Lucemel (3.5e Monster)
Rate this article |
Discuss this article
|Size/Type:||Small Outsider (Extraplanar, Good, Lawful, Logos)|
|Hit Dice:||3d8+15 (28 hp)|
|Speed:||20 ft, fly 20 ft (perfect)|
|Armor Class:||17 (+5 deflection*, +1 dex, +1 size), touch 17, flat-footed 16|
|Attack:||Slam +5 melee (1d3+1 plus 1d6 electric, 20/x2)|
|Full Attack:||Slam +5 melee (1d3+1 plus 1d6 electric, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Magnetic Barrier, Shock Arc|
|Special Qualities:||Blinding Glow, Darkvision 60 ft, Fast Healing 3, Energy Transmutation, Immunities, Logos Traits, Power Source, Vulnerable to Cold/Negative Energy|
|Saves:||Fort +8, Ref +4, Will +4|
|Abilities:||Str 12, Dex 12, Con 20, Int 8, Wis 12, Cha 4|
|Skills:||Concentration +11, Craft Machinery +5, Disable Device +5, Knowledge Engineering +13, Open Lock +7, Search +5, Use Magic Device +3|
|Feats:||Weapon FinesseB, Dodge, Mobility|
|Environment:||Lawful Good Planes|
|Organization:||Solitary, Pair, Storm (3-7), or Powercore (+777)|
|Alignment:||Always Lawful Good|
|Advancement:||4-6 HD (Small), 7-9 HD (Medium)|
*A result of their blinding glow. Blind creatures ignore the deflection bonus.
A cracking glow of what seems to be ball lightning merely obscures the vaguely humanoid figure within. It flies around like a pixie, landing on a unpowered gnomish device. With a sizzle, the device springs to life even though it is devoid of fuel.
Machines exist in the upper realm, both of the magical and technological sort. These machines need power, and so the celestial beings set up a grid which power may flow through, and created beings of light and energy whose very presence brings unpowered machines to life. Thus, the lucemel happy serves as source of illumination and power battery. They appear to be vaguely humanoid sprites of pure light, though this fact is often hidden by their blinding glow, and actually do have a material presence in a thin filliment-like series of metal wires which makes up their bodies like a wireframe, and a series of solid light organelles.
Entire flocks of lucemel can be found at the hearts of major celestial cities, forming a "powercore". These powercores provide limitless energy thanks to the lucemel's dutiful service.
Lucemel speak Common and Celestial, but rarely have much to say beyond reporting their duties and the status of anything they are powering. They are known for a particular wording of their phrases, such as "To be willing to speak. To be maintaining the power supply of this vessel. To know that departure would result in engine failure.", suggesting their artificial nature. They stand 2 feet tall and practically weigh nothing at all.
A lucemel usualy attacks if its purpose is disrupted and the creature does not respond to threats. It is weak alone, and so often uses the power of numbers to overwhelm stronger opponents with countless shock arc attacks, moving away and allowing their fresh healing to restore them while others move in to replace them.
Blinding Glow (Ex): A lucemel constantly glows so bright its hard to look at. Not only does it shed light as a daylight spell at all times, but it has a deflection bonus equal to its Constitution modifier, but only against creatures which can see. Creatures immune to blinding (or who are already blind) are unaffected by the deflection bonus.
Energy Transmutation (Su): A lucemel takes half damage from all energy damage (even force), except for cold and negative energy which it takes an additional +50% damage from. When it takes energy damage, it can choose to release a punitive shockwave of electrical energy as a swift action, dealing half the energy damage it took back to their original sources (provided they are within 30 ft). Creatures get a Reflex save (DC 16) to half the damage again. The saving throw is Constitution based.
Immunities (Ex): Lucemel are immune to fear, disease, mind-affecting effects, and poison. They are also immune to [Light] spells, electrical damage, and positive energy damage.
Magnetic Barrier (Su): A lucemel can enter an Large or smaller opponent's space (provoking as usual), and then transform itself into a rapidly spinning ring of light around its target. Creatures wearing metal armor or using metal weapons, or any piece of metal the size of a dagger or larger become entangled and immobile if it fails a Reflex save, DC 16. Even on a successful save it is still entangled. The lucemel can maintain this indefinitely (duration of concentration), but it can still be attacked with a 50% chance of hitting the target it is entangling instead. If it is stuck, it is knocked off and re-appears in the closest valid space.
Power Source (Su): A lucemel can power any object which uses a power source or charges within 30 ft of itself. Cars start without fuel, fireplaces light up, and music boxes start playing themselves as if in use. It can choose whether or not to activate a device if in range. Even charged magic items can be used without expending charges, though it may only have it function for free equal to it's Con modifier (5) times per day as a non-action, and it must be using the item for this ability to function.
A group of 777 or more lucemel can form a "powercore". In this state they aren't really considered individual creatures and more of a constant and dangerous immobile weather effect which is capable of emitting enough energy to power an entire city, without limit. The lucemel become a swirling blur of bodies and light, illuminating like daylight out for a mile and shadowy illumination for an additional mile. The powercore is a perfect 60 ft sphere, and those who touch this ball of energy are dealt 1d6 electrical damage, while those completely submerged in the sea of energy take 10d6 electrical damage. Fortunately for those within one of these dangerous events, the winds seem to naturally try to expel foreign bodies to the exterior. A lucemel can join or disengage from a powercore as a full round action.
Shock Arc (Su): A lucemel can deploy a powerful shock out to 30 ft as a ranged touch attack, dealing 3d6 electrical damage. It can only do this every other round, effectively a 1 round cooldown. It also gives them 1d6 electrical damage on their natural attacks as a constant effect.
Skills: A lucemel has a +8 racial bonus on Knowledge Engineering checks.
|Alignment||Always Lawful Good +|
|Challenge Rating||3 +|
|Environment||Lawful Good Planes +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Subtype||Extraplanar +, Good +, Lawful + and Logos +|
|Summary||Celestial logos whose purpose is to provide power to the workings of the upper realms. En masse, they can power entire metropolises and cosmic battlestations. +|