| |
Dames |
|
Thrulls |
| |
Diminutive Aberration |
|
Diminutive Aberration |
| Hit Dice: |
2d8 (9 hp) plus hit dice/hit points from classes |
|
2d8 (9 hp) |
| Initiative: |
+5 (+5 Dex) |
|
+5 (+5 Dex) |
| Speed: |
Fly 30 ft. (poor), swim 10 ft. |
|
Fly 30 ft. (poor), swim 10 ft. |
| AC: |
19 (+5 Dex, +4 size) |
|
19 (+5 Dex, +4 size) |
| Attacks: |
Tentacle +9 |
|
Tentacle +9 |
| Damage: |
Tentacle 1d2 and paralysis |
|
Tentacle 1d2 and paralysis |
| Face/Reach: |
1 ft. by 1 ft./0 ft. |
|
1 ft. by 1 ft./0 ft. |
| Special Attacks: |
Hypnotic gaze, paralysis |
|
Paralysis, steal soul |
| Special Qualities: |
SR 14, telepathy |
|
SR 14, mindless, souless |
| Saves: |
Fort +0, Ref +5, Will +7 |
|
Fort +0, Ref +5, Will +7 |
| Abilities: |
Str 1, Dex 20, Con 11, Int 13, Wis 20, Cha 16 |
|
Str 1, Dex 20, Con 11, Int , Wis 20, Cha 2 |
| Skills: |
Diplomacy +8, Knowledge wildspace +10, Listen +10, Read Lips +6, Search +6, Spot +10 |
|
Listen +7, Spot +7 |
| Feats: |
Weapon Finesse (tentacle) |
|
Weapon Finesse (tentacle) |
|
| Climate/Terrain: |
Any space, ocean or phlogiston |
|
Any space, ocean or phlogiston |
| Organization: |
Solitary, pair, brood (1 dame plus 110 thrull) or smuck (25 dames plus 550 thrulls) |
|
Solitary, pair, brood (1 dame plus 110 thrull) or smuck (25 dames plus 550 thrulls) |
| Challange Rating: |
2 plus modified by character class |
|
2 |
| Treasure: |
None |
|
None |
| Alignment: |
Usually neutral evil |
|
Always neutral |
| Advancement: |
By character class |
|
|
The graeae (grā'ē-ā) resemble jellyfish with a clear outer membrane and short blue tentacles. The graeae are either thrulls (the most common type) or dames. Dames can be distinquished in that they have a pair of human-like eyes from which to see.
Graeae Thrull
The graeae thrull is the most common of the graeae. They are mindless and follow the dames without question. The end goal of every thrull is to become a dame.
Combat Graeae thrull seek to touch opponent with its tentacles in order to paralyze them. They then can consume the opponent at their leisure. Damage from a graeae's tentacles is due to stinging cells and strength modifiers do not modify this damage.
Mindless Immune to mind-influencing effects.
Paralysis (Ex): Those hit by a thrull graeae’s tentacles must succeed at a Fortitude save (DC 11) or be paralyzed for 1d6+2 minutes. Elves are vulnerable to this paralysis.
Souless (Ex): Graeae thrulls have no souls and as such are immune to the following spells: clone, magic jar, soul bind, trap the soul. If killed they cannot be raised from the dead as such the following spells do not function upon thier dead body:
raise dead,
reincarnate,
resurrection,
true resurrection. A
wish or
miracle could bring a graeae thrull back to life but why bother.
Steal Soul (Ex): On a successful critical hit against a medium-sized or smaller humanoid opponent a graeae thrull has manage to settle over the victims head. In addtion to the stinger cell damage and possible paralysis the creature must make a Will save (DC 16), those who fail this save have both thier eyes and souls stolen from them. Without the soul within the body it simply collapses where it is. Thrulls that have stolen a soul become a dame with all access to character class(es). Creatures that have thier soul stolen cannot be raised, resurrected, true resurrected or wished back to life without first killing the newly created dame. Those who fail thier first Will save may opt to make a second Will save (DC 16) in a desperate effort to retain thier soul, those that make the second save find to thier horror they are now a dame (the thrull 'persona' was destroyed by the second Will save), they do retain the alingment they had before becoming a dame.
Graeae Dame
The dame comes into existance at the moment a thrull steals a soul. The dames command graeae thrulls and have a character class that proves useful sometimes.
Combat Graeae dame has a goal that drives them to be humanoid (prehaps a desire from aquiring a soul) with no means to do so. Most realize this goal in not attainable and settle on lesser goal. They will use thier
hypnotic gaze to give a thrull a chance to
steal soul.
Character Class: A dames have the soul of another within them, most dames are either commoners (sailors), experts (navigator/sailor), or warriors (marines) of 1st thru 4th level. The DM can either assign if any of the dames have standard class (i.e., barbarian, bard, cleric ... etcetera) or roll for a 1 in 10 chance for such. While being dame limits how useful character class is, they have it none the less. Those dames that have a spellcasting class will when able aquire
silent spell feat. A dame can use it tentacles for casting somantic components of spells.
Hypnotic Gaze (Su): A dame's eyes are very hypnotic. Those who gaze into thier eyes must make Will save DC 16 or become hypnotized by the dame. While hypnotized, a creature's Spot and Listen checks suffer a 4 penalty and can take no actions. Any potential threat (such as graeae thrull moving behind the hypnotized creature) allows the creature a second saving throw. Sightless creatures are not affected. A graeae thrull can as a standard action, without having to make a successful critical hit, settle over a medium-sized or smaller opponent's head that is hypnotized.
Paralysis (Ex): Those hit by a dame graeae's tentacles must succeed at a Fortitude save (DC 11) or be paralyzed for 1d6+2 minutes.
Telepathy (Su): Dame graeaes can communicate telepathically with any creature within 100 feet that has a language.
In the Spheres The graeae are a new terror to wildspace. Each graeae dame has it own goal, most settle on one of the following paths of power: conquest (creating as many thrulls and dames with the intent of controlling other dames in thier smuck), political or wealth. A few that have obtained the path of magic and have the spell
polymorph self to assume humanoid shape. Those rare few that have access to polymorph spells seek to find a way to stay that way.
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Created by ©2002,
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Image by
Ron Pollard
Creator's Notes: Not sure where I got the idea of jellyfish that steal eyes and in doing so steals the soul as well, but sure creeps me out. So give them a try and the first character that losses his soul will cuase its companions to shreak in horror.