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by Jamie Baty

DMR2 78
Medium Undead (Incorporeal)
Hit Dice: 7d12 (45 hp)
Initiative: +1 (+1 Dex)
Speed: swim 60 ft. (12 squares)
Armour Class: 16 (+1 Dex, +5 Deflection), touch 16, flat-footed 15
Base Attack/Grapple: +3/+3
Attack: Bite +3 melee (1d10)
Full Attack: Bite +3 melee (1d10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hypnotic pattern
Special Qualities: Damage reduction 10/magic, darkvision 60ft., spell reflection, spell-like abilities, turn resistance (+6), undead traits
Saves: Fort +2, Ref +3, Will +8
Abilities: Str -, Dex 13, Con -, Int 17, Wis 13, Cha 20
Skills: Concentration +10, Hide +11, Intimidate +15, Listen +11, Search +13, Spot +11, Swim +10
Feats: Iron Will, Quicken Spell-like Ability (Charm Person), Quicken Spell-like Ability (Dominate),
Environment: Any aquatic
Organisation: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8-14 HD (Medium)
Level Adjustment: -

You see a pattern on the sea floor. It is so inviting and you feel it draw you closer to a small cavern opening.

This creature appears similarly to a wraith. It lives on the ocean floor in a series of spiralling tunnels. It lures victims to the tunnels, where it ambushes them and dines on them. The mesmer is insatiably hungry, and cannot be reasoned with.

The mesmer relies on its hypnotic pattern to draw victims to it in a relatively defenceless state. It will also use its charm person and dominate abilities to isolate victims, and as defence against other potential victims. It will use its tunnel lair to confuse, separate and ambush potential victims.

Hypnotic Pattern (Su): Any creature viewing the tunnel pattern at the mesmer's lair must make a will save vs DC 18 (Cha based) or become entranced by the pattern. An entranced victim will immediately move to the mesmer's lair, ignoring everything else, even its own defence. The effect is ended when the victim is attacked by the mesmer, and the victim is considered flat-footed for the mesmer's first attack. This is a mind-influencing ability.

Damage Reduction (Su): A mesmer has damage reduction 10/magic.

Spell Reflection (Ex): A mesmer is allowed a will save (with a + 4 bonus) vs a caster check (1d20 + caster level) to avoid any magic spell or effect. Spell penetration feats do not modify this caster check. If the save is successful, the spell is widened (as per the metamagic feat) and launched back at the caster. If the mesmer's save fails, the spell resolves normally.

Spell-like Abilities (Sp): 1/round: Charm Person, Dominate

Turn Resistance (Ex): A mesmer adds +6 to its hit dice total when resolving a turn, rebuke, command, or bolster attempt.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armour. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.