Fel Minion Spell

The following spell is an attempt to mimic the minions a Warlock from World of Warcraft can summon. If used in tandem with the Fel Sorcerer substitution levels presented last July, the ability damage is minimized, and then refunded in the case of when the minion is dismissed.

Some choices for the following minion's spell-like abilities, are based on how World of Warcraft behaves with regards to certain options that suddenly open up within the scope of a D&D game.  For instance, to mimic the lack of threat that a non-attacking minion poses in WoW, there's the sanctuary spell-like ability for when the minions remain close enough to you.  Certain other abilities were added so that some minions can travel in D&D's civilized areas without drawing too much attention, as they can in WoW cities of your faction. Minions don't drown when kept underwater in World of Warcraft, so there's a D&D effect (deep breath) for that as well.

As far as the actual named WoW abilities go for instance, for an imp's Singe Magic, I've given their "felspark" counterpart resurgence, which grants one creature they touch an additional save against one ongoing magical effect currently effecting them. They also have the momentary freedom effect to simulate their Flee ability.  The Evasion simulates a minion's Avoidance ability.

While none of these minions have spell resistance, they do have mystic aegis as a spell-like ability to gain spell resistance as an immediate action against one incoming spell or effect.  Their extravagant array of senses is due to the fact that in World of Warcraft, other than stealth, there are very few ways of hiding one's approach. But like anything else I create, I'm open to changing it if it proves problematic in actual play.

FEL MINION
Conjuration (Calling) [Evil]
Level: Fel 4
Components: V, S, Corrupt
Casting Time: 3 rounds
Range: Close (25 ft. + 5 ft./level)
Effect: One called creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

If this spell is cast from a sorcerer spell slot, you may call a creature from the lower planes and bind it to your will to serve as your fel minion, to the best of its ability. You may call a felsteed, felspark, voidguard, felworg or deadly desire (all detailed below) to serve as your fel minion.
    When you finish casting this spell, your fel minion immediately appears where you designate within a range and may act immediately when it does so.  Each time a fel minion is called in this manner, it appears in full health and capacity. If your fel minion dies or your fel minion is successfully forced back to its home plane, it disappears along with any gear it first arrived with, and you may not call another fel minion by any means for 5 minutes. If you die, your fel minion disappears in the same manner, except you can call another as soon as you are able if somehow revived or resurrected.
    You may have only fel minion actively serving you at any one time. Whenever you successfully call a new fel minion into your service by any means, your previous fel minion immediately disappears (as if dismissed) to wherever it was when first called, along with any gear it first arrived with. Alternatively, you may dismiss your fel minion as a free action, in which case it disappears in the same manner.  The act of dismissing a fel minion restores 1 point of any ability damage to your Wisdom score.

Any creature gains the following abilities while serving as your fel minion:
  • For the purpose of effects and abilities related to number of Hit Dice, your fel minion may use your total HD or its own normal HD total, whichever is higher.
  • Your fel minion has a maximum hit point total equal to your own (not including temporary hit points), regardless of its actual Hit Dice.
  • Your fel minion's base attack bonus equals its effective Hit Dice.
  • Each of your fel minion's base saves equals 2 + 1/2 its effective Hit Dice (rounded down).
  • For each skill, your fel minion may use its own ranks or your own ranks, whichever are greater. In either case, the fel minion uses its own ability modifiers.
  • For each spell-like ability that imposes a saving throw, your fel minion may use your ability modifier or its own, to determine the save DC, whichever is better.
  • Your fel minion's spell-like abilities are cast with a caster level equal to your caster level.
  • Fel Grace (Su): Your fel minion gains a profane bonus to AC equal to 1/3 of its effective Hit Dice (rounded down).
  • Spell Link (Su): Whenever the you cast a spell from a sorcerer spell slot with a range of touch, you may unerringly target only your fel minion and/or its possessions as if the spell had range of Close (25 ft. + 5 ft./level).
  • Telepathic Link (Su): You and your fel minion may communicate with one another via telepathy over a distance of 1 mile.
  • Passive Mode (Su): Whenever your fel minion is within 150 ft. of you, it may use sanctuary on itself as a spell-like ability, usable at will, with a caster level equal to your caster level. This effect ends prematurely if the distance between you and your fel minion ever exceeds 150 ft.
  • Soul Link (Su): Half of all hit point damage you suffer (rounded up), is transferred to your fel minion instead, but only while you are within 150 ft. of one another. You may suspend or reinstate this ability as an immediate or free action on your part.
A felsteed gains the following ability while serving as your fel minion:
  • Flight (Su): Your fel minion's fly speed improves by 10 ft. per caster level. (maximum +200 ft.)
A felspark gains the following ability while serving as your fel minion:
  • Bloodpact (Su): You and your allies gain a +2 profane bonus to Constitution while within 150 ft. of your fel minion.
A voidguard gains the following abilities while serving as your fel minion:
  • +4 bonus to Will saves.
  • +4 turn resistance.
Corruption Cost: 1d12 points of Wisdom damage.

