Elite |
Normal |
Weak
Languages Orbian; telepathy 30 feet
Str +2
Dex +4
Con +3
Int +1
Wis +0
Cha -1
Confusion Due to their confused state, the faltering green orbs take a –2 circumstance penalty to Intelligence- based checks.
Mistvision A sapient orb always ignores concealment caused by fog, smoke, and mist.
HP 20
Immunities bleed, cold, disease, poison
Speed 5 feet (hover), fly 60 feet
Melee
[one-action]
slam +6
,
Damage 1d6+2 bludgeoning
Bitter Mist
[two-actions]
Frequency once per minute;
Effect The faltering green orb emits a green
mist (as the spell) centered on itself. Sapient orbs can choose to emit transparent mist, granting no concealment. Additionally, any enemy in the mist when it appears, that enters the mist, or that ends its turn in the mist must attempt a DC
21 Will save unless they are
fascinated. Critical Success The target is unaffected and becomes temporarily immune for 24 hours. Success The target is unaffected. Failure The target becomes
confused for 1 round. Critical Failure The target becomes confused for 1 round, then
sickened 1.
All Creatures in "Sapient Orb"
These enigmatic, orb-shaped beings seem to have no home world, organized society, traditions, or religion. Sightings of the orbs are sporadic—they briefly appear in large numbers, then vanish for a year or more, only to reappear in an entirely different region of space for a few months. Scholars and friends of the orbs have noticed that each time the orbs appear, their numbers have diminished.
Sapient orbs occasionally form permanent bonds, merging three to six orbs (always of the same type, as far as anyone knows) into a cluster called a luminant. Only sapient orbs at advanced stages of their life cycle can form such clusters, and the merge is permanent and irrevocable. Luminants are highly intelligent but far more reclusive than other sapient orbs, making it difficult to discern their motivations or purpose in sapient orb society.