Umbral BlotTable: Umbral Blot | HD: d10 |
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 |
| Base Attack Bonus | +0 | +1 | +2 | +3 | +3 | +4 | +5 | +6 | +6 | +7 | +8 | +9 | +9 | +10 | +11 | +12 | +12 | +13 | +14 | +15 | +15 | +16 | +16 | +17 | +17 | +18 | +18 | +19 | +19 | +20 | +20 | +21 |
| Fort Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| Ref Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| Will Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
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Special | Blot Body, Elder Protocols, Lesser Disintegrating Touch | Self-Repair System, +1 Dex | Blot in the Sky, Blindsight, +1 Cha | Umbral Insulation, +1 Dex | Assassination Protocols, +1 Cha | Initiate Planar Travel, +1 Dex | Advanced Disintegrating Touch, +1 Cha | Process Planar Travel, +1 Dex | Vortex, +1 Cha | Quantic Planar Travel, +1 Dex | Black Fortification, +1 Cha | Ultra Planar Travel, +1 Dex | Controled Vortex, +1 Cha | True Disintegrating Touch, +1 Dex | Assault Protocols, +1 Cha | Immune to Almost Everything (50%), +1 Dex | Sense Intelligence, +1 Cha | Umbral Travel, +1 Dex | Immune to Almost Everything (60%), +1 Cha | Blackball, +1 Dex, +1 Cha | Endless Blot, +1 Dex, +1 Cha | Immune to Almost Everything (70%), +1 Dex, +1 Cha | Black Aegis, +1 Dex, +1 Cha | Umbral Fate, +1 Dex, +1 Cha | Immune to Almost Everything (80%), +1 Dex, +1 Cha | Divine Destroyer, +1 Dex, +1 Cha | Black Vortex, +1 Dex, +1 Cha | Immune to Almost Everything (90%), +1 Dex, +1 Cha | Sphere of Zero, +1 Dex, +1 Cha | Extremely Rare, +1 Dex, +1 Cha | Immune to Almost Everything (95%), +1 Dex, +1 Cha | Eternal Void, +1 Dex, +1 Cha |
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Skills:2+int modifier/level (x4 at 1st level).
Class skills:: Appraise, Disguise, Hide, Intiidate, Listen, Knowledge(any), Move Silently, Sense Motive, Spot, Survival.
Proficiencies: None.
Features:Blot Body: An Umbral Blot loses all other racial bonuses and becomes a construct, with all of its penalties and disadvantages, except for the extra HP:
# No Constitution score.
# Low-light vision.
# Darkvision out to 60 feet.
# Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
# Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
# Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.
# Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
# Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
# Since it was never alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. The 1st makes the construct lose a level, the other two don't.
#However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, which make it lose a level.
The Umbral Blot is a medium sized construct shaped like a sphere, with flight speed 50 feet, but for now can't hover more than 5 feet above ground.
It also gains a bonus to its Nat armor equal to 1+Cha modifier. Finally it gains +1 HP per HD at 5 HD. This bonus increases to +2 at 10 HD, +3 at 15 HD, +4 at 20 HD, and so on.
The Umbral Blot cannot speak or perform fine manipulation. Such actions were not deemed a necessary ability for their purpose as finely crafted assassins of the ancient gods. If it disintegrates a piece of magic equipment other than a weapon, it can absorb their essence and count as if wearing it (armor enchancements benefit its natural armor), although the Umbral Blot counts as having normal humanoid body slots for this. As a 1-hour process it can transfer the magic essence of a magic item it has absorbed into an adjacent appropriate piece of mundane equipment of the same kind as the original magic item (magic boot property only towards mundane boots for example), in which case the Umbral Blot no longer benefits from it. This does not allow the Umbral Blot to combine magic properties. For example, if it had already had absorbed a pair of magic gloves, it could not absorb another hands-slot item before getting rid of the previous gloves bonus. If the Umbral Blot is destroyed, any magic properties it had absorbed are automatically transfered to the nearest mundane items of the appropriate kind.
Elder Protocols: Umbral Blots may resemble a sphere of annihilation, but they've actually been created before by ancient technology by the gods of yore, and it's the spheres of annihilation that are crude copies. All of the abilities of the Umbral Blot are Extraordinary effects, even those that replicate spells. In addition the Umbral Blot can disguise itself as a sphere of annihilation with a racial bonus equal to 10+HD, fooling even abilities that would point out it's a creature unless the observer succeeds on a Spot check against this disguise check.
