Presence of Essence

Snapshot from Skyrim

A  translucent ball 5ft in diameter crackles and pulses with blue magical energy.

Recognition requires a knowledge arcana roll DC17 instead of monster lore.

(Note: This is a re-imagining of the presence in the UK2 module – The Sentinel)

Presence of Essence CR7
XP 1,200
CE Large outsider, ooze
Init +10; Senses darkvision 60 ft.; Perception +15
DEFENSE
AC14 (+5 natural, -1 size, slow cancels out dex)
touch 9,
flat-footed 14
hp 66 (11d6)
Fort +11, Rflx +10, Will +14
OFFENSE
Speed 10ft
Melee Shocking Grasp (11th level caster)
Range Magic Missile (11th level caster)

Space 10ft  Reach 10ft
Special Defense – Damage rebound.
Vulnerability – Dispel Magic (5d6 damage (DC = attribute + 3, fort save for half), Adamantine

STATISTICS

Str 10, Dex 30, Con 10, Int 10 Wis 17, Cha 10
CMB +11; CMD 22
FEATS
Eschew Materials, Toughness, Spell Penetration, Greater Spell Penetration, Summon Whisps, Improved Initiative

SKILLS

Skills Intimidate +5, Perception +11, Knowledge Arcana +11, Spellcraft +11, Survival +11; Fly +2 Racial Modifiers  +4 Perception

Special Abilities
Damage rebound – the damage inflicted to a presence by a melee weapon also damages the attacker the same amount unless the attacker is protected by a shield spell.
Immunity to energy – fire, electricity, acid, cold does not effect a presence.
Shield – A presence of essence is unaffected by magic missiles.
Death explosion – when a Presence dies it explodes dealing damage to its total hit dice unless the killing blow was accomplished through a dispel magic spell.
Summon Wisp – a presence can have 8 wisps protecting it at any one time. Each wisps reduces the presence’s hit points by 4.

More Detail
Knowledge Arcana – DC 17 – A presence of essence is an extra-dimensional being that is a holdover from the time when chaos empowered the use of magic.  If excessive magic is used in an area these beings can use that magic to open a portal between the world and the plane of chaos.

Knowledge Arcana – DC22 – A slight modification to the wording of a dispel magic spell can leech the power off the presence and resupply your own spell points equal to the damage done to the presence.

Presence Whisp

XP 120

CE small outsider, ooze
Init +10; Senses darkvision 60 ft.; Perception +15
DEFENSE
AC21 (+1 size, +10 dex)
touch 21,
flat-footed 11
hp 6 (1d6)
Fort +1, Rflx +11, Will +1
OFFENSE
Speed 60ft
Melee Shocking Grasp (level 1 caster)

Special Defense – Damage rebound (reflects up to 6 hit points of damage on melee attacker).

Vulnerability – Dispel Magic (5d6 damage (DC = attribute + 3, fort save for half), Adamantine

STATISTICS

Str 6, Dex 30, Con 10, Int 6 Wis 10, Cha 6
CMB +1; CMD 11

FEATS
Eschew Materials

Knowledge Arcana – DC11 – Whisps are made  of pure magical energy.  They are unaffected by most spells.

Knowledge Arcana – DC16 — Whisps can live on by themselves indefinitely.

Knowledge Arcana – DC22 – 8 surviving whisps can resurrect a presence.