A flickering decaying shape, though disconcerting, generally harmless, or at least not hostile. Often seeming the shape of a shadowy purple, putrid and necrotic child or small animal like creature that seems to both exude necrotic energy but also seem to act as a conduit, as a focal point for the cycling of Lobhadh, and of manna. They are extraplanar entities of course, and to those sensitive to the Aether, they seem to alter the reality of the weave of the Aether around them, drawing in the other currents of manna around them, and exuding small but noticeable pulses of Lobhadh, of Entropy into the Aether and the world. | |
Perception | 1d20+9 |
Languages | Nercil, Valarian (Common) |
Skills | Athletics: 1d20+7 , Intuition: 1d20+7 , Stealth: 1d20+5 |
STR +1 , DEX -1 , CON +2 , INT +1 , WIS +3 , CHA +0 | |
Items | 1x Tier I Amethyst Manna Gem |
AC | 15 |
Saving Throws | Fort 1d20+6 , Ref 1d20-1 , Will 1d20+7 , Power Save (Strength): 1d20+5 , Logic Save (Intelligence): 1d20+5 , Ego Save (Charisma): 1d20+4 |
HP | 32 3d12+12 - Immunities Pisinkawis, like all Entropy Elementals, are immune to, and are in fact healed by, Necrotic Damage. They are also immune to any Fear based condition or effect, as well as Bleeding, Stunned, and Confusion. They also cannot be affected by any Entropomancy Spell. - Weaknesses Weakness (5) Poison damage - Resistances Resist (5) Psychic damage and any damage from non-magick weapons |
Speed | 30 feet |
Melee | Melee, Slam: 1d20+5 to hit. 1d6+1 necrotic damage. So long as it has 1 point in its Entropy Pool it also heals for damage equal to the damage it dealt. |
Special Abilities | Extraplanar Defense: A Pisinkawi, like any extraplanar entity, is not entirely subject to the basic rules and laws of interactions of forces upon the Material Realm. They have +2 to their armor score. Entropic Dice: Like all elementals it has a die size tied to its element which is used in conjuction with a great many of its abilities. For a Pisinkawi, this is 1d6 . Entropic Aura: A feature of any elemental of Lobhadh, the Pisinkawi has a small aura as befits its size, extending only 10 feet beyond its form. This aura is only active as long as it has at least 1 point in its Entropy Pool. Any ranged attacks against the Pisinkawi, or any melee attacks made within the aura have the roll reduced by a roll of its Entropic Dice. Furthermore any creature that ends its turn within this aura takes Necrotic damage equal to a roll of the Pisinkawi's Entropic Dice. Entropy Pool (6/6): Along with any number of abilities based upon the size and rank of elemental, all elementals can spend points of their pool to simply cast spells from the appropriate magick school. A Pisinkawi may cast any spell from the school of Entropomancy of Tier 1 so long as its Casting DC=20 or less. It must spend the actions required to weave the spell-form, but has no risk of miscast as it is a being of pure manna and entropy. A Pisinkawi's Spell DC=17. This pool only recovers when they are on their home plane. Unstable: If its Entropy Pool is at zero, a Pisinkawi becomes Unstable. This means every time it would take damage, it must roll a Will Save against DC 18. If it critically fails it is immediately banished from the material reality, unable to be resummoned for the next century. If it merely fails, it is forcibly dismissed back to its plane of existence, but not banished. If it succeeds, no consequences. If it critically succeeds, it reduces the damage of the attack or spell by a roll of its Entropy Die, and regains points equal to that roll in its Entropy Pool. Renewing Presence: All Entropy Elementals on some level are literally the idea of death and life, the moment of both transitions given form, the endless changing of energy. As such, so long as they have 1 point in their Entropy Pool, any non-entropy magick that interacts with them can have a volatile and unexpected effect. Whenever they are targeted or affected by an arcane spell-form of any school but Entropomancy, they release a small pulse of necrotic energy in a burst around them out to 10 feet. All creatures within that area must attempt a DC 18 Fortitude Save. If they critically fail, they take double damage and suffer the effects of Frightened (1). If they fail, they merely take 2d6 Necrotic damage and suffer no condition. If they succeed they take half damage. If they critically succeed they take no damage. Aether Sensitivity: An elemental of any kind, and the Pisinkawi is no exception, does not merely have Aether Sight. They are entirely in tune to the Aether, their every sense in tempo and lockstep with it. They can sense any spell-weaving, any manipulation of the forces of manna of any kind from up to 1 mile away, even if they can't see it. They can hear it, feel it across their physical essence, smell it and in some cases taste it. This is particularly true for Lobhadh, the Amethyst manna of Entropy. In those cases they can even pinpoint exact direction and distance so sensitive to this they are. Scent of Disruption: Pisinkawi are excellent trackers when it comes to those that dare breach the laws of the natural order and of Lobhadh's place on the cycle. They can scent an undead creature's essence from up to a mile away and pinpoint exact direction and distance. |
Advancement/Alteration Options |