Author Topic: Uncle Kitties Evil Bad Spookity Critters  (Read 80221 times)

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bhu

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Uncle Kitties Evil Bad Spookity Critters
« on: May 02, 2008, 10:05:24 AM »
A thread for my horror critters I have made.

Page 1

Corporeal Spirit
Demoniac Spirit
Ghost Feats
Ghostly Concubine
Ghost of the Deeps
Ghost Squid
Half Ghost
Legendary Ghost
Legendary Shade
Legendary Spectre
Legendary Wraith
Spectral Swarm
Spectral Vermin
The Gray Company

Page 2

Black Fly Swarm
Demon of the Seas
Face Eaters
Ghost Squidling Swarm
Jungle Ghost
Jungle Ghost Mob
Mansect Template
Scorpionfly Swarm
Spectral Ape
Spectral Dire Ape
The Black Eye
The Corrupt Template
The Darkness of Old Night
The Fly People
Vampire Squid


Page 3

Displacer Dragon
Displacer Drake
Displacer Eel
Displacer Fish Swarm
Displacer Newt
Displacer Wyrm
Rot Elemental
The Blighted
The Cannibal Baby
The Mother of Teeth
The Worm Men

Page 4

Adlet
Ahkiyyinni
Altamaha-Ha
Atmospheric Beast (Space Alien, Gasbag)
Beaver Women
Empusa
Ethiopian Bulls
Gougou
Mahambo
Serpentoid Template
Sucuriju Gigante
The Bouda Tribe
The Deer Woman
The Ghost Wrestler
The Serpent Woman

Page 5

Ammonoid Kraken
Atmospheric Beast (Dimensional Ghost, Cloud Beast)
Beast of Blackwater Moors
Big Owl
Black Render
Cattle Mutilator
Cirrate Kraken
Gayal
Ghost kraken
Pugwis
Tympanios
Vetala

Page 6

Bigfoot, Cinematic
Bloody Handed Jack
Brahmaparusha
Devil Beast Template
Dinosaur Satan
Enlightened Rakshasa Template
Kushtaka
Mmbyu
Pacu Pati
Rakshasa

Page 7

Beast of Busco
Buru
Con Rit
Dunak
El Chupacabra
Firespitter Template
Gazeka
Juggernaut Template
Minhocao
Mountain Boomer
The Terichik
Tiger Spirit of the Sundarbans
Umdhlebi

Page 8

El Chupacabra
Euryale
False God
Fear Liath Mor
Kalanoro
Mulilo
Stheno
Tatzelwurm
The Resurrection Women

Page 9

Algul
Alp
Buggane
Krampus
Mamlambo
Medusa
The Lake Flatwoods Monster
They Who Lie In Wait
Xolchixe

Page 10

Asanbosam
Aswang
DInogloth
Ptera-Gloth
The Angel of Death



Page 11

Bajang
Baobhan Sith
Drei
Dundas Island Black Flies
Polychaete Worm
The Burning Dead Template



Page 12

Alkali Lake Monster
Astral Siren
Bebarlang
Bibi
Fetid Abomination
Giant Leeches
Kiseichuu Yuurei
Orang-Bati
The Beast from Haunted Cave
The Black Scorpion

Page 13

Giant Trap Door Spider
Pale Shark
Rhedosaurus
Spirit Bird
The Inchworm

Page 14

Callicantzaros
Chordewa
Giant Gila Monster
Killer Shrews
Mutant Sewer Gators
Ninki Nanka


Page 15

Devilfish
Spinal Parasite
Sting
Woolly Ettercap
Wormfish


Page 16

Children of the Rose
Danag
Dearg-due
Elder Terror
Pale Horse


Page 17

Akkorokamui
Mimic, Concubine


Page 18

Doppelsauger



Page 19

Blood Daisy
Edimmu
Grub Servitor
Jellybats
Other Mother


Page 20


Page 21

Deep Ones
Ghouls
« Last Edit: July 10, 2011, 09:48:03 PM by bhu »

bhu

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Re: 13 Ghosts (not the movie, please PEACH)
« Reply #1 on: May 02, 2008, 10:07:44 AM »
Legendary Ghosts are the most powerful and notorious of their kind. Only the most powerful of heroes should attempt to send them to their rest.

LEGENDARY GHOST

Template Type: Legendary Ghost is an acquired template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Plant. The Base Creature must also have a CR of at least 15.

A Legendary Ghost uses all the base creatures statistics and special abilities except as noted below:

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Legendary Ghosts have a Fly Speed of 50 with Perfect maneuverability, unless the base creature already has better.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a legendary Ghost manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier or its Hit Dice divided by 3, whichever is higher (minimum of +1).

Attacks: A Legendary Ghost retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal.

Damage: Against ethereal creatures, the Legendary Ghost attacks normally. Against non ethereal targets the Legendary Ghost usually cant physically damage them but can use special attacks (see below).

Special Attacks: A Legendary Ghost retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Legendary Ghost also gains the Manifestation Ability and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

Deadly Touch (Su):  This is a melee touch attack that Drains 1d6 Constitution unless the opponent makes a successful Fortitude Save. If the Save is successful the opponent still takes 1d6 points of negative energy damage (plus the Legendary Ghosts Strength Bonus). The Legendary Ghost may use its Dexterity Bonus instead of Strength to make this attack. Opponents slain by this attack rise as Ghosts within 24 hours. With each successful attack the ghost gains 5 temporary hit points for 1 hour (10 if the attack was a successful critical).
Necromantic Weapon (Su): In life the Legendary Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon (1d8 damage and considered +1 if Twin weapons). It criticals on a 20 doing x3 damage. It also has one ability from the following list:

1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Enervating and Souldrinking abilities (See pages 34, 44-45 of the Magic Item Compendium).
6) Blunt Weapon. It has the Profane and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
7) Twin Weapons. They have the Defending and Blurstrike abilities (See page 30 of the Magic Item Compendium).

Hungry Touch (Su): This is a melee touch attack using the legendary Ghosts Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for 1 round per point of the Legendary Ghosts Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

Hellish Scream (Su): The Legendary Ghost may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus 1 round per point of the Legendary Ghosts Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for 1 round per point of the Legendary Ghosts Charisma modifier instead (but is immune to further effects from this Legendary Ghosts Hellish Scream for 24 hours).

Terror (Su):Any living creature within 60 ft. of the Legendary Ghost that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your Hungry Touch or Deadly Touch abilities if you have them, and the victims body gets no Saving Throw.

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Psychokinesis (Su): The Legendary Ghost may use the spell Telekinesis at will as a Supernatural ability.

Hallucinatory World (Su): The Legendary Ghost may cast Mirage Arcana 3 times per day, and Shadow Landscape once per day as a Supernatural ability.

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Legendary Ghost is automatically subjected to this ability and receives no Save.

Embrace (Su): As a full round action, once a day you may attempt to kidnap a victim. You must be manifested and make a touch attack. If it is successful, the victim must make a Willpower Save or he ends up adjacent to you on the Ethereal Plane. Assuming he defeats you, he must find his own way back to his home plane.

Special Qualities: A Legendary Ghost has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Legendary Ghost because their goals are far more epic in scope than a regular ghosts. A regular Ghost might want the death of the man that killed him. A Legendary Ghost requires the death of his murderer and every living relative no mater how distant. A regular Ghost might want you to rid the land of a monster that destroyed him and his people. A Legendary Ghost wants you to rid the land of a cabal of 8 Ancient Wyrm Red Dragons. A regular ghost wants you to return the magical weapon that was stolen from his grave. A Legendary Ghost wants you to do the same, but the weapon is currently being held by Lolth herself.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Legendary Ghost, and Panic if forced to do so (they remain Panicked so long as the Legendary Ghost is within Range).

Lifesense (Su): Legendary Ghosts may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Damage Reduction: The Legendary Ghost has Damage Reduction 10/Epic.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Legendary Ghost gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Legendary Ghost gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

Necromantic Armor (Su): The Legendary Ghost wore a suit of powerful magical armor and appears to do so in death as well. This is not real armor and is a physical extension of the ghost. It cannot be targeted by effects or spells that normally target armor or equipment. The Legendary Ghosts Natural Armor bonus is double its Charisma modifier (minimum of +2, applies only to ethereal encounters, this stacks with any other natural armor the base creature may have). Against non ethereal encounters the Legendary Ghost has a Deflection bonus to it's Armor Class equal to double it's Charisma modifier, or equal to half it's Hit Dice, whichever is greater.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Str, +4 Dex, +2 Wis, +8 Cha. Legendary Ghosts have no Constitution Score.

Skills: Legendary Ghosts have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.

Feats: Legendary Ghosts get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any, often as Base Creature.

Organization: Unique

Challenge Rating: Same as Base Creature +5

Treasure: None

Alignment: Any

Advancement: As Base creature

Level Adjustment: Same as Base Creature +8

Example of creature using template here:

"No one visits the old Mind Flayer city anymore. We thought since the assault that it was safe to burn down and forget. But rumors of something in the ruins drew our attention. We'd always heard that they'd conducted experiments on their own there. Odd behavior for the flayers.

Wouldn't you know one of the things lived on still. A mutant freak even by their standards. Killing it was a mercy, even though such monsters don't deserve mercy.

And then it came back..."

