Tenyaomo (3.5e Monster)
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Yu-Tenyaomo | Feng-Tenyaomo | Lei-Tenyaomo | |
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Size/Type: | Medium Outsider (Air, Lawful) | Medium Outsider (Air, Lawful) | Medium Outsider (Air, Lawful) |
Hit Dice: | 10d8+70 (150 hp) | 10d8+70 (150 hp) | 10d8+70 (150 hp) |
Initiative: | +7 | +7 | +7 |
Speed: | 60 ft | 60 ft | 60 ft |
Armor Class: | 27 (+7 dex, +2 monk, +1 natural, +7 wis), touch 26, flat-footed 20 | 27 (+7 dex, +2 monk, +1 natural, +7 wis), touch 26, flat-footed 20 | 27 (+7 dex, +2 monk, +1 natural, +7 wis), touch 26, flat-footed 20 |
Base Attack/Grapple: | +10/+17 | +10/+17 | +10/+17 |
Attack: | Unarmed Strike +17 melee (1d10+7, 20/x2) or +3 Jian +20 melee (1d8+10, 17-20/x2) or +3 Shuriken +20 ranged (1d2+10, 20/x2) | Unarmed Strike +17 melee (1d10+7, 20/x2) or +3 Hook Sword +20 melee (1d8+10, 17-20/x2) or +3 Shuriken +20 ranged (1d2+10, 20/x2) | Unarmed Strike +17 melee (1d10+7 plus 1d6 electric, 20/x2) or +3 Siangham +20 melee (1d6+10 plus 1d6 electric, 17-20/x2) or +3 Shuriken +20 ranged (1d2+10 plus 1d6 electric, 20/x2) |
Full Attack: | Unarmed Strike +17/+12 melee (1d10+7, 20/x2) or +3 Jian +20/+15 melee (1d8+10, 17-20/x2) or +3 Shuriken +20/+15 ranged (1d2+10, 20/x2) | Unarmed Strike +17/+12 melee (1d10+7, 20/x2) or Two +3 Hook Swords +16/+16/+11/+11 melee (1d8+10, 17-20/x2) or +3 Shuriken +20/+15 ranged (1d2+10, 20/x2) | Unarmed Strike +17/+12 melee (1d10+7 plus 1d6 electric, 20/x2) or +3 Two Siangham +18/+18/+13/+13 melee (1d6+10 plus 1d6 electric, 17-20/x2) or +3 Shuriken +20/+15 ranged (1d2+10 plus 1d6 electric, 20/x2) |
Space/Reach: | 5 ft/5 ft | 5 ft/5 ft | 5 ft/5 ft |
Special Attacks: | Flurry of Blows, Rain of Blades, SLAs, Stunning Fist | Flurry of Blows, Hurricane Breath, SLAs, Stunning Fist | Flurry of Blows, Shocking Touch, SLAs, Stunning Fist |
Special Qualities: | Aura of Rain, Cloudsight, Darkvision 60 ft, Death Throes, DR 10/chaotic, Extraordinary Health, Immunities, Mobile Skirmisher, Improved Evasion, Monk Training, SR 21, Water Flicker, Wuxia Gravity | Air Walker, Aura of Wind, Blindsense 120 ft, Darkvision 60 ft, Death Throes, DR 10/chaotic, Extraordinary Health, Immunities, Improved Evasion, Mobile Skirmisher, Monk Training, SR 21, Wuxia Gravity | Aura of Thunder, Darkvision 60 ft, Death Throes, DR 10/chaotic, Extraordinary Health, Immunities, Improved Evasion, Magnetic Hand, Mobile Skirmisher, Monk Training, SR 21, Thunder Charge, Wuxia Gravity |
Saves: | Fort +14, Ref +14, Will +14 | Fort +14, Ref +14, Will +14 | Fort +14, Ref +14, Will +14 |
Abilities: | Str 24, Dex 24, Con 24, Int 15, Wis 25, Cha 21 | Str 24, Dex 24, Con 24, Int 15, Wis 25, Cha 21 | Str 24, Dex 24, Con 24, Int 15, Wis 25, Cha 21 |
Skills: | Balance +20, Concentration +20, Hide +20, Jump +42, Listen +20, Knowledge (any one knowledge) +15, Move Silently +20, Sense Motive +20, Spot +20, Tumble +20 | Balance +20, Concentration +20, Hide +20, Jump +42, Listen +20, Knowledge (any one knowledge) +15, Move Silently +20, Sense Motive +20, Spot +20, Tumble +20 | Balance +20, Concentration +20, Hide +20, Jump +42, Listen +20, Knowledge (any one knowledge) +15, Move Silently +20, Sense Motive +20, Spot +20, Tumble +20 |
Feats: | Combat ReflexesB, Deflect ArrowsB, MobilityB, Snatch ArrowsB, Combat Expertise, Power Attack, Improved Trip, Improved Critical (jian) | Combat ReflexesB, Deflect ArrowsB, MobilityB, Snatch ArrowsB, Combat Expertise, Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Fighting | Combat ReflexesB, Deflect ArrowsB, MobilityB, Snatch ArrowsB, Combat Expertise, Two-Weapon Fighting, Superior Expertise, Improved Two-Weapon Fighting |
Environment: | Any | Any | Any |
