True Coventran

''Tiny scales cover this tall humanoid's body, transforming light into blinding rainbows as it gracefully moves into position. Adorning its muscular frame are clothings of silk and animal hide, and beneath its thick hood, the three pupils of its eyes spin lazily. Marble-sized polished stones orbit its head and arms. Intricate tattoos, like a fresco in flesh, blanket every inch of its exposed skin.''

DEFENSE

AC 35, touch 20, flat-footed 29 (+9 armor, +6 deflection, +5 Dex, +1 dodge, +4 natural); +5 insight bonus vs. attacks of opportunity

hp 212 (25d10+75)

Fort +12, Ref +19, Will +19

Defensive Abilities blinding scales (DC 25), primordial akasha, *uncanny dodge, vision quest; Immune charm, fear, force damage and effects, paralysis, polymorph, sleep; SR 29

OFFENSE

Speed 65 ft. (air walk)

Melee ioun blade +29/+24/+19/+14/+9/+4 (2d6+3 force)

Ranged force darts +30 touch (6d4 force; six darts, up to 2/target)

Special Attacks hag eye (DC 25), ioun blade, primordial akasha

Spell-Like Abilities (CL 25th)

Constant–air walk, deathwatch, detect magic, true seeing

3/day–animate dead, globe of invulnerability, greater dispel magic, spell turning

2/day–baleful polymorph (DC 18), blight (DC 17), bestow curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage (DC 20), mind blank, mirage arcane (DC 18), reincarnate, speak with dead, veil (DC 19), vision

1/day–power word kill, power word stun

*At will (feet)–greater teleport

*2/day (hands)–clenched fist, crushing hand, forceful hand, prismatic spray (DC 26), wall of force

*1/day (finger)–banishment (DC 23), freedom, imprisonment (DC 25), prismatic sphere (DC 25), prismatic wall (DC 24)

STATISTICS

Str 17, Dex 20, Con 14, Int 22, Wis 16, Cha 16

Base Atk +25; CMB +28; CMD 48

Feats Alertness, Blind-Fight, Combat Casting, Dodge, Greater Vital Strike, Great Fortitude, Improved Initiative, Improved Vital Strike, Iron Will, Magical Aptitude, Toughness, Weapon Focus (ioun blade), Vital Strike

Skills Acrobatics +30, Appraise +26, Bluff +23, Climb +31, Diplomacy +23, Fly +18, Intimidate +21, Knowledge (all) +31, Linguistics +26, Perception +43, Sense Motive +35, Spellcraft +35, Stealth +33, Swim +21, Use Magic Device +31

Languages All

SQ primordial akasha, shield and spear paradox, vision quest

Special Abilities
Blinding Scales (Su)

True coventran bend light and magic around themselves subconsciously. The coventran gains a deflection bonus to AC equal to its Intelligence modifier. In addition, any creature that looks directly at a true coventran must succeed at a DC 25 Fortitude save or be permanently blinded. The save DC is Charisma-based.

Hags and other coventran are immune to this effect.

Hag Eye (Su)

As a swift action, a coventran can focus its magical energies into its eyes, gazing upon any single creature within 30 feet. The target must succeed on a DC 25 Will save or fall unconscious, unable to wake for one minute. A creature blinded by the coventran’s blinding scales can still be targeted by this gaze. This is a mind-affecting effect. A creature that successfully saves against this effect is immune to it for 24 hours. The save DC is Charisma-based.

Ioun Blade (Su)

The coventran controls raw magical force, using the channeling power of her ioun stones to forge a blade of force. This blade is a construct of force, and can be formed or dismissed as a free action. If the blade would leave the coventran's hands, it is instead dismissed automatically. Coventran are always proficient in their ioun blade.

The ioun blade is a one-handed magic weapon that deals 2d6 points of force damage. As a force effect, the blade can strike ethereal and incorporeal creatures. The blade cannot be attacked or harmed by physical attacks, but disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The blade's AC is 16 (10, +0 size bonus for Medium object, +6 deflection bonus).

Primordial Akasha (Su)

A coventran draws its power from the same roots as its ancestors, but is able to refine them so much that they become as innate as worn clothing. The coventran may, once per round as a free action on its turn, choose one of the below to boost, gaining the boosted power in addition to its normal effects for one round. Whenever the coventran does so, the matching appearance becomes visible, spun into being by the constant swarm of ioun stones that surround them.

