Typical Nanaeel

( this is just one possible representation using D&D 3.5 )

Nanaeel CR 20ish (this statblock is incomplete)
Usually N Small Outsider (extraplanar);
Init +10; Senses darkvision 1,000 ft., superior low-light vision,
    blindsight 500 ft., All-Around Vision, tremorsense 500 ft.,
    true seeing, Farsight, Listen +9, Spot +13;
Languages Common, Undercommon, Abyssal,
    Celestial, Infernal; telepathy 1,000 ft.

AC 17, touch 16, flat-footed 17
    (+1 size, +1 natural armor, +5 mental);
hp 420 (30d8+180);
Fort +20, Ref +20, Will +20; SR 32 DR 20/magic, 10/epic, 10/adamantine;
Defensive Abilities Maximized Hit Points, Fast Healing 15,
    Regeneration 1, Prescient Sense, Mettle, Uncanny Dodge,
Immune death by massive damage, involuntary mind-affecting effects
    ability damage, ability drain, energy drain, involuntary polymorph effects,
    petrification, form-altering attacks, death effects, paralysis, sleep,
    stunning, blindness, deafness, sickness, nausea, fatigue, exhaustion,
    critical hits; Resist acid 10, cold 20, electricity 10, fire 20;

Speed 10 ft., climb 10 ft., swim 20 ft.
Typical Full Melee unarmed strikes +36/+31/+26/+21 (2d4+7)
Space 5 ft.; Reach 5 ft.;
Base Atk +30; Grp +36;
Special Attacks Improved Grab, Pounce, Nethuamamagos Apothesis
Extraordinary Abilities (effective CL 20th, see text)
    Constant—amorphous form, nondetection, true seeing;

Str 20, Dex 10, Con 20, Int 20, Wis 20, Cha 20
Weapon Group Proficiencies Basic and any five groups
Feats any 7 for which it qualifies
Epic Feats any 4 for which it qualifies
Bonus Feats Mindsight, Naturalized Denizen, Darkstalker, Insightful Reflexes,
    Improved Initiative, Power Attack, Brutal Throw, Improved Toughness,
    Run, Distant Charge, Alertness, Divine Denial, Quick Reconnoiter,
    Improved Unarmed Strike, Beast Strike, Blind-Fight, Superior Unarmed Strike,
    Versatile Unarmed Strike, Hammer Fist, Mind Over Body, Combat Reflexes,
    Combat Expertise, Improved Combat Expertise, Allied Defense,
Skills 429 total skill points, 33 maximum ranks in any one class skill
Skill Modifiers +8 Climb, +4 Hide, +4 Search, +4 Spot, +8 Swim
SQ Amphibious, Bend Light, Mind over Matter, Planar Body,
    Perfect Mutli-Weapon Fighting, Summon Nanaeel
Advancement 31+ HD (small)

