Animus

Post/Author/DateTimePost
#1

zombiegleemax

Jun 30, 2004 1:51:03
Does anyone have a link for a 3.5 version of the animus? All I have is an old Monstrous Compendium insert from the 'Ashes' boxed set... Thanx.
#2

Mortepierre

Jun 30, 2004 2:34:05
A 3.0E conversion can be found in the LGJ issue #2. Beyond that, I don't think I have ever seen an update.
#3

zombiegleemax

Jul 02, 2004 9:48:45
ANIMUS

CREATING AN ANIMUS

"Animus" is a template that can be added to any humanoid (referred to hereafter as the "character") who has undergone the transformation ritual. The creature's type changes to "undead". It otherwise uses all the creature's statistics and special abilities, except as noted here.

Hit Die: Increase to d12.
Special Attacks: An animus retains all the character's special attacks and also gains those listed below. Saves against the powers of an animus have a DC of 10 + 1/2 the animus' character level + animus' Charisma modifier unless otherwise noted.
Spell-like Abilities: At will– Mass Command (can only command victims to kneel).
Fear Touch (Su): As a melee touch attack an animus can cause fear, as the spell cast by a 7th-level sorcerer.
Domination Gaze (Su): An animus can crush an opponent's will just by looking into his or her eyes. This is similar to a gaze attack, except that the animus must take a standard action, and those merely looking at it are not affected. Anyone the animus targets must succeed at a Will save or remain paralyzed for as long as the animus maintains the gaze. Whilst dominating a person, the animus can plant a suggestion, as the spell cast by a 5th-level sorcerer. The victim does not gain a saving throw against this effect unless the suggestion would break the bounds of the spell, in which case the suggestion is negated.
Command Undead (Su): An animus can automatically control any mindless undead within 60 feet. An animus can command as many HD of mindless undead as he has levels and if already a cleric, this amount does not count towards the clerics limit.
Spell-like Ability (Sp): Each animus has a spell-like ability that is peculiar to them. Szeffrin, the animus ruler of part of old Almor, is said to have skin as tough as iron (Stone Bones, Magic of Faerun), and to be resistant to attacks with edged weapons; the animus-priest Delglath of Rinloru is said to be able to raise blisters on the palms of his hands from which he can secrete a terrible burning corrosive acid, without any harm to himself, but which he uses for shaking the hand of a terrified prisoner while smiling in triumph (Corrosive Grasp, Magic of Faerun). Delgaths blessing is a phrase whispered in Rinloru to refer to this dread touch. This spell-like ability is the equivalent of any personal range, 2nd-level or lower arcane spell as cast by a 3rd-level sorcerer.
Special Qualities: An animus retains all the special qualities of the character and those listed below, and also gains the undead type (see page 6 of the Monster Manual).
Turn Resistance (Ex): An animus has +8 turn resistance (see page 10 of the Monster Manual).
Resistance (Ex): An animus has acid, cold and electricity resistance of 20.
Immunities (Ex): The animus is immune to hold and fear effects.
Regeneration (Ex): An animus regenerates 2 hit points per round in combat, but they also regenerate after death. Even severed and separated body parts will crawl back together to reform the body of the animus (after being reduced to 0 hit points, the creature regenerates 1 hp per minute). Fire, acid and holy water cause normal damage, therefore the only sure way to destroy an animus is to burn the body to ashes or dissolve it completely in acid or holy water.
Uncanny Dodge (Ex): Animii cannot be surprised due to their extreme paranoia and heightened senses. This ability works like a 5th-level barbarians Uncanny Dodge.
Disease Vulnerability: Unlike other undead, the animus remains vulnerable to disease. This was thought peculiar to Ivid V however it seems to be a flaw in the overall process. Though an animus can never be slain by a disease, and loses no Constitution points (due to not having them), they suffer all other ill-effects of any disease they contract.
Grim Visage: Most animii appear to be humans with weathered and wrinkled skin - prematurely aged, but clearly strong and of powerful build. Some (about 25%) are hideous in appearance, almost lichlike; such creatures have an effective Charisma of 3 and often wear masks to disguise their appearance. A small minority (around 10%) are almost indistinguishable from normal, middle-aged humans.
Saves: +4 to all Fortitude saving throws.
Abilities: Increase from the character as follows: Str +8.
Skills: Same as character.
Feats: Alertness, Dragon's Toughness (Masters of the Wild).

Challenge Rating: +4
Alignment: Always evil.
Advancement: Same as the character.