The Experiment (Mind Flayer/Fighter 7/Legendary Ghost)
Medium Undead (Incorporeal)
Hit Dice: 15d12 (97 hp)
Initiative: +4
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 24 (+4 Dex, +10 Natural), touch 14, flat-footed 20 against ethereal
21 (+4 Dex, +7 Deflection), touch 21, flat-footed 17 against corporeal
Base Attack/Grapple: +13/+16
Attack: Tentacle +17 melee touch (1d4+3) only vs ethereal
Full Attack: 4 Tentacles +17 melee touch (1d4+3) only vs ethereal
Space/Reach: 5 ft./5 ft.
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract, Terror, Embrace, Manifestation, Deadly Gaze
Special Qualities: Spell Resistance 25, Telepathy 100 ft., Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Damage Reduction 10/Epic
Saves: Fort +7, Ref +8, Will +12
Abilities: Str 17, Dex 18, Con -, Int 19, Wis 19, Cha 25
Skills: Bluff +15, Climb +13, Concentration +17, Craft (Weaponsmith) +9, Diplomacy +11, Disguise +7 (+9 Acting), Hide +20, Intimidate +28, Jump +13, Knowledge (any) +12, Listen +20, Move Silently +20, Search +12, Sense Motive +11, Spot +20, Swim +13
Feats: Cleave, Combat Casting, Combat Expertise, Great Cleave, Improved Initiative, Power Attack, Weapon Finesse, Quicken Manifestation (B)
Challenge Rating: 20
Treasure: None
Alignment: Neutral Evil
Level Adjustment: +15


Improved Grab (Ex):If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.  For the Experiment this only works against victims on the Ethereal Plane.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead. For the Experiment this only works against opponents on the Ethereal Plane.

Psionic Powers: A Mindflayer manifests psionic powers as an 9th level Psion (telepath). Save DC's are Charisma based. The Experiment must have Manifested to use these powers against opponents on the Material Plane.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 24 Willpower Save or be Stunned for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.  The Experiment must have Manifested to use this power against opponents on the Material Plane.

Terror (Su): Any living creature within 60 ft. of the Experiment that can see it must make a DC 24 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, DC 24 Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

Embrace (Su): As a full round action, once a day the Experiment may attempt to kidnap a victim. It must be manifested and make a touch attack. If it is successful, the victim must make a DC 24 Willpower Save or he ends up adjacent to it on the Ethereal Plane. Assuming he defeats the Experiment, he must find his own way back to his home plane.

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Unnatural Aura (Su): Animals will not come within 100' of the Experiment, and Panic if forced to do so (they remain Panicked so long as the Legendary Ghost is within Range).

Lifesense (Su): The Experiment may automatically sense Living creatures within 100' as thought it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Legendary Ghost because their goals are far more epic in scope than a regular ghosts.  To release the Experiment the PC's must find some of the Mindflayers that originally tormented it (they escaped the destruction) and bring them to it so it can murder them.  Communicating with it will be difficult, even if the PC's speak the Mindflayers language.

Combat: The Experiment usually opens with its Mind Blast and Psionic abilities to sow confusion. After which it will use Embrace to kidnap victims to the Ethereal Plane one by one where it can use its ability to Extract brains
« Last Edit: June 14, 2008, 02:33:00 PM by bhu »

bhu

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Re: 13 Ghosts (not the movie, please PEACH)
« Reply #2 on: May 04, 2008, 07:35:56 AM »
Legendary Spectres are among the most powerful of their kind.  it is uncertain what events lead to a creation of a Spectre this powerful, but they are far more dangerous than their weaker brethren.  Only the most powerful of heroes should attempt to fight them. (which is a nice way of saying their intended to be Epic level Spectres).


LEGENDARY SPECTRE

Legendary Spectre is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, or Monstrous Humanoid. The Base Creature must also have a minimum CR of 15.

Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Base Creature gains a Fly Speed of 80 ft. (Perfect) unless it already has better.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3.

Attacks: A Legendary Spectre retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage (damage changes depending on size).  Otherwise it gains an Incorporeal touch attack whose damage is based on the Base Creatures size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (2d8), Gargantuan (4d6), and Colossal (4d8).

Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Energy Drain, Create Spawn, and Terror (plus 1 more from the following list). Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Energy Drain (Su): Each time an opponent is hit by the Legendary Spectres incorporeal touch attack it must make a Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Legendary Spectre gains 5 temporary hit points.

Create Spawn (Su): Any living being killed by the Legendary Spectre rises as a Spectre under it's control within 1d4 days (assuming the victim qualifies for the Spectral Creature template).

Terror (Su): Any living creature within 60 ft. of the Legendary Spectre that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Spectres within 24 hours.

Hellish Scream (Su): The Legendary Spectre may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus 1 round per point of the Legendary Spectres Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for 1 round per point of the Legendary Spectres Charisma modifier instead (but is immune to further effects from this Legendary Spectres Hellish Scream for 24 hours).

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your touch attack on the victim without needing a to hit roll.

Deadly Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Legendary Spectre is automatically subjected to this ability and receives no Save.


Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (plus one from the following list).

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Legendary Spectre, and Panic if forced to do so (they remain Panicked so long as the Legendary Spectre is within Range).

Lifesense (Su): Legendary Spectres may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Sunlight Powerlessness: Legendary Spectres are powerless in natural sunlight and can only take a single move or attack action while in it. They will not willingly enter sunlight, and flee from it given the chance.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Legendary Spectre gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Legendary Spectre gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

Saves: Unchanged, except for changes due to the new stats.

Abilities: +8 Dex, +4 Int, +4 Wis, +8 Cha. Legendary Spectres have no Strength or Constitution score.

Skills: Legendary Spectre gains a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +5

Treasure: Unchanged.

Alignment: As Base Creature, but if it is not already Evil it becomes so.

Advancement: As Base Creature.

Level Adjustment: +9

"There used to be a Giant in the rocks up in the mountains in the old days.  An outcast.  hated even by his own kind.  We called him the Gray Man.  Lost a lot of people to him too.  He never did raid for food or possessions.  Always just to kill.  We called for help from Noble after Noble to put him down and they all failed.

Eventually the King decided the Giant was an embarassment, and possibly a threat to his sovereignty.  He sent his son, a great Knight, with a small army here.  They fought and killed the Giant after a long battle.  We feasted for days. 

The feasts were cut short when the Giant came back.  But different this time.  Like some kind of pale gray mist he was.  Not substantial.  Instead of pounding us from afar with boulders he openly walked into town, killing people with a touch.  After murdering the Kings son he set to destroying the rest of us.

A few of us escaped.  We've been trying to figure out what happened for years.  And how to reverse it.  Lucky for us he keeps to the rocks up there now.  We've had mages scrying the place to learn what they can.  My only hope is these priests with us are as good as they say.  I'm hoping prayer can put down what our swords didn't."

The Gray Man (Stone Giant/Barbarian 7/Legendary Spectre)
                      Large Undead
Hit Dice:             21d12 (252 hp)
Initiative:           +6
Speed:                50 ft. (8 squares), Fly 80 ft. (Perfect)
Armor Class:          26 (-1 Size, +6 Dex, +11 Deflection), touch 26, flat-footed 20
Armor Class:          24 (-1 Size, -2 Rage, +6 Dex, +11 Deflection), touch 24, flat-footed 18
Base Attack/Grapple:  +17/+29 (+31 Raging)
Attack:               Slam +22 melee touch (2d6 negative energy damage plus Energy Drain)
Full Attack:          2 Slams +22 melee touch (2d6 negative energy damage plus Energy Drain)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Energy Drain, Create Spawn, Terror, Hellish Scream, Rage 2/day
Special Qualities:    Dark Vision 60', Low Light Vision, Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Unnatural Vitality, Fast Movement, Illiteracy, Uncanny Dodge, Improved Uncanny Dodge, DR 1/-, Trap Sense +2
Saves:                Fort +14, Ref +12, Will +9 (+11 Raging)
Abilities:            Str 27(31 Raging), Dex 23, Con -, Int 14, Wis 16, Cha 19
Skills:               Climb +21, Hide +18 (+26 in rocky terrain), Jump +21, Listen +21, Move Silently +14, Search +10, Spot +20, Survival +15
Feats:                Ability Focus (Terror)(B), Combat Reflexes, Instantaneous Rage, Intimidating Rage, Iron Will, Mad Foam Rager, Point Blank Shot, Power Attack, Precise Shot
Challenge Rating:     20
Treasure:             Standard
Alignment:            Neutral Evil
Level Adjustment:     ---

Energy Drain (Su):  Each time an opponent is hit by the Gray Man's incorporeal touch attack it must make a DC 24 Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Gray Man gains 5 temporary hit points.

Create Spawn (Su):  Any living being killed by the Gray Man rises as a Spectre under it's control within 1d4 days (assuming the victim qualifies for the Spectral Creature template).

Terror (Su):  Any living creature within 60 ft. of the Gray Man that can see it must make a DC 26 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Hellish Scream (Su):  The Gray Man may scream, causing all living opponents within 100 ft become Panicked for 12 rounds unless they make a DC 24 Will Save. If the opponent Saves successfully he is Shaken for 4 rounds  instead (but is immune to further effects from this Legendary Spectre's Hellish Scream for 24 hours).

Unnatural Aura (Su):  Animals will not come within 100' of the Gray Man, and Panic if forced to do so (they remain Panicked so long as the Gray Man is within Range).

Lifesense (Su):  The Gray Man may automatically sense Living creatures within 100' as thought they had Blindsight. It also automatically knows the strength of their life force as if it had cast Deathwatch.

