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Showing posts with label Spy. Show all posts
Showing posts with label Spy. Show all posts

Tuesday 2 October 2018

Muter (Salavanno) - Silver Scaled Lizard Humanoid with Legendary Hearing

Sometimes it is an image that gets me inspired for a creature, and for the hate of everything that is evil, I can't remember what it was for this one.

Muter (Salavanno)

Medium Sized Magical Humanoid
Hit Dice:                            10d8+10 (52 hp)
Initiative:                           +3 (Dexterity)
Speed:                                30 ft
AC:                                    19 (+3 dexterity, +6 Natural), 10 Touch, 19 Flat-Footed
Base Attack/Grapple:         +10 / +10
Attack:                               Slam +10 (1d 8)
Full Attacks:                      Slam +10 (1d 8)
Space/Reach:                     5 ft. by 5 ft.
Special Attacks:                Sound Impulse, Silence Rebound, Night-Vision
Special Qualities:             SR 40 to sound based spells, Blind-sight 200 ft
Saves:                                Fort +7, Ref +8, Will +10
Abilities:                           Str 11, Dex 15, Con 13, Int 14, Wis 16, Cha 8
Skills:                                Perception +40, Knowledge (History)+8, Knowledge (Local): +8,                                                          Move Silently: +8, Sense Motive: +8
Feats:                                Lightning Reflexes, Toughness, Dodge, Mobility
Climate/Terrain:                Mountainous
Organization:                    Solitary or Pair
Challenge Rating:             10
Treasure:                            Half Standard
Alignment:                        Usually neutral
Advancement Range:       By character class (Rogue, Sorcerer)

Silver scaled body with a ridged head and forehead, bright green eyes and small orange fingernails.  They have three silver entwined ponytails, most often go down their backside. They have a multitude of small pock marks all over their body, appearing as something randomly made small cuts on them, these are actually their ears. They have a long tail that snakes along the ground marking their trail, though not capable of fine movement, it can sway things or grab onto a large object if the Muter is falling.

For many years, experts knew what a Salvanno was but could not agree on anything else. For most, they are a lizardith or intelligent lizard humanoid, but no clan claims them, and the lizardith themselves seek the Salvanno out, usually for punishment or execution for learning secrets.

This creature's hearing is legendary, capable of hearing conversations from hundreds of yards away. They can manipulate a sound as a free action.  They are also virtually unaffected by any spells requiring a verbal component cast within fifty feet of them, even if the spell manifests by conjuring a physical object or creature.  Silence spells cast on or near them always rebound, as if they cast the spell, able to change the placement and shape of the silence effect.

They can break even a nearby silence area of effect by diverting a medium level noise or sonic effect into the radius as a free action. Muters have a listening range of over 5000 yards if unimpeded by physical or magical objects.  They have tremendous knowledge on all sorts of information, and can act as terrific contact agents.

If needed they can turn down their hearing by partially closing their ears, if they do so they are able to converse with creatures within 50 feet of them. If they don't hone their hearing, they are immediately aware of all things around them, always careful but unable to focus on any one thing such as a conversation.

Combat
Muters not only avoid combat but they avoid contact with strangers. These enigmatic figures have their own agenda and few if anyone can fathom what it is. Muters tend to manipulate events, by arranging “chance meetings” by warring groups to prevent their own discovery of their lairs. The few times they are seen, is often after major combats, when they mysteriously appear to take items of interest or wealth. Most times, they just do not get involved in any activity.

Sound Impulse: Can reflect and increase the sound impulses within 40 ft. Normal conversation level sounds reflected back inflict 1d3 sonic damage. Shouts reflected result in 2d6 sonic damage. Increased magical sounds (with sonic effects) can inflict 1d6 dmg per spell level when reflected up to 6d6 max.

Blind-Sight: Muters are automatically aware of all beings within a 200 ft radius, unless they are surrounded by a silence & invisibility spells. Invisibility is useless against them within this distance.

Recognize Sound: Just like a dog recognizes smell, a Muter can recognize an individual’s breathing. (Perception DC 2  )

Rebound Silence Effects: Any silence spell cast on or in their vicinity.

Night Vision: As long as they are not in a magical silenced area, treat the Muter as if it had 100 ft vision in all directions.

Sklls: Muters gain a +30 on Perception checks.