Today I present a draft of a new Aeon - Caen ("power"), guardians of energy as expressed by fire, cold and the lightning.
A spherical shape of swirling fire mixed with ice. The whole creature cracks with static energy from time to time, extending two tendrils from it's center, one made of flame and one of ice.
Caen CR 10
N Medium Outsider (aeon, cold, extraplanar, fire)
Init +10; Senses darkvision 60 ft., sense heat; Perception +17
AC 24, touch 18, flat-footed 18 (+2 deflection, +6 Dex, +6 natural armor)
HP 125 (10d10+70); fast healing 5
Fort +11, Ref +13, Will +11
Defensive Abilities absorb energy; Immune cold, critical hits, electricity, fire, poison; Resist electricity 10; SR 21
Speed 30 ft., fly 50 ft. (good)
Melee fiery touch +13 melee touch (5d6 fire), icy touch +13 melee touch (5d6 cold)
Ranged icy flame ray +16 ranged touch (10d6 cold and fire damage plus freezing flame)
Special Attacks freezing flame
Spell-like Abilities (CL 10th)
At-will - jolt (+16 ranged touch, 1d3 electricity), ray of cold (+16 ranged touch, 1d3 cold), spark
3/day - lightning leap (as ride the lightning but cast time is one standard action and duration is instantaneous, DC 19, 10d6 electricity damage), summon monster V (only fire, ice or lightning elementals)
Str 17, Dex 22, Con 22, Int 14, Wis 19, Cha 19
Base Atk +10; CMB +13; CMD 29 (can't be tripped)
Feats Great Fortitude, Improved Initiative, Point-Blank Shot, Precise Shot, Toughness
Skills Fly +20, Intimidate +17, Knowledge (arcana) +20, Knowledge (nature) +20, Knowledge (planes) +20, Perception +17, Spellcraft +15, Stealth +19
SQ extension of all, no breath, void form
Organization solitary, pair or trio
Absorb Energy (Ex): A caen heals one point of damage per three points of electric damage rolled against it.
Freezing Flame (Su): Any creature struck with both fiery touch and icy touch in the same round has to make a Reflex saving throw (DC 18) or becomes entangled with burning ice for 1d4 rounds. While entangled the victim suffers 1d6 points of fire damage and 1d6 points of cold damage per turn. Entangled creature can take a full-round action to free oneself from the flaming ice with a Strength check or Escape Artist check against saving throw DC. The saving throw DC is Strength-based.
Icy Flame Ray (Su): A caen can fire a ray of energy dealing half cold and half fire damage. A creature struck with it has to make a Reflex saving throw (DC 18) or is entangled with burning ice as per freezing flame.
Sense Heat (Su): A caen detects presence of open fire, all effects with cold or fire descriptor and all creatures with cold or fire subtype within 60 feet. This works like blindsense.
Caens are guardians of energy - duality of fire and ice, and the power that flows between those two oppositions. They are rarely met on the Material Plane as they focus their efforts on disruptions of balance between fire and ice on a cosmic scale. Only a rare cataclysm, natural or artificial, creates power imbalance necessary to draw their attention.
A caen stands six feet tall and weights around 150 pounds. It's central body is misty and steamy and crackles silently with static energy from time to time.
Today, instead of completly new creature, a conversion. Merrevail (singular morroval) were invented by developers of Lord Of The Rings Online, who based them upon prof. Tolkien's vampires - evil spirits of night that were part humanoid-part bats. Merrevail that appear in LotRO game are assumed to be degenerate descendants of the First Age vampires.
A hybrid of beautiful maiden and a monstrous bat-like creature emerges from the shadows. Her face and torso are humanoid while the arms are partly vestigial wings. Both hands and feet end with wicked bloodied claws.
CR 7; XP 3,200
NE Medium Outsider (evil, native)
Init +8; Senses darkvision 60-ft., lifesense 60-ft.; Perception +21
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural armor)
HP 85 (9d10+36); siphon blood
Fort +10, Ref +10, Will +8
Defensive abilities negative energy affinity; DR 5/good and silver; Immune death effects, disease, poison; Resist cold 10, electricity 10
Speed 40 ft., climb 20 ft.
Melee 2 claws +13 (1d4+4 plus bleed), bite +13 (1d6+4 plus bleed)
Space 5 ft.; Reach 5 ft.
Special Attacks bleed (1, stacks with itself), blood drain (1d4 Con), rend (2 claws, 1d4+6 plus grab), shriek, vestigial wings
Str 18, Dex 19, Con 18, Int 13, Wis 16, Cha 17
Base Atk +9; CMB +13 (+17 grapple); CMD 27
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +16 (+30 when jumping), Bluff +19, Climb +12, Perception +21, Sense Motive +21, Stealth +20, Survival +15; Racial Modifiers +4 Bluff, +4 Perception, +4 Sense Motive, +4 Stealth
Languages Aklo, Undercommon
Organization solitary, pair or nest (3-12)
Bleed (Ex): A morroval’s claw and bite attack cause bleed 1. Multiple applications of this bleed stack.
Blood Drain (Ex and Su): A morroval can suck blood from a grappled opponent; if the morroval establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The morroval heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Shriek (Su): A morroval can issue a terrible shriek once every minute stunning creatures within a 15-ft long cone-shaped burst for one round. Creatures that succeed Fortitude saving throw (DC 17) are staggered for one round instead. This is a sonic mind-affecting ability. The saving throw DC is Charisma-based.
Siphon Blood (Su): A morroval grows stronger when others bleed. She has fast healing equal to a total value of bleed effects on living creatures within 30 feet. Unstabilized dying creatures count as bleed 1 for the purpose of this ability. Fully healed morroval gains temporary hit points instead (up to maximum number of temporary hit points equal to its full normal hit points), stacking with and sharing maximum amount with temporary hit points gained from its blood drain ability.
Vestigial Wings (Ex): A morroval vestigial wings grant +10 bonus to Acrobatics checks made to jump and negate falling damage as long as there is at least 10 feet space around the falling morroval and the creature is capable of taking move actions.
Merrevail are blood-feeding spirits of the night, often mistaken for succubi or vampires. Despite being materialized spirits they are not extraplanar entities like succubi, nor are they true undead which would be suggested by their affinity for negative energy. Their true origins are unknown but they are known to be ancient race, preying on humans since the dawn of time.
Bloodmistress (CR +1): Bloodmistress has Intelligence score of 15, Charisma score of 19, shapechanger subtype, change shape (alter self), telepathy 100 feet and Disguise skill with a total bonus of +16 (+26 with polymorph bonus). She retains her blood drain, darkvision, lifesense and siphon blood abilities regardless of form taken.
Dreadwing Morroval (CR +0): Her wings are fully functional replacing vestigial wings with fly speed of 60 feet with average maneuverability. Dreadwing morroval has land speed of 30 feet and Fly skill instead of Acrobatics.
Morroval Defiler (CR +1): She replaces shriek with ability to channel negative energy as an evil cleric of level equal to the morroval’s HD (usually 9th level, 6/day, channel energy 5d6, saving throw DC 17) and gains Command Undead as a bonus feat.
Morroval Shrieker (CR +1): Her shriek special attack is more powerful than the other merrevails'. It gains +2 racial bonus to saving throw DC, the stun lasts for 1d4 rounds and creatures that failed a saving throw suffer from morroval’s bleed special attack.