Source Drift Crisis pg. 164Tetrakam CR 9XP 6,400 N Huge outsider (extraplanar) Init +4; Senses darkvision 60 ft., low-light vision; Perception +17 Aura alluring presence (30 ft., DC 16)DefenseHP 145 EAC 22; KAC 24 Fort +11; Ref +11; Will +8 Defensive Abilities unflankable
OffenseSpeed 60 ft. Melee slam +21 (2d10+15 B) Space 15 ft.; Reach 15 ft. Offensive Abilities unbearable longing (DC 16)StatisticsSTR +6; DEX +4; CON +3; INT +0; WIS +1; CHA +3 Skills Acrobatics +17, Athletics +22 Languages Celestial; telepathy 30 ft.EcologyEnvironment any (the Drift) Organization solitarySpecial AbilitiesAlluring Presence (Su) Each tetrakam possesses a strange, unique beauty, and its presence fascinates its foes. A creature that begins its turn in the aura takes 5d6 damage if it doesn’t end its turn closer to the tetrakam, adjacent to it, or in the closest available space to it (Will DC 16 negates). A creature that succeeds at its saving throw becomes immune to the alluring presence for 1d4 rounds, and a creature that successfully saves twice in a day becomes immune to the aura for 24 hours. A tetrakam can suppress or resume this aura on its turn without spending an action. This is an emotion, mind-affecting, and sense‑dependent effect. Unbearable Longing (Su) A tetrakam can project debilitating loneliness into the minds of nearby creatures, affecting one creature if used as a move action, two as a standard action, or three as a full action. This deals 5d6 damage and makes the target shaken for 1 round (Will DC 18 negates). Any creature adjacent to the tetrakam gains a +2 circumstance bonus to this save, or +4 if either creature is grappling the other. This is an emotion and mind-affecting effect.DescriptionEvery faith has its secrets, and hidden to all but Triune’s highest‑ranking priests is a troubling scrap of apocrypha: a fourth being sought to join with the All-Code centuries ago. Whether by veto of other three deities, some intrinsic incompatibility, or another explanation altogether, the fourth being was denied. Ever since, it has remained hidden, watching enviously from afar, occasionally engaging with the cosmos through its agents. Known as tetrakams, most witnesses refer to them colloquially as “seekers.”
Tetrakams vary widely in their appearance, ranging from humanoids to fiendish cyborgs to floating cityscapes. The only consistent element is that each has three similar features with a clear indication that there should be a fourth feature that’s now absent or never existed, such as an angelic being wearing a four-pointed crown that’s conspicuously missing most of one peak, or a robot with three eyes and one damaged, empty socket.
As if echoing their creators’ longing to join Triune, tetrakams crave other beings’ thoughts and adoration— especially from Triunites. They periodically gather followers or try to join existing organizations, though these unions often end in tragedy when the seeker’s overwhelming desire for integration melts its new friends’ minds or drives the tetrakam to messily try to fuse its allies to its body. Those who successfully ally with tetrakams often do so by acquiescing to their increasingly elaborate schemes to petition, trick, or force Triune to adopt a fourth constituent deity, though the creatures struggle to recall the identity of this wronged god.
These beings are especially prevalent and at home in the Drift, likely drawing comfort from that plane’s figurative proximity to Triune.
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