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NEW MONSTERS
Note: Constant spell-like abilities may only affect the creature possessing them, and remain active indefinitely until dismissed or dispelled. If dismissed or dispelled, each one can be reactivated as a swift action.

FELSPARK CR 4
NE Diminutive outsider (evil, extraplanar)
Init +8; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft. low-light vision, 
    detect magic, see invisibility, See in darkness; Listen +10, Spot +10

DEFENSE
AC 23, touch 22, flat-footed 23 (+4 size, +8 Dex, +1 natural)
hp 18 (4d8)
Fort +4, Ref +12, Will +6
DR 5/magic; Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune poison; Resist acid 5, cold 5, electricity 5, fire 15, sonic 5, force 5

OFFENSE
Speed 15 ft., fly 50 ft. (perfect), swim 10 ft.
Melee 2 claws +16 (1d2-2)
Melee/Ranged searing orb +16 touch (1d3+4 searing fire) or
     searing orbs +14/+14 touch (1d3+4 searing fire)
Space 1 ft.; Reach 0 ft.
Special Attacks Searing Orbs, Sneak Attack +1d6, Skirmish +1d6
Spell-Like Abilities (CL 6th)
    Constant—accelerated movement, deep breath, detect magic,
        pass without trace, remove scent, see invisibility, undetectable alignment
    At will—faerie fire, mystic aegis, mystic surge (fire spells only),
        nerveskitter, resurgence
    1/minute—momentary freedom

STATISTICS
Str 7, Dex 26, Con 10, Int 13, Wis 15, Cha 15
Base Atk +4
Feats Flyby Attack, Two-Weapon Fighting
Bonus Feats Agile Athlete, Darkstalker, Tactile Trapsmith, Weapon Finesse,
Skills Balance +13, Bluff +7, Climb +8, Concentration +14, Diplomacy +6,
    Disable Device +9, Escape Artist +13, Hide +31, Intimidate +4,  Jump +12,
    Knowledge (any six) +2 each, Listen +10, Move Silently +18, Search +13,
    Spellcraft +4, Spot +10, Sense Motive +7, Sleight of Hand +12,
    Survival +6 (+8 following tracks), Tumble +17
Racial Modifiers +8 Concentration, +4 Escape Artist, +4 Hide, +4 Jump
    +2 Listen, +4 Move Silently, +4 Sleight of Hand, +2 Spot, +8 Tumble, +4 Survival
Synergy +2 Intimidate, +4 Diplomacy, +2 Disguise (when acting)
Languages Abyssal, Infernal, Common, Undercommon; telepathy 150 ft.

SPECIAL ABILITIES
A felspark’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Searing Orbs (Su): As an immediate or free action while in its true form, a felspark can fill one or both of its hands with a ball of white flame. It may hold up to two orbs at one time, and use them as light weapons to make melee touch attacks. Alternatively, it can use them to make ranged touch attacks within 150 ft., generating new orbs as often as it can attack using two hands. Each orb deals searing fire damage equal to 1d3 + the felspark's Hit Dice, dealing double damage on a critical hit.
    This a supernatural evocation [fire] effect that works normally underwater and extends into the ethereal plane. Searing orbs give off light like a torch, and they last until dismissed as a free action or they strike a surface after being released. A felspark cannot be harmed by its own searing orbs.

NEW SPELL:
MOMENTARY FREEDOM
Abjuration
Level: Asn 3, Brd 3, Pal 3, Rgr 3
Components: None
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round

As freedom of movement, except as detailed above.

ECOLOGY
Felsparks resemble imps or quasits, except they are much smaller. They stand no taller than a foot in height, with naturally iridescent grey skin, leathery wings, green eyes, and slightly oversize hands and feet. Although they don't possess a poison attack or the ability to assume alternate forms, like imps and quasits do, they are nonetheless regarded as being a lot more nimble and mentally acute. They often hired as scouts, thieves and skirmishers, by both demons and devils, to fill positions on both sides of the blood war. Given their varied assignments and errands, felsparks are have a surprising span of basic knowledge.

