Difference between revisions of "Maera (3.5e Monster)"

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|init=+8
 
|init=+8
 
|speed=60 ft. (12 squares)
 
|speed=60 ft. (12 squares)
|ac=24 (+3 [[SRD:Dexterity|Dex]], +6 [[SRD:Armor|armor]], +5 [[SRD:Natural Armor|natural]]) |touch=13 |flat=21
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|ac=23 (-1 size, +3 [[SRD:Dexterity|Dex]], +6 [[SRD:Armor|armor]], +5 [[SRD:Natural Armor|natural]]) |touch=13 |flat=21
 
|bab=+7 |grapple=+17
 
|bab=+7 |grapple=+17
|at=[[#Maera's Spear|Maera's spear]] +15 melee (1d8+12/×3 plus arcane spellcaster [[SRD:Bane (Weapon Enhancement)|bane]]) or [[#Maera's Spear|maera's spear]] +15 ranged (1d8+9/×3 plus arcane spellcaster [[SRD:Bane (Weapon Enhancement)|bane]] and [[SRD:Dispel Magic|dispel]]) or hoof +8 melee (1d4+3) or magic ray +13 ranged ([[#Mana Burn|mana burn]])
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|at=[[#Maera's Spear|Maera's spear]] +14 melee (1d8+12/×3 plus arcane spellcaster [[SRD:Bane (Weapon Enhancement)|bane]]) or [[#Maera's Spear|maera's spear]] +14 ranged (1d8+9/×3 plus arcane spellcaster [[SRD:Bane (Weapon Enhancement)|bane]] and [[SRD:Dispel Magic|dispel]]) or hoof +7 melee (1d6+3) or magic ray +12 ranged ([[#Mana Burn|mana burn]])
|full_at=[[#Maera's Spear|Maera's spear]] +15/+10 melee (1d8+12/×3 plus arcane spellcaster [[SRD:Bane (Weapon Enhancement)|bane]]) or 2 hooves +9 melee (1d4+3) or magic ray +13 ranged ([[#Mana Burn|mana burn]])
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|full_at=[[#Maera's Spear|Maera's spear]] +14/+9 melee (1d8+12/×3 plus arcane spellcaster [[SRD:Bane (Weapon Enhancement)|bane]]) or 2 hooves +7 melee (1d6+3) or magic ray +12 ranged ([[#Mana Burn|mana burn]])
 
|space=10 ft. |reach=5 ft.
 
|space=10 ft. |reach=5 ft.
 
|sa=[[#Mana Burn|Mana burn]], [[#Spell-Like Abilities|spell-like abilities]], [[#Spells|spells]], [[#Spell Steal|spell steal]]
 
|sa=[[#Mana Burn|Mana burn]], [[#Spell-Like Abilities|spell-like abilities]], [[#Spells|spells]], [[#Spell Steal|spell steal]]
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Typical druid spells prepared (6/6/5/5/4/3/2, save DC 16 + spell level): 0—''[[SRD:Create Water|create water]], [[SRD:Detect Poison|detect poison]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Read Magic|read magic]]''; 1st—''[[SRD:Calm Animals|calm animals]], [[SRD:Charm Animal|charm animal]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Entangle|entangle]] (×2), [[SRD:Obscuring Mist|obscuring mist]], ''; 2nd—''[[SRD:Animal Messenger|animal messenger]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Summon Swarm|summon swarm]]''; 3rd—''[[SRD:Daylight|daylight]], [[SRD:Plant Growth|plant growth]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Wind Wall|wind wall]]''; 4th—''[[SRD:Command Plants|command plants]], [[SRD:Freedom of Movement|freedom of movement]], [[SRD:Giant Vermin|giant vermin]], [[SRD:Scrying|scrying]]''; 5th—''[[SRD:Animal Growth|animal growth]], [[SRD:Commune with Nature|commune with nature]], [[SRD:Tree Stride|tree stride]]''; 6th—''[[SRD:Mass Bear's Endurance|mass bear's endurance]]'', ''[[SRD:Mass Cure Light Wounds|mass cure light wounds]]''.
 