A nanaeel's natural attacks are considered epic adamantine weapons for the purpose of overcoming damage reduction. Each of a nanaeel's mental ability scores equals 5 plus 1/2 its racial HD (rounded down).
AC Bonus (Ex): A nanaeel may add its highest mental ability bonus to Armor Class, so long as it is unencumbered and wearing light or no armor. This bonus to AC applies even against touch attacks or when it is flat-footed. However, it loses this bonus when it is immobilized or helpless. This bonus applies to the host's AC as well.
Amphibious (Ex): A nanaeel breathes and operates just as well underwater, be it in fresh or salt water, as it does on land.
All-Around Vision (Ex): A nanaeel cannot be flanked, and both gain a +4 bonus on Search and Spot checks.  However, it suffers a -4 penalty to saves against gaze attacks.
Bend Light (Ex): A nanaeel can naturally render itself invisible (or visible again) at will as a free or immediate action, although a true seeing effect enables a creature to perceive it normally.
Extraordinary Abilities (Ex): As a free or immediate action, a nanaeel may toggle any number of these abilities.
Extraordinary Damage Reduction (Su): A nanaeel gains damage reduction 5/adamantine, increased by an amount equal to its constitution bonus (if any).
Supernatural Damage Reduction (Su): A nanaeel's damage reduction value overcome by magic weapons equals 1/2 its Hit Dice (rounded down) plus its highest mental ability modifier, while its damage reduction value overcome by epic weapons, equals half that amount (rounded down).
Energy Resistances (Ex): A nanaeel's cold and fire resistance both equal 1/2 its Hit Dice (rounded down) plus its constitution modifier, while its acid and electricity resistance both equal half that amount (rounded down).
Farsight (Ex): Nanaeel have great visual acuity. They suffer only half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet). In addition, they take only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2).
Fast Healing and Regeneration (Ex): A nanaeel suffers lethal damage from at least two types of hit point damage, unique to each nanaeel. A nanaeel's Fasting Healing equals 1/3 its Hit Dice (rounded down) plus its constitution modifier.
Improved Grab (Ex): A nanaeel that strikes a creature with an unarmed strike, may automatically initiate a grapple with that creature without provoking an attack of opportunity.
Mind Over Matter (Ex): A nanaeel may add its highest mental ability bonus to Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump. A nanaeel may choose to apply this bonus to the checks made by its host as well.
Nathuamamagos Apothesis (Ex): A nanaeel may merge with one other willing living corporeal creature as if by means of the fusion power, into what is called a nethuamamagos, with the following exceptions and traits:
  • The other creature may be of any type and size.
  • Its type becomes outsider and all subtypes are pooled.
  • Its size becomes that of the largest component creature.
  • The extraordinary movement speeds of both component creatures are combined.
  • The physical ability scores of both component creatures are combined.
  • The extraordinary natural armor bonus of both component creatures are combined.
  • Its natural armor bonus increases by an amount equal to 1/3 its Hit Dice (rounded down).
  • The extraordinary energy resistances of both component creatures are combined.
  • If it can jump, it gains a racial bonus on Jump checks equal to its Hit Dice.
    As a free or immediate action, a nethuamamagos may toggle any number of the following as constant extraordinary abilities: air walk, false gravity and water walk. (CL equals HD).
    As a standard action, a nethuamamagos may use one of the following as a supernatural ability: dream travel, etherealness, fire shield, greater teleport, plane shift or shadow walk. It must wait 1d4 rounds after using one of these abilities, before it can use another. (CL equals HD)
    As a full-round action that doesn't provoke attacks of opportunity, a nethuamamagos may assume (or dismiss) its protomorphic form. In this form, its extraordinary movement speeds all drop to 10 feet, it suffers penalties consistent with being exhausted, and it loses all of its normal extremities and natural weapons.
    A nethuamamagos in protomorphic form, gains a number of tentacles equal to 10 plus 1/3 its Hit Dice (rounded down). These tentacles grant the nethuamamagos concealment and increase its natural armor bonus to AC by an amount equal to the number of tentacles. It also gains an amount of acid, cold, electricity, fire and sonic resistance equal to the same amount, which stacks with all existing energy resistances. Each tentacle may be used to make a secondary natural attack that deals 1d4 damage (at small size) plus 1/2 its strength bonus.
    A nethuamamagos that spends 1 minute in this protomorphic form, may gain the effect of an aspect word (one at a time) as a free action. An aspect word persists while the nethuamamagos retains its protomorphic form, and lasts for a number of minutes after that, equal to its constitution score. An aspect word advances the size category of the nethuamamagos by one, and grants it one of the following options:
  • The "LASDI" aspect word doubles its extraordinary movement speeds, and enables it to use time stop as a supernatural ability once per minute with an effective caster level equal to its Hit Dice.
  • The "NAEL" aspect word allows it to use call weaponry as a supernatural ability with an effective manifester level equal to its HD. The weapon called is made of adamantine, gains abilities with a combined ability bonus of +5 and persists until the ability is used again, or the aspect word ends.
  • The "LEVITHMOG" aspect word increases the presence of a nethuamamagos, such that all other allies within 120 feet that can see and hear it, gain a +8 morale bonus to the ability score they depend on most to determine the extent of their abilities. This is an extraordinary mind-affecting morale effect.
    As a free or immediate action, a nethuamamagos with 2 or more hit points remaining may split back into its component creatures, ending all associated effects and splitting the remaining hit points between the two component creatures as it sees fit, so long as no single creature is left with fewer than 1 hit point.
Planar Body (Ex): A nanaeel's natural armor is effective against incorporeal and ethereal creatures. A nanaeel can strike incorporeal and ethereal creatures with its unarmed strikes and natural weapons normally without miss chance, and can even grapple them. An incorporeal creature cannot pass through a nanaeel.
Prescient Sense (Ex): Whenever a nanaeel makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a red dragon’s fiery breath or a fireball spell), it instead takes no damage. This form of evasion works regardless of encumbrance or armor worn.
Senses (Ex): A nanaeel's darkvision has a range measured in feet, equal to 100 plus 30 times its Hit Dice. It also possesses blindsight and tremorsense out to half that range.
Summon Nanaeel (Sp): A nanaeel can summon another willing nanaeel with no more Hit Dice than its own, as a standard action once per day. A nanaeel summoned in this manner can not use this spell-like ability while so summoned, and returns whence it came after 1 hour, or sooner if slain. This spell-like ability is the equivalent of a 5th level spell.
Telepathy (Ex): A nanaeel can communicate telepathically with any creature within a number of feet, equal to 100 plus 20 times its Hit Dice, plus 60 times its highest mental ability modifier.

The caster level for its spell-like abilities equals its CR. Its spell resistance equals its CR plus 12.


Regeneration (epic lawful weapons, negative energy damage)
Additional Nethuamamagos Spell-like Abilities
    Constant—blood wind;

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