DEADLY DESIRE  CR 4
NE Medium outsider (evil, extraplanar)
Init +4; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft. low-light vision, 
    detect magic, see invisibility, See in darkness; Listen +7, Spot +7

DEFENSE
AC 18, touch 18, flat-footed 18 (+4 Dex, +4 deflection)
hp 18 (4d8)
Fort +4, Ref +8, Will +5
DR 5/magic; Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune poison; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5, force 5

OFFENSE
Speed 30 ft., fly 60 ft. (average), swim 20 ft.
Melee 2 claws +8 (1d3)
Melee netherlash +8 touch (1d6+4 unholy)
Space 5 ft.; Reach 5 ft. (10 ft. with netherlash)
Special Attacks Netherlash, Sneak Attack +2d6
Spell-Like Abilities (CL 6th)
    Constant—accelerated movement, bladeweave (DC 16), comprehend languages, 
        deep breath, detect magic, see invisibility, tongues, undetectable alignment
    At will—beckoning call (DC 16), dream lock (DC 16), invisibility (self only), 
        mystic aegis, phantom threat (DC 15), resurgence (self only), summon weapon

STATISTICS
Str 11, Dex 19, Con 10, Int 13, Wis 13, Cha 19
Base Atk +4
Feats Combat Reflexes, Urban Tracking
Bonus Feats Agile Athlete, Darkstalker, Tactile Trapsmith, Weapon Finesse
Skills Balance +11, Bluff +13, Climb +4, Concentration +15, Diplomacy +15,
    Disable Device +5, Escape Artist +8, Gather Information +16, Hide +6,
    Intimidate +6, Jump +4, Knowledge (any six) +2 each, Move Silently +6,
    Listen +7, Search +11, Sleight of Hand +6, Sense Motive +12,
    Spellcraft +5, Spot +7, Survival +5 (+7 following tracks), Tumble +9
Racial Modifiers +2 Balance, +4 Bluff, +8 Concentration, +6 Diplomacy,
    +2 Escape Artist, +6 Gather Information, +2 Listen, +2 Search,
    +2 Sleight of hand, +6 Sense Motive, +2 Spot, +4 Survival, +2 Tumble
Synergy +2 Intimidate, +4 Diplomacy, +2 Disguise (when acting)
Languages Abyssal, Infernal, Common, Undercommon; telepathy 150 ft.
SQ Alternate Form (small or medium humanoid), Grace, Uncanny Dodge

SPECIAL ABILITIES 
A deadly desire’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Alternate Form (Su): A deadly desire may assume the form of any Small or Medium humanoid as a standard action, retaining its own physical ability scores when doing so. It may return to its true form as an immediate or free action. While using this ability, a deadly desire gains a +10 circumstance bonus on disguise checks.
Grace (Su): A deadly desire gains a deflection bonus to AC, equal to its charisma modifier.
Netherlash (Su): As an immediate or free action, a deadly desire may create an immaterial whip of pulsating purple energy appropriate to its size, that sheds light equivalent to a candle. The whip lasts for as long as it is held, dissipating immediately if it ever leaves the deadly desire's possession (although it can always create a new one to replace it). Attacks with this whip are melee touch attacks that deal unholy damage equal to 1d6 + the deadly desire's Hit Dice, dealing double damage on a critical hit. This is a supernatural evocation [evil] effect that extends into the ethereal plane. A deadly desire cannot be harmed by its own netherlash, and it may only have one such whip at a time.

ECOLOGY
Deadly desires were magically bred by arcanaloths from pairing exceptional mortal sires with both erinyes and succubi, and indeed... some have leathery wings and while others have feathered wings.  Deadly desires come in both genders, and possess the same variety of features and coloration found in mostly elves and humans. If it weren't for their tails and wings, they could easily hide their physical fiendish characteristics with mundane disguises, similar to how many teiflings get by. Bred, educated and groomed by their masters, they possess an aptitude for social interaction, manipulation and intrigue.

VOIDGUARD CR 5
NE Medium elemental (evil, extraplanar)
Init +4; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., detect magic,
    see invisibility, superior low-light vision, see in darkness; Listen +5, Spot +5

DEFENSE
AC 21, touch 14, flat-footed 21 (+4 Dex, +7 natural)
hp 34 (4d8+16)
Fort +5, Ref +8, Will +0
DR 5/- Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune elemental traits; Resist acid 5, cold 15, electricity 5, fire 5, sonic 5, force 5