Unnatural Vitality (Ex):  The Gray Man gains Maximum hit points per hit die.

Sunlight Powerlessness:  The Gray Man is powerless in natural sunlight and can only take a single move or attack action while in it. It will not willingly enter sunlight, and flee from it given the chance.

Combat: The Gray Man relies on Terror and it's Hellish Scream to destabilize opposition before charging in with it's touch.
« Last Edit: June 02, 2008, 08:51:33 AM by bhu »

bhu

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Re: 13 Ghosts (not the movie, please PEACH)
« Reply #3 on: May 04, 2008, 07:41:28 AM »
Much like the Legendary Spectre the Legendary Shade is an Epic level Shadow.


LEGENDARY SHADE

Legendary Shade is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, or Monstrous Humanoid. The Base Creature must also have a minimum CR of 15.

Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Base Creature gains a Fly Speed of 60 ft. (Perfect) unless it already has better.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3.  For example if it has a +5 Charisma Bonus it has a +8 Deflection Bonus to AC. (Unless it somehow already has a higher Deflection bonus).

Attacks: A Legendary Shade retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage. Otherwise it gains an Incorporeal touch attack whose damage is based on the Base Creatures size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (2d8), Gargantuan (4d6), and Colossal (4d8).

Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Strength Drain, Create Spawn, and Terrifying Appearance (plus 1 from the following list). Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Strength Drain (Su): Any living being struck by the Legendary Shades touch attack also takes Strength damage (if it's Strength is reduced to 0 it dies). Strength Damage depends on the Legendary Shades size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), and Colossal (4d6). This is a negative energy effect.

Terrifying Appearance (Su): Any living being within 60' of the Legendary Shade must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Legendary Shades Terrifying Appearance for 24 hours.

Create Spawn (Su): Any living being killed by the Legendary Shade rises as a Shadow under it's control within 1d4 days (assuming the victim qualifies for the Umbral Creature template).

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your touch attack at will with no to hit roll.

Deadly Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Legendary Shade is automatically subjected to this ability and receives no Save.

Calling Darkness (Su): The Legendary Shade can cast Shades once per day as a Supernatural ability.

Shadowrun (Su): You may cast Shadow Walk 3 times per day as a Supernatural ability.

Banish Light (Su): You may cast Blacklight at will as a Supernatural ability.

Clutching Shadows (Su): You may cast Shadow Binding at will as a Supernatural ability.

Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (and 1 more from the following list).

Turn Resistance (Ex): Legendary Shades gain Turn Resistance +4.

Unnatural Aura (Su): Animals will not come within 100' of a Legendary Shade, and Panic if forced to do so (they remain Panicked so long as the legendary Shade is within Range).

Lifesense (Su): Legendary Shades may automatically sense Living creatures within 100' as though they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Legendary Shade gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Legendary Shade gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

Saves: Unchanged, except for changes due to the new stats.

Abilities: +8 Dex, +4 Wis, +8 Cha. Legendary Shades have no Strength or Constitution score.

Skills: Legendary Shades gains a +8 Racial Bonus on Hide, and Move Silently checks. It loses these bonuses in bright light.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +7

Treasure: None.

Alignment: Always Chaotic Evil.

Advancement: As Base Creature.

Level Adjustment: +9

"We used ta have trouble with them Willy Wisps out in the swamps east a' town. Always killin' people. Causin' mischief. Took us hirin' a mage of some kind ta get rid of em.

Course now there's somethin' worse out there. A shadow that follows people. Do what I'm doin' young feller. Get the hell out of this place while you can."

The Black Spot (Will O' Wisp/Fighter 7/Legendary Shade)
Small Undead (air)
Hit Dice: 16d12 (104 hp)
Initiative: +17
Speed: Fly 60 ft. (12 squares), perfect
Armor Class: 33 (+1 Size, +13 Dex, +9 Deflection), touch 33, flat-footed 20
Base Attack/Grapple: +13/-
Attack: Blast + 27 melee touch (2d8 negative energy plus 1d4 Str Drain)
Full Attack: Blast + 27 melee touch (2d8 negative energy plus 1d4 Str Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Strength Drain, Create Spawn, Terrifying Appearance, Possession
Special Qualities: Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Deathly Power, Dark Vision 60', Natural Invisibility, Immunity to Magic
Saves: Fort +8, Ref +18, Will +12
Abilities: Str -, Dex 37, Con -, Int 15, Wis 20, Cha 20
Skills: Bluff +17, Diplomacy +7, Disguise +4 (+6 acting), Hide +17 (+25 in shade), Intimidate +24, Listen +19, Move Silently +5 (+13 in shade), Search +14, Spot +19, Swim +11, Survival +7 (+9 following tracks)
Feats: Alertness, Blindfight, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Hover, Improved Initiative, Melee Evasion. Mobility, Spring Attack, Weapon Finesse (B), Empowered Ability Damage (B)
Challenge Rating: 20
Treasure: 1/10 Coins, 50% Goods, 50 % Items
Alignment: Chaotic Evil
Level Adjustment: -

Strength Drain (Su): Any living being struck by the Black Spot's  touch attack also takes 1d4 Strength damage (if it's Strength is reduced to 0 it dies). This is a negative energy effect.

Terrifying Appearance (Su): Any living being within 60' of the Black Spot must make a DC 27 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Black Spot's Terrifying Appearance for 24 hours.

Create Spawn (Su): Any living being killed by the Black Spot rises as a Shadow under it's control within 1d4 days (assuming the victim qualifies for the Umbral Creature template).

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your touch attack at will with no to hit roll. Save DC is 27.

Unnatural Aura (Su): Animals will not come within 100' of the Black Spot, and Panic if forced to do so (they remain Panicked so long as the Black Spot is within Range).

Lifesense (Su): The Black Spot may automatically sense Living creatures within 100' as though it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

Deathly Power (Ex): The Save DC's of all the Black Spot's special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Natural Invisibility (Ex): The Black Spot may become invisible (as per the spell) at will as a Free Action.

Immunity to Magic (Ex): The Black Spot is immune to any spell or spell-like ability that allows Spell Resistance except Maze and Magic Missile.

Skills: The Black Spot gains a +8 Racial Bonus on Hide, and Move Silently checks. It loses these bonuses in bright light.

Combat: The Black Spot is pretty similar to a regular Will O Wisp in combat, just much deadlier.
« Last Edit: May 09, 2008, 10:42:22 PM by bhu »

bhu

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Re: 13 Ghosts (not the movie, please PEACH)
« Reply #4 on: May 04, 2008, 08:50:13 AM »
LEGENDARY WRAITH

Legendary Wraith is an Acquired Template that can be applied to any Humanoid. The Base Creature must also have a minimum CR of 15.

Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Base Creature gains a Fly Speed of 80 ft. (Perfect) unless it already has better.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3.  For example if their Charisma Bonus is +5, they have a Deflection Bonus to AC of +8. (Unless it somehow already has a higher Deflection Bonus to AC).

Attacks: A Legendary Wraith retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage. Otherwise it gains an Incorporeal touch attack whose damage is equal to its unarmed strike damage.

Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Constitution Drain, Create Spawn, and Terrifying Appearance, plus one from the following list. Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Constitution Drain (Su): Any living being struck by the Legendary Wraiths touch attack also takes Constitution damage. Constitution Damage depends on the Legendary Wraiths size: Fine (-), Diminutive (1 point), Tiny (1d2), Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), and Colossal (2d8).

Terrifying Appearance (Su): Any living being within 60' of the Legendary Wraith must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Legendary Wraiths Terrifying Appearance for 24 hours.

Create Spawn (Su): Any living being killed by the Legendary Wraith rises as a Wraith under it's control within 1d4 days (assuming the victim qualifies for the Wraith template).

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Wraiths within 24 hours.

Necromantic Weapon (Su): In life the Legendary Wraith wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Wraith and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon that is a touch attack. It criticals on a 20 doing x3 damage. It also does the Wraiths normal Constitution damage.  This is always a melee weapon.

Hellish Scream (Su): The Legendary Wraith may scream, causing all living opponents within 100 ft to become Panicked for 8 rounds plus 1 round per point of the Legendary Wraiths Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for 1 round per point of the Legendary Wraiths Charisma modifier instead (but is immune to further effects from this Legendary Wraiths Hellish Scream for 24 hours).

Deadly Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Legendary Wraith is automatically subjected to this ability and receives no Save.


Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (plus 1 other from the following list):

Turn Immunity (Ex): Legendary Wraiths are immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Legendary Wraith, and Panic if forced to do so (they remain Panicked so long as the Legendary Wraith is within Range).

Lifesense (Su): Legendary Wraiths may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Sunlight Powerlessness: Legendary Wraiths are powerless in natural sunlight and can only take a single move or attack action while in it. They will not willingly enter sunlight, and flee from it given the chance.

Damage Reduction: The Legendary Wraith has Damage Reduction 10/Epic.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Legendary Wraith gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Necromantic Armor (Su): The Legendary Wraith wore powerful magic armor in life, and appears to do so now.  It's Deflection Bonus to Armor Class doubles.

Saves: Unchanged, except for changes due to the new stats.

Abilities: +8 Dex, +6 Int, +6 Wis, +6 Cha. Legendary Wraiths have no Strength or Constitution score.

Skills: Legendary Wraiths gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +7

Treasure: None.

Alignment: Always Lawful Evil.

Advancement: As Base Creature.

