Tisleys
Basic Information
Anatomy
Glass Biology
Tisleys are completely encased within a shell made of flexible silica. Their long limbs are bilaterally symmetrical and grow out from a radially-symmetric, three-dimensional structure covered in pores, channels, ridges and spines. Every tisley has a minimum of 6 limbs: 3 or 4 of which they use for walking while the rest act to feel the environment around them; leaving burns as they do so.Biological Traits
Partially Molten
It is not understood how, but tisleys are able to maintain a core temperature as that of a furnace.Touching or grappling a tisley causes 2d6 fire damage at the start of the tisley's turn. It takes a DC 14 to escape the hold.
Glass Spit
Within a 10ft range, a target must succeed a DC 16 DEX saving throw or take 3d6+7 fire damage and continue to sustain 1d10 fire damage at the start of each of its turn, until doused.Arm Swipe
Target takes 2d10+5 bludgeoning damage plus 6d6 fire damage and must succeed a DC 16 STR saving throw or be knocked prone.Illumination
Sheds a dim light in a 5ft radiusEcology and Habitats
Spacious
Tisleys, like any creature roaming the floors, are not native to them. They were adapted and transplanted from some alternative realm into this restrictive environment. Most tisleys tend to die when they grow too big to navigate the halls and corridors in Auberge. One 40ft walker was found dead; apparently stuck trying to pass between rooms.It is reasonable to hypothesize a hot reality composed of a heavy metal atmosphere that many have taken to calling it Galen; in acknowledgment of the uncertainty in its estimation.
Behaviour
Aimless
In the sprawling corridors, tisleys roam with a clumsy grace. Their translucent body reflecting the ambient light and casting kaleidoscopic patterns on the walls and floors. Its movements appear directionless, yet rhythmic in a way that mesmerizes passersby. With no eyes to see, the glass limbs reach out and touch everything in the labyrinthine hallways. It would pause occasionally, as if contemplating its surroundings, before continuing on its meandering way.Additional Information
Domestication
They emit wi-fi and charge electronic devices. Captive members of the species have been used by rogue groups as charger stations for common devices and to maintain spotty communications with Silver Key.
When close to such a station, characters with mechanical components like talocin, cyborgs and droids are prone to gain an additional 5 hp and a +1 bonus on all skills, ability checks, attack rolls and saving throws that last for 24 hours, after which it automatically goes away, or until discharged.
This bonus cannot be higher than their CON bonus (min 1).
This is not recommended due to the potential power-crashing effects during combat, whereby the PC must succeed a DC 10 WIS + 1/2 attacker's HD + attacker's CHA modifier or the bonuses go away.Uses, Products & Exploitation
Chihuly Glass Coating
A single tisley has many limbs of different colours (yellow, red, violet, green and white) that sharply stand out against Auberge's whitness.Vulnerability
Whenever the tisley takes cold damage, its speed is reduced by 10ft and all its fire damage is reduced by half, until the next turn. It also takes 1 cold damage every time a gallon of water is splashed on it. The tisley shatters when it reaches 0 hp. Anything within 5ft must make a DEX saving throw or take 2d8 piercing damage; half on a success.Resilience
- If it is ever under an effect that requires a saving throw to take half damage, it instead takes no damage if it succeeds and only half if it fails
- Tilseys do not sustain bludgeoning damage
- Reflects half of the radiant damage (round down) inflicted on it to another target within 30ft
These things pop when they're submerged in water.
Geographic Origin and Distribution
Auberge
Auberge is the 5th level of the stratum floors composed of white winding walkways with pitch white rooms alternating along either side at equal distances.Perception and Sensory Capabilities
Radar Location
Tisleys are able to discern the numbers and location of medium-size (or larger) targets within 15-500 ft. They emit low frequency radio waves that updates its internal map every 6 seconds or at the start of each turn. Except for when:
Alternative Name
Glass Walkers
Armour Class 20 (Natural Armor)
HP: 26 ( 4d8+16 )
Speed: 20 ft.
Saving Throws: CON +8
Glass Walkers
Average Height
4 - 15ft
Average Length
12ft Diameter
Average Physique
Tentacular Limbs
Body Tint, Colouring and Marking
Multi-coloured
Geographic Distribution
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 8 (-1) | 20 (+5) | 5 (-3) | 5 | 6 (-2) |
HP: 26 ( 4d8+16 )
Speed: 20 ft.
Saving Throws: CON +8
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This is an interesting weird creature. Do they no age? Only grow in size till they eventually die? And about the wi-fi... what range does it reach? Could you find one of these creatures by following wi-fi? Do you need to enter the range surrounding the creature that makes you get burned?
Cool reads: Reaching the Meeraz | University of Delavar | Meeraz Morrow | Catoblepon's rambles
The reading was so good that I forgot to drop the badge! Thanks for participating! Here's your badge <3
Cool reads: Reaching the Meeraz | University of Delavar | Meeraz Morrow | Catoblepon's rambles
Thanks for the badge. They do age. The conceit is that they originated from some sort of hellscape, but were then teleported into a temporally confused region that is not conducive to their full size. So it is difficult to say how big they can actually get. That's a good point about the wifi's range. I hadn't thought about that before. I suppose the Wi-Fi would only be utilized via a subdued tisley. One that's too tired, or close to dying, to spit out its fire.
I see! They are so cool
Cool reads: Reaching the Meeraz | University of Delavar | Meeraz Morrow | Catoblepon's rambles