Veil

aberration · CR 10 · from Book of Beasts III
Veil
StatisticValue
Size/TypeMedium Aberration
Hit Dice12d8 (54 hp)
Initiative+5
Speed30 ft. (6 squares), climb 20 ft.
Armor Class11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple+9/―
AttackConfusing touch +10 ranged (1d6 plus confusion)
Full AttackConfusing touch +10/+5 ranged (1d6 plus confusion)
Space/Reach5 ft./―
Special AttacksConfusing touch, spell-like abilities
Special QualitiesTwo-dimensional form, surface protection, regeneration 3, nondetection, odorless, immunities
SavesFort +4, Ref +5, Will +9
AbilitiesStr ―, Dex 13, Con 11, Int 17, Wis 12, Cha 14
SkillsConcentration +10, Craft (any one) +9, Decipher Script +11, Hide +9, Knowledge (any one) +18, Knowledge (any one) +15, Knowledge (any one) +12, Listen +3, Move Silently +9, Spellcraft +18, Spot +3
FeatsAlertness, Combat Casting, Dodge, Improved Initiative
EnvironmentAny
OrganizationSolitary
Challenge Rating11
TreasureNone
AlignmentOften chaotic (any)
Advancement13–18 HD (Medium)
Level Adjustment―

Description

On the wall is what resembles a life-sized portrait of an haggard, unkempt being. However this image is exquisitely detailed and moves with a life of its own, following the contours of the wall.

Most attempts to leave the prison plane through magical means will simply fail. However, a few inventive spell-casters may try to escape by using a plane shift or gate spell while they are already ethereal or passing through the shadow plane. In these instances the creature can become trapped between planes, and is transformed into a two-dimensional form known as a veil.

These unfortunate beings are bound to the exterior of solid surfaces and can not travel across gaps or openings. A veil retains its original appearance, but appears as a moving painting. It is able to turn and move about normally, but is always joined to a surface.

The primary motivation of most veils is to escape their trapped state and restore themselves to their previous form. Doing so usually requires the assistance of an outside agent, so a veil will often offer its unique abilities to a powerful being in exchange for its restoration. Escaping its condition typically requires the use of a wish or miracle spell. A veil is unable to use any of its normal spells, but learns to master the unique properties of its transdimensional state and gains selected spell-like abilities.

A veil has no need to eat or breath but is otherwise completely normal. As it is unable to shave or bathe, it usually appears very unkempt, and has badly worn clothing and possessions. It is fully aware of its surroundings and can see and hear normally, but is unable to affect the physical world except through its confusing touch attack and its spell-like abilities. Verbal communication with a veil requires holding an ear against a nearby surface and listening to its voice through vibrations carrying through the wall.

If the section of wall a veil occupies is separated from the surrounding surfaces, the veil cannot leave until the wall is once again firmly attached to a solid surface. It is possible to destroy a veil by turning the section of solid wall it occupies into rubble. Once the occupied surface is destroyed, the veil is automatically disintegrated. However it may then be possible to restore the veil to its original form by a raise dead, resurrection, or true resurrection spell.

Combat

A veil can project a fold of dimensional space that inflicts slashing damage and causes confusion in the opponent. However it is most effective performing a supporting role during combat. The veil protects itself by occupying surfaces that are difficult to damage. They can use their spell-like abilities to hinder their opponents or make their escape.

Confusing Touch (Sp): An opponent hit by the veil's ranged touch attack must succeed on a DC 18 Will save or become confused as the spell (caster level 12th). The save DC is Charisma-based.

Spell-Like Abilities: At will―freedom of movement (self only), spider climb (self only). 3/day―blur (self only), fog cloud, hypnotic pattern (DC 14), rainbow pattern (DC 16), see invisibility, silence (DC 14). 1/day―mind fog (DC 17), true seeing (self only). Caster level 12th. Save DCs are Charisma-based.

Two Dimensional Form (Ex): A veil can only move or climb across surfaces, and is unable to tunnel, swim, fly, or perform any other forms of movement. It can only advance along solid, unbroken surfaces, turn corners, or move across the ground. If a veil is able to climb onto a ceiling, it cannot fall or be dislodged until it moves onto a wall. Veils are unable to move across any surface that has a smaller circumference than their size.

Surface Protection (Ex): As a veil is always inextricably joined with the surface it occupies, it gains a certain amount of damage reduction from the material. It ignores a number of points of damage equal to the hardness rating of the material, though acid or sonic energy bypasses this reduction. (Typically, for a stone wall, this provides resistance to acid 8 and sonic 8.)

A veil is not subject to flanking and can not be grappled. It is automatically disintegrated if the surface it occupies is destroyed.

Regeneration (Su): Acid and sound deal normal damage to a veil.

Nondetection (Su): A veil has a continuous nondetection ability as the spell (caster level 12th).

Odorless (Su): A veil never emits an odor and so cannot be detected or tracked by scent.

Immunities: A veil is immune to polymorph, turning to stone, or any spell or effect that permits extradimensional movement.

Skills: A veil has a +8 racial bonus on Hide and Move Silently checks.

Advanced Benefits

In addition to the standard changes due to Hit Dice advancement, veils also gain the following special benefits.

  • The caster level of the spell-like abilities is equal to the Hit Dice.
  • The caster level of the nondetection ability is equal to the Hit Dice.
  • 13+ HD ― Add 3/day―dimension door (only between solid surfaces) to spell-like abilities.
  • 14+ HD ― Add 1/day―symbol of sleep to spell-like abilities.
  • 15+ HD ― Regeneration improves to 4.
  • 16+ HD ― Add 1/day―symbol of persuasion to spell-like abilities.
  • 17+ HD ― Use mind fog and true seeing spell-like abilities 3 times per day.
  • 18 HD ― Add 1/day―symbol of stunning to spell-like abilities.

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All 820 monsters in the Netbook Bestiary