Level Adjustment: +11

"Your father?  He was a great man.  Was.  Best warrior we had.  Saved us from so many monsters I can't remember them all.  I wish we hadn't run into that Hag.  She cursed your father when he ran her through.  Nothing went right after that.  The crops failed on land he owned.  The animals in his fields withered and died.  And sometimes they came back.  Lots of things that died there came back.  And we put them all down again.  It took a toll on him after a while.  He went mad.  Killed himself one night, and the town buried him on his own land to prevent the curse from spreading.

We should have known better.  He came back like everything else did. But worse.  So much worse.  It's your job now.  Go out into the world and find out what can be done Adolphus.  Come back and kill your father.  For good this time."

The Old Baron (Human male, Fighter 15/Legendary Wraith)
                      Medium Undead
Hit Dice:             15d12 (97 hp)
Initiative:           +5
Speed:                Fly 80 ft. (16 squares), Perfect
Armor Class:          31 (+5 Dex, +16 Deflection), touch 31, flat-footed 26
Base Attack/Grapple:  +15/-
Attack:               Necromantic Sword +24 melee touch (2d6+2 negative energy/x3 plus 1d4 Con Drain) or Touch +20 melee touch (1d4 Con)
Full Attack:          Necromantic Sword +24/+19/+14 melee touch (2d6+2 negative energy/x3 plus Con Drain) or Touch +20 melee touch (1d4 Con)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Constitution Drain, Create Spawn, Terrifying Appearance, Necromantic Weapon
Special Qualities:    Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Necromantic Armor
Saves:                Fort +11, Ref +10, Will +9
Abilities:            Str -, Dex 20, Con -, Int 19, Wis 14, Cha 21
Skills:               Hide +13, Intimidate +23, Knowledge (Local, Nobility)+13, Listen +14, Move Silently +13, Ride +23, Search +13, Sense Motive +11, and Spot +14
Feats:                Weapon Focus (longsword), Weapon Specialization (Longsword), Power Attack, Cleave, Great Cleave, Combat Reflexes, Dodge, Defensive Sweep, Overwhelming Assault, Lunging Strike, Power Critical (Longsword), Combat Expertise, Karmic Strike, Great Fortitude, Iron Will, Empowered Necromantic Weapon (B)
Challenge Rating:     21
Treasure:             None
Alignment:            Lawful Evil
Level Adjustment:   +11

Consitution Drain (Su): Any living being struck by the Baron's touch attack also takes 1d4 Constitution damage.

Terrifying Appearance (Su): Any living being within 60' of the Baron must make a DC 22 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Baron's Terrifying Appearance for 24 hours.

Create Spawn (Su): Any living being killed by the Baron rises as a Wraith under his control within 1d4 days (assuming the victim qualifies for the Wraith template).

Necromantic Weapon (Su): In life the Baron wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Baron and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon that is a touch attack. It criticals on a 20 doing x3 damage. It also does the Barons normal Constitution damage. 

Unnatural Aura (Su): Animals will not come within 100' of The Baron, and Panic if forced to do so (they remain Panicked so long as the Baron is within Range).

Lifesense (Su): The Baron may automatically sense Living creatures within 100' as thought he had Blindsight. He also automatically knows the strength of their life force as if he had cast Deathwatch.

Sunlight Powerlessness: The Baron is powerless in natural sunlight and can only take a single move or attack action while in it. He will not willingly enter sunlight, and flees from it given the chance.

Necromantic Armor (Su): The Baron wore powerful magic armor in life, and still appears to do so. His Deflection Bonus to Armor Class doubles.

The Old Baron appears to be a shadowy figure in heavy plate carrying a longsword.

Combat: The Old Baron usually just charges in swinging.  In death he seems to have abandoned tactics for simple butchery.  Of course he also hasn't fought anyone or thing that could give him trouble.
« Last Edit: June 02, 2008, 08:52:24 AM by bhu »

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Re: 13 Ghosts (not the movie, please PEACH)
« Reply #5 on: May 05, 2008, 08:15:35 AM »
Spectral Swarms are free roaming magically created guardians. Most outlive their creators and become randomly traveling destroyers eating all in their path afterwards.

SPECTRAL SWARM

Spectral Swarm is an Acquired Template that can be added to any Aberration, Animal, Magical Beast, or Vermin Swarm.

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Spectral Swarms have a Fly Speed of 50 with Perfect maneuverability, unless the base creature already has better.

Armor Class: Unchanged.

Attacks: A Spectral Swarm retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that arent ethereal.

Damage: Against ethereal creatures, the Spectral Swarm attacks normally. Against non ethereal targets the Spectral Swarm usually cant physically damage them but can use special attacks (see below). When using its Swarm attack it does negative energy damage instead of physical damage against non ethereal targets.


Special Attacks: A Spectral Swarm retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Spectral Swarm also gains the following:

Consume Swarm (Su): When a Spectral Swarm kills a Swarm of the same type as it's Base Creature (i.e. if a Spectral Spider Swarm kills a Spider Swarm) it adds that Swarms Hit Dice to it's own total 1d4 days later. Each time a new swarm is absorbed increase the Spectral Swarms Area by 5'.


Special Qualities: A Spectral Swarm retains all Special Qualities of the Base Creature, plus all of the following:

Dawn Flight (Ex): When the sun rises at dawn, a Spectral Swarm cannot cross over from the Ethereal Plane. Instead of being Incorporeal beings stuck between the Prime and Ethereal, they shift fully into the ethereal and cannot manifest again until nightfall.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Spectral Swarm, and Panic if forced to do so (they remain Panicked so long as the Spectral Swarm is within Range).

Lifesense (Su): Spectral Swarms may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +2 Str, +8 Dex, +4 Cha (minimum Charisma of 10. If it is below 10, raise it to 10). Spectral Swarms have no Constitution Score.

Skills: Spectral Swarms have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.

Feats: Spectral Swarms gain no Bonus Feats.

Environment: Any, often as Base Creature

Organization: Unchanged.

Challenge Rating: +3

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: Depends on how many Swarms it can Consume (see above).

Level Adjustment: n/a

Example of creature using template here:

"Back in the old days we had locust problems every year. The famines they caused were horrible. Babies died in their cribs, while the cattle died in the fields. It was like the bugs were possessed.

And one day a man named Alister came to town with his young apprentice. He claimed to be a Wizard, and said for a fee he could fix our problem. We paid him half and the locusts didn't appear the next day. When he came to collect the last half he said he wanted more, or the locusts would come back. We agreed. And then tried to kill him in his sleep. he escaped, his apprentice didn't. Or should I say, his son didn't.

The town was terrified when he told us. We waited weeks for his revenge. Then months. When it didn't come we hoped he'd moved on. And then the locusts came back. At least we thought they were locusts at first. But they didn't eat crops anymore..."

The Swarm (Advanced Locust Swarm/Spectral Swarm)
Diminutive Undead
Hit Dice: 27d12 (175 hp)
Initiative: +8
Speed: Fly 50 ft. (10 squares), perfect
Armor Class: 22 (+4 Size, +8 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +20/-
Attack: Swarm (5d6 negative energy damage)
Full Attack: Swarm (5d6 negative energy damage)
Space/Reach: 30 ft./0 ft.
Special Attacks: Distraction, Consume Swarm
Special Qualities: Dark Vision 60', Immune to weapon damage, swarm traits, Dawn Flight, Turn Immunity, Lifesense, Unnatural Aura
Saves: Fort +15, Ref +17, Will +9
Abilities: Str 3, Dex 27, Con -, Int -, Wis 10, Cha 10
Skills: Hide +16, Intimidate +8, Listen +12, Move Silently +16, Search +8, Spot +12
Feats: -
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Neutral Evil
Advancement: Varies
Level Adjustment: --


Consume Swarm (Su): When a Spectral Swarm kills a Swarm of the same type as it's Base Creature (i.e. if a Spectral Spider Swarm kills a Spider Swarm) it adds that Swarms Hit Dice to it's own total 1d4 days later. Each time a new swarm is absorbed increase the Spectral Swarms Area by 5'.

Dawn Flight (Ex): When the sun rises at dawn, a Spectral Swarm cannot cross over from the Ethereal Plane. Instead of being Incorporeal beings stuck between the Prime and Ethereal, they shift fully into the ethereal and cannot manifest again until nightfall.

Distraction (Ex): Any living creature vulnerable to swarm damage within The Swarm's area of effect must make a DC 23 Fortitude Save or be Nauseated 1 round.  Using skills that involve patience or concentration require a DC 20 Concentration check.  Casting or concentrating on spells requires a Concentration check (DC 20+spell level).

Unnatural Aura (Su): Animals will not come within 100' of a Spectral Swarm, and Panic if forced to do so (they remain Panicked so long as the Spectral Swarm is within Range).

Lifesense (Su): Spectral Swarms may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Combat: The Swarm isn't subtle. It charges the nearest creature and attacks it until it dies. Rinse, Repeat. Given a chance it'll devour everything it can before the sun causes it to retreat.

bhu

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Re: 13 Ghosts (not the movie, please PEACH)
« Reply #6 on: May 07, 2008, 08:44:50 AM »
Demoniac Spirit

Demonic Spirit is an Acquired Template that can be applied to any humanoid (or native Outsider) with a fiendish ancestry. It mush have Fiendish Heritage Feats, or the Half Fiend or Unholy Scion Templates, or be a Tiefling, or something similar acceptable to the DM.

