Nerra, Teltarym
Image © papillonstudio
[Commissioned by @justicegundam82, who also commissioned the image. This is the last of Round Two of commissions. This particular nerra originally appeared in the 4e Monster Manual 3. See the varoot for basic nerra traits.]
Nerra, Teltarym
This
giant mirror-skinned humanoid appears to be made of hundreds of facets, its
body carved into a bastion of physical might.
The teltarym are the largest of the nerra, a seeming deficit for a race that prides itself on stealth. Teltaryms typically work as laborers and guards, building nerra outposts in the Shadow and Material Planes alike and then defending them from intruders. On those rare occasions that silits travel openly, they frequently make use of teltaryms as security staff, trusting to their imposing size and powerful fists to dissuade attacks. Although teltarym are not terribly intelligent, they are insightful observers, and sometimes notice things even their masters miss.
A teltarym in combat seeks to dissuade and hinder attackers as much as kill them outright. They make frequent use of invisibility when warding an area, but rarely use it in combat, as they want to act as a target for their enemies rather than a more fragile ally. They can cause the damage they take to splinter and effect their opponents as well. Teltaryms are the most likely of the nerra to fight to the death, in order to allow other nerra to escape and to let their death throes take their grisly toll on enemy numbers.
Teltarym CR 8
XP 4,200
CN Large
outsider (chaotic, extraplanar, nerra)
Init +1; Senses darkvision 60 ft., Perception +21, see invisibility
Defense
AC 22, touch 10, flat-footed 21 (-1
size, +1 Dex, +12 natural)
hp 105 (10d10+50)
Fort +12, Ref +4, Will +11
DR 10/magic and bludgeoning; Resist cold 10, electricity 10, fire
10; SR 19
Defensive Abilities reflective spell resistance,
refract injury; Weakness vulnerable
to sonic
Offense
Speed 40 ft.
Melee 2 slams +16 (1d10+7 plus push)
Space 10 ft.; Reach 10 ft.
Special Abilities death throes, push (5 ft.)
Spell-like Abilities CL 10th, concentration
+13
Constant—see invisibility
At will—invisibility
3/day—disguise self (DC 14)
1/day— mirror image, plane shift (self only, between Shadow Plane and Material Plane
only), rainbow pattern (DC 17)
Statistics
Str 24, Dex 13, Con 21, Int 8, Wis 18, Cha 17
Base Atk +10; CMB +18; CMD 29
Feats Alertness, Bodyguard, Combat
Reflexes, Power Attack, Stand Still
Skills Climb +20, Intimidate +16,
Perception +21, Sense Motive +21, Stealth +10
Languages Nerra
SQ mirrowalk 10/day, reflection of
man
Ecology
Environment any land or underground (Shadow
Plane)
Organization solitary, gang (2-8) or bodyguard
(2-4 plus 1-4 silit)
Treasure standard
Special
Abilities
Death Throes (Su) When slain, a teltarym explodes,
dealing 8d6 points of slashing damage and 8 points of bleed to all creatures in
a 20 foot radius. A successful DC 20 Reflex save halves the damage and negates
the bleed. The save DC is Constitution based.
Refract Damage (Su) Three times per day as an
immediate action when it is struck by a melee attack, a teltarym can force an
opponent to share its pain. The opponent must succeed a DC 18 Will save or the
damage it dealt to the teltarym is divided in half, half dealt to the teltarym
and half to itself, as per a shield other
spell. Any additional effect (such as poison on a weapon) is not divided.
The save DC is Charisma based.