However at start the Umbral Blot is also vulnerable to the will of smart creatures. A character’s ability to gain control of the Umbral Blot (or to keep controlling one) is based on the result of a control check against DC 10+HD+Cha mod (a move action). A control check is 1d20 + HD + character Int modifier. If the check succeeds, the character can move the Umbral Blot and make it perform an attack with Disintegrating touch as a free action.
Control of the Umbral Blot can be established from as far away as 40 feet (the character need not approach too closely). Once control is established, it must be maintained by continuing to make control checks (same DC as the start) each round. For as long as a character maintains control (does not fail a check) in subsequent rounds, he can control the sphere from a distance of 40 feet + 10 feet per HD. The sphere’s speed in a round is 10 feet +5 feet for every 5 points by which the character’s control check result in that round exceeded the DC. Anyone with an Amulet of the Sphere dobles their HD and Int bonus for purposes of trying to control the Umbral Blot.
If two or more creatures vie for control of a sphere of annihilation, the rolls are opposed.
Should a gate spell be cast upon the Umbral Blot, there is a 50% chance (01-50 on d%) that the spell destroys it, a 35% chance (51-85) that the spell does nothing, and a 15% chance (86-100) that a gap is torn in the spatial fabric, catapulting everything within a 180-foot radius into another plane. If a rod of cancellation touches the Umbral Blot, they negate each other in a tremendous explosion if the Umbral Blot fails a Will save with DC 20. Everything within a 60-foot radius takes 2d6×10 points of damage unless the Umbral Blot succeeds on its save. Dispel magic and mage’s disjunction have no effect on the Umbral Blot.
Lesser Disintegrating Touch: At first level the Umbral Blot's mechanism is still not fully operational and its abilities are still limited. It has a “natural” melee (that may never be turned into a ranged attack or have its reach increased, even if the Umbral Blot increases in size) touch attack that deals 1d6 untyped damage per HD, plus another 1d6 per Umbral Blot level, that ignores all DR and hardness and can affect even ethereal and incorporeal creatures. A Fort save with DC 10+1/2 HD+Cha mod halves this damage. A character or object that has been disintegrated by an Umbral Blot disappears completely, leaving behind not even dust to mark its passing. Lesser disintegrating touch can also be used to end Force effects. The Umbral Blot can use Disintegrating Touch to make Aoos and extra attacks if under an Haste effect or similar, however it's not an actual natural attack or manufactured weapon and thus it can't be boosted by feats such as Weapon Focus or Improved Natural Attack.
Whenever the Umbral Blot is hit by a weapon or natural attack, as an Immediate action can use Disintegrating Touch on it, hitting it automatically (in case of a natural weapon, the attacker directly takes the damage). The Umbral Blot still takes damage.
Finally the Umbral Blot can use contain its Disintegrating power in order to write in any solid surface, allowing it to communicate with others.
Ability Score Increase: The Umbral Blot gains +1 Dex at levels 2, 4 6, 8, 10, 12, 14, 16, 18, 20 and +1 Cha at levels 3, 5, 7, 9, 11, 13, 15, 17, 19, 20, for a total of +10 Dex and +10 Cha at 20th level. From levels 21 to 32 the Umbral Blot keeps gaining +1 to Dex and Cha every level, ending with a total of +22 Dex and +22 Cha.
Self-Repair System: At 2nd level the Umbral Blot gains Fast Healing equal to half its HD.
Blot in the Sky: At 3rd level the Umbral Blot can fly as high as it wants.
Blindsight: At 3rd level the Umbral Blot gains Blindsight with range of 50 feet plus 5 feet per HD.
Umbral Insulation: At 4th level the Umbral Blot gains resistance against Acid, Cold, Electricity, Fire and Sonic damage equal to its HD, plus SR equal to 11+HD, which may be lowered or raised at any time as a free action even if it isn't its turn.
Assassination Protocols: At 5th level the Umbral Blot gains a racial bonus to Hide, Listen, Sense Motive and Spot checks equal to its Cha mod, and is no longer vulnerable to a Rod of Cancellation.
Planar Travel: The Umbral Blot can fold space at will. However it can not transport more than one creature at a time. Any save DCs are 10+1/2 HD+Cha mod.
Initiate- At 6th level Dimension Door 1/ 3 HD every hour.
Process- At 8th level Teleport ¼ HD every hour. Upgrades to Greater Teleport at 13 HD.
Quantic- At 10th level Plane Shift 1/5 HD every hour.