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Gains a Fly speed equal to it's land speed (manouverability perfect)

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a legendary Ghost manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier or its Hit Dice divided by 3, whichever is higher (minimum of +1).

Attacks: A Demoniac Spirit retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that arent ethereal.

Damage: Against ethereal creatures, the Demoniac Spirit attacks normally. Against non ethereal targets the Demoniac Spirit usually cant physically damage them but can use special attacks (see below).


Special Attacks: A Demoniac Spirit retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Demoniac Spirit also gains the Manifestation Ability, and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

Hungry Touch (Su): This is a melee touch attack using the Demoniac Spirits Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for 1 round per point of the Demoniac Spirits Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

Hellish Scream (Su): The Demoniac Spirit  may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus 1 round per point of the Legendary Ghosts Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for 1 round per point of the Demoniac Spirits Charisma modifier instead (but is immune to further effects from this Demoniac Spirits Hellish Scream for 24 hours).

Terror (Su):Any living creature within 60 ft. of the Demoniac Spirit  that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your Hungry Touch or Deadly Touch abilities if you have them, and the victims body gets no Saving Throw.

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Demoniac Spirit is automatically subjected to this ability and receives no Save.

Embrace (Su): As a full round action, once a day you may attempt to kidnap a victim. You must be manifested and make a touch attack. If it is successful, the victim must make a Willpower Save or he ends up adjacent to you on the Ethereal Plane. Assuming he defeats you, he must find his own way back to his home plane.


Special Qualities: A Demoniac Spirit has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Demoniac Spirit because their goals are far more epic in scope than a regular ghosts. Usually they will be tied to a specific place or object which must be destroyed to also destroy them. A common example is that the ghost can only be truly slain by a weapon it wielded in life, which must be used by a Good opponent. Optionally a Cleric can cast Miracle after destroying a Demoniac Spirit to get rid of it. Some can be banished to their Fiendish parents plane of existence, but they may come back.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Demoniac Spirit, and Panic if forced to do so (they remain Panicked so long as the Demoniac Spirit is within Range).

Lifesense (Su): Demoniac Spirits may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch. They also can sense Good creatures within the same radius of effect.

Damage Reduction: The Demoniac Spirit has Damage Reduction 10/Epic.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Demoniac Spirit gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Demoniac Spirit gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Dex, +2 Int, +2 Wis, +8 Cha. Demoniac Spirits have no Constitution Score.

Skills: Demoniac Spirits have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.

Feats: Demoniac Spirits get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any.

Organization: Same as Base Creature.

Challenge Rating: +5

Treasure: As Base Creature.

Alignment: Unchanged, unless Base creature wasn't Evil, in which case it becomes Evil.

Advancement: As Base Creature

Level Adjustment: +8

Example of creature using template here:

"The DeLarosa's were always an evil family. Tyrants one and all. Murderers, rapists, thieves, and liars. When Baron DeLarosa and his wife left on holiday we were so glad to be rid of them, even if only for a while.

It was worse when they came back. Much worse. There was an unspoken wall between the Baron and his wife. Nothing went well in the Barony after that. Wells dried. The fields caught fire and burned in the suns light. The country was dying. But the Barons wife Emilie was doing well. Pregnant with child, and growing fatter by the day. A child, rumor finally had it, that wasn't the Barons.

He murdered the gossipers in the public square many times, but it didn't stop them all. It was said the baroness' child was cursed, a monster devouring the land to sustain its own hideous life. There were worse rumors. That the Baroness had taken to devouring children, and would no longer eat normal food. That she had gone mad.

Things continued to get worse until the child was born. The Baroness died giving birth, and in his 'grief' the Baron withdrew into himself. His underlings squabbled for power, further pressing the people down in their fighting and bloodshed. On his daughters 13th birthday we rose up and killed the Baron and all his court, down even to the children and the infirm.

Or so we thought. His daughter Elisha came back. At least we thought she was his daughter. Elisha was never truly human in life, and she's worse now in death."

Elisha (Human female, appears 13, Aristocrat 6/Unholy Scion/Demoniac Spirit)
Medium Undead (Evil, Incorporeal
Hit Dice: 6d12 (39 hp)
Initiative: +8
Speed: Fly 30 ft. (6 squares), Perfect
Armor Class: 22 (+4 Dex, +8 Natural), touch 14, flat-footed 18
22 (+4 Dex, +8 Deflection), touch 22, flat-footed 18 against non ethereal
Base Attack/Grapple: +4/+4
Attack: Claw +8 melee (1d4-1) against non ethereal or Hungry Touch +8 melee (1d6)
Full Attack: 2 Claws +8 melee (1d4-1) against non ethereal or Hungry Touch +8 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell Like Abilities, Unholy Strike, Manifestation, Terror, Hungry Touch, Hellish Scream
Special Qualities: Damage Reduction 5/Good or Magic, Damage Reduction 10/Epic, Dark Vision 60', Fast Healing 4, Energy Resistance 5 (acid/cold/electricity/fire), Spell Resistance 16, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense,
Saves: Fort +3, Ref +5, Will +8
Abilities: Str 8, Dex 18, Con -, Int 22, Wis 18, Cha 27
Skills: Bluff +17, Gather Information +17, Hide+21, Intimidate +25, Knowledge (Local +10, Nobility +11), Listen +21, Move Silently +21, Search +23, Sense Motive +17, Spot +21
Feats: Ability Focus (Hellish Scream)(B), Great Fortitude, Improved Initiative, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Evil
Advancement: By character class
Level Adjustment: +13

Spell-Like Abilities (Sp): Elisha may cast the following as spell like abilities: Charm Person (DC 19), Dominate Person (DC 23), Enervation, and Protection From Good 3/day.  Desecrate 1/day. Caster Level is 6.

Unholy Strike (Su): Elisha's natural and melee weapons are treated as evil for purposes of overcoming Damage Reduction, and do +2d6 damage against good opponents.

Hellish Scream (Su): Elisha may scream, causing all living opponents within 100 ft become Panicked for 16 rounds unless they make a DC 21 Will Save. If the opponent Saves successfully he is Shaken for 8 rounds  instead (but is immune to further effects from Elisha's Hellish Scream for 24 hours).

Terror (Su): Any living creature within 60 ft. of the Elisha that can see her must make a DC 21 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Hungry Touch (Su): This is a melee touch attack using the Elisha's Strength or Dexterity modifier, whichever is greater. If she successfully hits the opponent takes 1d6 negative energy damage for 8 rounds. The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.  To destroy Elisha it is necessary to kill the people responsible for her undeath, namely the peasants who revolted and murdered the Baron and his family.

Unnatural Aura (Su): Animals will not come within 100' of Elisha, and Panic if forced to do so (they remain Panicked so long as Elisha is within Range).

Lifesense (Su): Elisha may automatically sense Living creatures within 100' as though she had Blindsight. She also automatically know the strength of their life force as if they had cast Deathwatch. She also can sense Good creatures within the same radius of effect.

Combat:  Elisha will usually try to corner and Charm or Dominate lone investigators to do her bidding or cause confusion.  Assuming her Terror ability doesn't render them senseless.  Then she brings the Touch into play.  If she faces a group she'll unleash the Hellish Scream, and then begin using her Touch.
« Last Edit: June 02, 2008, 08:53:19 AM by bhu »

bhu

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Re: 13 Ghosts (not the movie, please PEACH)
« Reply #7 on: May 08, 2008, 09:35:25 AM »

Corporeal Spirits are beings who have refused to accept their death and continue on as undead. Trapped on the Ethereal Plane, they come to the Prime Material Plane when blood is spilled on their grave, or when certain events transpire related to their life. For example, if they were a famous fighter, they may return if someone attempts to tarnish their reputation.
Above all Corporeal Spirits are great liars. They even lie to themselves in an attempt to convince themselves they're still alive. Corporeal Spirits refuse to believe they're dead, and say they are just victims of a curse for example. This unshakable belief is thought by some to be the source of their power. That and the blood they feast on to maintain their semblance of life.

CORPOREAL SPIRIT

Corporeal Spirit is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid or Plant.

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Speed and movement remains unchanged. The Corporeal Spirit gains a Flight Speed of 50 (Perfect) unless it already has better.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1).

Attacks: A Corporeal Spirit retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that arent ethereal (unless it has manifested). The Base Creature gains a Bite attack if it does not have one already. Damage depends on the Corporeal Spirits size (Fine: 1 point, Diminutive: 1d2, Tiny: 1d3, Small: 1d4, Medium: 1d6, Large: 1d8, Huge: 2d6, Gargantuan: 3d6, Colossal: 4d6). This bite attack cannot be used while the Corporeal Spirit is maintaining it's Lifelike Appearance (see below).

Damage: Against ethereal creatures, the Corporeal Spirit attacks normally. Against non ethereal targets the Corporeal Spirit usually cant physically damage them but can use special attacks (unless it has manifested).

Special Attacks: A Corporeal Spirit retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures (unless it has manifested). The Corporeal Spirit also gains the Corporeal Manifestation Ability, and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Corporeal Manifestation (Su): A Corporeal Spirit can emerge from the Ethereal Plane when blood is spilled on it's physical remains, or during certain circumstances related to it's life decided by the DM. It manifests as a physical being temporarily losing it's Incorporeal Subtype. If destroyed it returns to the Ethereal Plane until it can find a way through again.

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Corporeal Spirit is automatically subjected to this ability and receives no Save.

