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Tutelel (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 8-29-14
Status: Complete
Editing: Clarity edits only please
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Tutelel
Size/Type: Macro-Fine Outsider (Extraplanar, Good, Lawful, Logos)
Hit Dice: 33d8+315 (579 hp)
Initiative: +0
Speed: hover 20 ft (perfect), fly 20 ft (average)
Armor Class: 24 (+44 natural, -30 size), touch -20, flat-footed 24
Base Attack/Grapple: +33/-
Attack: -
Full Attack: -
Space/Reach: 180 ft/0 ft
Special Attacks: Genius Loci, SLAs, Spawn Logos, Song of Construction, Tongue of Divine Fire, Thundering Voice
Special Qualities: Darkvision 60 ft, Demi-Fortification, DR 10/chaotic and evil, Extraordinary Health, Immunities, Intimidating Presence, Limbless, Logos Traits, Spacefaring Vessel, SR 22
Saves: Fort +23, Ref +18, Will +23
Abilities: Str 40, Dex 10, Con 20, Int 20, Wis 20, Cha 20
Skills: Appraise +41, Concentration +41, Craft (any one skill) +41, Craft (Architechture) +41, Hide -30, Intimidate +65, Knowledge Dungeoneering +41, Knowledge Engineering +41, Knowledge Geography +41, Knowledge Nature +41, Perform (Sing) +41, Search +41, Spot +41, Spellcraft +41
Feats: Run, Blind-Fight, Jack of All Trades, endurance, Diehard, Dodge, Mobility, Epic Toughness x5
Environment: Lawful Good Planes
Organization: Semi-Unique (see text). Solitary, or Genesis (2-7), either with 1-11 salusels.
Challenge Rating: 11
Treasure: Standard
Alignment: Always Lawful Good
Advancement: 34-66 HD (Colossal), 67-99 HD (Titanic)
Level Adjustment:


In the distance you realize what you presumed to be a thundercloud hanging ominously over the town was instead a great lapis disc which hung in the air. Along the edge of the disc were head ivory human faces which hung upside-down and sang without end, and on top the disc swirled into a funnel that rose high into the sky, wrapped by seven halos of seven colors. As you draw closer, the underside of the disc was a complex mandala of gears and rings which churned and rotated, and within four great ivory faces of a man, bull, eagle, and lion, and within the center a child-like cherub face with three eyes, all closed, and its mouth open that emitted the sound of thunder. The very ground seemed to shift under your feet at the entity's command.

Where previous logos resembled something of mortal kin, be it human or animal in shape, the alien tutelels remove all doubt of the humanity present within the logos. They are massive behemoths, matched only by their overseer in size, that herald the coming of great change, the building of entire civilizations, and the razing of the old. They are the wheel of change, the endless tick of time, and the crafters of great beauties. And unlike their previous kin, who are in all respects some manner of machine devoid of free will, the tutelel have what many logos lack, a creative spark. Though lacking free will as all logos are, they are less constrained by their limitations and have a strong and unique personality each. They consider themselves artists, and the world is their canvas, so they relish the opportunity to mark their places upon the world.

The tutelel is a huge disc seemingly made of lapis, trimmed with marble and gold, and crested with large ivory masks of humanoid faces. 12 faces lay along their ring, upside-down to those on the surface though it seems to cause the tutelel no grief. Below, its body reveals a complex orrery or clockwork structure always in motion, its marks, shapes, and motions supposedly prophetic of things to come. Within it four faces exist of a man, bull, eagle, and lion, and a center face which acts as the axis of it all. This center face is that of a child-like cherub with three eyes, and whose eyes rarely open but for more most stern of attention and dire of times. It is its "face" most address, and is the source of its more gentle song.

Tutelel speak Common and Celestial, but rarely do for their voices are thunder and they speak in great chorus. The sound of a dozen or more voices is deafening to most creatures, and so they are silent but for their more gentle singing voice. It is a pity for them, for unlike most of their kin they are more intelligent than normal, and are eager to discuss matters of art and beauty. In strange corners of the multiverse tutelel meet with others of their kinds, where the explosions of their voices, ever shouting, cannot harm others.