Ultra-At 12th level Ethereal Jaunt ¼ HD every hour.
A number of times per day equal to its Cha mod the Umbral Blot may use one of its Planar Travel options as a swift action.
Advanced Disintegrating Touch: At 7th level the Umbral Blot can automatically attempt to disintegrate anything that it touches. It no longer needs an immediate action to Disintegrate weapons that hit it or attackers with natural weapons, the ability automatically triggers unless the Umbral Blot will otherwise. The Umbral Blot may move through any physical obstacles on its path, automatically inflicting disintegrate damage on them. If this isn't enough to destroy them then the Umbral Blot movement ends adjacent to said object. The Umbral Blot can also move over other creatures, automatically inflicting Disintegrate damage on them, but they can gain a Reflex save with DC 10+1/2 HD+Dex mod to dodge, and are allowed an Aoo against the Umbral Blot. If the Umbral Blot tries to move multiple times over the same creature in the same turn and they had already succeeded on the Reflex save this round they no longer risk getting hit this way as they've become used to its movements.
Vortex: Normally an Umbral Blot insulates itself somehow from the air around it (otherwise it would perpetually be at the center of a howling wind-storm). At 9th level as a standard action, instead of allowing the air to bend around it, the Umbral Blot can suspend this insulation, causing a sudden rush of wind to pour toward the Umbral Blot from all directions. This vortex sucks all the air from a 30-foot-by-30-foot-by 30-foot room in a single round, creating a sudden influx of air in its direction. All flying or floating creatures within 30 feet of the umbral blot who fail a Reflex Save (DC 10+1/2 HD+Cha mod) are swept along with the wind into contact with the blackball. Nonflying creatures within 30 feet who fail a Reflex save (DC 10+1/2 HD) are pulled into contact with the Umbral Blot. Contact with the Umbral Blot leads to Disintegrating touch damage.
Black Fortification: At 11th level the Umbral Blot adds its Cha mod to HP per HD and all saves.
Controled Vortex: At 13th level the Umbral Blot can focus its Vortex ability as a fullround action, pulling all creatures in either a cone with up to 5 feet per HD, a line with up to 10 feet per HD, or a burst centered in itself with 5 feet per 2 HD, and the DC increases by 2. Once the Umbral Blot has used this ability it cannot use it again for 1d4 rounds.
True Disintegrating Touch: At 14th level at the Umbral Blot's will, creatures and objects subject to its Disintegrating Touch are immediately disintegrated if they fail their Fort save, no remains left behind, and still take 1d6 damage per HD and Umbral Blot level if they make the save.
Assault Protocols: At 15th level the Umbral Blot adds its Cha mod to Initiative checks and attack rolls, and its flight speed increases by 40 feet.
Immune to Almost Everything: At 16th level the Umbral Blot has 50% chance of simply disintegrating any attack that would cause it harm.
At 19th level 60 % chance. In addition the Umbral Blot can no longer be controled by the will of other creatures as detailed in Elder Protocols, even if they have an Amulet of the Sphere.
At 22th level 70 % chance. In addition casting a Gate spell upon the Umbral Blot no longer has any special effect.
At 25th level 80 % chance. In addition anyone casting Gate inside the Blindsight range of the Umbral Blot automatically fails the spell.
At 28th level 90 % chance. In addition Planar Travel can now be used to bring multiple creatures along with it, but not when used as a Swift action.
At 31st level 95% chance. In addition Planar Travel can now be used to bring multiple creatures along with it, even when used as a Swift action.
Sense Intelligence: At 17th level the Umbral Blot is automatically aware of any Intelligent creatures wthing 60 feet and ignores all miss chances in melee against such opponents.
Umbral Travel: At 18th level The Umbral Blot can use Planar Travel as a swift action a number of times per hour equal to its Cha mod instead of per day, and adds half its Umbral Blot level to its Natural armor. In addition it is no longer vulnerable to Gate Spells.
Blackball: At 20th level the Umbral Blot can just pass trhough any barrier or obstacle, leaving a hole of its size behind, and can't be slowed down short of being disabled or destroyed somehow. Creatures and objects destroyed by it are gone forever and cannot be restored/ressurected unless the Umbral Blot is destroyed first. Plus it becomes immune to Disintegrate and any similar spells and effects, including any attacks that would fully destroy a creature's body.
Endless Blot: At 21st level the Umbral Blot can use Planar Travel at will.
