2010-03-13

Permalink 18:42:21, by sunblade69 Email , 615 words   English (US) utf8
Categories: D&D 3.5, Resource, Monsters

Orb of Law

The Orb of Law is a form of  Willo' Wisp that angels use as trackers, gaurds, and messengers.  In it's natural form, a orb of law is a faintly luminous sphere that sheds no more light then a firefly.  The sphere can produce buzzing sounds by vibrating rapidly; this allows them to speak in a limited fashion.

Orbs of Law can assume the forms of  legendary animals, which alows them to go about their missions unobtrusively.  Orbs in animal form seem trim and muscular, but they can appear to be well-groomed, filthy, or anything in between.

 

Combat:  Orbs of Law cannot attack in their natural forms.  When assuming legendary animal forms, they can employ the forms attacks.  Orbs in animal form have better ratings then normal animals.  The orb takes it's stats or the animals which ever indavidual stat is better.


Form: Dog:   Ac 17   Speed 50ft.   Att. Bite +2 Dmg  2d4+2

Elephant:   Ac 18   Speed 50ft.   Att.  Slam +17, 2 Stomps +12,  Gore +17   Dmg 2d8+10, 2d6+5, 2d8+15

Hawk:   Ac 19    Speed 10ft./fly 60ft. Avg.   Att. Talons +6  Dmg 1d4-1 ( 1 )

Horse:  Ac 15   Speed 60ft.    Att. 2 Hooves  +4  Dmg 1d6+2

Panther:  Ac 16   Speed 60ft.    Att. Bite +7, 2 Claws +2, Rake +2   Dmg1d6+3, 1d4+1, 4d4+4

Rat:   Ac 15   Speed  20ft.    Att. Bite +5   Dmg  1d3-3

Shark:   Ac  16   Speed  Swim 70ft.    Att.  Bite  +6    Dmg   1d6+2

Snake:    Ac  16    Speed  30ft.     Att.  Bite +6    Dmg   1d3+5   ( 2 )

( 1 )  Can dive for a +2 attack bonus.

( 2 ) Can constrict after first hit for 1d8 points of damage each round.

An Orb can assume a new form once a round; each change takes only a few seconds, and the orb is free to move and attack after changing form.  If a orb reverts to it's normal form and remains in it for 1d4 rounds, it regains 10-60% of any damage it suffered in it's previous form.

The Orb of Law can move to the Astral or Ethereal plane or become invisible at will.  A orb on the Ethereal or Astral plane can materialize and attack creatures on the prime material plane, catching them flat footed.  A orbs keen senses give it a +1 to it's flat footed  ac and allows it to detect invisible creatures 50% of the time.  A orb can track people by sight and scent.  If a creature a orb is tracking uses flight or teleportation magic of any kind, the orb can use the residual magic energies to automatically follow the creature.  When following a teleporting creature, a orb can carry 250 pounds of additional weight.

 

Habitat/Society: Orbs of Law are only found in the company of Angels.  Lone orbs are performing some mission for their masters.

 

Ecology:  Orbs of Law come from a breeding program developed by the angels.  The few Orbs of Law bred by angel wonderers ( the Wondem ) are lawful good, like their masters.

 

Type: Aberration (Law) Size: Small

Hit Dice: 9d8 (40 hp)

Initiative: +13 Speed: Fly 50ft. (Perfect) or by animal form.

Space/Reach: 5ft./5ft. or by animal form.

Special Attacks: +1 on attacks when fighting chaotic creatures.

Special Qualities: Darkvision 60ft.; Alternate form (swift action); Natural Invisibility; Immunity to magic, except protection from evil, magic missile, maze spells and spell-like abilities; Chaotic creatures take a -1 penalty on attack rolls & each die of damage to a minimum of 1; 50% chance to detect invisible creatures; Scent.

Saves: Fort. +3,  Ref.  +12,  Will.  +9 Abilities: Str. 1,  Dex.  29,  Con.  10,  Int.  15,  Will.  16,  Cha.  12

Skills: Bluff  +3,  Diplomacy  +3,  Disguise  +11,  Intimidate  +3,  Listen  +17,  Perform Acting  +3,  Search  +14,  Spot  +17,  Survival  +3 ( +5 following tracks )

Feats: Alertness,  Blind- Fighting,  Dodge,  Improved Initiative,  Track.

Enviroment: Any
Organization: Solitary or Pack ( 3-4 )
Challenge Rating: 7
Treasure: Nil
Alignment: Lawful Neutral (Lawful Good)
Advancement: 10-18 HD (Small)
Level Adjustment: Nil

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