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Red Ethergaunt

Medium aberration, neutral evil
Armor Class 16
Hit Points 27 5d8+5
Speed 30ft

STR
14 +2
DEX
14 +2
CON
12 +1
INT
23 +6
WIS
15 +2
CHA
13 +1

Saving Throws CON +2, DEX +3, WIS +6
Skills Initiative +2, Arcana +8, Perception +4, Survival +4
Damage Immunities arcane spells (2nd level or lower)
Senses darkvision 60 ft., total vision 40 ft., passive Perception 14
Languages Daelkyr, Khen-Zai
Challenge 9

A red ethergaunt can cast arcane spells as a 9th-level wizard (4/4/3/3/3/1; save DC 16 + spell level).   A typical spell list:

  • 0—chill touch, mage hand, ray of frost, true strike
  • 1st—chromatic orb, expeditious retreat, mage armor, magic missile, shield, sleep
  • 2nd—acid arrow, detect thoughts, hold person, mirror image, misty step, see invisibility
  • 3rd—dispel magic, haste, tongues, vampiric touch
  • 4th—confusion, greater invisibility, resilient sphere, phantasmal killer
  • 5th—cone of cold, mislead

3/day: Enslave. Three times per day, an ethergaunt can attempt to enslave any one living creature within 30 feet. This ability functions similarly to a dominate monster spell (caster level 16th; Wisdom save DC13). An enslaved creature obeys the ethergaunt’s telepathic commands to the letter. The subject can attempt a new Wisdom save every day to break free. Otherwise, the ethergaunt’s control is broken only by the death of either the ethergaunt or the enslaved creature, or by a remove curse or dispel magic effect, or if the ethergaunt travels more than 1 mile from the enslaved creature or travels to a different plane from the one its thrall is on. At any given time, an ethergaunt may have any number of slaves equal to its Charisma ability modifier.


Immunity to Spells. Ethergaunts may choose to ignore the effects of arcane spells, just as if the spellcaster had failed to overcome spell resistance. They have no power over divine spells, having long ago rationalized divinity out of their racial philosophy. Though powerful, this ability is somewhat limited, it applies only to arcane spells of 2nd level or lower.   Total Vision. An ethergaunt’s superdeveloped brain and countless facial sensory organs allow it to discern all objects within 40 feet, even through the mask that hides its face. An ethergaunt usually does not need to make Perception checks to notice creatures within range of its total vision. A silence spell has no bearing upon an ethergaunt’s total vision.


Actions

Etherblade. Melee or Ranged Weapon Attack: +6 [roll1d20+6] to hit, reach 5 ft. or range 40/160 ft, one target. Hit: 9 1d10+3 slashing damage, or 4 1d6 piercing damage on a ranged attack.   Stupefying Gaze. An ethergaunt can open and close its vertically bisected mask as a free action, revealing a horrifically alien morass of facial organs and orifices. On its turn, the creature decides if it wants its mask open or closed. Anyone within 30 feet of an ethergaunt with an open mask who meets the creature’s gaze must succeed on a Wisdom saving throw DC13 or immediately take 1d4 points of psychic damage. A creature that successfully saves against this effect cannot be affected by the same ethergaunt’s stupefying gaze for one day. Ethergaunts are immune to their own gaze attacks and to those of others of their kind.   Material Jaunt. Ethergaunts dwell on the Ethereal Plane. While in their natural state of etherealness, they can perceive but not affect creatures and objects on the Material Plane. However, an ethergaunt can transport itself from the Ethereal Plane to the Material Plane as a standard action. It can remain on the Material Plane for up to 1 round per Hit Die it possesses. At the end of this time, or when the ethergaunt chooses, it becomes ethereal again. An ethergaunt must remain on the Ethereal Plane for at least 1 hour after a material jaunt before it can use the ability again. Ethergaunts who wish to remain on the Material Plane for a longer time must use plane shift or similar magic. Most white and black ethergaunts know the plane shift spell and use it for this purpose.


 

By far the most frequently encountered caste of ethergaunts, reds serve the race as scouts, trackers, and lowlevel diplomats (particularly when diplomacy in fact means exterminating natives to send a political message). Though they hold an arrogant opinion of their own importance in relation to the current residents of the Material Plane, reds fully understand their role as the rank-and-file of the ether legions. The fact that ethergaunt grunts generally are more brilliant than the brightest human mages reveals much regarding khen-zai perspective. Slightly shorter and bulkier than their superiors, red ethergaunts sport a crimson faceplate that marks them as creatures who have yet to purge the fires of passion from their rational minds. Accordingly, many of the more powerful reds view the struggle against the Material Plane races as a battle of the cultured against ravenous barbarians.   Red ethergaunts are adept at the use of the etherblade, a scientific weapon invented by the khen-zai during their sojourn to far planes. Most ethergaunts prefer to take potshots with the weapon from a safe distance instead of engaging in melee.   Etherblade: Resembling a short glaive topped with a hollow barrel, this favored weapon of the ethergaunts can fire a ray of force as a ranged attack 1d6 piercing damage. The etherblade ray has a range 40 ft., long range 160 ft. The weapon can fire 50 times before it is exhausted. It cannot be recharged. An etherblade can be used as a two-handed weapon in melee combat to deal 1d10 slashing damage. A fully charged etherblade has a market price of 800 gp.

Ethereal Plane

Red ethergaunt by Puddnhead

Created by

arthurdejaffre.

Statblock Type

Monster / Creature

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