Xeph (CR 18)
Lawful Evil - Medium - Monstrous Humanoid (Somber Crool)
- Xeph are a race of humanoids, a bit shorter and slighter than Humans, whose distinctive cream-to-tan eyes are completely without iris or pupil, giving their gaze a blank quality that is frankly off-putting to many other races. On the face of it, Xeph are a handsome people, with long, fine-featured faces and finely-figured bodies. Their skin ranges in colors from a rich orange through creamy bronze tones to tan to deep, rich blues. Xeph are a mighty race, which makes their apparent rootlessness a puzzle: Why are such capable and competent people nomads?
- Xeph can be encountered in small wandering bands almost anywhere, sometimes in wilderness camps, sometimes in caravans. By far the most likely place you will find Xeph is on ships, however. Xeph tend to prefer smallish 'tramp' style conveyances, such as river boats, barges, coasters, and the like. In more magically potent lands, they love air ships, and where such things are possible, they are almost obsessively interested in living and working on such conveyances.
- Xeph tend to be quiet and polite, fairly good neighbors, but there is a core of darkness in them. If a Xeph feels they can rightfully use or exploit others, they will do so as naturally as breathing. They can and will lend aid, but if they do, they expect to be compensated in some way.
- Xeph in the wilderness are dangerous to meet. If they encounter strangers, a xeph's first inclination is to see what they can get out of the encounter, and if their mental calculus runs to 'kill them, hide the bodies, and sell their stuff', then that's what the Xeph will do, without hesitation, compunction, or remorse. Xeph's respect the rule of law, however, and will generally abide by whatever rules there are in their adopted cultures.
- The important thing to remember about the Xeph, the critical thing, is that the Xeph, no matter their appearance, smiles, or words, do not possess the Spark. They are not civilized, any more than an ogre is civilized, and a xeph, despite their inoffensive appearance and willingness to obey societal rules, are mighty and deadly monsters.
- Caution is advised when dealing with any xeph. Deal from a position of strength, never turn your back if you are alone with them, and never, ever, go with them to a private place.
- Init: +34
- Ambush Chance: 10+ on d20 (req's 1 minute prep)
- AC: 42
- Maneuver Defense (MD): 44
- Hit Points: 480 (Bloodied Value: 240) Hit Dice: 34
- Fort: +16 Refl: +21 Will: +16
- Special Defenses:
- Strong Against:
- Weak Against:
- Space / Reach: 5 ft. / 5 ft.
- Standard Attack:
- 2x Swordplay +34 (3d8+8/18-20 x2) as Slashing (physical, common)
- Full Attack:
- 3x Swordplay +34 (3d8+8/18-20 x2) as Slashing (physical, common)
- Standard Ranged:
- 1x Killing Thoughts +36 vs. AC (always hits on a 17+ on the die) (3d8+10/19-20 x2) as Psychic (energy, uncommon) (Increment: 50 ft.; Max Range: 500 ft.)
- Full Ranged:
- 3x Killing Thoughts +36 vs. AC (always hits on a 17+ on the die) (3d8+10/19-20 x2) as Psychic (energy, uncommon) (Increment: 50 ft.; Max Range: 500 ft.)
- Maneuver Offense: +29
- Siege Damage: Not siege capable
- Special Attacks: Lunge
- Str: 16 Dex: 24 Con: 18 Int: 20 Wis: 12 Cha: 14
- Languages: Common, Sylvan, Reckomp
- Once per encounter, as an immediate action, the xeph may seize the Fabric of All and "re-weft" themselves. This causes them to Slide up to eight squares in any direction (even into the air or across open space). This motion is so startlingly fast that they almost seem to teleport, but they do not: they must move through every square, and thus may not Lunge through blocked or occupied spaces. They can ignore difficult or impeded spaces, however. This ability is also usable up to three times per day out of combat.
- Xeph are not extremely threatening in appearance, but they are extremely deadly. Their blank gaze, creamy-gold, conceals the minds of heartless killers. Xeph will begin fights at a distance, if they can, using their powerfully alien minds to literally think their opponents to death. Their killing thoughts are incredibly deadly, and unless you can figure out the modest warping distortions in space are the attacks, hard to locate, to boot. If their enemies are unable to effectively retaliate, the xeph will happily kill you by thinking at you.
- If forced into melee combat, xeph are no pushovers. They are nearly all adepts at some odd style of martial combat they call swordplay. In melee, they are highly skilled, and while they don't hit incredibly hard, they are ridiculously fast and can slip in a lot of deadly precise strikes. Still, melee is probably preferable to fighting against their deadly killing thoughts.
- Xeph have the odd ability to 're-weft' themselves, being able to slide themselves up to forty feet in an instant. They will typically use this ability to either position themselves to continue ranged attacks, or to close the distance into melee if cornered, or most likely, they will use it to break line of sight and attempt to escape a losing battle if a powerful foe pressures them.
- Xeph will try to withdraw early and in good order, and will not willingly abandon any of their number if they can avoid it. If heavily pressed, they will not fight to the death and will flee in every direction, leaving behind any number of their casualties to do so.
Out of Combat
- Xeph are the ultimate loners, because they are the last survivors of a Lateral Material Plane older and far darker than The First World. Xeph on the Prime Material plane are outcasts and recluses in Xeph society, hiding in the safe, warm Core, scorned and despised by their stronger cousins. As a result, most Xeph are cold, hopeless things, their hearts empty, their innate evil their sole driving force. Whether the Xeph can be redeemed is an open question, but if they are not, they will probably form the newest cohorts in the endless brigades of the Somber Crool.
- XP: 153,600
- Treasure: Sellable Goods worth 67,889 gp.
- Weight: 180 lbs. Volume: 7.2 cu. ft.
- Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20: Result Remnant Found (If Any) 1 - 10 Nothing Found 11 - 14 1 Languid Remnant (tier 1) 15 - 17 1 Pale Remnant (tier 2) 18 - 19 1 Bright Remnant (tier 3) 20 Roll on Table 2 Table 2: Roll a d20: Result Remnant(s) Found 1 - 5 3 Languid Remnants (tier 1) 6 - 10 3 Pale Remnants (tier 2) 11 - 14 1 Intense Remnant (tier 4) 15 - 17 1 Blazing Remnant (tier 5) 18 - 19 1 Vital Remnant (tier 6) 20 Roll on Table 3 Table 3: Roll a d20: Result Remnant(s) Found 1 - 5 3 Bright Remnants (tier 3) 6 - 8 3 Intense Remnants (tier 4) 9 - 11 3 Blazing Remnants (tier 5) 12 - 14 3 Vital Remnants (tier 6) 15 - 17 1 Prime Remnant (tier 7) 18 - 19 1 Mythic Remnant (tier 8) 20 1 Empyrean Remnant (tier 9)