Sunday, March 18, 2018

The Iyr, Part 1

The Iyr
The Iyr appear through gates torn through the fabric of the dimensions, clawing for territory in the Prime Material Plane (or equivalent). Their invasions are led by a Priemarchos, based on limited translation of their language, but nothing is known of their leadership above that level: the gates last for too short a time for exploration at this time.
Iyr Prielia
Iyr Prielia are the frontline fighters of the Iyr invasions, bound in translucent, whitish crystal armor, and armed with Sunslivers or Psychespears. They fight by taking advantage of their mobility, and avoid use of static defenses.

Iyr Prielia
Medium Outsider

Armor Class: 17
Hit Points: 12
Speed: fly 35 ft., walk 35 ft.

STR: 13
DEX: 12
CON: 12
INT: 11
WIS: 10
CHA: 10

Skills: Athletics +2, Acrobatics +2
Damage Vulnerabilities: Bludgeoning
Damage Immunities: Psychic, Poison
Condition Immunities: Poison, Exhaustion, Charmed
Senses: Passive Perception 13
Languages: Iyrn
Challenge: 1/4 (50 XP)

Iyr Orincepsis 

The Orincepsis are gifted with nightmarish psionic powers, running through the conductive crystal of their disproportional heads. Instead of purely destructive abilities, their mental abilities manifest through manipulation, confusion, and control. They are sent out as infiltrators, in the first wave of an invasion. However, because of the short time they can disguise themselves, they are often reclusive, and act strangely.

Iyr Orincepsis
Medium Outsider

Armor Class: 14
Hit Points: 35
Speed: fly (hover) 35 ft. when undisguised, 20 ft. when disguised

STR: 10 
DEX: 8
CON: 9
INT: 13
WIS: 17
CHA: 13

Skills: Bluff +4
Damage Vulnerabilities: Bludgeoning
Damage Immunities: Psychic, Poison 
Condition Immunities: Poison, Exhaustion, Charmed
Senses: Passive Perception 13  
Languages: Iyrn, one other (depending on specifics of mission: generally Common)
Challenge: 2 (450 XP)
Innate Spellcasting: Once a day, the Orincepsis can cast Dominate Person as a 6th Level spell. Eight times a day, the Orincepsis can cast Disguise Self. Its innate spellcasting ability is Wisdom.

Actions
Thrash: (Melee Weapon Attack) +6 to hit, reach 5 ft., one target. Hit: (1d10 + 2) piercing damage.

Weapons
Sunsliver
The Sunslivers are glass, tube-shaped shortswords built by the Iyr. When activated, the tube fills with a bar of solidified sunlight.

Credit: Blask22

Damage:
1d6 Burning
Weight: 2 lb.
Properties: Finesse, Light
Burning Light: Once a day, the Sunsliver's light can burst out from its casing in a hellishly bright flash, dealing 1d6 Radiant damage in a 15 foot cone.

Psychespear
Psychespears are short glass spears tipped with a hole in space. While it isn't large enough to cause physical harm, the mind recoils from its touch, and it bends attempts at scrying.

Credit: Algadon
Damage: 1d6 Psychic
Weight: 2 lb.
Properties: Thrown (20/60) 
Scrybending: Attempting to scry someone holding a Psychespear, there is a 25% chance of failure.

Shinegun
Shineguns work off the same process as Sunslivers, binding sunlight into glass. When triggered, the weapon releases the light in a burning beam. They also have a secondary mode, which erases every charge, dumping all of them into a single, apocalyptic blast.


Damage: 1d6 Burning
Weight: 1 lb.
Properties: Ranged (50/120), Ammunition (can hold a maximum of 25 charges, each shot taking 1.)  
Solar: Gains 1 charge every hour left in sunlight.
Secondary Fire: Fires a projectile that deals 1 damage per remaining charge, and uses every remaining charge.

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