It’s Madness Week, and while you may be expecting some Lovecraftian monstrosity, you’re not going to find one, because that’s what they want us to do. Instead, I’ve got another kind of sanity-eroding monster for you: the reality-warping insanitrix.
Insanitrix
This creature appears to be a faceless humanoid, but its body is made of a shimmering, silvery metal that seems to roil and ripple, as energy pulses arc off its body in tiny bursts.
INSANITRIX CR 20
XP 307,200
CN Medium outsider
Init +11; Senses blindsight 120 ft., true seeing; Perception +35
Aura maddening aura (120 ft., DC 32)
DEFENSE
AC 36, touch 26, flat-footed 28 (+8 deflection, +7 Dex, +1 dodge, +10 natural)
hp 378 (28d10+224)
Fort +18, Ref +25, Will +22
Defensive Abilities imaginary shield; DR 10/—; Immune cold, fire, mind-affecting effects, polymorph; Resist acid 10, electricity 10, sonic 10; SR 31
OFFENSE
Speed 30 ft.; fly 60 ft. (perfect)
Melee prismatic touch +30 touch (5d6 plus prismatic touch)
Ranged annihilation bolt +35 touch (5d6 plus annihilation)
Spell-Like Abilities (CL 20th; concentration +28)
Constant—greater arcane sight, true seeing
Sorcerer Spells Known (CL 20th; concentration +28)
9th (6/day)—maze of madness and sufferingHA, time stop, wish
8th (7/day)—greater shadow evocation, polymorph any object, symbol of insanity
7th (7/day)—greater shadow conjuration, project image, reverse gravity
6th (7/day)—disintegrate, phobiaHA, programmed image
5th (7/day)—fabricate, feeblemind, major creation, shadow evocation
4th (8/day)—fire shield, hollow heroismUI, shadow conjuration, stone shape
3rd (8/day)—aqueous orbAPG, fireball, lightning bolt, major image
2nd (8/day)—gust of wind, hideous laughter, mad hallucinationUM, time shudderACG, touch of idiocy
1st (8/day)—disguise self, magic aura, magic missile, shock shieldUC, true strike
0 (at will)—An insanitrix knows all 0-level sorcerer/wizard spells
STATISTICS
Str 15, Dex 24, Con 24, Int 21, Wis 19, Cha 26
Base Atk +28; CMB +30; CMD 57
Feats Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Greater Spell Focus (Illusion), Greater Spell Focus (transmutation), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Spellcraft), Spell Focus (Illusion), Spell Focus (transmutation), Toughness
Skills Bluff +39, Intimidate +39, Fly +46, Knowledge (arcana) +36, Knowledge (planes) +36, Knowledge (religion) +33, Perception +35, Sense Motive +35, Spellcraft +42, Stealth +38, Use Magic Device +36
SQ warp reality
ECOLOGY
Environment any
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Annihilation (Su): A creature struck by an insanitrix’s annihilation bolt must succeed on a Fortitude saving throw (DC 32) or suffer 20d6 points of damage. A creature reduced to 0 hit points in this way is utterly annihilated, as the spell disintegrate. The saving throw DC is Charisma-based.
Imaginary Shield (Su): An insanitrix gains a deflection bonus to AC equal to its Charisma modifier.
Maddening Aura (Su): All insanitrixes are insane, and their madness is highly contagious. Each creature that begins its turn within 120 feet of an insanitrix must succeed on a DC 32 Will save or suffer 1d3 points of Wisdom drain. For every 5 points of Wisdom drain a creature suffers in this fashion, he gains a permanent madness, either chosen by the GM or determined at random. The saving throw DC for madnesses gained in this way is 32, rather than the normal DC. The saving throw DC is Charisma-based.
Prismatic Touch (Su): A creature touched by an insanitrix’s prismatic touch is affected as though by prismatic spray, suffering an effect from one of the spell’s colors chosen at random. The saving throw DC is Charisma-based.
Warp Reality (Su): As a standard action, an insanitrix can alter the laws of physics in a 60-foot radius centered on itself. It may choose a single effect to implement within this radius, which moves with the insanitrix. The effect lasts for 1 minute. The insanitrix can potentially choose virtually any effect, but GMs should use the following as guidelines:
Ecology
With great and cosmic power such as that wielded by the most powerful of arcane spellcasters, one must either be very wise, to handle that power safely and fairly without unforeseen repercussions, or else one may become maddened by one’s own power, driven to heights of hubris that cause them to ascend from being petty mortals to become something entirely new. Insanitrixes are incredibly powerful spellcasters who have half-ascended to a semi-divine status, driven irreversibly insane by the experience.
Many scholars believe that each insanitrix holds within it the seeds of some new plane of existence or even multiverse, and that they subconsciously are attempting to overwrite our current reality with their own version of it, their very presence causing the rules of this universe to warp and twist as it struggles to take hold.