Color Thief (3.5e Monster)
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Color Thief | |
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Size/Type: | Small Aberration |
Hit Dice: | 6d8+18 (45 hp) |
Initiative: | +4 |
Speed: | fly 30 ft (perfect); can't run |
Armor Class: | 19 (+4 mage armor, +4 dex, +1 size), touch 15, flat-footed 15 |
Base Attack/Grapple: | +4/+4 |
Attack: | Color Drain +8 touch (1d6 plus color drain, 20/x2) or Wielded Color +8 melee or +8 ranged (Varies) |
Full Attack: | Color Drain +8 touch (1d6 plus color drain, 20/x2) and Wielded Color +8 melee and +8 ranged (Varies) |
Space/Reach: | 5 ft/5 ft |
Special Attacks: | Color Drain, Devour Color, SLAs, Wield Color |
Special Qualities: | Darkvision 60 ft, DR 10/magic, Gaseous Form, Immunities, Mage Armor |
Saves: | Fort +5, Ref +6, Will +7 |
Abilities: | Str 18, Dex 18, Con 16, Int 7, Wis 15, Cha 17 |
Skills: | Tumble +13 |
Feats: | Dodge, Mobility, Spring Attack |
Environment: | Any |
Organization: | Solitary |
Challenge Rating: | 5 |
Treasure: | None |
Alignment: | Often Chaotic Neutral |
Advancement: | 7-12 HD (Small) |
Level Adjustment: | — |
A gray cloudy figure resembling the torso of a man made of smoke extended its hands, and drained your hair of color until it was a dull lifeless gray. The smoke shimmered, and took on a vibrant hue.
A bizarre gaseous lifeform that is often confused for an elemental or undead, they take on the appearance of vague humanoid torsos made of smoke and possessing a single black crystal for an eye. They hunt, drain, and devour colors and thus their lairs are often stripped of colors to the point where it seems to be torn from a black and white photograph. With a touch they steal an object or creature's color and thus themselves become vibrant smoke made of the stolen colors, as well as gaining an extra eye on their otherwise featureless face for each stolen color. The strongest possess eight eyes, one for every color and their original black eye. From there it can forge the colors into items for its own use, or devour it for its own benefits.
To be drained of color is considered a curse. Those drained become more fragile and easy to break, disintegrating into dull gray ash if killed with its colors drained. Some suspect that this gray ash is the means that these lifeforms reproduce, forging more of their kind from the debris.
Color thieves do not speak and are generally utterly silent, though some have been found to make hissing sounds. They do not speak, but seem to be able to understand Auran.
Combat[edit]
Running back and forth with spring attack, it strips colors from the target again and again before escaping if facing heavy resistance. If rendered helpless its colored eyes (but not its black eye) can be plucked out and destroyed, returning the color to an individual and ending the curse. Some intentionally remove their eyes and store them in its lair as a pile of colored jewels to devour later.
Color Drain (Su): With a touch attack the color thief can steal a color from an object or creature. The creature takes 1d6 damage from the magical disruption and makes a DC 16 Will save against taking a 1d4 penalty to one ability score of its choice. Unlike most ability penalties, color drain penalties stack until all colors have been drained (red, orange, yellow, green, blue, indigo, and violet). Penalties cannot reduce your score below 1, and it behaves as ability damage for the purposes of recovery and natural recovery. When a color is drained it forms an eye of the appropriate color and the color thief may only have one eye of each color on its person at any one time. A successful save negates the penalty, but not the damage.
Against objects, it applies a penalty to hardness (minimum 0) and maximum hp (minimum 1) instead. As they cannot naturally heal, the object must be repaired as if it were broken and make whole immediately restores all color and removes the penalties. Random color thieves often start with 1d4 random colors. Destroying an unattended or removed eye (hardness 8, 1 hp) immediately removes any penalties on an afflicted item. For both objects and creatures any effect which removes curses also removes the penalties of color drain and restores its color.
Devour Color (Ex): As a move action the color thief can devour one of its colored eyes, gaining sustenance for the day and a benefit based on the color absorbed. This destroys the eye but does not automatically restore drained victims. The benefits last for 24 hours, and they may only benefit from the last color devoured at a time. However if they have all seven colors they may devour them all as a full attack action, granting them a single white eye, shedding light as a torch, and providing a much stronger benefit for 1 hour. The caster level is equal to its HD where applicable.
Color | Effect |
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Red | resist energy (fire) |
Orange | resist energy (acid) |
Yellow | resist energy (electricity) |
Green | Fast Healing 1 |
Blue | resist energy (cold) |
Indigo | resist energy (sonic) |
Violet | Immunity to mind-affecting effects |
White | All benefits of other colors. |
Gaseous Form (Ex): The color thief is naturally gaseous and has the traits of a gaseous creature. Because it is a gas, it cannot be grappled. It is not incorporeal however and attacks afflict it normally.
Immunities: Color thieves are immune to critical hits and sneak attacks, flanking, and any "prismatic" effects such as prismatic spray. In fact they can strip and thus destroy the colors of prismatic spells with their color drain touch as if they possessed the appropriate counter. They are also immune to disease, paralysis, poison, polymorphing, and stunning. They cannot be rendered prone or grappled.
Mage Armor (Ex): The color thief always benefits from an extraordinary mage armor effect.
Spell-Like Abilities (Sp): 2/day-color spray (DC 14), invisibility (self only); 1/day-hypnotic pattern (DC 15), vampiric touch. The save DCs are Charisma based.
Wield Color (Ex): As the same action as drawing a weapon, the color thief can transform one of their eyes into any hardlight weapon they are proficient with (normally only simple weapons). The color used also provides a specific benefit. If they are currently white (see Devour Color), they may still draw weapons with the benefit for white weapons. Projectile weapons self-generate their own mundane ammo, and the weapon vanishes 1 round after leaving its hand re-appearing within its head. If the weapon is sundered, however, the weapon and the eye is destroyed.
Color | Effect |
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Red | Weapon deals +2 fire damage. |
Orange | Weapon deals +2 acid damage. |
Yellow | Weapon deals +2 electric damage. |
Green | Weapon is poisoned (DC 16 vs losing 1 hp each round, cured by DC 15 Heal or 1 point of magical healing, save is Constitution based) |
Blue | Weapon deals +2 cold damage. |
Indigo | Weapon deals +2 sonic damage. |
Violet | Weapon has a +2 attack against intelligent creatures. |
White | All benefits of other colors. |
Back to Main Page → 3.5e Homebrew → Monsters
Eiji-kunv |
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Alignment | Often Chaotic Neutral + |
Author | Eiji-kun + |
Challenge Rating | 5 + |
Environment | Any + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Undiscussed + |
Size | Small + |
Title | Color Thief + |
Type | Aberration + |