The nishruu is any arcane power's nightmare. It is an otherworldly being bought to this one, and its amorphous form spells death for any magic nearby as it devours them. They are believed to have come from the Far Plane in search of magic energies to satiate their hunger. However, they do not die of starvation. They are often erroneously conjured by casters and led to quite some panic before their weakness to salt was discovered. Hakeashars are a more vicious form of a normal nishruu.
Players know the following information on a successful skill check.
History DC 25: Magic, sunlight and moisture are believed to sustain nishruu. Thus, one of their primary weapons is salt. There are tales of brave warriors who were successful in purging nishruu by dumping large amounts of salt on them to destroy their gaseous form.
Arcana DC 15: Nishruu actively seek out magic to devour, even from items. Upon their death, however, any magical items consumed are recharged from the dissipation of their essence.
Arcana DC 20: The magic hunger of the nishruu is so powerful that it is said they can drain magic from even memories of those in their grasp. It is not uncommon for spellcasters to have forgotten a few spells after being attacked by a nishruu.
Encounters[edit]
Nishruu are solitary wanderers who drift about solely in search of magic nourishment. They are abhorrent to most other creatures due to their appearance. On the chance they are summoned by a spellcaster, they are not liable to cooperate, and may attack their own summoner. They lack any cognitive ability to communicate or scheme with others and seem to only move as drawn by their hunger.
Nishruu[edit]
Nishruu Level 8 Skirmisher
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Large Aberrant Magical Beast XP
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HP 80; Bloodied 40
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Initiative +8
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AC 20; Fortitude 19, Reflex 19, Will 22
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Perception Perception 14
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Speed fly 8 (hover)
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Immune fear, charm (see arcane immunity)
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Vulnerable 10 cold, 10 fire
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Traits
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Gaseous Being
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The nishruu is insubstantial. It can occupy the same space as other creatures and enter and move through a porous obstacle that would otherwise prevent movement (such as a door or a cracked window)
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Magic Tracker ♦ Aura 12
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The nishruu is aware of any creature with arcane powers as well as any magic items within its aura without making perception checks.
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Arcane Immunity
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Any creatures in the same space as the nishruu cannot use any powers with the arcane keyword. Magic items also lose their effects when in the same space as a nishruu. Other than its vulnerabilities, the nishruu is immune to any damaging effects with the arcane keyword.
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Standard Actions
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Horrification (fear)♦ Standard; At-Will
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Attack: +12 vs. Will
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Hit: 1d6 + 3 psychic damage and target takes a -2 penalty to their attack rolls (save ends)
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Minor Actions
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Magic Absorb ♦ minor action; At-Will
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Attack: creatures inside nishruu
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Effect: Any encounter and daily arcane keyword powers are depleted as if they were used.
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Move Actions
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Flowing Form ♦ Move; At-Will
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Effect: The nishruu shifts 4 squares.
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Skills —
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Str 14 (+6)
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Dex 16 (+7)
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Wis 15 (+6)
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Con 16 (+7)
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Int 1 (-1)
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Cha 13 (+5)
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Alignment Chaotic
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Languages —
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Equipment —
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- Tactics
Hungering for arcane food, the nishruu will always move toward the greatest concentration of magic within 12 squares. As a gaseous being, material obstacles usually do not affect its movement.
While they devastate magical sources, they don't damage objects or creatures themselves. Nishruu ignore physical attacks, moving fearlessly and relentlessly toward sources of magic. Their horrifying appearance can drive people to fear and assault the mind.
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Hakeashar[edit]
Hakeashar Level 8 Elite Skirmisher
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Large Aberrant Magical Beast XP
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HP 90; Bloodied 45
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Initiative +8
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AC 20; Fortitude 19, Reflex 19, Will 22
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Perception Perception 14
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Speed fly 10 (hover)
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Immune fear, charm (see arcane immunity)
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Vulnerable 10 cold, 10 fire
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Traits
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Gaseous Being
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The hakeashar is insubstantial. It can occupy the same space as other creatures and enter and move through a porous obstacle that would otherwise prevent movement (such as a door or a cracked window)
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Magic Tracker ♦ Aura 12
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The hakeashar is aware of any creature with arcane powers as well as any magic items within its aura without making perception checks.
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Arcane Immunity
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Any creatures in the same space as the hakeashar cannot use any powers with the arcane keyword. Magic items also lose their effects when in the same space as a hakeashar. Other than its vulnerabilities, the hakeashar is immune to any damaging effects with the arcane keyword.
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Standard Actions
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Horrification (fear)♦ Standard; At-Will
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Attack: +12 vs. Will
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Hit: 1d6 + 3 psychic damage and target takes a -2 penalty to their attack rolls (save ends)
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Minor Actions
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Magic Absorb ♦ minor action; At-Will
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Attack: creatures in the same space as hakeashar
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Effect: Any encounter and daily arcane keyword powers are depleted as if they were used.
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Move Actions
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Flowing Form ♦ Move; At-Will
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Effect: The hakeashar shifts 4 squares.
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Flowing Form ♦ Free Action; at-will
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Trigger: When a creature within magic tracker aura uses an arcane power
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Effect: The hakeashar shifts 4 squares towards the user creature.
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Skills —
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Str 14 (+6)
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Dex 16 (+7)
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Wis 15 (+6)
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Con 16 (+7)
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Int 1 (-1)
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Cha 14 (+6)
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Alignment Chaotic
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Languages —
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Equipment —
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Hakeashar are relatives of the nishruu. They are more vicious and have an even more horrific visage, with grasping claws, gaping mouths, and rabid masses of eyes swirling in the red cloud of a body. Like a nishruu, the hakeashar is a creature usually summoned from another plane. They hunger for magic as well.
- Tactics
Hungering for arcane food, the hakeashar will always move fearlessly and relentlessly toward the greatest concentration of magic within its arcane tracking aura. As a gaseous being, material obstacles usually do not affect its movement. While they devastate magical sources, they don't damage objects or creatures themselves. Their horrifying appearance can drive people to fear and assault the mind.
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