CombatEdit

A tutelel is rarely disturbed, and often awe inspiring and terrifying when in normal situations. If threatened, it's ability to intimidate others solves most fights without a single blow. However, sometimes intimidation does not work. And sometimes tutelel are deployed in invasions of the lower realms, where they act as living aircraft carriers and bases, and then terraformers which convert impure land to blessed fields. In these cases a tutelel knows no fear and bravely pushes its way with an aggression almost unfitting for an angelic being. Yet do not confuse aggression for foolishness, it is a cunning and tactical being who has a wide view of the battlefield. All its actions are for the greater goal, the ultimate victory.

However for all its presence and power, it has little in the way of offense and so it must rely on other creatures to get the job done. Tutelel's are semi-unique creatures, and thus each one is its own entity only suitable by summoning via methods such as planar binding or planar ally.

Demi-Fortification (Ex): A tutelel is practically a structure instead of a creature. As a result it is immune non-siege ranged attacks and only takes half damage from non-siege melee attacks. Siege weapons deal normal damage.

Extraordinary Health (Ex): A tutelel always receives maximum hit points per hit die.

Genius Loci (Su): A tutelel can bring the very environment to life while it changes it. The area directly underneath it is considered difficult terrain, and deals 3d6 damage each round from the environment turning against opponents. It can specify what is attacked, if anyone.

Immunities (Ex): Tutelel are immune to fear, disease, mind-affecting effects, and poison. They are also immune to ability damage, ability drain, deafening, death effects, energy drain, exhaustion, fatigue, nausea, paralysis, petrification, polymorphing, sickening, and stunning. In addition they are immune to negative energy.

Intimidating Presence (Ex): A tutelel is a terrifying thing. It can make intimidation checks against all creatures within 1000 ft who can see or hear it. Whenever it engages in combat (that is, when it rolls initiative) it can make a single intimidation check as a free action.

Limbless (Ex): A tutelel has no limbs, and so cannot make grapple checks. It can be grappled by any size, but it is so large that it is little more than climbing the creature and gives no penalties to the tutelel. Only creatures its size or larger can give the penalty of grappling to the tutelel.

Spacefaring Vessel (Ex): A tutelel does not need to breathe, and can survive the rigors of space (including radiation damage and low pressure). It is always under the effects of endure elements. Technically it can store 1 Huge, 2 Large, 4 Medium, 16 Small, 256 Tiny, or 65,536 Fine or smaller creatures in each of its 12 mouths on its rim. While its mouths are closed it is airtight and refreshed with oxygen, allowing creatures to be ferried along on its journey.

Its flight can move it through space. Once free of a gravity well, its acceleration is unlimited. Though it only has a movement speed of 20 ft, the movement stacks while in space until luminal velocity is reached. Time dialation does not apply, though it cannot go faster than luminal speed. Upon reaching another gravity well it immediately slows down until it reaches 20 ft a round (or falling speed, if it chooses to free-fall). While moving through space it is protected from minor collisions such as with dirt and dust, which simply bend around it.

Spawn Logos (Su): A tutelel can spawn a salusels as a standard action, or 1d4+1 of them as a 1 round action. It can have a total number of salusel at one time equal to its CR.

Spell-Like Abilities (Sp): At will- control weather, fabricate, reticulating splines, stone shape, wood shape; 3/day- blight, control water, control winds, diminish plants, earthquake, plant growth, soften earth and stone, transmute mud to rock, transmute rock to mud, wall of stone; 1/day-flesh to stone, spike growth, spike stones, stone to flesh. The saving throws are Charisma based.

Song of Construction (Su): A tutelel can duplicate the effects of a lyre of building, though it has no limit on how many minutes it can use per day and it cannot make objects invulnerable. Instead, it doubles the hardness and hp of affected material. The effect is based on Perform (Sing).

Tongue of Divine Fire (Su): A tutelel can project jets of divine flame from it's many mouths as a standard action. It can aim up to 12 creatures out to 100 ft, or 5 creatures if its targets are directly below it within its space. It can't target the same creature more than once a round. The tongues deal 11d6 divine damage on a ranged touch attack against all the creature it can target. Once used, it must wait 1d4 rounds before using this ability again.

Thundering Voice (Ex): A tutelel's voice is like explosions, even whispers rumble like an earthquake. As a free action once per round it can shout. All creatures in 300 ft must make a DC 15 Fortitude save or become deafened for 1 minute. It becomes permanent within 30 ft.


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