Black Aegis: At 23rd level Immune to Almost Everything overrides any abilities that would ignore immunities.
Umbral Fate: At 24h level the Umbral Blot can ignore effects that would block teleportation with Planar Travel, including entering private planes and extradimensional spaces. The Umbral Blot is automatically aware of where anyone inside its Blindsight range has gone if they use any kind of planar travel.
Divine Destroyer: Many sages wonder what happened to the creators of the Umbral Blot, certainly elder gods of great power. Some speculate they were destroyed by their own creations. At 26th level the Umbral Blot ignores Salient Divine abilities. Creatures hit by its Disintegrating Touch have all positive effects on them with a duration other than permanent or instantaneous automatically ended.
Black Vortex: At 27th level when the Umbral Blot uses Controled Vortex it can choose to end all all positive effects on creatures inside the area with a duration other than permanent or instantaneous automatically ended, as well as area effects within with the same duration.
Sphere of Zero: At 29th level as an Immediate or move action the Umbral Blot can choose an opponent inside its Blindsight range and as an immediate action reduce one of its ability score bonus, AC, Bab, skill bonus, CL, or IL bonus to zero for 1 round. As a fullround action it may reduce three of the chosen stats to zero.
Extremely Rare: At 30th level the Umbral Blot becomes immune to all divinations and Knowledge checks.
Eternal Void: At 32th level the Umbral Blot has become a perfect nothing. It cannot be ended because it's not actually there. If it would be destroyed it is instead transported to random place in a random plane, and cannot exit it that plane for 24 hours, and cannot return to the plane from where it was expelled for a century, unless someone on the other plane casts a Gate, Miracle or Wish for the specific purpose of calling the Umbral Blot before. It is however under no compulsion to obey the caller. Any magic properties the Umbral Blot had absorbed still have a 50% chance of being transfered to the nearest mundane items when it would be destroyed and is instead transported this way.
Some scholars claim that Umbral Blots were actually supposed to be messengers of the deities, gathering evidence of events and organizing records within themselves to be easily acessible later, but something went horribly wrong along the way. Their systems to collect information in an efficient manner ended up collecting everything into a single point, resulting in the construct's well-known disintegrating ability. Still some Umbral Blots seem to have degenerated less and are more turned towards information collection than complete destruction.
Deity History:At first level the Umbral Messenger learns two maneuvers from the
Plain History school. Umbral Blot levels now grant full IL and the maneuvers learned cannot be of a level higher than half (IL+1). It can use Cha instead of Int for calculating the maneuver's DCs and for other maneuver effects that would rely on Int. For each extra level in Umbral Blot it learns another Plain History Maneuver, but it can only have readied a number of maneuvers equal to 1+1/2 class level, rounded up. Whenever it uses its Lesser Disintegrating Touch without being part of a maneuver it recovers an expended maneuver. In return an Umbral messenger's Lesser Disintegrating touch only deals 1d6 damage per class level and cannot be used as an immediate action against weapons or natural attacks striking it.
Teacher of History: At 7th level the Umbral Messenger learns the 1st level Plain History stance. This replaces Advanced Disintegrating Touch.
Sacred History: At 9th level the Umbral Messenger the Umbral Blot learns the 3rd level Plain History stance. This replaces Vortex.
Divine History: At 13th level the Umbral Messenger learns the 6th level Plain History stance. This replaces Controled Vortex.
Dangerous History: At 14th level the Umbral Messenger's Lesser Disintegrating Touch deals 1d12 damage per class level against enemies it has identified with a Knowledge check. This replaces True Disintegrating Touch.
Black History: At 20th level the Umbral Messenger learns the 8th and 9th level Plain History stances. This replaces Blackball.
History Vortex: At 27th level when the Umbral Messenger inflicts damage with a Plain History maneuver it can choose to have all positive effects on creatures inside the area with a duration other than permanent or instantaneous automatically ended, as well as area effects within with the same duration. This replaces Black Vortex.
What better way to kick off the new year than finishing to stat up a reality-destroying stone? This one was pretty requested, but ended up proving somewhat of a challenge since the monster is devoid of much on the way of abilities. On the other hand I guess anyone wanting to play this just wants to fly around disintegrating stuff. So I focused the abilities on that with some bits from the 2e version, where the Umbral Blot was outright impossible to destroy.
They'll kinda suck at collection quests though.
Drunk. Need sleep. May add ACFs later.
So if you want to play a sentient sphere of destruction, the Umbral Blot's for you!