Maurid
Dungeon #112
Maurids are magical manifestations of creatures and beings drawn from the collective memory of the ancient Maure spellcasters, enhanced and given life by the awesome power of the Id Core. This magic functions similarly to how the spells shadow conjuration and shades work, except that the creatures created are 100% real and cannot be disbelieved.
Maurid creatures behave as the regular creatures they are based upon, but since they are little more than memories made flesh, they are not true individuals and thus have no capacity to improve themselves. Although the maurid template can be applied to an advanced creature or a creature with class levels, a maurid monster cannot advance beyond its original Hit Dice or character levels. Likewise, maurids are infused with the insanity and chaos that gripped the Maure family in its final days, and as a result are equally chaotic in their actions and attitudes.
A maurid creature looks physically similar to the creature it is based upon, save that its colors are muted and dull and its outline often wavers and shimmers, almost as if the creature isn't really there.
Creating a Maurid
"Maurid" is an inherited template that can be added to any creature.
A maurid uses all the base creature's statistics and abilities except as noted here.
Size and Type: The maurid's size and type do not change, but it gains the maurid subtype.
Hit Dice: Although the maurid's Hit Dice do not change, it automatically gains maximum hit points.
Special Qualities: The maurid retains all the special qualities of the base creature, and in addition it gains the following traits:
Maurid Traits: A maurid has the following traits.
- Immunity to mind-affecting attacks.
- Not at risk of death from massive damage, but when reduced to a hit points or less, it is immediately destroyed in a flash of white energy. A maurid creature reforms with full hit points at a random point somewhere within 500 feet of the Id Core 24 hours later, as long as the Id Core still exists.
- Dependent on the Id Core for life. If the Id Core is destroyed, all maurids immediately take 1d6 points of Constitution drain and continue to suffer 1d6 points of Constitution drain each day until they reach 0, at which point they vanish forever in a flash of white energy. If the maurid does not have a Constitution score, it is destroyed the instant the Id Core is destroyed.
- Maurids do not breathe, eat, or sleep.
Environment: Maure Castle dungeons and environs
Challenge Rating: Same as base creature +1.
Treasure: As base creature. If a maurid creature has class levels, it also gains gear appropriate for its class level. These objects are no more real than the maurid, and if stolen or taken from the maurid fade away in one round. This gear also vanishes if the maurid is destroyed, but reforms with the maurid 24 hours later.
When using maurid creatures in your campaign, you should remember to increase the treasure gained from other sources to accommodate this factor.
Alignment: Always chaotic evil.
Advancement: None
Sample Maurid: Maurid Advanced Chimera.