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Chimer

by Jamie Baty

HWR2 18
Gargantuan Aberration
Hit Dice: 20d8+160 (250 hp)
Initiative: -5 (-5 Dex)
Speed: 0
Armour Class: 19 (-4 size, -5 Dex, +18 natural), touch 1, flat-footed 19
Base Attack/Grapple: +15/+37
Attack: None
Full Attack: None
Space/Reach: 20 ft. /15 ft.
Special Attacks: Burning sunlight, sonic attack, wind chimes
Special Qualities: Damage reduction 20/bludgeoning, darkvision 60ft.
Saves: Fort +14, Ref +1, Will +16
Abilities: Str 30, Dex 0, Con 27, Int 17, Wis 15, Cha 19
Skills: Bluff +14, Concentration +32, Diplomacy +14, Hide -12, Knowledge (arcana) +18, Listen +24, Sense Motive +12, Spot +24, Survival +7
Feats: Alertness, Combat Casting, Empower Spell, Eschew Materials, Greater Spell Penetration, Iron Will, Spell Penetration
Environment: Any desert
Organisation: Solitary
Challenge Rating: 18
Treasure: Double Standard (plus raw precious metals and gems)
Alignment: Always neutral
Advancement: 21-40 HD (Gargantuan); 41-60 HD (Colossal)
Level Adjustment: -

You see a brilliant oasis, and soft chiming sounds draw you closer to it. You notice that the oasis is in reality composed of a network of a huge, crystalline mesh imitating real vegetation.

The chimer is actually a colony composed of thousands of polyps joined together by metallic rhisomes, to form an immense, immobile net of living crystal and metal. Most chimers are at least 30 ft wide, and many are much, much larger. The eldest polyps live in the centre of the chimer.
The chimer feeds upon the incinerated remains of its victims.

Combat
Since the chimer is immobile, its "attacks" consist of waiting for hapless travellers to stumble upon it. It will attempt to charm the travellers with its wind chimes ability first. It may converse for awhile with its victims, but eventually it will attack with its Burning Sunlight ability, spells or its sonic attack.

Burning Sunlight (Ex): Once per round, the chimer can focus the light of the sun into a burning hot beam of sunlight to attack its victims. If a ranged touch attack by the chimer is successful, the target takes 20d10 points of fire damage. A reflex save vs DC 15 (Dex based) is allowed for half damage. The chimer can attack up to three different targets per round with this ability.

Sonic Attack (Su): Once per round, the chimer can focus its natural resonance into a high-pitch, shrill sound that causes 4d6 sonic damage to all creatures within 30ft of the chimer. A fortitude save vs DC 24 (Cha based) is allowed to halve damage.

Wind Chimes (Su): Any creature coming within 30 ft of a chimer must make a will save vs DC 24 (Cha based), or be charmed (as per the spell) by the soft chiming and resonance coming from the chimer. The chimer will attempt to draw any charmed victims into it.

Damage Reduction (Su): A chimer has damage reduction of 20/bludgeoning.

Spells: A chimer can cast arcane spells as a sorcerer with level equal to 1/3 its HD. A chimer favours spells such as lightning bolt and the charm family of spells.

Chimer Society
A chimer is composed of thousands of polyps, and all of the individual polyps form its shared intelligence. Despite all of the individual polyps, it is treated as a single creature.
As the chimer grows, it will occasionally have sections break off and move to a new location. These crystalweeds are still young and not nearly as dangerous as the full grown parent.