OFFENSE
Speed 60 ft., fly 60 ft. (perfect), swim 60 ft.
Melee 2 slams +8 (1d6+5 plus 1d4 piercing cold)
Space 5 ft.; Reach 5 ft.
Special Attacks Sprint, Suffering
Spell-like Abilities (CL 6th)
    Constant—accelerated movement, detect magic, 
        see invisibility, shadow phase, undetectable alignment
    At will—darkness, mindless rage (DC 15), mystic aegis, resurgence (self only)
    1/minutefalse life
Maneuvers and Stances Known (IL 5th)
    Stances—iron guard's glare (1st), thicket of blades (3rd)
    Strikes—disarming strike (2nd), leading the attack (1st), vanguard strike (1st)

STATISTICS
Str 21, Dex 19, Con 19, Int 6, Wis 8, Cha 17
Base Atk +3
Feats Deft Opportunist, Hold The Line
Bonus Feats Combat Reflexes, Darkstalker, Defensive Sweep, Stand Still
Skills Concentration +17, Escape Artist +12, Listen +5, Spot +5,
    Hide +12, Move Silently +12, Sense Motive +5, Tumble +13
Racial Modifiers +8 Concentration, +8 Escape Artist, +8 Hide,
    +6 Listen, +8 Move Silently, +6 Sense Motive, +6 Spot, +8 Tumble
Languages Abyssal, Infernal; telepathy 150 ft.
SQ Dark Harrier, Flexible Form, Hide in Plain Sight, Reign of Darkness,
    Shadow Mastery, elemental traits

SPECIAL ABILITIES
A voidguards’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Dark Harrier (Su): Enemies that a voidguard threatens while in its true form, suffer a profane penalty to Concentration checks, Tumble checks and attack rolls made against targets other than a voidguard and/or its gear, equal to 2 + 1 for every 6 Hit Dice the voidguard has.
Flexible Form (Ex): A voidguard in its true form can squeeze, mold and shape itself into an area half as wide or half as tall as its normal space, with no penalties to movement, attack rolls or AC. In addition, it can move freely through spaces occupied by creatures only one size larger than it is.
Hide in Plain Sight (Ex): A voidguard can hide even while being observed, except in an area of bright light (such as sunlight or that caused by a daylight spell or similar effect).
Maneuvers and Stances Known (Ex): A voidguard begins each encounter with all maneuvers it knows readied, and may use each of them once per encounter.  It must rest and meditate for 5 minutes to recover all expended maneuvers.
Reign of Darkness (Ex): Enemies treat the area threatened by a voidguard as difficult terrain.
Shadow Mastery (Ex): A voidguard gains a +1 bonus on attack and damage rolls if both it and its foe are in an area of darkness or shadowy illumination. While in an area of bright light (such as sunlight or that caused by a daylight spell or similar effect) voidguards suffer a -4 penalty on attack rolls.
Sprint (Ex): Once per minute as a free action while in its true form, a voidguard may increase its land speed by 60 ft., its fly speed by 200 ft. and its swim speed by 60 ft for 1 round.
Suffering (Su): While in its true form, a voidguard's slam attacks resolve as melee touch attacks, gain the ghost touch ability and overcome all damage-type, alignment-based and material-based forms of damage reduction.

ECOLOGY
Infused with the last echoes of discarded simulacrums, the mind of this dark elemental has been overthrown to make for a more pliable servitor. Beyond that, it has been empowered with necromantic unlife and made ready to impart the untold ages of fury that have drawn so many wronged warriors to their doom. Whatever gives rise to these abominations will likely never be found in the endless depths of the shadow plane.  The tormented creatures known as voidguards are relatively easy to mentally manipulate, so those who employ them usually seek a means of bolstering their mental defenses after assuring that they have established control over them.

FELWORG CR 5
NE Medium outsider (evil, extraplanar)
Init +7; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., scent,
    low-light vision, detect magic, see invisibility, see in darkness; Listen +11, Spot +11

DEFENSE
AC 19, touch 13, flat-footed 19 (+3 Dex, +6 natural)
hp 30 (4d8+12)
Fort +7, Ref +7, Will +7
DR 10/magic; Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune poison; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10, force 5

OFFENSE
Speed 50 ft., fly 60 ft. (good), swim 40 ft.
Melee bite +8 (2d6+6 plus shadow bite and trip)
Space 5 ft.; Reach 5 ft.
Special Attacks Mind Lock, Sprint
Spell-like Abilities (CL 6th)
    Constant—accelerated movement, battlemagic perception, detect magic, deep breath,
        karmic aura (DC 13), nondetection, see invisibility, undetectable alignment
    At will—mystic aegis, resurgence (self only), warning shout
    1/minute—arcane turmoil (DC 14), magical backlash (DC 14)

