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Month Index: October, 2002


From:     Static <eshum@????????.org>
Date:     Tue, 1 Oct 2002 19:19:05 -0400
Subject:  Re: Wake Angels
Heya, gang,

        I recently saw Titan A.E. again, and, well... :)

Wake Angel
inspired by the movie "Titan A.E."

  Large Elemental (air)
  Hit Dice: 8d8+16 (52 hp)
  Initiative: +7 (Dex)
  Speed: fly 150 ft. (perfect)
  Armor Class: 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
  Attacks: Slam +13 melee
  Damage: Slam 1d8+2
  Face/Reach: 15 ft. by 10 ft. / 5 ft.
  Special Attacks: Pollute Atmosphere
  Special Qualites: Damage Reduction 5/+1, Elemental Traits, Refresh
                    Atmosphere, SR 16
  Saves: Fort +4, Ref +13, Will +4
  Abilities: Str 14/+2, Dex 25/+7, Con 14/+2, Int 4/-3, Wis 14/+2, Cha 14/+2
  Skills: Listen +7, Spot +13
  Feats: Dodge, Flyby Attack (B), Weapn Finesse (slam) (B)

  Climate/Terrain: Wildspace
  Organization: Blessing (6 - 24)
  Challenge Rating: 5
  Treasure: None
  Aligment: Always neutral good
  Advancement: 9 - 11 HD (Large), 12 - 20 (Huge)

These friendly creatures can be found swimming through the emptiness of
wildspace. They are loved by spelljammer crews, who consider a sighting to
bring luck on their journey.
Wake angels have a build similar to terrestrial manta-rays, having wide, flat
bodies and a tail that's twice as long as they are wide. Their bodies are
translucent, and range in color from white to pale pinks, blues and greens. A
gossamer trail follows their wings as they fly.
Attracted by strong magic, such as the wake generated by a helm -- from which
they get their name, wake angels have been known to follow ships for days at a
time. They often fly through the atmosphere of ships whose air have turned foul
or deadly. Prolonged zigging and zagging through will clean the air over the
period of a few hours, making them a favorite of ships on long voyages.

Combat
Wake angels are peaceful creatures, and never initiate an attack. When
threatened, they pollute the air around themselves and try to escape. If
chased, they will continue to pollute their opponents' air and will also start
ramming into exposed crew.
Pollute Atmosphere (Su): When they feel threatened, wake angels can pollute any
nearby air with which they are in contact. This is a purely reflexive ability,
and is activated as a free action as soon as they are attacked. A threatened
wake angel pollutes (i.e. makes deadly) approximately one man-month worth of a
ship's atmosphere per round.
Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject
to critical hits.
Refresh Atmosphere (Su): As long as they don't feel threatened, wake angels
continually refresh any atmosphere with which they come in contact. (See
Pollute Atmosphere for what happens when they get scared.) They clean
approximately one man-week worth of air per round.

-Static

--
               PAK CHOOIE UNF

    --==<< http://www.darkwood.org/ >>==--


Previous Message: Create Helm spells - SJ Spells
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Month Index: October, 2002

SubjectFromDate (UTC)
Wake Angels    Static    01 Oct 2002 23:19:05
Re: Wake Angels    Downer, Chris    03 Oct 2002 12:56:58

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