Numbing Touch (Su): Your touch is cold and numbs the body of your victims. If a Corporeal Spirit successfully Grapples a victim that victim must make a  Fortitude Save or become Paralyzed until the Corporeal Spirit releases it's hold.

Slay Memory (Su): The Corporeal Spirit may psychically assault victims to erase their memories. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or lose all memory of the past 24 hours. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Strike Dumb (Su): The Corporeal Spirit may psychically assault victims to render them speechless. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or be rendered incapable of revealing anything it knows about the Corporeal Spirit, as well as being mute. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Terrifying Appearance (Su): If your Lifelike Appearance is lost, any living creature within 30' seeing your true appearance must make a Willpower Save or become Panicked for 1d6 rounds plus 1 round per point of your Charisma modifier. If they make their save successfully, they are immune to the Terrifying Appearance of this Corporeal Spirit for 24 hours.

Bestial Rage (Su): If your Lifelike Appearance is lost you go into a berserker frenzy attacking every living creature you can detect until everything is dead. This state is identical to the Barbarian Rage ability listed on page 25 of the PHB, except you also temporarily grow long claws which you can use as Secondary natural weapons. Damage depends on the Corporeal Spirits size (Fine: -, Diminutive: 1 point, Tiny: 1d2, Small: 1d3, Medium: 1d4, Large: 1d6, Huge: 1d8, Gargantuan: 2d6, Colossal: 3d6).


Special Qualities: A Corporeal Spirit has all the Special Qualities of the Base Creature plus Blood Drinking, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, and 1 other from the following list:

Blood Drinking (Ex): A Corporeal Spirit must consume the blood of living creatures to maintain it's ties to the material plane. After 2 weeks without blood the Corporeal Spirit cannot maintain it's lifelike appearance. After that it must make a DC 15 Fortitude Save each day it goes without food or return to the Ethereal Plane. The save DC gains a cumulative +1 each day until the Corporeal Spirit fails. The amount of blood consumed is immaterial so long as some is drank each day, however most Corporeal Spirits feel compelled to gorge, often revealing themselves in the process.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 30' of a Corporeal Spirit, and Panic if forced to do so (they remain Panicked so long as the Corporeal Spirit is within Range).

Lifesense (Su): Corporeal Spirits may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Lifelike Appearance (Su): When manifested corporeal spirits appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Corporeal Spirit as he was when he died, with pale skin, and their eyes long gone. The Corporeal Spirit cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Corporeal Spirit has fed within the last hour it's Lifelike Appearance cannot be seen through, and it can even sire children (said Progeny have the Half Ghost Template). After that hour it may be seen though as normal. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Corporeal Spirit gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Corporeal Spirit has lost it's Lifelike Appearance.

Iron Skin: The Corporeal Spirit has Damage Reduction 10/Magic.

The Blood is the Life (Su): For 1 hour after feeding all rolls made by the Corporeal Spirit are at +2.

Spell Resistance (Ex): The Corporeal Spirit gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Corporeal Spirit may add its Charisma modifier to it's hit points instead of it's now nonexistent Constitution score.

Saves: Unchanged

Abilities: +8 Str, +4 Dex, +2 Wis, +4 Cha. Corporeal Spirits have no Constitution Score.

Skills: Corporeal Spirits have a +8 Racial Bonus to Bluff, Diplomacy, Intimidate, Listen, and Spot checks.

Feats: Corporeal Spirits get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any, usually same as Base Creature.

Organization: Same as Base Creature, usually Solitary now.

Challenge Rating: +2

Treasure: Unchanged

Alignment: Unchanged, but many tend towards evil because of their feeding requirements.

Advancement: As Base Creature

Level Adjustment: +5

Example of creature using template here:

"No one has ever liked the house at the end of Salem Street. It's old, and run down, and even a little disturbing to look at. Strange cries have been heard from it at night, and many of the people in neighboring houses have long since left. In it lives the Old Man. No one remembers his name, and he was considered old during your fathers time. You recall the first time you saw him as a child. You knew something about him was wrong. Animals fled from him, and even the flies that swarmed in the summertime didn't bother him. And his eyes were strange. Terrifying. Like the eyes of someone who has looked into Hell, and found it wanting. His smile made you want to vomit.

Recently the Guild that adopted you decided to raid his house. The supposition was that he must have had a great deal of money to survive without working all this time. You even sent a low level Mage in just in case. Some of the more superstitious members thought he might be a mage himself due to his longevity. It's been 3 weeks. They haven't come back. Other Guild members have been found daily, drained of blood with their backs broken, hanging from the towns lamp posts. You are one of the few left, and in desperation you have turned yourself in to the Order of Saint Cuthbert. In return for swearing off a life of crime and devoting yourself to the Church they will help you rid the world of what you believe is some sort of monster. You can only hope the priest they sent with you is able to help. He looks young. Too eager to prove himself.

And then the Old Man steps out into the street. Even the driving wind and rain from the summer storms don't seem to bother him. He smiles. A mouth full of razors. And you think for the second time today: I am going to die tonite."


The Old Man (Male Human, apparent age undeterminable but very old, Hexblade 11/Corporeal Spirit)
Medium Undead
Hit Dice: 11d12 (71 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Fly 50 ft (good)
Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Armor Class Raging : 13 (-2 Rage, +1 Dex, +4 Natural), touch 9, flat-footed 12
Base Attack/Grapple: +11/+15
Attack: Bite +15 melee (1d6+4) or Grapple +15 or weapon +15
Bite +17 melee (1d6+6) or Grapple +17 or weapon +17when raging
Full Attack: 1 Bite +15 melee (1d6+4) or Grapple +15 or weapon +15/+9
1 Bite +17 melee (1d6+4) and 2 Claws +12 melee (1d4+3) or Grapple +17 or weapon +17/+12 when Raging
Space/Reach: 5 ft./5 ft.
Special Attacks: Corporeal Manifestation, Ghosts Curse, Numbing Touch, Bestial Rage, Greater Hexblades Curse 3/day, Spells
Special Qualities: Blood Drinking, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, DR 10/Magic, Mettle, Arcane Resistance
Saves: Fort +5, Ref +4, Will +11 (+13 Raging)
Abilities: Str 18 (22 Raging), Dex 12, Con -, Int 13, Wis 16, Cha 19
Skills: Bluff +19, Concentration +11, Diplomacy +19, Intimidate +19, Knowledge Arcana +8, Listen +11, Spellcraft +8, Spot +11
Feats: Combat Casting (B), Spell Focus (Necromancy) (B), Ability Focus (Hexblades Curse), Great Fortitude, Improved Initiative, Dodge, Empowered Ghosts Curse (B)
Challenge Rating: 13
Treasure: See below
Alignment: Chaotic Evil
Level Adjustment: +5

Spells Known: 1st (DC 15, 2/day): Charm Person, Disguise Self, Karmic Aura, Reaving Aura
2nd (DC 16, 2/day):Karmic Backlash, Blindness/Deafness
3rd (DC 17, 1/day): Hound of Doom, Vampiric Touch

Corporeal Manifestation (Su): The Old Man can emerge from the Ethereal Plane when blood is spilled on his physical remains, or if someone enters his house. He manifests as a physical being temporarily losing it's Incorporeal Subtype. If destroyed he returns to the Ethereal Plane until he can find a way through again.

Ghost's Curse (Su): The Old Man may cast Bestow Curse (DC 19) at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending his existence without permanently getting rid of him)the Old Man is automatically subjected to this ability and receives no Save.

Numbing Touch (Su): The Old Man's touch is cold and numbs the body of his victims. If he successfully Grapples a victim, that victim must make a DC 19 Fortitude Save or become Paralyzed until the Old Man releases ihis hold.

Bestial Rage (Su): If his Lifelike Appearance is lost the Old Man goes into a berserker frenzy attacking every living creature he can detect until everything is dead. This state is identical to the Barbarian Rage ability listed on page 25 of the PHB, except he also temporarily grows long claws which he can use as Secondary natural weapons. Damage is 1d4.

Blood Drinking (Ex): The Old Man must consume the blood of living creatures to maintain his ties to the material plane. After 2 weeks without blood he cannot maintain his lifelike appearance. After that he must make a DC 15 Fortitude Save each day he goes without food or return to the Ethereal Plane. The save DC gains a cumulative +1 each day until he fails. The amount of blood consumed is immaterial so long as some is drank each day.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.  To permanently end the Old Man he must be shown proof of his demise, and be compelled to accept it.

Unnatural Aura (Su): Animals will not come within 30' of the Old Man , and Panic if forced to do so (they remain Panicked so long as the Old Man is within Range).

Lifesense (Su): The Old Man may automatically sense Living creatures within 100' as though he had Blindsight. He also automatically knows the strength of their life force as if he had cast Deathwatch.

Lifelike Appearance (Su): When manifested corporeal spirits appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC 19 for the Old Man) to see through it. In which case they see the Corporeal Spirit as he was when he died, with pale skin, and their eyes long gone. The Corporeal Spirit cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Corporeal Spirit has fed within the last hour it's Lifelike Appearance cannot be seen through, and it can even sire children (said Progeny have the Half Ghost Template). After that hour it may be seen though as normal. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Corporeal Spirit gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Corporeal Spirit has lost it's Lifelike Appearance.

Mettle: If the Old Man makes a successful Will or Fortitude Save against an attack that would normally have a lesser effect on a successful Save, he instead completely negates the effect.