Organization: | Solitary, Cell (with one Feng-Tenyaomo and one Lei-Tenyaomo), or Stormfront (2-4 cells) | Solitary, Cell (with one Lei-Tenyaomo and one Yu-Tenyaomo), or Stormfront (2-4 cells) | Solitary, Cell (with one Feng-Tenyaomo and one Yu-Tenyaomo), or Stormfront (2-4 cells) |
Challenge Rating: | 10 | 10 | 10 |
Treasure: | Standard, plus +3 jian and 2d20 +3 shuriken | Standard, plus two +3 hook swords and 2d20 +3 shuriken | Standard, plus two +3 siangham and 2d20 +3 shuriken |
Alignment: | Any Lawful, Usually Lawful Neutral | Any Lawful, Usually Lawful Neutral | Any Lawful, Usually Lawful Neutral |
Advancement: | By character class | By character class | By character class |
Level Adjustment: | — | — | — |
These fighters, they're not human! They must be demons!
Said to be one of the original lawful spirits who took battle alongside the Air Lords of Aqaa against the Queen of Chaos, the beings known as tenyaomo have existed in the shadows. They have been called both gods and demons, fey spirits, and divine messengers. The truth is somewhat between all of it, for the tenyaomo have often been employed in the service of others they deem strong and fit to rule. With the blessing of tenyaomo at one's side, many empires have risen in the east, and fallen when the tenyaomo judge them unworthy, allowing the cycle of change to continue. Their presence is often seen as a sign of a long-lasting and prosperous kingdom.
The tenyaomo are surprisingly humanoid, and could easily pass as humans of asian descent. However their eyes are blank and white, and when fighting aggressively the environmental havoc of their auras reveals their extraplanar origins. They command the power of storms, the rain wind and lightning of heaven, and often either come solo or in pairs of three. It may be that they also follow the Rule of Three, or they may simply feel most comfortable in these arrangements.
There are three types of very similar tenyaomo, the yu-tenyaomo, feng-tenyaomo, and lei-tenyaomo with dominion over rain, wind, and thunder respectively. All three types are also proficient martial artists, and what mysterious society they hold within their long-locked up and hidden monasteries upon the Plane of Air keep tight their secrets, including how many of them exist or even if more are still being born at all.
The tenyaomo speak Common, Auran, Celestial, and Infernal, and have the same proportions of an average human of their stature. They dress in a method befitting an Asian monk, often with a large conical hat.
Combat[edit]
Tenyaomo are surprisingly vicious combatants and rarely let up, nor do they have any problems ganging up on an individual and beating them into submission. There is good cause that they have been thought of as fiends before. Whatever mercy an individual tenyaomo may show beforehand goes out the window when combat starts. With their ability to remain mobile, they use their superior speed to stay out of the reach of appropriate counterattack.
Tenyaomo are proficient in all simple weapons, martial weapons, and all special monk weapons.
Air Walker (Su): The feng-tenyaomo is under a constant air walk effect.
Aura of Rain (Su): At will as a free action, the yu-tenyaomo can cause a rainstorm in a 100 ft radius centered on themselves. Rain reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind. The penalties stack with the penalties caused by aura of rain.
Aura of Thunder (Su): At will as a free action once per round, the lei-tenyaomo can cause the air to thunder and crackle around them. All creatures take 1 point of electrical damage (no save) and all creatures must make a DC 15 Fortitude save against deafness, as if stuck by a thunderstone.
Aura of Wind (Su): At will as a free action, the feng-tenyaomo can whip up the air around them and can cause severe wind in any direction they choose, including circling them. The penalties stack with the penalties caused by aura of rain.