Typical druid spells prepared (6/6/5/5/4/3/2, save DC 16 + spell level): 0—''[[SRD:Create Water|create water]], [[SRD:Detect Poison|detect poison]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Read Magic|read magic]]''; 1st—''[[SRD:Calm Animals|calm animals]], [[SRD:Charm Animal|charm animal]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Entangle|entangle]] (×2), [[SRD:Obscuring Mist|obscuring mist]], ''; 2nd—''[[SRD:Animal Messenger|animal messenger]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Summon Swarm|summon swarm]]''; 3rd—''[[SRD:Daylight|daylight]], [[SRD:Plant Growth|plant growth]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Wind Wall|wind wall]]''; 4th—''[[SRD:Command Plants|command plants]], [[SRD:Freedom of Movement|freedom of movement]], [[SRD:Giant Vermin|giant vermin]], [[SRD:Scrying|scrying]]''; 5th—''[[SRD:Animal Growth|animal growth]], [[SRD:Commune with Nature|commune with nature]], [[SRD:Tree Stride|tree stride]]''; 6th—''[[SRD:Mass Bear's Endurance|mass bear's endurance]]'', ''[[SRD:Mass Cure Light Wounds|mass cure light wounds]]''.
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==== Maeras and [[SRD:Summoning Subschool|Summoning]] ====
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A [[SRD:Chaotic Effect|chaotic]] or [[SRD:Good Effect|good]]-aligned [[SRD:Druid|druid]] may use a ''[[SRD:Summon Nature's Ally IX|summon monster IX]]'' spell to summon a maera. A summoned maera enters the field with its typical spells prepared (see Spells, above). Summoning a maera gives the summoning spell the [[SRD:Chaotic Effect|Chaotic]] and [[SRD:Good Effect|Good]] descriptor.
  
  

Revision as of 16:07, 14 March 2012


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Author: Sulacu (talk)
Date Created: March 14, 2012
Status: Under construction
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Maera
Size/Type: Large Fey
Hit Dice: 15d6+30 (82 hp)
Initiative: +8
Speed: 60 ft. (12 squares)
Armor Class: 23 (-1 size, +3 Dex, +6 armor, +5 natural), touch 13, flat-footed 21
Base Attack/Grapple: +7/+17
Attack: Maera's spear +14 melee (1d8+12/×3 plus arcane spellcaster bane) or maera's spear +14 ranged (1d8+9/×3 plus arcane spellcaster bane and dispel) or hoof +7 melee (1d6+3) or magic ray +12 ranged (mana burn)
Full Attack: Maera's spear +14/+9 melee (1d8+12/×3 plus arcane spellcaster bane) or 2 hooves +7 melee (1d6+3) or magic ray +12 ranged (mana burn)
Space/Reach: 10 ft./5 ft.
Special Attacks: Mana burn, spell-like abilities, spells, spell steal
Special Qualities: Change shape, damage reduction 10/cold iron, low-light vision, immune to petrification and poison, magic immunity
Saves: Fort +7, Ref +13, Will +15
Abilities: Str 22, Dex 19, Con 15, Int 16, Wis 22, Cha 23
Skills: Bluff +14, Disguise +20, Hide +15, Jump +27, Knowledge (arcana) +22, Knowledge (nature) +24, Listen +15, Move Silently +15, Search +18, Spellcraft +24, Spot +15, Survival +20 (+22 in natural areas)
Feats: EnduranceB, Improved Initiative, Improved Overrun, Run, Weapon Focus (spear), Weapon Specialization (Spear)
Environment: Temperate forests and marshes
Organization: Solitary, glade (1 maera plus 1 treant animated by the liveoak spell), duo, or circle (3-8 maeras)
Challenge Rating: 11
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +0 (cohort)


These elusive fey have the body of a centaur; the torso, face and upper arms of a beautiful, strongly built female human or elf with leaf-green hair, standing vertically atop the front shoulders of a majestic, auburn horse. Clad in ornate, leaf-adorned ironwood bardings and breastplate, and brandishing finely engraved wooden spears that emanate powerful disruptive magic, maeras are an arcane spellcaster's worst enemy. They stand roughly 5 feet at the shoulder, and 7 and a half to 8 feet head to toe, weighing in at around 900 pounds.