Arcane Resistance: The Old Man gets a +4 bonus to saving throws against spells and spell like abilities.

Hexblades Curse: 3 times per day the Old Man may curse a visible target within 60'.  The target must make a DC 21 Willpower Save or take a -4 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour.

The Old Man died peacefully in his sleep, but his spirit refused to accept it. he still has all the appropriate equipment for an 11th level PC, and all the money he's stolen from his victims.

Combat: The Old Man usually uses his Hexblade's Curse, Ghost's Curse,  and spells to soften up opponents from afar, before Grappling them and strangling them to death. After that he rips them apart to get to their blood.
« Last Edit: May 09, 2008, 11:27:29 AM by bhu »

bhu

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Re: 13 Ghosts (not the movie, please PEACH)
« Reply #8 on: May 09, 2008, 11:30:16 AM »
Ghostly Concubines are men or women who lived lustful lives and died regretting not finding love. they carry on as corporeal ghosts haunting the home they lived in, seducing any attractive members of the opposite sex that enter it, and destroying or driving off any others. They will slowly consume the life of their intended, hoping that he/she will be the true love they are looking for, so they can move on into the afterlife. They can even create half ghost children.


GHOSTLY CONCUBINE

Ghostly Concubine is an Acquired Template that can be added to any Humanoid or Monstrous Humanoid.

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: The Ghostly Concubine has a Flight Speed of 50 (Perfect) unless it already has better.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters (unless the Ghostly Concubine has manifested).

Attacks: A Ghostly Concubine retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal (unless it has manifested).

Damage: Against ethereal creatures, the Ghostly Concubine attacks normally. Against non ethereal targets the Ghostly Concubine usually cant physically damage them but can use special attacks (unless it has manifested).

Special Attacks: A Ghostly Concubine retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures (unless it has manifested). The Corporeal Spirit also gains the Corporeal Manifestation Ability, Loving Touch, and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Corporeal Manifestation (Su): A Ghostly Concubine can emerge from the Ethereal Plane at will. It manifests as a physical being temporarily losing it's Incorporeal Subtype.

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Ghostly Concubine is automatically subjected to this ability and receives no Save.

Numbing Touch (Su): Your touch is cold and numbs the body of your victims. If a Ghostly Concubine successfully Grapples a victim that victim must make a Fortitude Save or become Paralyzed until the Ghostly Concubine releases it's hold.

Slay Memory (Su): The Ghostly Concubine may psychically assault victims to erase their memories. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or lose all memory of the past 24 hours. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Strike Dumb (Su): The Ghostly Concubine may psychically assault victims to render them speechless. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or be rendered incapable of revealing anything it knows about the Ghostly Concubine, as well as being mute. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Charm (Su): The Ghostly Concubine may cast Charm Monster as a Supernatural ability at will.

Loving Touch (Su): Any creature you make a touch attack against must make a Fortitude Save or gain 1 negative Energy level. These levels are cumulative, but you can only drain 2 levels per victim per day. the touch does not need to look like an attack and actually feels quite pleasurable. The victim must make a Willpower Save to even realize it is an attack.  If the victim truly loves the Ghostly Concubine (and dies from this), he will become a Ghost himself the following night, and the Ghostly Concubine and he will go on to the afterlife.

Special Qualities: A Ghostly Concubine has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual, with one clarification. The only way to truly rid the world of a Ghostly Concubine is for the object of her affection to truly fall in love with her and join her willingly in the afterlife.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 30' of a Ghostly Concubine, and Panic if forced to do so (they remain Panicked so long as the Ghostly Concubine is within Range).

Lifesense (Su): Ghostly Concubines may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Lifelike Appearance (Su): When manifested Ghostly Concubines appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Ghostly Concubine as she was when she died. The Ghostly Concubine cannot maintain this facade on Hallowed ground. Ghostly Concubine's are even capable of producing children (see the Half Ghost template). Spells that would detect it's undead nature or health or alignment do not work upon it well. The Ghostly Concubine gets a Willpower Save (Dc is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Ghostly Concubine has lost it's Lifelike Appearance.

Spell Resistance (Ex): The Ghostly Concubine gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unholy Grace (Su): The Ghostly Concubine adds a Profane Bonus to her AC and Saving Throws equal to her Charisma modifier.

Protective Charm (Su): The Ghostly Concubine can give her lover a charm to protect him. This can be virtually anything as long as the Ghostly Concubine has spent at least 24 hours with it. It must spend this time attuning itself to the object. As long as her lover carries it on his person (and the Ghostly Concubine still wants it too), he gains a +2 Profane Bonus on all Saving throws.

Improved Lifelike Appearance (Su): Feats, skills, or abilities that would normally key off your Constitution modifier (for example Rage or Concentration checks), may now use your Charisma modifier instead.

Saves: Saves remain unchanged except changes due to new stats.

Abilities: +4 Dex, +2 Int, +4 Wis, +6 Cha. Ghostly Concubines have no Constitution Score.

Skills: Ghostly Concubines have a +8 Racial Bonus to Bluff, Diplomacy, Intimidate, Listen, and Spot checks.

Feats: Ghostly Concubines get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any (usually same as Base Creature).

Organization: As Base Creature (usually Solitary).

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: As Base Creature.

Level Adjustment: +5


"We camped in an abandoned town back in November. The war with the Flayers had gotten worse. We chose a crumbling brothel as our temporary shelter from the snows. It looked to be the sturdiest building still up. And surprisingly the cleanest. There was no dust inside. It had been kept up. That should have warned us. Especially when we found food and water but no one living.

Young James was the first to go. After the first heavy snows trapped us inside, he began to waste away. His health failed and his mind began to go. He couldn't remember things. Eventually he died, and we heard wailing in the night. A womans wailing. We found no one.

Then others began to go one by one the same way. Always the youngest, most attractive men. The guards swore they caught glimpses of a 'white lady' at night. We could never find her. And we tried day after day. Eventually it came down to myself, the priest, and a grizzled old killer named Karl. I didn't relish being with him at all, let alone trapped here with the thought that if the snow melted tomorrow I'd have to make the long trek to civilization with him lying next to me at night. Wondering when he'd murder me as well. The Flayers had done things to him. He wasn't much human anymore. Had no fear.

She came for us eventually and made us a deal. Said if one of us would stay with her to keep her company, she'd let the others go. Karl jumped at the chance. I knew his intentions weren't exactly what most men would call good, but the woman was a monster of some kind herself.

The priest and I fled. We came back after the war was over during the spring. We found Karls corpse laying on a bed, wasted away to a skeleton. We both ran when we heard a womans voice say 'He just wasn't the right one you know. He couldn't love me.' No one has gone into that town anymore. They know it's cursed, and it'll never be rebuilt. Your young and you have a long life ahead of you. Forget stories about taming ghost women boy. They're just stories. The only thing waiting for anyone in that place is death."

The Pale Woman (Human Female, indeterminate age, Beguiler 11/Ghostly Concubine)
Medium Undead
Hit Dice: 11d12 (71 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Fly 50 ft. (Perfect)
Armor Class: 23 (+3 Dex. +5 Natural, +5 Profane), touch 18, flat-footed 18
Base Attack/Grapple: +5/+5
Attack: Touch +8 melee touch (energy drain) or Grapple +5
Full Attack: Touch +8 melee touch (energy drain) or Grapple +5
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Surprise Casting, Cloaked Casting, Corporeal Manifestation, Loving Touch, Charm, Numbing Touch, Slay memory
Special Qualities: Armored Mage, Trapfinding, Rejuvenation, Turn Immunity, Unatural Aura, Lifesense, Lifelike Appearance, Unholy Grace, Advanced Learning (Serene Visage, Mesmerizing Glare, Illusory Feast)
Saves: Fort +8, Ref +11, Will +17
Abilities: Str 10, Dex 16, Con -, Int 19, Wis 17, Cha 20
Skills: Bluff +24, Concentration +16, Diplomacy +24, Disguise +15, Gather Information +16, Hide +14, Intimidate +13, Knowledge (Arcana, Local) +14, Listen +22, Move Silently +14, Sense Motive +14, Spellcraft +14, Spot +22
Feats: Silent Spell (B), Still Spell (B), Spell Focus (Illusion, Enchantment), Greater Spell Focus (Illusion, Enchantment), Ability Focus (Loving Touch)(B)
Challenge Rating: 13
Treasure: None
Alignment: Neutral
Level Adjustment: +5

Spells: 0: 6/day, DC 14 (18 if Illusion, Enchantment)
1st: 7/day, DC 15 (19 Illusion, Enchantment)
2nd: 7/day, DC 16 (20 Illusion, Enchantment)
3rd: 7/day, DC 17 (21 Illusion, Enchantment)
4th: 7/day, DC 18 (22 Illusion, Enchantment)
5th: 4/day, DC 19 (23 Illusion, Enchantment)

Surprise Casting (Ex): The Pale Woman may make a Bluff check to feint in combat as a move action.  If successful her target is Denied it's Dex Bonus to AC for the next melee attack or spell cast.  She must remain in melee with the target. 

Advanced Learning (Ex): The spells listed are added to the Pale Womans spell list.

Cloaked Casting (Ex): The Pale Womans spells gain a +1 to their Save DC if your opponent is Denied his Dex Bonus to AC.  She also is +2 on rolls to overcome their Spell Resistance.

