Thursday, September 8, 2011

Zaldrim (Zalchis)

...silent and inscrutable. The Zaldrim harvest magic items, salvage arcane apparatus, and barter for obscure components and pieces with the various scavenger clans and adventurers who wander across the planes and throughout the cosmos...
Zaldrim
No. Enc.: 1 (1d4)
Alignment: Neutral / Chaotic
Movement: 90' (60')
Armor Class: 3
Hit Dice: 10+
Attacks: 4
Damage: By weapon or spell
Save: MU12
Morale: 12

Zaldrim transfer all loose magic items, apparatus, spare parts, etc. that they gather back to their homeplane via transition mechanisms, transfer orbs, Synchronocitors, or spells such as Plane Shift. They only retain those items and weapons that will be useful in their efforts and these things will be equipped and used to fullest effect.

Zaldrim progress as Magic Users, and can multi-class as Magic User/Thieves or Magic User/Fighters, but are never Clerics. They never wear armor. They can use any magic weapon, item, scroll, or spell and always have the maximum number of spells possible available, memorized and ready to cast at a moment's notice.

Zaldrim communicate with a form of telepathy and their clairvoyance extends across multiple planes. They use Detect MagicRead Magic and Analyze Device at will and are immune to Trap the Soul.

Despite these obvious advantages, the Zaldrim also have some serious disadvantages; Dispel Magic affects them as if they were hit by a Fireball spell. Holy/Unholy Word sends them back to their plane and locks that particular Zaldrim from returning for 1d100 years. Confusion causes 1d100 damage, if they fail their save, and in the event that it is a fatality, they explode causing 10d6 damage to everyone within a 20' radius. This will also draw the attention of 1d4 additional Zaldrim who may or may not investigate the situation.

The Zaldrim are reputed to know thousands of spells and are willing to trade or barter some of their arcane secrets with those willing to meet their price...

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