Perifians
Perifians are a proud, secluded race facing their imminent extinction. Their entire world is inside of a pocket dimension, atop a circular, floating island ten miles in diameter above a never ending pit. Until recently, they considered themselves to be alone in the universe. Three years ago, a Perifian mage discovered a tiny inconsistency in their world, a rift so small that it had gone undiscovered for centuries. She investigated it, ever so slightly tweaking the rift. Suddenly, with the tiniest amount of force the rift opened, and the mage found herself flung into the material plane of existence.
She woke in something completely foreign to her: a lake. Water does not naturally occur in the Perifian’s pocket world, and Perifians do not need it to survive. This discovery was amazing to her, and so was the existence of an entirely different world. This place was large and unpacked, and seemed to go on forever. The mage returned to her home world, through the lake which had become a portal, to tell her entire world about her new discovery.
Things were not that simple, however. The prime minister stepped in and silenced the mage, under threat of imprisonment, and built a tower around the rift. There, he and his followers plot and experiment, sending agents into this world to collect resources, information and anything else they can get their hands on.
On one of their first missions through the rift, an agent discovered an entirely alien concept to the Perifian society: night. The Perifian sun is constantly in the center of the sky, and the very idea of it moving is outlandish to them. Perifians need sunlight to survive, and the first agent to stay in the material plane after the sun set returned home crawling and gasping for breath. The problem of nightfall has kept the Perifian prime minister from advancing his plans much, and his primary concern has been finding a way to produce enough sunlight to keep the Perifian people alive even during nightfall. Until then, his agents have been gathering information, always returning before nightfall. Ultimately, the prime minister intends to mount a full-scale invasion of the material plane, but first must win the support of his fellow politicians.
The prime minister’s actions may seem villainous, but in truth he is only thinking of the future of his people. The Perifian world is facing two imminent doomsdays, and another world is the only solution he can imagine. First, the Perifian society is outgrowing the island it lives on. Despite attempts at population control, there are simply too few resources and too little room to go around. Eventually the entire society will rip itself apart over resources. Even if that was avoidable, the Perifian’s sun has shown signs of dimming. No one knows exactly why, but somehow the sun has been giving off less and less light over the years. Not so much that the average Perifian would notice, but enough that certain mages and scholars have begun to worry. Some believe that the sun has perhaps a hundred years left in it at the very most, and probably much less. These two threats have been covered up by the prime minister and only his highest ranking advisors and agents know about them or the rift.
Perifians look like pale, almost white, half elves with large black wings. Females usually have yellow eyes and males typically have blue eyes, but rarely a green eyed or brown eyed Perifian can be found. They tend to wear dark colors, black, dark blue or crimson, though lighter colors can be worn for special events, such as weddings, funerals or new officials being elected into office.
Medium Outsider (Lawful, Extraplanar)
Hit Dice: 9d6+27 (54)
Initiative: +2
Speed: 30 ft (40 ft fly)
Armor Class: 12 (+2 dex)
Base Attack/Grapple: +5/+6
Attacks: Slam +6
Damage: Slam (1d4+5d6 electric)
Space/Reach: 5ft/5ft
Special Attacks: Lightning Strike, Lightning Breath
Special Qualities: Electricity Immunity, Fast Healing 1, Sunlight Dependence
Saves: Fort +11, Ref +11, Will +12
Abilities: Str 12, Dex 14, Con 16, Int 10, Wis 14, Cha 12
Skills: Craft (Any) +13, Profession (Any) +15
Feats: Fly-By Attack, Lightning Reflexes, Combat Reflexes, Iron Will
Environment: Home Plane or Material Plane (During the Day)
Organization: Solitary of Group (4-7)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement: By Character Class
Level Adjustment: -
Lightning Strike: Perifians have a natural electric charge in their body, which they can discharge with a successful contact to another creature. This deals 5d6 electricity damage (already calculated into the slam attack.)
Lightning Breath: A line of lightning that a Perifian can release every 1d4 rounds, dealing 9d6 electricity damage (Reflex Save 17 for half.)
Sunlight Dependence: Perifians rely on sunlight for life. If they are completely cut off from natural sunlight at any time they lose all their special attacks, their fast healing and their lightning immunity. The first round they are cut off entirely from natural sunlight they are considered fatigued. At the beginning of the next round, they take a -2 to strength and constitution. If a Perifian is completely cut off from sunlight for an hour straight they suffer an additional -2 to strength, constitution and intelligence. If a Perifian spends an entire eight hours cut off from sunlight, it dies.
