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Chaos Fiend
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Large Outsider (Incorporeal, Chaotic, Extraplanar) |
Hit Dice: | 10d8+30 (75 hp) |
Initiative: | +8 (Dex, Improved Initiative) |
Speed: | Fly 50 ft. (perfect) |
AC: | 17 (-1 size, +4 Dex, +4 Cha), touch 17, flat-footed 13 |
Base Attack/Grapple: | +10/- |
Attack: | Incorporeal touch +14 melee (entropic touch) | Full Attack: | 2 incorporeal touch +14 melee (entropic touch) |
Space/Reach: | 10 ft./10 ft. |
Special Attacks: | Entropic Touch, Weapon Curse | Special Qualities: | Entropic Aura; Resistance to Acid, Cold and Fire 20; SR 20 (see below), DR 10/axiomatic (lawful); Fast Healing 2 |
Saves: | Fort 10, Ref 11, Will 9 |
Abilities: | Str -, Dex 18, Con 16, Int 12, Wis 14, Cha 18 |
Skills: | Bluff +17, Escape Artist +17, Hide +17, Intimidate +17, Listen +15, Search +14, Sense Motive +15, Spot +15, Tumble +17 | Feats: | Dodge, Improved Initiative, Mobility, Spring Attack |
Environment: | Roa or the Ever-Changing Chaos of Limbo |
Organization: | Solitary |
Challenge Rating: | 9 |
Treasure: | None |
Alignment: | Always Chaotic Neutral |
Advancement: | 15-30 (Huge); 31-45 (Gargantuan) |
Level Adjustment: | - |
- Appearance
- The Chaos Fiend is a dark and twisted being that originates from the plane of Limbo, but has ties to the Negative Material
plane of existence. It appears as a tortured and disjointed mass of darkness with flecks of twinkling colors within its shifting
mass. As it is incorporeal, objects can be seen through it, but they appear twisted as if a reflection in some carnival mirror.
It's presence warps corporeal space, causing people to forget things or become confused, twisting the landscape and
corrupting magic that is invoked nearby.
- Combat
- When attacking, the Chaos Fiend sweeps through the air, striking out with its Entropic Touch. Chaos Fiends do not spend
much time in combat before moving on to other things, just enough time to inflict several of it's attacks.
Entropic Aura (Su): The Chaos Fiend continuously projects a powerful aura of
chaos about itself. It cannot turn off this ability. Creatures that enter within 60 ft. must make Will checks (DC 14) or forget
what they were doing for the last 10 minutes. Creatures within 30 ft. are no longer susceptible to the creature's forget
effects, but must make a Will check (DC 18) or become subject to effects similar to a confusion spell. Any creature
that enters within 10 ft. of a Chaos Fiend takes 1d2 points of damage without save, each round that they remain in this
proximity. Creatures who save successfully against the forget and confusion aspects of the aura cannot
be harmed again by the fiend's aura for 24 hours.
Entropic Touch (Su): This attack causes a variety of effects as detailed below.
Spell effects of the Chaos Fiend function at a caster level equal to the Chaos Fiends Hit Dice. Roll 1d8 to determine the
effect of a given Entropic Touch attack.
Roll (1d8) | |
Entropic Touch Result |
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1 2 3 4 5 6 7 8 | |
Confusion (as spell). Will negates, DC 18
Energy drain of 1d8 hit points. No save.
Fear (as spell). Will negates, DC 18.
Ray of Enfeeblement. Fortitude Negates, DC 17.
Feeblemind (as spell). Will negates, DC 19.
Energy drain of 1d4 points of Wisdom.
Entropic Curse (see below). Fortitude negates, DC 20.
Random Action (as spell). Will negates, DC 17.
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- Entropic Curse (Su): This magical curse causes its target to
rapidly degenerate. When the target experiences mundane healing they lose hit points rather than gain them.
This loss is equal to the quantity of hit points that would normally have been healed. The curse lasts until a remove curse
by a 10th level priest is received, or until the death of the afflicted, at which point they become a shadow on the following
round. This curse has no effect on magical healing.
Weapon Curse (Su): Weapons striking the Chaos Fiend must succeed a Fortitude
save (use their wielder's save as an attended object) or suffer from the Chaos Fiend's weapon curse. Affected
weapons have a 20% chance of blinking into or out of corporeal solidity each round for 1d6+4 rounds. Incorporeal weapons
pass from the grasp of their bearer's hand and remain floating where they became incorporeal until they again become
solid, at which point they fall to the ground.
Spell Resistance (Ex): A Chaos Fiend has SR 21. Spells which fail to penetrate the
this special spell resistance either (50%) rebound upon the spell caster or (50%) rebound on a random target within 30 feet
of the Chaos Fiend.
Fast Healing (Ex): Chaos Fiends are sustained by elements of chance that take
place around them. While engaged in combat or other activities that involve many opportunities for chance, a Chaos Fiend
heals 2 hit points of damage per round. Alternatively, 1d4 hit points may be healed at the option of the Dungeon Master.
- Habitat/Society
- When on the Prime, Chaos Fiends seek centers of civilization to wreck their Entropic Aura upon. They are never
found together and do not work in concert as the effects of their presence are not cumulative and one Chaos Fiend
cannot feed off the chaos produced by another. Though intelligent, the creature's mind is so alien that communication
with one has so far proved impossible.
- Ecology
- Chaos Fiends feed off of the chaos which they cause. Capture of the creatures essence is possible by magical means
and is known to be useful in the empowerment of spells which deal with chaos. Upon being slain, the Chaos Fiend fades
away to nothingness, it's essence returning to the planes of Limbo.
- History
- Chaos Fiends, and a multitude of other evil and world destroying beasts, are said to have been imprisoned when the
legendary Brother's Khan forged the world from the Age of Chaos. Recently though there have been sightings of these
creatures once again.
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