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Anunnaki are mysterious six-armed beings with an uncanny control over magic. They are exceptionally rare and mysterious, typically encountered only when they appear to steal magic items for unknown purposes. Anunnaki usually act alone, but on rare occasions, small groups of Anunnaki perform highly coordinated raids to achieve their objectives, using magic to hide or disguise themselves in humanoid society.

Anunnaki never speak, except to utter a strange language of whistles and clicks as verbal components when they cast spells. They speak only with their own kind, through a silent combination of telepathy, sign language, and the shifting colors and patterns of the chromatic disks that all Anunnaki possess, allowing them to convey hours of conversation in mere moments. The only communication Anunnaki make with other races is the occasional cryptic, rambling written message left for other races to find after their raids are complete.

Anunnaki with class levels are fairly common. Most take levels as sorcerers, almost exclusively favoring the Arcane bloodline. A few also take levels of rogue or fighter so as to enter the arcane trickster or eldritch knight prestige classes. Divine spellcasters are unknown among Anunnaki, as their race is strictly atheistic.

CR: 10 XP: 9,600

N Medium monstrous humanoid

Init: +6; Senses: Darkvision 60 ft., see invisibility; Perception +20

AC: 25, touch 16, flat-footed 17 (+6 Dexterity, +7 natural)

hp: 119 (14 HD)

Fort +6, Ref +15, Will +12

Defensive Abilities: Shielded mind; Immune: Mind-affecting effects; SR 21

Speed: 30 ft.

Melee: 6 slams +13 (1d4-1)

Special Attacks: Spell weaving

Spell-Like Abilities (CL 10th, concentration +14):

Constant – See invisibility

  • At will – Detect magic, invisibility
    1/day – Plane shift (DC 21)

Spells Known (CL 10th, concentration +14, ranged touch +20):

  • 5th (3/day) – Cone of cold (DC 20)
  • 4th (6/day) – Dimension door, stoneskin
  • 3rd (7/day) – Dispel magic, fly, haste
  • 2nd (7/day) – Alter self, blur, resist energy, scorching ray
  • 1st (7/day) – Burning hands (DC 16), identify, jump, magic missile, shield
  • 0 (at will) – Dancing lights, flare, light, mage hand, message, prestidigitation, ray of frost, resistance, touch of fatigue (DC 14)
Strength 9, Dexterity 22, Constitution 15, Intelligence 18, Wisdom 17, Charisma 18

Base Atk: +14; CMB: +13; CMD: 29

Feats: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Spell Focus (evocation), Spell Penetration, Toughness

Skills: Fly +20, Knowledge (arcana, planes, one other) +21, Perception +20, Spellcraft +21, Stealth +23, Use Magic Device +21

Languages: Aklo, Common, Draconic, Elven, Undercommon (can’t speak); telepathy 1,000 ft. (with other Anunnaki only)

SQ: Arcane training, chromatic disk

Environment: Any land

Organization: Solitary or raid (3-6)

Treasure: Double

Arcane Training (Ex): Knowledge (all), Spellcraft, and Use Magic Device are always class skills for a Anunnaki.

Chromatic Disk: A Anunnaki is never without its chromatic disk. This 6-inch-diameter indestructible disk glows with colors that slowly shift through the spectrum. This object stores ten additional spell levels of energy that the creature can tap and use as it wishes – the Anunnaki could, for example, cast two extra 5th-level spells in a day, or three 3rd-level spells and one 1st-level spell, or any other combination of extra spell levels that adds up to ten, so long as no single spell is higher than 5th level. (For this purpose, two 0-level spells are equivalent to one 1st-level spell.) To tap this spell energy, a Anunnaki must hold the chromatic disk in at least one of its hands. The disk automatically recharges itself to full power whenever the Anunnaki rests to regain its spell slots. A spell powered by the disk is cast as though the caster had the Spell Focus feat for the spell in question.

Only a Anunnaki can utilize a chromatic disk. Should any other creature pick one up and try to tap its energy (by employing the Use Magic Device skill, for instance), it explodes, dealing 4d10 points of damage to everything within a 30-foot radius.

Shielded Mind (Ex): Attempts by creatures of other races to communicate telepathically with a Anunnaki, or to read its mind, always fail. A creature making such an attempt must succeed at a Will save (DC 21) or be affected as if by a confusion spell (caster level equals Anunnaki’s effective sorcerer level) for 1d6 days. This effect can be dispelled or removed with a heal effect. The save DC is Charisma-based.

Spell Weaving (Ex): These beings are infamous for their ability to cast more than one spell at a time. Casting a spell occupies a number of the Anunnaki’s arms equal to the spell’s level (maximum 6th). A Anunnaki can cast more than one spell simultaneously, as long as the sum of the spell levels is six or less. It could, for example, cast one 6th-level spell, one 4th-level and one 2nd-level spell; one 3rd-level and three 1st-level spells; six 1st-level spells; or any combination of spells whose levels add up to six or less. (A single 0-level spell occupies one arm.)

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