yu-gi-oh-terd-blok

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Yu-Gi-Oh Sangan 三眼怪 Kurittā CR 5

XP 1,600

CN Medium fey (earth) mystic

Init +0; Senses low-light vision., , blindsense (vibration) 30ft., darkvision 60 ft.; Perception +16

DEFENCE HP 60

EAC 16; KAC 17

Fort +6;

Ref +6;

Will +8

OFFENCE

Speed 30 ft., burrow 30 ft.

Melee eye ray +7 (1d4+5+Cha E; critical wound)

Offensive abilities gaze

Mystic Spells Known (CL 5th; ranged +9)

2nd (3/day) - Daze Monster (DC 17), Hurl Forcedisk

1st (6/day) - Confusion (Lesser) (DC 16), Mind Thrust (Level 1) (DC 16), Wisp Ally

0 (at will) - Ghost Sound (DC 15), Psychokinetic Hand

Once per hour Sangan can summon = with a D100 - another Sangan on a 01-33, another random evil fey on a 34-66, or a D6 Jinkin Gremlins on a 67-99 .

On a 100 the Sangan is snatched away into a small gate, by a huge green claw, into a realm of utter torment, to pay for its misdeeds.

TACTICS

This thing is a prankster, bully, charlatan, and lazy: If an encounter goes more than an hour, it gets bored and retreats.

STATISTICS

Str +0; Dex +0; Con +3; Int +0; Wis +5; Cha +2

Skills Bluff +16, Mysticism +16, Perception +16, Sleight of Hand +11

Languages Aklo, Limited telepathy, Terran

Other abilities water breathing

Gear random junk, like a pack-rat or bower bird. has 3d6 broken items in lair.

Hidden in the back it will have a vast wardrobe of clothing that can fit tiny, fine, or diminutive aliens and humanoids.

ECOLOGY

Solitary except during mating season see pic at right.

Natural melee attacks bypass DR/cold iron;

Plus Gains the extraplanar subtype when it isn't on the Elemental Plane of Earth.

MYSTIC ABILITIES

Resolve points 4

Mystic abilities: Backlash, Sow Doubt connection powers and mindlink.

Mystic special rules Jack-All-Trades: Has a roaming +3 it can apply to any skill for one round. Even a skill it does not normally possess.

Mystic gear three random items.

SPECIAL ABILITIES

Gaze (Su) Opponents that look at the creature with a gaze ability are in danger of being stunned. Each opponent within the gaze's listed range must attempt a saving throw ( Will) at the beginning of its turn. On a successful save, the effect is negated. An opponent can give itself an advantage against this ability in one of two ways.

Looking Obliquely: An opponent that avoids looking directly at the creature's face (either by following the creature's shadow or by tracking it in a reflective surface) or that looks at the creature through a camera or heads-up display gains a +4 circumstance bonus to the saving throw. However, the creature with the gaze ability gains concealment against that opponent.

Blocking Its Vision: By completely blocking or covering its own visual sensors, an opponent doesn't need to attempt a save against the gaze. However, the creature with the gaze ability gains total concealment against that opponent. Gaze abilities can affect ethereal opponents but not opponents without visual sensors. A creature is immune to the gaze abilities of others of its kind unless otherwise noted. Allies of a creature with a gaze ability can still be affected, but they are always considered to be looking obliquely at the creature. The creature can also veil its eyes, thus negating its gaze ability.

A Sangan rules over its chosen territory and bullies anything it can. Beings it cannot affect are pranked until they leave.

Summoning Table Below. Anything on the Blue Half obeys the Sangan. Red Half beings are loose and wild,

and will behave according to their alignment, unless the Sangan offers them a deal, bribe, or gift.

Either case -- The summoned creature leaves in one hour.

Most of these are from Pathfinder SRD.

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Starfinder