By: Arjan Wardekker
Type: Monstrous Humanoid
Difficulty: CR 1 or 7
Game: Dungeons & Dragons (D&D)
| ||Vanisher||Vanisher Chieftain|
|Type:||Medium Monstrous Humanoid||Large Monstrous Humanoid|
|Hit Dice:||1d8+3 (7 hp)||6d8+30 (57 hp)|
|Initiative:||+3 (Dex)||+6 (Dex, Improved Initiative)|
|Speed:||40 ft.||40 ft.|
|Armor Class:||16 (+3 Dex, +3 natural)||21 (-1 size, +2 Dex, +10 natural)|
|Attacks:||2 claws +6 melee; bite +5 melee||2 claws +15 melee; bite +14 melee|
|Damage:||claw 1d6+4; bite 1d4+4||claw 1d8+8; bite 1d6+8+poison|
|Face/Reach:||5 ft. by 5 ft./5 ft.||5 ft. by 5 ft./10 ft.|
|Special Attacks:||Vanishing, Spells||Vanishing, Spells, Sticky Claws,|
|Special Qualities:||Darkvision 60 ft||Darkvision 60 ft|
|Saves:||Fort +5, Ref +3, Will +3||Fort +10, Ref +4, Will +6|
|Abilities:||Str 18, Dex 16, Con 16,|
Int 14, Wis 12, Cha 2
|Str 26, Dex 14, Con 20,|
Int 14, Wis 12 Cha 4
|Skills:||Climb +8, Concentration +7,|
Hide + 7, Jump + 8, Spot +5,
Move Silently +7, Listen +5
|Climb +12, Concentration +14,|
Hide + 11, Jump + 12, Spot +5,
Move Silently +6, Listen +5
Weapon Focus (claw)
|Combat Casting, Improved|
Initiative, Weapon Focus (claw)
|Climate/Terrain:||Any land||Any land|
|Organisation:||solitary, squad (10+1 2HD),|
division (2 squads + 1 3HD)
or tribe (40-160 + higher HD
(see below) + Chieftain)
|solitary with tribe|
|Alignment:||Usually Lawful Evil||Usually Lawful Evil|
|Advancement:||2-5 HD (medium; see below)||-|
Vanishers are medium sized humanoid creatures. Although their shape is almost the same as a human, with the exception of very long arms, reaching to their knees, their looks are far from human.They are white of color and seem to be stripped of all skin. Their body is covered with thready muscles. Although one might think they are quite weak, having a low natural armor bonus and exposed muscles, the outside threads are made of a very tough material, actually giving them a very natural armor bonus.
The Vanisher has no exposed reproduction organs. These are hidden in the body and are very different to those of humans. Vanishers are neither male nor female and lay eggs that are usually hatched for a few years. The Vanishers are adult almost as soon as they are out of the egg. Might they be released after only a few months, it takes longer for them to reach adulthood.
Vanishers speak Common, Sylvan and Orc.
Vanishers can deliver quite a lot of damage in direct combat, but that is not their strongest point. Their favorite tactics in attacking groups of enemies is to appear out of nowhere, grap one or a few persons and vanish again. They vanish to a spot where a larger group waits for them to kill the first abductees. So, the group of enemies is split up and taken care of in steps. Another popular attack tactic is to grab a few monsters, animals or other dangerous creatures and teleport with them into or near the group of enemies, so using the original monsters to attack the enemy instead of attacking themselves.
Vanishing (Ex): A Vanisher can put his arms around an opponent and so grab him or her by making a grapple check. The Vanisher can teleport away with a grabbed opponent (who gets a will save). The grab can be performed in the same round as using the teleporting abiltity. Doing so, the vanisher can teleport right into a group and make a grapple in the resulting surprize round. In the first original round he can teleport away. When encountered in a normal way, the Vanisher can also first make a grapple check and then teleport away in the same round.
Spells (Sp): A Vanisher has the following spell-like abilities: 10/day dimension door; 4/day teleport. All spells have are cast as a a druid of level 10 + HD, against a DC of 11 + spell level.
Vanishing (Ex): A Vanisher Chieftain can put his arms around an opponent and so grab him or her by making a grapple check. The Chieftain can teleport away with a grabbed opponent (who gets a will save). The grab can be performed in the same round as using the teleporting abiltity. Doing so, the Chieftain can teleport right into a group and make a grapple in the resulting surprize round. In the first original round he can teleport away. When encountered in a normal way, the Chieftain can also first make a grapple check and then teleport away in the same round.
Spells (Sp): A Vanisher Chieftain has the following spell-like abilities: at will dimension door; 10/day teleport and phase door; 4/day teleport without error and clearvoyance. All spells have are cast as a a druid of level 16 (10 + HD), against a DC of 11 + spell level.
Sticky Claws (Ex): The Vanisher Chieftain's claws are covered by a sticky goo. The function of this is similar to an Improved Grab. To succeed at a grapple, the Chieftain needs only to make a melee touch attack. When the touch attack succeeds, the Chieftain does normal claw damage and the Chieftain can teleport away with the victim. Making the grapple check, the Chieftain does not provoke an attack of opportunity. Note that if the Chieftain comes teleporting in, the victim would be surprized and thus denied dex bonus to AC.
Poison (Ex): The Vanisher Chieftain's teeth are covered with a potent sleeping poison. Victims that are bitten must make a Fortitude save DC 16. Initial damage is 1d6 minutes sleep, secondary is 1d6 hours sleep.
The Vanisher's organisation is very strict. For every 10 normal Vanishers (1HD) there is a 2 HD sergeant. For every 2 sergeants there is a 3 HD lieutenant. For every 2 lieutentants there is a 4 HD captain. For every 2 captains there is a 5 HD subchieftain. Vanishers always live in a tribe. The tribe has a minimum of 40 normal vanishers plus 4 sergeants, 2 lieutentants and 1 captain. Tribes usually have no more of 160 normal Vanishers. Every tribe is lead by a Vanisher Chieftain, who is always 6 HD.
In addition to the Vanishers and the Chieftain, there are noncombattants, eggs and/or young. Their numbers can be anything from about half the population of 1 HD's upto equal to the adult population.
Normal Vanishers can advance from 1 HD to a maximum of 5 HD. Upon advancement, in addition to the extra HD, the Vanisher receives +1 to attack and natural armor and an extra rank in both concentration and hide. Saves go up as a druid of a level equal to the Vanisher's HD.
This material is distributed under the Open Game License Version 1.0a (view a copy of the license). All of this material is designated as Open Game Content, in accordance with Section 1(d) of the Open Game License, Version 1.0a.
Back to the Castle
This website © Copyright 1999-2011, Arjan Wardekker.
All rights reserved.
All trademarks and copyrights are the property of their respective owners.