Forisel (3.5e Monster)
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|Size/Type:||Large Outsider (Extraplanar, Good, Lawful, Logos)|
|Hit Dice:||7d8+28 (84 hp)|
|Speed:||40 ft, fly 40 ft (perfect)|
|Armor Class:||20 (+4 dex, +7 natural, -1 size), touch 13, flat-footed 16|
|Attack:||Wheel Charge +10 melee (1d8+6, 19-20/x2)|
|Full Attack:||Wheel Charge +10/+5 melee (1d8+6, 19-20/x2)|
|Space/Reach:||10 ft/5 ft|
|Special Attacks:||Launcher, Transport, Wheel Charge|
|Special Qualities:||All-Around Vision, Call the Name, Darkvision 60 ft, DR 8/evil, Extraordinary Health, Immunities, Logos Traits, SR 17|
|Saves:||Fort +9, Ref +9, Will +9|
|Abilities:||Str 19, Dex 19, Con 19, Int 10, Wis 18, Cha 6|
|Skills:||Knowledge Arcana +14, Knowledge Geography +10, Knowledge Religion +10, Knowledge The Planes +10, Listen +14, Spot +18, Sense Motive +14, Spellcraft +10|
|Feats:||MobilityB, Improved Initiative, Flyby Attack, Blind-Fight|
|Environment:||Lawful Good Planes|
|Alignment:||Always Lawful Good|
|Advancement:||8-14 HD (Large), 15-21 HD (Huge), 22-28 HD (Gargantuan), 29-35 HD (Colossal)|
It was difficult to imagine this thing to be alive, for it was composed of seven rings of polished silver and brass whose outer ring was dotted with a dozen ivory humanoid masks upon each ring, and whose movements somehow passed through each other in unexplained and impossible ways. At its top for a "head" floated a "crown" of silver and gold lit up with a ghostly white flame within.
These alien looking celestials were created as transporters for celestial troops and general mobility. Composed of rings within rings, with 84 faces that peer in all directions, their biggest threat is the allies they bring. They do not stay on the battlefield for very long, teleporting away only to bring another load of reinforcements to bear. In rare situations they will reveal their name of calling to devote mortals so that they may be summoned into the world once more.
Their rings can expand and contract some amount, carrying up to large sized beings with them. They can also transport objects, but only if it is within their carrying capacity. They are treated as Large Quadrupeds.
Forisels can speak but rarely do, instead eternally singing their hymns of praise for their creator in a chorus of voices. They stand on average 7 feet tall and weigh 300 lbs.
When forced into attacking forisels turn their rings into wheels to run over the opponent via Flyby Attack, spinning them at high speed to grind through targets, and constricting them by shrinking rings around opponents.
All-Around Vision (Ex): Forisels see in all directions, and cannot be flanked. They suffer a -2 penalty on saves against gaze attacks.
Call the Name (Ex): Forisels have a form of lesser truename which is unique to them. If the name is spoken they are aware of by whom, where they are, and the general condition of their surroundings (such as if they are in danger, or if amongst others) but no other details. This is not distracting. It is enough information that if the forisel uses Transport within 1 minute they are able to arrive there without error. If using truespeak fix you can discover the name of the lesser truename with a DC of 20 + the CR x2 (or DC 34 for the default forisel). Lesser truenames get its attention, but cannot be used to summon them like a personal truename.
Extraordinary Health (Ex): A forisel always receives maximum hit points per hit die.
Immunities (Ex): Forisels are immune to critical hits and sneak attacks, fear, disease, mind-affecting effects, and poison.
Launcher (Su): Forisels can launch creatures within their grasp willingly or unwillingly long distances, using their rings as the barrel of a large cannon. They can safely throw willing creatures with a range increment up to 50 ft as an attack action, though if they hit any obstructions or other creatures on the way both them and any other creatures must make a DC 17 Reflex save or fall prone. Unwilling creatures must be grappled, and a successful grapple check launches them as if they were a willing creature. The supernatural nature of the launching ability protects launched creatures and objects from damage from the act of transport itself.
They are able to make bull rush checks without provoking attacks of opportunity, with a +4 bonus to the check.
Transport (Su): Forisels are mostly empty space and creatures can pass through and fight in the same square as the forisel, provoking as normal. As a spell-like ability they can transport any willing creatures or objects that fit within their space. Objects transported must be within its heavy load, but creatures do not count. Transporting is a 1 round action, and acts as greater teleport. There is a 1d4 round cooldown before it can transport again.
It can also use it as plane shift (willing only), but may only plane shift 2/day.
Wheel Charge: The body of a forisel is made of rings which it spins around as a weapon. It is treated as a manufactured two-handed weapon, and cannot be disarmed or sundered (or rather sunder damage just harms the forisel instead).
Skills: A forisel has a +4 racial bonus to Spot checks.
|Alignment||Always Lawful Good +|
|Challenge Rating||7 +|
|Environment||Lawful Good Planes +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Subtype||Extraplanar +, Good +, Lawful + and Logos +|
|Summary||These alien looking celestials were created as transporters for celestial troops and general mobility. Composed of rings within rings, with 84 faces that peer in all directions, their biggest threat is the allies they bring. +|