Ritova (3.5e Creature)
From D&D Wiki
A wielder of all elements and all energy types, a Ritova is a very versatile creature; primarily an assassin for good Kings, Emperors, Warlords, and Deities.
|Size/Type:||Medium Outsider (Air, Earth, Extraplanar, Fire, Incorporeal, Water)|
|Hit Dice:||28d8+58 (184 hp)|
|Speed:||Fly 60 ft. (Perfect)|
|Armor Class:||35 (+9 +5 Ghost Touch Chain Shirt, +8 Dex, +7 Deflection, +1 Dodge), touch 26, flat-footed 24|
|Attack:||+2 Colliding Ghost Touch Keen Holy Prismatic Burst Composite Longbow +4 +33/+33/+28/+23/+18/+13 (1d8+13+2d6 Holy; 19-20/x3, Rapid Shot, Within 30 ft.) OR Incorporeal Touch +29 (3d4+3d8 Fire+1d8 Constitution Damage)|
|Space/Reach:||5 ft./10 ft.|
|Special Attacks:||Breath Weapon, Constitution Damage|
|Special Qualities:||Air Mastery, Burn, Damage Reduction 15/Cold Iron, Drench, Darkvision 60 ft., Earth Glide, Fast Healing 15, Gate, Ghostly Fingers, Lifesense 60 ft., Resistance to Acid 20, Cold 20, Electricity 20, Fire 20, Sonic 20, Spell-Like Abilities, Spell Immunity, Incorporeal Traits, Outsider Traits|
|Saves:||Fort +10, Ref +28, Will +14|
|Abilities:||Str —, Dex 26, Con —, Int 14, Wis 18, Cha 24|
|Skills:||Concentration +39, Diplomacy +38, Gather Information, Knowledge (The Planes) +37, Listen +35, Search +33, Sense Motive +35, Spot +35, Survival +39 (+43 when following tracks), Tumble +39|
|Feats:||Combat Casting (Bonus Feat) (Implemented), Combat Reflexes, Dodge (Implemented), Epic Toughness (Implemented), Epic Weapon Focus (Composite Longbow) (Implemented), Improved Toughness (Implemented), Mobility, Point Blank Shot (Implemented), Rapid Shot (Implemented), Shot on the Run, Track (Bonus Feat), Weapon Focus (Composite Longbow) (Implemented)|
|Environment:||Concordant Domain of the Outlands|
|Treasure:||+2 Colliding Ghost Touch Keen Holy Prismatic Burst Composite Longbow +4 (158,800 gp), +5 Ghost Touch Chain Shirt (64,250 gp), 50 Arrows|
|Alignment:||Usually Neutral Good|
|Advancement:||29+ HD (Medium)|
A roughly humanoid creature with fire in its eyes, a torso of stone, arms of water, and legs of the air itself. He seems to float by some magic and is slightly transparent.
The Ritova can speak Common, Celestial, and Draconic.
Strategies and Tactics
The Ritova uses his earth glide and incorporeal traits to hide in walls and floors, attacking first with his breath weapon and then his longbow. He will use his incorporeal touch against creatures immune to piercing damage or vulnerable to fire and/or ability damage. In hallways or small rooms, he may sometimes fly through the ceiling or floor and attack his enemies from behind, causing them to be flat-footed unless they have blindsight or a similar way of determining the Ritova’s location. If he would provoke an attack of opportunity, he tumbles as long as he has enough movement to get where he wants to go. Most of his spell-like abilities are for tracking down and sometimes capturing his targets or to compensate for the fact that he is incorporeal and can’t touch nonmagical items. When on his home plane, a Ritova cannot use his supernatural or spell-like abilities if he is too close to the Great Plinth; however he usually stays in Sigil, the City of Doors, as that is where many of his targets go to travel the cosmos. A Ritova’s incorporeal touch is treated as epic for the purpose of overcoming damage reduction.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a Ritova.
Breath Weapon (Su): Using a breath weapon is a standard action. Once a Ritova breathes, it can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at any intersection adjacent to the Ritova and extends in a direction of the Ritova’s choice. A Ritova’s breath weapon is a 40 ft cone that deals 3d6 acid, 3d6 cold, 3d6 electricity, 3d6 fire, and 3d8 sonic all at the same time. Creatures take half damage from the acid, cold, electricity, and fire from 4 different reflex saves, all DC 27. Creatures take no damage from the sonic with a DC 27 Fortitude save. Evasion and Improved Evasion do not apply to the sonic damage. Sonic damage is inactive in the area of a silence spell. Fire damage is inactive underwater. Cold and fire damage do not cancel each other out. Creatures that fail all 5 saves must make a DC 23 Will save or be panicked for 1d4 rounds.
Burn (Ex): A Ritova’s incorporeal touch deals 3d8 fire damage as well as normal damage. Creatures hitting a Ritova with natural or unarmed attacks take fire damage as if being hit by a Ritova’s attack. Deals double damage on a critical hit.
Constitution Damage (Su): All creatures hit by a Ritova’s Incorporeal Touch must succeed on a DC 27 Fortitude save or take 1d8 points of constitution damage. Deals double damage on a critical hit.
Drench (Ex): The Ritova’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin of medium size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals Ritova’s HD). Drench does not negate Burn.
Earth Glide (Ex): A Ritova can glide through stone, dirt, or almost any other sort of thing except metal as easily as a fish swims through water (but as long as the metal isn’t more than 5 ft thick, a Ritova can go through it because it is incorporeal). Its burrowing leaves no trail or hole, nor does it create any ripple or other signs of its presence. A move earth spell does not affect a Ritova because it is incorporeal.
Fast Healing (Ex): A Ritova regains 15 hit points a round.
Ghostly Fingers (Ex): A Ritova has very long arms and fingers, giving it 10 ft. reach.
Lifesense (Su): A Ritova notices and locates living creatures within 60 ft, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Spell Immunity (Ex): A Ritova avoids the effects of spells or spell-like abilities that directly affect it. This works exactly like spell resistance, except that it cannot be overcome.
Spell-Like Abilities: At Will - Floating Disk, Tongues, True Seeing, Unseen Servant; 1/Day – Arcane Lock, Discern Location, Find the Path, Mass Hold Monster (DC 26, Will neg.); 2/Day – Animate Rope, Greater Invisibility, Knock, Telekinesis (DC 22), Greater Teleport, Web (DC 19 Reflex neg.). Caster level 28. The save DCs are Charisma-based. A Ritova can cast Gate once per day as the spell, however only he and any creatures or items he is touching can go through the portal, and he cannot summon monsters through the portal. His caster level is equal to his hit dice.
Skills: A Ritova has a +4 racial bonus on Concentration, Knowledge (The Planes), and Survival checks, as well as a +4 bonus on Survival checks when tracking.
+2 Colliding Ghost Touch Keen Holy Prismatic Burst Composite Longbow +4 (Weapon): A +2 longbow with a +4 strength bonus (Charisma bonus for creatures without strength) with the keen and ghost touch special abilities. The collision special ability gives it a +5 bonus to damage. It also has the prismatic burst special ability: whenever you score a successful critical hit with this weapon, multicolored light springs from the gem and cascades along its blade or head, subjecting the target to a prismatic spray effect (DC 20). This effect activates even if the target is not normally subject to critical hits.
Evil Ritova use the same stats except that the longbow is Unholy instead of Holy and the alignment changes to Usually Neutral Evil. Evil Ritova are sometimes accompanied by allips, ghosts, shadows, spectres, wraiths, and other incorporeal creatures.
Back to Main Page → 3.5e Homebrew → Creatures → CR 20