Archeonipal (3.5e Monster)

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Author: Leziad (talk)
Date Created: 9 December 2011
Status: Finished
Editing: Clarity edits only please
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Size/Type: Medium Outsider (Abomination)
Hit Dice: 15d10 (150 hp)
Initiative: +12
Speed: 60 ft., Fly 120 ft. (perfect)
Armor Class: 25 (+6 dexterity, +8 deflection), touch 25, flat-footed 18
Base Attack/Grapple: +15/+14
Attack: +23 Luminal Charge (15d8+15)
Full Attack: +23/+18/+13 Luminal Charge (15d8+15)
Space/Reach: 5 ft/5 ft
Special Attacks: Luminal Charge, spell-like abilities, word of reason.
Special Qualities: Abomination trait, improved evasion, human body, luminal body, man of light, spell resistance 28, ward 27
Saves: Fort +9, Ref +16, Will +14
Abilities: Str 9, Dex 24, Con 10, Int 27, Wis 20, Cha 28
Skills: Bluff +23, diplomacy +23, sense motive +20
Feats: Improved Initiative, Weapon Focus (Luminal Charge)
Environment: Urban
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always Evil
Advancement: None
Level Adjustment: -

The old sage got tired of talking, he rose his hand into the air a ray of light suddenly blasted from his palm and tore a hole in Torek's chest. The old man eyes glow intensely before he discorporate in a flash of light.

Archeonipal are being made of pure sentient light, these abomination are the sentient manifestation of the rejection of divinity made possible by the most powerful abomination. Archeonipal seek to manipulate the mortal with their words of reason (mind control) into abandoning the Gods and turning against them. These agents of the 4th generation of the abomination are one of the most worrying sign of the coming of the abomination.


4th Generation Abomination Trait: Immune to polymorphing, petrification, or any form-altering attack. Have Abominations have the spell-like ability to use true seeing at will based ). Archeonipal are not subject to death from massive damage, and they have maximum hit points per Hit Die. Archeonipal have the blindsight extraordinary ability out of 50 feet. Archeonipal have a damage reduction of 15/magic and good and damage reduction 5/-. Archeonipal have telepathy out of 250 feet, fast healing of 40 and regeneration of 20. the Archeonipal regeneration can only be overcome by a weapon made shrouded in darkness.

Human Body (Ex): Most Archeonipal prefer to stay in human form, looking like tall humans with a very pale skin and golden eyes. They may change their shape from luminal to human and human to luminal as a immediate action. While in human form the Archeonipal has 20 temporary hit points.

Man of Light: In each of it form the Archeonipal is partly or wholly made of light, this grant it a +8 deflection bonus to AC and immunity to critical hit.

Luminal Body (Ex): Archeonipal's body is made of light, and thus when it true form it lose all forms of attack but gain the benefits of freedom of movement and move at the speed of light as a full-round action. In this form the archeonipal may pass through solid surface, even force effects.

Luminal Charge (Su): As an attack action the Archeonipal can unleash a blast of pure light, dealing 15d8+5 typeless damage. This attack double damage against creature vulnerable to light.

Words of Reason (Su): A Archeonipal is extremely proficient with mind control. Any creatures talking with it for 10 minute or more must make a will save or be permanently dominated. All creatures dominated by the Archeonipal are freed it is slain or if she has a remove curse spell cast upon her.

Spell-Like Abilities: At will— dimension door, fear (DC 20), greater command (DC 21), greater dispel magic, Caster level 15th. 1 day- mage's disjunction (DC 26), The save DCs are Charisma-based.

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Leziad's Homebrew (3746 Articles)
AlignmentAlways Evil +
AuthorLeziad +
Challenge Rating16 +
EnvironmentUrban +
Identifier3.5e Monster +
Level Adjustment- +
RatingUndiscussed +
SizeMedium +
SubtypeAbomination +
TitleArcheonipal +
TypeOutsider +