Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Wychlamp

by Jamie Baty

DMR2 114, GAZ8
Diminutive Fey (Extraplanar)
Hit Dice: 3d6+3 (13 hp)
Initiative: +7 (+7 Dex)
Speed: fly 70 ft. (perfect)
Armour Class: 21 (+4 size, +7 Dex), touch 21, flat-footed 14
Base Attack/Grapple: +1/-16
Attack: Electrical spark +12 melee touch (See Below)
Full Attack: Electrical spark +12 melee touch (See Below)
Space/Reach: 1 ft./0 ft.
Special Attacks: Electrical spark
Special Qualities: DR 5/cold iron, electrical biofeedback, energy drain vulnerability, flight, low-light vision, magebane, magicsense, natural invisibility, wychlamp immunities
Saves: Fort +2, Ref +10, Will +3
Abilities: Str 1, Dex 25, Con 13, Int 10, Wis 11, Cha 22
Skills: Hide +20, Listen +9, Move Silently +15, Search +9, Spot +9
Feats: Dodge, Hover (B), Weapon Finesse
Environment: Any land; Energy-dominant Planes
Organisation: Solitary, Pair, or String (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Diminutive); 7-9 HD (Tiny)
Level Adjustment: -

A wychlamp is a small (up to nine inches across) ball of glowing light. Wychlamps are composed largely of energy, although they have wispy, spiderweb-like skeletons of geometrical symmetry and translucent-to-invisible aspect. These strange creatures seem to wander aimlessly, drifting by natural levitation, and seem attracted to any nearby use of magic. They come from planes dominated by the Sphere of Energy. They do not communicate, and they are little understood.
Much sought after by those who would slay mages, wychlamps have the unusual property of causing any magic within 20ft. of them to go awry- a ring of captive wychlamps around a fighter is an effective defence against mages.

Combat
Wychlamps are not overly aggressive, but will respond if threatened. They may attempt to hide if greatly outnumbered.

Electrical Spark (Ex): If the wychlamp hits a target with a touch attack, it inflicts 1d4 electrical damage to the target and the target must make a Fortitude save vs DC 17 (Cha based) or be slowed for 1 round.

Damage Reduction (Su): A wychlamp has damage reduction of 5/cold iron.

Electrical Biofeedback (Ex): In addition to having 100% immunity to electricity, a wychlamp is healed by electricity at the rate of 1 hp per 2 hp of electrical damage that would have been inflicted. The wychlamp does not gain more hp than it normally has, and any additional hp healed is lost.

Energy Drain Vulnerability (Ex): A wychlamp that is energy drained by an undead creature is instantly killed. Energy drains from other sources resolve normally.

Flight (Ex): A wychlamp can cease or resume flight as a free action.

Magebane (Ex): Wychlamps wreak havoc on magic, spells and spellcasting near them. This special quality affects any spellcasting and spell-like ability, whether from a caster or magic item. The exact affects are a follows:
- Spells and spell-like abilities used within 20ft of a wychlamp that are aimed at targets (such as rays, magic missiles, bolts etc...) are deflected in a random direction if the caster fails a DC 21 (Cha based, +4 racial bonus) Concentration check.
-Area effect spells cast within 20ft of the wychlamp are altered as follows: Roll 1d6. On a 1 or 2, the spell's area doubles and damage is halved. On a 3 or 4, they are halved in area but doubled in damage. On a 5, the spell is nullified, and on a 6 the spell is unchanged.
-Other spells cast within 20ft of the wychlamp are altered as follows: Roll 1d6. On a 1 or 2, the spell is reflected back at the caster for full effect. On a 3 or 4, the spell's target or area of effect is randomly changed. On a 5, the spell's duration and/or effect is halved, and on a 6 the spell is unchanged.
-Any spell specifically targeting the wychlamp is reflected back at the caster (or wielder of the magic item) for full effect.
- If any affect of the magebane would be technically impossible, treat the result as a nullified spell.

Magicsense (Su): As a standard action, a wychlamp can detect the direction, type, and intensity of any magic within 70ft of its location.

Natural Invisibility (Ex): A wychlamp can extinguish its glow at will, effectively becoming invisible as the spell.

Wychlamp Immunities (Ex): A wychlamp has 100% immunity to fire, cold, and electricity, and is completely immune to all magic.