Combat

Maeras are fierce warriors and protectors of nature, and will respond violently when their woods are desecrated. Their magical spears are especially effective against creatures that have turned away from nature, such as lycanthropes and certain undead, and carry disruptive energies that greatly harm arcane spellcasters. Predisposed against users of arcane magic who seek to corrupt the pristine glades of the ancient forests in the world, the maeras' powerful eyesight allows them to distinguish magical aurae, and even see when a creature has the innate or learned ability to cast spells.

A maera's spear attacks are treated as silver for the purpose of overcoming damage reduction.

Change Shape (Su): A maera can take the shape of a female human, elf or half-elf at will. While assuming a different shape, she loses all supernatural abilities except for this one.

Maera's Spear: The spear of a maera is fashioned from her own magical essence. It is effectively a +1 ironwood spear with the distance and returning enhancements, flying far when thrown and magically rematerializing in her hand at the beginning of her next turn. A maera's weapon is treated as silver for the purpose of overcoming damage reduction as well as bane against creatures with arcane spellcasting. Furthermore, when a maeras throws her spear, it creates a dispel effect in addition to dealing regular weapon damage. A maera's spear creates a targeted dispel upon a creature hit directly, but may also be thrown at the ground to create an area dispel effect. This functions like the respective targeted dispel and area dispel abilities of the dispel magic spell (caster level 10th).

Magic Immunity: A maera is immune to all spells and spell-like abilities that allow spell resistance. A maera can ignore her immunity with her own spells and spell-like abilities, as well as with spell effects taken by the use of her spell steal ability.

Mana Burn (Su): A maera can fire a coruscating ray of purplish disruptive energy from the tip of her spear. Creatures hit by this attack are burned from within by their own arcane power. Any arcane spellcaster so affected loses a prepared spell or a spell slot and takes 1d6 points of backlash damage per spell level lost. The level of the spell lost is determined by a roll of a d6, ranging from 1 to 6. Cantrips or spells of higher than 6th level are not affected, though if the number rolled exceeds the target spellcaster's maximum arcane spell level or if it has exhausted its complement of appropriately leveled spells for the day, a number of spell slots are drained whose combined spell level equals or exceeds the roll result, starting with an unused spell slot of the highest level that is still available. Creatures without arcane spellcasting are unaffected by this ability.

Spell Steal (Su): As a move action, a maera may transfer an ongoing spell effect from a target creature within 30 feet to herself. This ability may be used once every 1d4 rounds.

Spell-Like Abilities: At will—continual flame, invisibility, nondetection, remove curse, remove paralysis. 3/day—cure moderate wounds (DC 18), displacement, hold monster (DC 21), restoration; 1/day—baleful polymorph (DC 21), control weather, geas (DC 22). Caster level 11th. Save DCs are Charisma-based.

The following spell-like abilities are always active on a maera's person, as the spells (caster level 11th): greater arcane sight, pass without trace, speak with animals, speak with plants. They can be dispelled, but the maera can reactivate them as a free action.

Spells: Maeras cast divine spells as 11th level druids. This includes the ability to spontaneously convert to summon nature's ally spells.

Typical druid spells prepared (6/6/5/5/4/3/2, save DC 16 + spell level): 0—create water, detect poison, know direction, light, purify food and drink, read magic; 1st—calm animals, charm animal, detect animals or plants, entangle (×2), obscuring mist, ; 2nd—animal messenger, bear's endurance, gust of wind, soften earth and stone, summon swarm; 3rd—daylight, plant growth, quench, remove disease, wind wall; 4th—command plants, freedom of movement, giant vermin, scrying; 5th—animal growth, commune with nature, tree stride; 6th—mass bear's endurance, mass cure light wounds.

Maeras and Summoning

A chaotic or good-aligned druid may use a summon monster IX spell to summon a maera. A summoned maera enters the field with its typical spells prepared (see Spells, above). Summoning a maera gives the summoning spell the Chaotic and Good descriptor.



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Facts about "Maera (3.5e Monster)"
AlignmentUsually chaotic good +
AuthorSulacu +
Challenge Rating11 +
EnvironmentTemperate forests and marshes +
Identifier3.5e Monster +
Level Adjustment+0 (cohort) +
RatingUndiscussed +
SizeLarge +
TitleMaera +
TypeFey +