The coventran gains the following bonuses and abilities: Shield and Spear Paradox
 * Feet - The coventran increases its base speed by 25 feet. It also gains a +5 insight bonus to its AC against attacks of opportunity, and a +5 insight bonus to Acrobatics checks.
 * Boosted - As a move action, the coventran may teleport itself and any of its clones up to 50 feet. It can also use greater teleport as a spell-like ability at will.
 * Appearance - Ioun stones weave an aura of crystalline energy around the coventran’s shins.
 * Finger - The coventran gains a +9 armor bonus to its AC, and can use globe of invulnerability and greater dispel magic three times per day each as spell-like abilities.
 * Boosted - The coventran may use any of banishment, freedom, imprisonment, prismatic sphere, and prismatic wall as spell-like abilities this round. Each of these may be used once per day.
 * Appearance - A brilliant sapphire ioun stone ring on the coventran’s finger.
 * Hands - As a standard action, the coventran can launch up to six force darts. Each dart is a ranged touch attack, deals 6d4 force damage, and has a maximum range of 60 feet with no range increments. The coventran cannot target a creature with more than two darts at a time.
 * Boosted - The coventran may use any of clenched fist, crushing hand, forcecage, forceful hand, and wall of force as spell-like abilities this round. Each of these may be used twice per day.
 * Appearance - Ioun stones spark and dance around the coventran’s fingertips.
 * Head - The coventran gains a +8 insight bonus to all Perception and Sense Motive checks. It also cannot be caught flat-footed. This ability functions like the rogue ability of the same name.
 * Boosted - As a standard action, the coventran may blast all enemies in a 30-foot cone with a wave of disruptive mental energy that deals 6d4+6 points of damage (Will DC 25 for half). Creatures that fail their save are stunned for 5 rounds. If a target stunned by this ability is subjected to it again while the stunned condition is still in effect, they take 1d4 points of Wisdom damage instead. This is a mind-affecting effect.
 * Appearance - Ioun stones take up a constant orbit around the coventran’s head.
 * Wrists - Every 1d4 rounds, as a standard action, the coventran can cause the earth to erupt. It selects a 10-foot by 10-foot square within 50 feet and causes it to erupt, dealing 6d6 bludgeoning damage to all creatures in the area (Reflex DC 25 for half). All terrain in the affected area becomes difficult terrain, and the area is affected as though by a spiked pit spell (CL 18th). Creatures that succeed on their saving throw against the initial effect automatically succeed on their saves against this spiked pit.
 * Boosted - As a standard action, the coventran can create one or more golems with total HD no greater than 15. These golems appear in any open spaces within 50 feet of the coventran that it can see, and follow the coventran’s mental commands. When any of these golems reach 0 hit points or would be destroyed, it vanishes completely. The coventran may destroy any and all golems that it created in this way as a standard action. The coventran may use this ability as many times per day as it wishes, but can only create up to 15 total HD in a given day.
 * Appearance - Ioun stones encircle the coventran’s wrists, gathering a weave of dust and crystal.

The coventran are the first of many things in Faleal. Included in this list are both the immovable object and the unstoppable force. True coventran are immune to all force effects and damage - any active force effect does not impede them, their attacks, or any effect they create, whether or not they are aware of it. A true coventran can still choose to benefit from any force effect that they are aware of, and can choose to lower or raise its immunity to force damage as a free action.

Conversely, true coventran draw from a source of magical energy so pure that it cannot be contained or suppressed by mortal means. Any spell-like or supernatural abilities created by the true coventran cannot be dispelled, countered, or otherwise hindered in any way by outside forces (though spell resistance and immunities still function normally). Areas of antimagic, such as those produced by an antimagic field, have no effect on a true coventran, except that it cannot create copies in such areas, any of its copies cannot enter the area, and any copies present in the area when the antimagic effect is created are immediately destroyed (possibly stunning the coventran).

Vision Quest (Su)

The most powerful of the coventran's abilities is the Vision Quest – when it splits its physical form into three, one for each of the coventran Visions. Once per day, as a full-round action, the coventran may create two copies of itself in any two unoccupied squares within 30 feet. These copies are permanent until destroyed or reabsorbed (see below).

These copies cannot take actions except as shown below, act on the coventran’s initiative, and each have hit points equal to half the coventran's maximum hit points, rounded up. These copies share a mind and senses with the coventran and each other, are immune to mind-affecting effects, and can speak telepathically with each other and the coventran at any range (even across planes). Coventran can never have more than two of these copies in existence at a time, and copies cannot create further copies, clones, simulacra, or similar effects. The copies and the coventran share uses of abilities with limited uses.

The coventran may freely divide any actions taken between itself and any of its active clones (for example, it may allow one clone to take a standard action, grant its swift action to the other, and then take its move action), and gains one additional standard action each turn that it has one or more clones active. This standard action cannot be used as part of a full-attack action and cannot be used as to cast spells.Whenever the coventran takes a move action to move, it can move its copies as well. Copies can take attacks of opportunity and provide flanking as normal, except that any attacks of opportunity they take count against the normal amount allowed to the coventran each round.

Whenever the coventran makes an attack or uses an ability or effect, it may have that attack, ability or effect originate from any of her active copies instead of herself.

If a spell or effect would include both the coventran and at least one of its copies, the coventran may, as an immediate action, have it instead only affect the copy.

While a coventran is within 100 feet of at least one of its copies, the coventran takes half damage from all attacks and effects that deal hit point damage, and may roll an additional time and take the higher result whenever it attempts a saving throw.

A coventran may reabsorb one or more of these copies as a standard action, regardless of distance between them—doing so heals the coventran for an amount of hit points equal to half the total remaining hit points of the absorbed copies. If a copy is reduced to 0 hit points or fewer, it is immediately destroyed, and the coventran is stunned for one round. If the coventran is killed, any copies it created are immediately destroyed.