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Insanitrix

March 27th, 2017

Alex Riggs

Exotic Encounters Archive

It’s Madness Week, and while you may be expecting some Lovecraftian monstrosity, you’re not going to find one, because that’s what they want us to do. Instead, I’ve got another kind of sanity-eroding monster for you: the reality-warping insanitrix.

 

Insanitrix

This creature appears to be a faceless humanoid, but its body is made of a shimmering, silvery metal that seems to roil and ripple, as energy pulses arc off its body in tiny bursts.

INSANITRIX      CR 20
XP 307,200
CN Medium outsider
Init +11; Senses blindsight 120 ft., true seeing; Perception +35
Aura maddening aura (120 ft., DC 32)

DEFENSE

AC 36, touch 26, flat-footed 28 (+8 deflection, +7 Dex, +1 dodge, +10 natural)
hp 378 (28d10+224)
Fort +18, Ref +25, Will +22
Defensive Abilities imaginary shield; DR 10/—; Immune cold, fire, mind-affecting effects, polymorph; Resist acid 10, electricity 10, sonic 10; SR 31

OFFENSE

Speed 30 ft.; fly 60 ft. (perfect)
Melee prismatic touch +30 touch (5d6 plus prismatic touch)
Ranged annihilation bolt +35 touch (5d6 plus annihilation)
Spell-Like Abilities (CL 20th; concentration +28)
     Constantgreater arcane sight, true seeing
Sorcerer Spells Known (CL 20th; concentration +28)
     9th (6/day)—maze of madness and sufferingHA, time stop, wish
     8th (7/day)—greater shadow evocation, polymorph any object, symbol of insanity
     7th (7/day)—greater shadow conjuration, project image, reverse gravity
     6th (7/day)—disintegrate, phobiaHA, programmed image
     5th (7/day)—fabricate, feeblemind, major creation, shadow evocation
     4th (8/day)—fire shield, hollow heroismUI, shadow conjuration, stone shape
     3rd (8/day)—aqueous orbAPG, fireball, lightning bolt, major image
     2nd (8/day)—gust of wind, hideous laughter, mad hallucinationUM, time shudderACG, touch of idiocy
     1st (8/day)—disguise self, magic aura, magic missile, shock shieldUC, true strike
     0 (at will)—An insanitrix knows all 0-level sorcerer/wizard spells

STATISTICS

Str 15, Dex 24, Con 24, Int 21, Wis 19, Cha 26
Base Atk +28; CMB +30; CMD 57
Feats Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Greater Spell Focus (Illusion), Greater Spell Focus (transmutation), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Spellcraft), Spell Focus (Illusion), Spell Focus (transmutation), Toughness
Skills Bluff +39, Intimidate +39, Fly +46, Knowledge (arcana) +36, Knowledge (planes) +36, Knowledge (religion) +33, Perception +35, Sense Motive +35, Spellcraft +42, Stealth +38, Use Magic Device +36
SQ warp reality

ECOLOGY

Environment any
Organization solitary
Treasure incidental

SPECIAL ABILITIES

Annihilation (Su): A creature struck by an insanitrix’s annihilation bolt must succeed on a Fortitude saving throw (DC 32) or suffer 20d6 points of damage. A creature reduced to 0 hit points in this way is utterly annihilated, as the spell disintegrate. The saving throw DC is Charisma-based.

Imaginary Shield (Su): An insanitrix gains a deflection bonus to AC equal to its Charisma modifier.

Maddening Aura (Su): All insanitrixes are insane, and their madness is highly contagious. Each creature that begins its turn within 120 feet of an insanitrix must succeed on a DC 32 Will save or suffer 1d3 points of Wisdom drain. For every 5 points of Wisdom drain a creature suffers in this fashion, he gains a permanent madness, either chosen by the GM or determined at random. The saving throw DC for madnesses gained in this way is 32, rather than the normal DC. The saving throw DC is Charisma-based.

Prismatic Touch (Su): A creature touched by an insanitrix’s prismatic touch is affected as though by prismatic spray, suffering an effect from one of the spell’s colors chosen at random. The saving throw DC is Charisma-based.

Warp Reality (Su): As a standard action, an insanitrix can alter the laws of physics in a 60-foot radius centered on itself. It may choose a single effect to implement within this radius, which moves with the insanitrix. The effect lasts for 1 minute. The insanitrix can potentially choose virtually any effect, but GMs should use the following as guidelines:

  • Replicate the effects of a spell of 7th level or lower with an area, such as reverse gravity, solid fog, or transmute rock to mud. Such effects apply to the entirety of the 60-foot-radius area, but do not extend beyond it.

  • Halve or double all damage of a particular type inflicted to creatures within the area (such as acid, cold, fire, electricity, etc.).

  • Convert all sources of one damage type to another damage type within the area (such as making all fire damage be cold damage, instead).

  • Apply the effects of any spell of 3rd level or lower that has one or more targets to all creatures within the area.

 

Ecology

With great and cosmic power such as that wielded by the most powerful of arcane spellcasters, one must either be very wise, to handle that power safely and fairly without unforeseen repercussions, or else one may become maddened by one’s own power, driven to heights of hubris that cause them to ascend from being petty mortals to become something entirely new. Insanitrixes are incredibly powerful spellcasters who have half-ascended to a semi-divine status, driven irreversibly insane by the experience.

Many scholars believe that each insanitrix holds within it the seeds of some new plane of existence or even multiverse, and that they subconsciously are attempting to overwrite our current reality with their own version of it, their very presence causing the rules of this universe to warp and twist as it struggles to take hold.