Jaunting Creature (CR +2)

Some creatures you cannot bind, fetter, or subjugate. They can transport people and objects from one place to another without traveling the distance in-between. Some creatures are born with this special gift, while the powers that be grant this ability to others, and still others gain it through accident or experimentation with the magic of teleportation. These marvelous and elusive beings are the Jaunting Creatures.

Creating a Jaunting Creature

“Jaunting creature” is an inherited or acquired template that can be added to any creature. A jaunting creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +2

Defenses/Qualities: evasion (if the base creature is at least 9 HD this ability increases to improved evasion); Immune to poison and disease (able to innately teleport poisons and other organisms outside its body).

Special Abilities: A jaunting creature gains the following special abilities.

Jaunting (Su): A jaunting creature can dimensional hop (see below) as a move action. At 7 HD this ability upgrades to dimension door, at 9 HD this upgrades to teleport, at 13 HD this upgrades to greater teleport. CL is equal to HD.

Portal Attack (Su): A jaunting creature has a number of special attacks it can perform as part of its natural attack and weapon attacks. It can also use these abilities as a touch attack, but this requires a standard action. Saving throw DCs for these attacks are always 10 + ½ the jaunting creature’s HD + its Charisma modifier, CL is equal to HD.

  • Astonishing Assault: A jaunting creature can use a portal to attack from an unexpected direction, which causes the opponent to become flat-footed against this attack (Reflex save negates). The opponent must still be within normal reach or first range increment of the weapon.
  • Plane Shift: If a jaunting, creature possesses at least 9 HD it can plane shift an opponent if it fails a Will save. Use of this ability still requires a jaunting creature to possess a tuning fork attuned to the designated plane. A creature that makes its save is immune to the jaunting creature's plane shift for 24 hours. It can also use the plane shift on itself or a group, as per the spell, as a standard action.
  • Teleport Attack: If a jaunting creature possesses at least 13 HD it can teleport attack (see new spell below) an opponent if it fails a Will save. A creature that makes its save is immune to the creature’s teleport attack for 24 hours.
  • Maze: If a jaunting creature possesses at least 15 HD it can maze an opponent if it fails a Will save. A creature that makes its save is immune to the creature’s maze for 24 hours. It can cast the maze normally as a spell-like ability, which offers no saving throw. It can use this ability as a standard action.

Redirect Ranged Attack (Su): By opening a portal, a jaunting creature can change the direction of any incoming ranged attack. Any incoming ranged attack provokes an attack of opportunity, to which the jaunting creature can make a special opposed attack roll essentially attacking the ranged attack with a teleportation portal. Otherwise it follows standard rules for opposed attack rolls. If successful, the attack is sent off in a random direction (including ranged spell attacks that require an attack roll to hit, like a ray) as a grenade-like weapon. If its roll exceeds its opponents by 10 or more the distortion creature can negate the attack (sending it into the ground), or it can choose a new target within range of the attack.

Abilities: Increase from the base creature as follows: Cha +6 (minimum 13, +3 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +3 to the DC any of the creature’s Charisma-based DCs).

Environment: Any land.

Teleport Attack
School: Conjuration (teleportation); Level: Sor/Wiz 7
Casting Time: 1 Standard action
Components: V, S
Range: Touch
Target: One creature or object touched, weighing no more than 50 lbs./level
Duration: Instantaneous
Saving Throw: Fortitude negates; Spell Resistance: Yes

You teleport a target creature or object into a solid surface or object that you can see within close range (25 feet + 5 feet/two levels). If the spell succeeds, the subject suffers 2d6 points of temporary Constitution damage + 1 point of Constitution damage per round until freed and is helpless. It becomes half imbedded in the surface or object.

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