Cloudsight (Su): The yu-tenyaomo can see through natural and magical fogs, clouds, and other opaque gases as if they weren't there, and takes no penalties for concealment from such.
Death Throes (Su): When a tenyaomo is killed, they explode immediately in a 20 ft radius burst. The type of explosion depends on the tenyaomo, but all have a DC 22 Reflex save for half. The saving throw is Wisdom based.
- Feng: A concussive eruption of wind and sound, dealing 10d4 sonic damage.
- Lei: A burst of electricity, dealing 10d6 electric damage.
- Yu: A blast of high pressure water, not unlike its rain of blades, dealing 10d6 magic piercing damage.
Extraordinary Health (Ex): All tenyaomo receive maximum hit points per HD.
Flurry of Blows (Ex): All tenyaomo may use flurry of blows as a monk of their HD.
Hurricane Breath (Su): The feng-tenyaomo can breath out a powerful cone of tornado force winds in a 60 ft cone or a 120 ft line as a standard action. Once they have used this ability, they cannot use it again for 1d4 rounds.
Immunities (Ex): All tenyaomo are immune to charm effects, compulsion effects, death effects, energy drain, disease, fear effects, petrification, and polymorphing. They are also immune to all falling damage and weather effects such as strong wind. Curiously, the lei-tenyaomo is not immune to electrical damage.
Improved Evasion (Ex): All tenyaomo take half damage on a failed Reflex save for half, and no damage on a successful Reflex save for half.
Magnetic Hand (Su): The lei-tenyaomo may manipulate metal objects up to 30 ft away as if using its own hands. This allows, among other things, the lei-tenyaomo to have their melee weapons fly at the opponent and attack in melee even as they stand up to 30 ft away. This does not, however, allow them to threaten with this reach. While manipulating objects one or both hands are considered occupied as they manipulate metal objects from afar.
Mobile Skirmisher (Ex): All tenyaomo are able to move and attack as they do. They effectively have Spring Attack, but may make a full attack action as they do, spreading their attacks amongst whatever creatures they can reach. They provoke attacks of opportunity for movement as normal.
Monk Training (Ex): All tenyaomo count as monks of their HD for the purposes of pre-requisites, and gain a monk's AC Bonus, flurry of blows, and fast movement.
Rain of Blades (Su): As a standard action the yu-tenyaomo can generate a rain of supernaturally sharp rain which pierces like a thousand needles. It deals 10d6 points of magic piercing damage in a 20 ft radius centered on the yu-tenyaomo, with a DC 22 Reflex save for half. Once used, the yu-tenyaomo cannot use it again for 1d4 rounds. The DC is Wisdom based.
Shocking Touch (Su): The lei-tenyaomo may make a touch attack as a standard action, dealing 10d6 electric damage to the target with no save. It can choose to make this damage non-lethal if it sees fit. Even when not using the touch attack, every weapon the lei-tenyaomo uses deals an additional +1d6 electric damage.
Spell-Like Abilities (Feng) (Sp): At will- wind wall (only one in existance at a time); 3/day-gaseous form; 1/day-shout (DC 19). The saving throws are Charisma based.
Spell-Like Abilities (Lei) (Sp): At will- shatter (DC 17); 3/day-fly; 1/day-chain lightning (DC 21). The saving throws are Charisma based.
Spell-Like Abilities (Yu) (Sp): At will- quench (DC 18); 3/day-fog cloud; 1/day-control water. The saving throws are Charisma based.
Stunning Fist (Ex): All tenyaomo have the Stunning Fist ability of a monk of their level, DC 22. The saving throw is Wisdom based.
Thunder Charge (Su): When a lei-tenyaomo makes a charge attack, they briefly turn into a thunderbolt which can pass through squares occupied by creatures, and does not provoke attacks of opportunity for movement. Creatures in squares the lei-tenyaomo passes through take 5d6 electric damage with a DC 22 Reflex save for half. The lei-tenyaomo appears at the end of the charge as normal to make its attack. The saving throw is Wisdom based.
Water Flicker (Su): The yu-tenyaomo is particularly dangerous in places of water or heavy precipitation. In any aquatic environment or environment where it is raining, it can teleport up to its move speed as a move action. This does not provoke, but the yu-tenyaomo cannot use his Aura of Rain as a source of precipitation.
Wuxia Gravity (Su): All tenyaomo seem to have a blatant disregard for gravity. They treat any surface they stand on as having directional gravity to the surface, allowing them to walk on the walls and ceiling and continue fighting. Whenever they reach a new incline they can change that surface to be the direction gravity affects them from.
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