Ciberial
| Statistic | Value |
|---|---|
| Size/Type | Large Elemental (Electricity, Shapechanger) |
| Hit Dice | 6d8+6 (33 hp) |
| Initiative | +4 |
| Speed | 30 ft. (6 squares), burrow 10 ft. (conducting materials only) |
| Armor Class | 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 |
| Base Attack/Grapple | +4/+8 |
| Attack | Discharge touch +7 melee (2d6 electricity) or blaster +7 ranged (3d6 fire) |
| Full Attack | Discharge touch +7 melee (2d6 electricity) or blaster +7 ranged (3d6 fire) |
| Space/Reach | 10 ft./10 ft. |
| Special Attacks | Discharge, spell-like abilities |
| Special Qualities | Damage reduction 10/metal, blindsight 60 ft., immunity to electricity, vulnerability to water, infiltrate, elemental traits |
| Saves | Fort +3, Ref +9, Will +2 |
| Abilities | Str 10, Dex 19, Con 13, Int 10, Wis 11, Cha 12 |
| Skills | Diplomacy +3, Listen +3, Sense Motive +2*, Spot +3; Craft (any one) +3 or Knowledge (any one) +3 |
| Feats | Alertness, Weapon Finesse |
| Environment | Temperate desert |
| Organization | Solitary, gang (2–5), pack (6–20 plus 1 3rd-level leader), or colony (20–100 plus 40% noncombatants plus 1 3rd-level leader per 20 psyberials, 1 or 2 5th-level commanders, and 1 high leader of 6th-8th level) |
| Challenge Rating | 5 |
| Treasure | None |
| Alignment | Usually lawful evil |
| Advancement | By character class |
| Level Adjustment | ― |
Description
This bizarre being is composed almost entirely of blue, glowing plasma, forming a grid encompassing a bodily form. An eerie nimbus surrounds this plasma, distorting the surrounding air.
A ciberial is an alien being composed almost entirely of electrical energies. Its body is formed in a grid-like pattern of electrical plasma lines, giving it an almost solid form that retains its shape over time. However the ciberial is able to transform its body into any shape that it finds useful for a particular task.
Ciberial are social beings that typically live in complex colonies with others of their kind. They have mastered the ability to control all types of electrical and magnetic energies, and can form a variety of structures directly out of fields of electrical force. These structures are stable enough for normal, solid beings to dwell within, but can still provide an unpleasant electrical discharged if improperly contacted.
A typical ciberial occupies twice the overall volume of a human, with a shape that varies depending on the task being formed. Normally they will assume an insect-like shape with four to six limbs and a multi-segmented body.
Combat
A ciberial will use its command of electrical energy when attacking an opponent, delivering a potent discharge of plasma from their bodies. When they do this, however, they lose some of their own bodily energy. So they prefer to rely on devices.
Spell-like Abilities: At will―floating disk, mage hand, open/close; 1/day―entropic shield, mage armor. Caster level 6th. The save DCs are Charisma-based.
Discharge (Ex): Merely touching or being touched by a ciberial automatically deals 2d6 electrical damage. Any sensitive electrical components that strike a ciberial must succeed on a DC 16 Fortitude save or be rendered ineffective. The save DC is Constitution-based and includes a +2 racial bonus.
Blindsight (Ex): The ciberial's entire body is a sensory organ that can ascertain prey by their electrical emissions within 60 feet. This sense will not penetrate liquids such as mist, or any highly conductive surfaces including metal.
Infiltrate (Ex): A ciberial can move through any narrow crack or opening by taking a 5-foot step.
Water Vulnerability (Ex): A ciberial takes an additional 2d6 damage each round it is immersed in a body of water, or an additional 1d6 damage each round it is directly exposed to precipitation or at least a gallon of water.
Skills: *A ciberial has a +4 racial bonus on any Sense Motive check while interacting with a living, corporeal creature it is able to sense with its blindsight.