Building On A Theme: Light Head for Shadowfinder/Starfinder (Patreon)
Content
So, having written up cargoyles and signal heads (the first type of twisted fey I have named the dislimned), now I need to build on that theme. I may do more forms of cargoyles later (it's easy to imagine cargoyles that look like motorcycles, piles of junk, boats, and so on), but for now I want to focus on the dislimned. I've carefully set them up as "monsters," which are neither able nor interested in negotiating with PCs, and which attack and kill if anyone discovers them, so they are much easier to use as opponents than cargoyles. Indeed, cargoyles may well serve as allies to PCs against dislimned, at least insofar as cargoyles might tell PCs what dislimned are.
Since I have a good base CR 5 combatant dislimed in the signal head, I want to use a different array and different CR for my next member of this subtype. But I want the CR to be close enough that a GMN can use both signal heads and my new creating in the same encounter (or at least the same adventure). Since signal heads are CR 5, and cargoyles are CR 6, I decided to make my light heads CR 7. That means about the time PCs can safely take on 2 or even 3 signal heads, a single light head looming above the battlefield can give them a nasty surprise without a TPK.
While I want my light head to be a spellcaster, I want it to feel more like a powerful mform of tech-infested fey than a mage. I accomplish this not only with the spells I select, but notes that change all the damage types to match the light head's natural ranged attack, and noting the difference in visuals for its microbot assault. These are tiny changes that don't significantly impact game balance, but can radically change how a monster is perceived by players.
Light Head (Spellcaster)
CR 7
XP 3,200
CE Huge fey (chaotic, dislimned)
Init +5; Senses low-light vision.; Perception +14
Aura dislimning (DC 20)
DEFENSE
HP 90
EAC 18; KAC 19
Fort +8; Ref +8; Will +10
Defensive abilities immunity (blindness, dazzle, lasers), regeneration (cold, electricity)
OFFENSE
Speed 50 ft.
Melee claws +10 (1d8+9 S; critical knockdown)
Ranged light combustion +12 (1d8+7 F [laser]; critical burn 1d6)
SA spotlight
Space 15 ft.; Reach 15 ft.
Spell-like Abilities (CL 7th; ranged +12)
All damage dealt by a light head’s spells is laser (fire) damage
3rd (1/day) - ray of exhaustion (DC 20), time’s edge (DC 20)
2nd (3/day) - fear (level 2) (DC 19), force blast (DC 19), microbot assault*, propelled leap
1st (at will) - fear (level 1) (DC 18), overheat (DC 18)
*A light head's microbots appear to be modern junk appliances, such as toasters and blenders
STATISTICS
Str +2; Dex +5; Con +0; Int +0; Wis +0; Cha +4
Skills Athletics +14, Intimidate +19, Mysticism +19
Languages Aklo, Common (cannot speak)
SPECIAL ABILITIES
Dislimning (Su): As the dislimned subtype power.
Regeneration (Ex): In addition to not functioning for a round when the light head takes cold or electricity damage, a light head’s regeneration becomes fast healing if it’s light is broken (see its spotlight ability).
Spotlight (Su): Each round as a free action, a light head can choose to spotlight either a creature it can perceive within 300 feet, or a 60-foot cone. If it selects a creature, its spotlight tracks that creature as long as it is in range, even if it leaves the range and then returns. The cone moves with the light head, but only affects targets within it.
Spotlighted creatures cannot succeed at Stealth check, and are fully visible (even if normally invisible) and substantial (even if normally insubstantial). Further, spotlit creatures are dazzled and count as flanked. All spotlit characters are illuminated in bright light (as is the cone’s area if the light head uses a cone spotlight). The first time a creature is spotlit by a light head, the light head makes an Intimidate check to demoralize the creature. The creature is then immune to this effect from spotlight (from any light head) for 24 hours.
Any time an attacker scores a critical hit against a light head, they may choose to forego their normal critical hit effect (if any) and decided to deal normal damage (rather than double damage) to break the light head’s light. This prevents the light head from using its spotlight and causes its vision to become an imprecise sense, until it is fully healed. A light head with a broken light normally flees, unless it cannot safely do so.
Description
Light heads are among the most organized of the dislimned and can often be found in the center of a neighborhood with multiple other weaker dislimned. Light heads can't be said to lead such weaker fey, as they do not communicate even among others of their kind, but they do aid the lesser dislimbed near them if they are attacked. Similarly, a light head normally has an escape route planned that takes it directly past more minor dislimned, which will generally attack any creature chasing a light head.
Light heads understand they are safer in areas with few residents and no efforts at urban renewal. If they see or hear people organizing to rebuild a neighborhood, or mortal leaders working to revitalize a community, light heads often take the time to single out when those leaders are vulnerable and alone and either attack, or somehow spur weaker dislimned nearby to attack them.
Support
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