lucidity Control power while dominating a victim, so visages sometimes travel in small packs to make the most use of their powers. The save DC is Charisma-based Assume Identity (Su): A visage may steal the identity, the very soul essence of a person it kills. It temporarily gets his skills, languages, and feats, but not hit points, attack bonus, or other class features or ability scores. On the outside, a visage who took the likeness of a victim appears to be exactly alike the unfortunate soul. The visage has taken his soul, so there is also no way to bring the victim back from the dead. The sod can’t be reincarnated or become a petitioner either. This fate can only be avoided unless the visage that stole his essence is slain within one day. If the fiend keeps the victim’s identity for more than that time period, or the visage gives up its victims identity to assume another one, the victim’s soul is permanently destroyed with no hope of the person coming back to life, or the afterlife for that matter. A visage assuming a stolen identity can still make use of its Domination and Lucidity Control powers Elasticity (Ex): Although it appears incorporeal, the visage is actually fully material. However, it can fold itself to fit into tiny places that normal humans could not fit in. Immunities: A visage is immune to cold and holy water. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. The visage first appeared in the 2E Planescape adventure Dead Gods (1997). Edit: A few minor fixes and addition to the skills to make note of the synergy bonuses. [/QUOTE]
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