Siriyen by Matt
Medium Outsider (Angel, Aquatic, Lawful)
Hit Dice: 10d8+10 (55 hp)
Initiative: +2 (+2 Dex)
Speed: 50 ft. (10 squares), fly 120 ft. (perfect), swim 90 ft. (18 squares)in hide armor; base speed 60 ft. fly 130 ft. swim 100 ft.
Armor Class: 26 (+2 Dex, +10 natural, +3 hide armor, +1 light wooden shield), touch 12, flat-footed 24
Base Attack/Grapple: +10/+19
Attack: Greatsword +12 melee (4d8 +9)
Full Attack: Greatsword +12/+7/+2 melee (4d8 +9) or composite longbow +19/+14/+9 melee (8d8 +9) or longsword +19/+14/+9 melee (3d8 +9) or slam +19 melee (1d4 +4) or wings +19 melee (2d8 +4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sonic attacks
Special Qualities: Darkvision 60ft., flight, outsider traits, regeneration, telepathy, tremorsense
Saves: Fort +8, Ref +9, Will +14
Abilities: Str 29, Dex 15, Con 13, Int 25, Wis 25, Cha 25
Skills: Appraise +27, Balance -2, Climb +5, Craft +27, Diplomacy +27, Escape Artist -2, Gather Information +27, Hide -2, Jump +5, Knowledge (arcana) +27, Knowledge (the planes) +27, Listen +7, Move Silently -2, Perform +27, Profession +27, Ride +17, Sleight of Hand +18, Spot +7, Swim -5, Tumble -2
Feats: ManyShot,Martial Weapon Proficiency,Track,Weapon Finesse

Environment: Any,Temperate,Warm land,aquatic,deserts,plains,forests,hills,mountains
Organization: Solitary, Pair, Patrol (2-5), Squad (5-20), Troop (20-40), Battalion (40-60), or Nation (60+)
Challenge Rating: 14
Treasure: Double Standard
Alignment: Always lawful neutral
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
Level Adjustment: -


A very beautiful creature with long flowing blonde hair that is down to his ankles. It has intelligent eyes that seem to pierce whoever they look at. They usually wear a cloak to hide their ethereal appearance.

Siriyens usually never attack unless provoked. They care nothing for others and will never involve themselves in any war if it will not effect them or their nation. Siriyens are vegetarians. Eating only plants, they have different organs that humans, elves, and all other different types of creatures. Siriyens usually never attack unless provoked. They care nothing for others and will never involve themselves in any war if it will not effect them or their nation. Siriyens are vegetarians. Eating only plants, they have different organs that humans, elves, and all other different types of creatures. Staying far away from so called "civilization", Siriyens live wherever natural land reigns. This way they do not have to interact with other races that they see as primitive.

Combat
If they are ever in any battle, they love to stay far away in order to pick off their opponents with their powerful longbows. When they are fighting hand to hand combat, they will use their greatswords. If they happen to lose their greatsword they will use their longswords.


Sonic Attacks (Su): Unless otherwise noted, a sonic attack follows the rules for spreads. The range of the spread is measured from the creature using the sonic attack. Once a sonic attack has taken effect, deafening the subject or stopping its ears does not end the effect. Stopping one’s ears ahead of time allows opponents to avoid having to make saving throws against mind-affecting sonic attacks, but not other kinds of sonic attacks (such as those that deal damage). Stopping one’s ears is a full-round action and requires wax or other soundproof material to stuff into the ears.
Flight (Su): A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists.
Regeneration (Ex): A creature with this ability is difficult to kill. Damage dealt to the creature is treated as nonlethal damage. The creature automatically heals nonlethal damage at a fixed rate per round, as given in the entry. Certain attack forms, typically fire and acid, deal lethal damage to the creature, which doesn’t go away. The creature’s descriptive text describes the details. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.Attack forms that don’t deal hit point damage ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the creature’s descriptive text. Severed parts that are not reattached wither and die normally.A creature must have a Constitution score to have the regeneration ability.
Telepathy (Su): A creature with this ability can communicate telepathically with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.Some creatures have a limited form of telepathy, while others have a more powerful form of the ability.
Tremorsense (Ex): A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability’s range is specified in the creature’s descriptive text.

An outsider possesses the following traits (unless otherwise noted in a creature's entry).

  • Unlike most other living creatures, an outsider does not have a dual nature-its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
  • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

    Angel Subtype: Angels are a race of celestials, or good outsiders, native to the good-aligned Outer Planes.Traits: An angel possesses the following traits (unless otherwise noted in a creature’s entry).

  • Darkvision out to 60 feet and low-light vision.
  • Immunity to acid, cold, and petrification.
  • Resistance to electricity 10 and fire 10.
  • +4 racial bonus on saves against poison. Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). (The defensive benefits from the circle are not included in an angel’s statistics block.) Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

    Aquatic Subtype: These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

    Archon Subtype: Archons are a race of celestials, or good outsiders, native to lawful good-aligned Outer Planes. Traits: An archon possesses the following traits (unless otherwise noted in a creature’s entry).

  • Darkvision out to 60 feet and low-light vision.
  • Immunity to electricity and petrification.
  • +4 racial bonus on saves against poison. Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours. Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon’s Hit Dice). (The defensive benefits from the circle are not included in an archon’s statistics block.) Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects. Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

    Lawful Subtype: A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction, above).

    Society
    Siriyens have a deep love for each other. In their world, a world of nature, they are part of whatever ecosystem they inhabit. Several of the plants rely on the Siriyens to spread their seeds. When dealing with each other Siriyens never fight with each other. Towards their own, they are very kind and seek to help instead of to hurt.

    This creature has not yet been play tested.
    This is not a kender type creature.

     



  • Wander Home