View Full Version : The Light of Creation shines upon you ...

2009-09-09, 05:19 PM
[Disclaimer: I find these beings to be by a significant margin the most interesting part of World of Warcraft. So much so that I have added them into my game. So here they are ... ]

The Naaru
Source: http://www.wowwiki.com/Naaru

Huge Outsider (Good, Lawful, Extraplanar)
Hit Dice: 20d8+200 (284hp)
Initiative: +0
Speed: Fly 100ft. (perfect)
Armor Class: 32 (-2 size + 10 deflection + 14 natural
BaB/Grapple: +20/+33
Attack: Slam +23 (2d6+5)
Full Attack: 4 slams +23 (2d6+5)
Space/Reach: 15ft./15ft.
Special Attacks: Spells
Special Qualities: DR 10/-, Crystalline form, Light, Darkened, Telepathy 1,000ft., Spell-like abilities
Saves: Fort +28, Reflex +12, Will +21
Abilities: Str 20, Dex 10, Con 30, Int 24, Wis 24, Cha 24
Skills: Diplomacy +30, ??
Feats: Iron Will, Empower Spell-like Ability, ??
Environment: A lawful-aligned plane
Organization: Solitary or group (4-8)
Treasure: Standard
Alignment: Always lawful good
Advancement: 21 25 HD (Gargantuan), 26 30 HD (Colossal)
Challenge Rating: 23?
Level Adjustment: --

Before you hovers a being of crystal that seems to orbit a central point of light at its heart it glows with an intensity that is hard to view directly.

Immense crystalline beings, the Naaru are a mysterious space-fairing species deeply connected to the Light of Pelor. Some scholars believe they are fragments of Light given form from Creative itself, but all that can be sure is that they possess vast reserves of healing power.

Possessing considerable mental abilities, the Naaru travel the multiverse for reasons unknown in ancient ships made of some kind of high technology and magic; they occasionally appear when entire species cry out for help, and have been known to bless such beings.

A Naaru cannot speak, but can telepathically communicate with any sentient being.

A Naaru in combat relies mostly on its considerable spellcasting power, and prefer to discuss matters rather than fight.

Spellcasting: Naaru cast as 20th level clerics. Their domains are Healing, Knowledge, and Good

Crystalline Form (ex): The Naaru are beings of crystal, and as such have a number of traits more in common with Constructs than they do Outsiders: they never grow tired, they need not eat, sleep, or even breath. They only have a 50% chance to be critically hit. Both healing spells and repair spells can heal a Naaru.

Light (su): The Naaru are fragments of the Light remaining from Creation and empowered by Pelor himself, and can use this power in numerous ways. These powers do, however, consume portions of the Naaru's power, as noted in their description.
Restorative powers: the Naaru can cast Cure Serious Wounds, Cure Poison, and Cure Disease at will, Heal twice per day, and Mass Heal once per day.
Bolster life the Naaru can radiate a warming light in a radius of 100ft. centered on itself. This aura of light brightens the area to full Daylight. Good creatures within the aura gain a +4 bonus on all saves and attack rolls. Using this ability deals 5 hit points worth of damage that can only be repaired through rest.
Bestow Gift the Naaru can bestow a portion of their Light onto an individual (or individuals), which grants them the ability to heal themselves of injuries. Once per day, this permanent ability allows such gifted individuals can grant themselves Fast Healing equal to their highest ability modifier for a time equal to their level (so a level 10 character with Str 14 gains Fast Healing 2 for 10 rounds). This taxing gift deals 100 hit points worth of damage that can only be repaired through rest.
True Resurrection once per week, the Naaru may resurrect a fallen ally, though doing so leaves it drained. A Naaru who has resurrected someone cannot use their Light ability for one day for every five levels of the returned individual (so resurrecting a level 20 fighter would make the Naaru lose its Light ability for 4 days). Using this ability does not place the Naaru into the Darkened state, but disallows it from using its Light-given powers.
The Light of the Naaru is not infinite. Certain evil forces have managed to find ways to drain captured members of the Naaru of their power only to find that the crystalline being has undergone some sort of transformation, into a void-powered monster.

Darkened (su): When a Naaru has its Light drained away by some means, or is brought to less than 10% of its total hit points by any means, it goes into a Darkened state, changing form and draining Light from the world to replenish itself. This is the Naaru lifecycle; at death it becomes Darkened until it reconstitutes itself through the absorption of Light. Necromantic energies radiate from the shadowy entity. The following changes occur:
A darkened Naaru readiates shadowy illumination
A darkened Naaru loses its [Good] subtype
A darkened Naaru gains the following ability:
Light Absorption (su):A Naaru strikes out without any consideration for those around it. It attacks friend and foe alike. Any clerical spell that is cast within 100ft. of the Naaru fizzle, and their divine energies are consumed by the crystalline being; every spell level heals the Naaru of one point of damage. A darkened Naaru may absorb the life force of beings, draining levels away with a melee touch attack (DC 27 fort save negates; the DC is Cha based). A darkened Naaru regains five hit points for every level drained.
Once a Naaru has absorbed enough Light to reach 75% of its hit point total, it returns to normal.

So, is this coherent in any way? Or too complicated? Or too boring and too video-gamey?

2009-09-09, 05:58 PM
Not too complicated (I think that some of my creatures have individual abilities that might have greater word-count than all the special abilities listed here).

Traditionally percent chances to avoid critical hits also work against sneak attack. You should specify if that is the case here or not.

Sounds like if they are getting old they would go hang out in a pasture for of cows they had bought so when they go Darkened they just end up turning a lot of cows into beef ready for the abattoir.

2009-09-09, 10:19 PM
Racial ability to One-Shot Fel Reavers?

2009-09-10, 05:29 PM
what cr are they?

2009-09-11, 06:13 AM
what cr are they?

Oh, oops, thank you.

I am thinking 20 - 25ish?