STATISTICS
Str 19, Dex 17, Con 17, Int 6, Wis 16, Cha 15
Base Atk +4
Feats Improved Initiative, Improved Natural Attack (bite)
Bonus Feats Darkstalker, Quick Reconnitor, Quick Recovery, Track
Skills Climb +8, Concentration +15, Escape Artist +7, Hide +10, Listen +11,
    Move Silently +10, Psicraft +5, Sense Motive +5, Spellcraft +5, Spot +11,
    Survival +13 (+15 when tracking by scent), Tumble +8
Racial Modifiers +4 Climb, +8 Concentration, +4 Escape Artist, +2 Hide, +2 Listen,
    +2 Move Silently, +2 Spot, +2 Sense Motive, +2 Spellcraft, +2 Psicraft, +6 Survival
    +4 Tumble
Languages Abyssal, Infernal, Worg, Goblin; telepathy 150 ft.
SQ Flight, Goblinoid Relations

SPECIAL ABILITIES
A felworg’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Flight (Su): A felworg may cease or resume flight as a free action.
Goblinoid Relations: Goblinoids receive a +2 circumstance bonus on all charisma-based skill checks involving felworgs.
Mind Lock (Su): As an immediate action while in its true form, a felworg may discharge a torrent of arcane energies against one creature within 100 ft. That creature must succeed at a Will save (DC 14) or be unable to cast spells, spell-like abilities, or activate supernatural abilities, spell completion, spell trigger or command items for 1 round. The save DC is charisma-based. This is a supernatural abjuration effect. A felworg must wait 5 rounds after using this ability, before it can be used again.
Shadow Bite (Su): While in its true form, a felworg's bite attack resolves as a melee touch attack, gains the ghost touch ability and overcomes all alignment-based and material-based forms of damage reduction. Any creature harmed by a felworg's shadow bite must make a Will save (DC 15) or suffer 1 point of ability damage to each mental ability score. For each point of ability damage it inflicts with its shadow bite, the felworg heals 1 hit point. This attack cannot reduce any ability score to less than 3, possibly reducing the healing received as a result. The save DC is consitution-based. This is a supernatural necromancy effect.
Sprint (Ex): Once per minute as a free action while in its true form, a felworg may increase its land speed by 70 ft., its fly speed by 200 ft. and its swim speed by 40 ft. for 1 round.

ECOLOGY
Identical in appearance to normal worgs, felworgs were originally created by a cabal of half-fiend blue goblin psions and barghests to help various groups of goblinoids counter the spellcasting element of nations that have kept their warrens from thriving over the ages. Although they still prefer goblinoids over the company of other humanoids, felworgs will still fight for anyone who seeks to put down spellcasters of any race.

FELSTEED CR 3
NE Large outsider (evil, extraplanar)
Init +6; Senses darkvision 120 ft., low-light vision, scent,
    See in darkness; Listen +10, Spot +10

DEFENSE
AC 19, touch 13, flat-footed 19 (+4 Dex, +6 natural, -1 size)
hp 28 (3d8+15)
Fort +8, Ref +7, Will +8
DR 5/magic; Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune poison; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5, force 5

OFFENSE
Speed 80 ft., fly 120 ft. (good)
Melee bite +2 (1d4+2) and 2 hooves +7 (1d6+5 plus 1d4 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks Heated hooves
Spell-like Abilities (CL 6th)
    Constant—undetectable alignment
    At willfeatherfall, resurgence (self only)

STATISTICS
Str 20, Dex 18, Con 21, Int 3, Wis 15, Cha 12
Base Atk +3
Feats Quick Reconnitor, Steadfast Determination
Bonus Feats Endurance, Expeditious Dodge, Quick Recovery, Run
Skills Concentration +15, Jump +10, Listen +12, Spot +12, Survival +7
Racial Modifiers +8 Concentration, +4 Listen, +4 Spot
Languages Abyssal, Infernal; telepathy 150 ft.
SQ Reduce Self, Flight

SPECIAL ABILITIES
A felsteed’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Flight (Su): A felsteed may cease or resume flight as a free action.
Heated Hooves (Su): As a free action, a felsteed may cause its hooves to glow with infernal heat, giving off light as a torch and branding any target struck by one for an additional 1d4 fire damage.  While a felsteed's hooves may burn, they don't set anything aflame. A felsteed can dismiss this ability as a free action. This ability functions normally underwater.
Reduce Self (Su): A felsteed may reduce its size by one step (or dismiss this ability) as a swift action once per round. Make the following adjustments when the felsteed assumes Medium size when using this ability.
  • reduce its natural armor by 2
  • drop the -1 size penalty to attack rolls and AC
  • reduce its base land speed to 60 ft. 
  • reduce the size of its natural attacks by one step
  • reduce its space to 5 ft
  • -4 strength, +2 dexterity

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