Corporeal Manifestation (Su): The Pale Woman can emerge from the Ethereal Plane at will. She manifests as a physical being temporarily losing her Incorporeal Subtype.

Charm (Su): The Pale Woman may cast Charm Monster as a Supernatural ability at will (DC 20).

Loving Touch (Su): Any creature she makes a touch attack against must make a DC 22 Fortitude Save or gain 1 negative Energy level. These levels are cumulative, but she can only drain 2 levels per victim per day. The touch does not need to look like an attack and actually feels quite pleasurable. The victim must make a DC 22 Willpower Save to even realize it is an attack. If the victim truly loves the Pale Woman (and dies from this), he will become a Ghost himself the following night, and the Pale Woman and he will go on to the afterlife.

Numbing Touch (Su): The Pale Womans touch is cold and numbs the body of her victims. If a she successfully Grapples a victim that victim must make a DC 20 Fortitude Save or become Paralyzed until she releases the hold.

Slay Memory (Su): The Pale Woman may psychically assault victims to erase their memories. As a Full Round Action she may choose 1 opponent within 30 feet, and that victim must make a DC 20 Willpower Save or lose all memory of the past 24 hours. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual, with one clarification. The only way to truly rid the world of a Ghostly Concubine is for the object of her affection to truly fall in love with her and join her willingly in the afterlife.

Unnatural Aura (Su): Animals will not come within 30' of The Pale Woman, and Panic if forced to do so (they remain Panicked so long as the Pale Woman is within Range).

Lifesense (Su): The Pale Woman may automatically sense Living creatures within 100' as though she had Blindsight. She also automatically knows the strength of their life force as if she had cast Deathwatch.

Lifelike Appearance (Su): When manifested Ghostly Concubines appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC 20 for the Pale Woman) to see through it. In which case they see the Ghostly Concubine as she was when she died. The Ghostly Concubine cannot maintain this facade on Hallowed ground. Ghostly Concubine's are even capable of producing children (see the Half Ghost template). Spells that would detect it's undead nature or health or alignment do not work upon it well. The Ghostly Concubine gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Ghostly Concubine has lost it's Lifelike Appearance.

Unholy Grace (Su): The Pale Woman adds a +5 Profane Bonus to her AC and Saving Throws.

Armored Mage (Ex): The Pale Woman does not suffer Arcane Spell failure chance in Light Armor.

Trapfinding (Ex): Identical to the ability listed on page 50 of the PHB.

Combat: The Pale Woman usually uses her spells from a distance to sow discord and confusion or trap interlopers. When she has separated a young man she desires she will attempt to seduce him into undeath.
« Last Edit: May 09, 2008, 10:44:13 PM by bhu »

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Re: 13 Ghosts (not the movie, please PEACH)
« Reply #9 on: May 10, 2008, 11:33:17 AM »
Half Ghosts are the children of Corporeal Spirits or Ghostly Concubines. Many devote their lives to destroying evil incorporeal undead due to the powers their half dead nature gives them. Unfortunately their lives usually end tragically. When a Half Ghost dies it is almost a given that the Half Ghost template will be replaced by one making them some sort of incorporeal undead, usually evil. At which points their comrades will have to destroy them.




Half Ghost

Half Ghost is an Acquired Template that can be applied to any Humanoid that has the Tomb Tainted Soul Feat.

Size and Type: Size and type remain unchanged. However spells or abilities that detect undead may detect the Half Ghost as such (see below).

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Base Creature gains a Deflection Bonus to it's Armor Class equal to it's Natural Armor Bonus or it's Charisma modifier, whichever is higher. This Bonus ONLY applies to attacks made by incorporeal undead.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: The Half Ghost retains all the Special Attacks of the Base Creature, plus as follows:

Ghost Touch (Su): All weapons (including natural attacks, grapples and unarmed strikes) used by the Half Ghost are considered to have the Ghost Touch ability so long as he is holding them (obviously his natural weapons and fists permanently have this ability).

Final Rest (Su): If a Half Ghost destroys an incorporeal undead with the Rejuvenation ability (i.e. most Ghosts), that Ghost is permanently gone and doesn't return.

Special Qualities: The Half Ghost retains all the Special Qualities of the base Creature, plus as follows:

Ghost Touch (Su): The Half Ghosts armor and equipment have the Ghost Touch special ability while he is wearing them.

See Invisible (Ex): The Half Ghost can See Invisible as per the spell at will.

Partially Dead (Ex): Half Ghosts do not sleep. They require one quarter as much food as normal for their race. They can hold their breath for 8 times their Constitution modifier before they risk suffocation. On the down side spells that detect whether or not they are alive (i.e. Deathwatch) register them as dead. Spells that detect Undead have a 50% chance of registering them as such. When a Half Ghost dies it loses the Half Ghost Template and immediately gains whatever template it's undead parent had.

Immunities (Ex): Half Ghosts are immune to Paralysis, sleep effects, death effects, Ability Drain, Energy Drain, fatigue and exhaustion effects, and spells or effects similar to Magic Jar.

Detect Ghost (Su): The Half Ghost automatically knows if an incorporeal Undead is within 50'. He does not know the exact location, only that it is nearby.

Saves: The Base Creature gains a +2 Profane Bonus on all Saves against Undead attacks or abilities.

Abilities: +2 Cha

Skills: Unchanged

Feats: Unchanged.

Environment: As Base Creature.

Organization: As Base Creature.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: As Base Creature.

Level Adjustment: +2

"Your mother hasn't told you about your father has she? Years ago when she was young a man came to the village. He said his name was Wotan, and the warriors of his tribe had outcast him after his father had broken an oath. Him and all his family. He was the last one left, the journey from the frozen wastelands had killed the others. We fed and cared for him, and your mother nursed him back to health. She even fell in love with him after a time.

And then the deaths started. People found drained of blood. We suspected a wampir but could find none. Ogres began swarming from the mountains, and for a time there was war, and the deaths were forgotten. Until we found Ogre corpses drained the same way. The Jarl called for a meeting with the Ogres. A temporary truce until we found out who or what our common enemy was. The Ogres had an old witch woman who said she would track it down. She was the most terrifying hag I'd ever seen.

But not half so terrifying as what she found. She called the dead up to speak to them and they led her to my door. She died fighting Wotan, as did many others. The wounds I have that made me unfit for fighting I gained that night. The Ogres left the next day, calling our village cursed. Your mother and I were nearly burned for housing Wotan. And then it got worse when it was known that she was with child. We were nearly killed many times, and moved many times before you were born.

Your father was a monster. A dead thing that should have been in his grave. He is why you can see things no one else can. He is why you are cursed. He is why you will be the greatest help to the village when you learn to control what you can do. You are a ghost killer. Not human, but not yet a monster. I am sorry. But there is nothing else I can do for you. The shamans will take you today to train you for your destiny."

Example of creature using template here:

Slaine (Human, 24 years old, Fighter 12/Half Ghost)
Medium Humanoid (Human)
Hit Dice: 12d10+36 (102 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +12/+15
Attack: Unarmed Strike +15/+10/+5 melee (1d10+3) or Grapple +16
Full Attack: Unarmed Strike +15/+10/+5 melee (1d10+3) or Grapple +16
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghost Touch, Final Rest
Special Qualities: Ghost Touch, See Invisible, Partially Dead, Immunities, Detect Ghost, Save Bonus, AC Bonus
Saves: Fort +13, Ref +5, Will +8
Abilities: Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 10
Skills: Climb +8, Handle Animal +5, Intimidate +5, Jump +8, Ride +6, Swim +8
Feats: Improved Unarmed Strike, Improved Grapple, Superior Unarmed Strike, Earths Embrace, Weapon Focus (Grapple), Improved Critical (Grapple), Power Critical (Grapple), Power Attack, Improved Initiative, Great Fortitude, Tomb Tainted Soul, Endurance, Iron Will
Challenge Rating: 13
Treasure: See below
Alignment: Neutral
Level Adjustment: +2

Slaine will have the money/equipment of a typical 12th level PC

Ghost Touch (Su): All weapons (including natural attacks, grapples and unarmed strikes) used by Slaine are considered to have the Ghost Touch ability so long as he is holding them (obviously his natural weapons and fists permanently have this ability).

Final Rest (Su): If Slaine destroys an incorporeal undead with the Rejuvenation ability (i.e. most Ghosts), that Ghost is permanently gone and doesn't return.

Ghost Touch (Su): Slaine's armor and equipment have the Ghost Touch special ability while he is wearing them.

See Invisible (Ex): Slaine can See Invisible as per the spell at will. 

Partially Dead (Ex): Half Ghosts do not sleep. They require one quarter as much food as normal for their race. They can hold their breath for 8 times their Constitution modifier before they risk suffocation. On the down side spells that detect whether or not they are alive (i.e. Deathwatch) register them as dead. Spells that detect Undead have a 50% chance of registering them as such. When a Half Ghost dies it loses the Half Ghost Template and immediately gains whatever template it's undead parent had.

Immunities (Ex): Slaine is immune to Paralysis, sleep effects, death effects, Ability Drain, Energy Drain, fatigue and exhaustion effects, and spells or effects similar to Magic Jar.

Detect Ghost (Su): Slaine automatically knows if an incorporeal Undead is within 50'. He does not know the exact location, only that it is nearby.

Combat: Slaine has specialized in destroying ghosts by grappling with them. he finishes many mortal opponents the same way.

bhu

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Re: 13 Ghosts (not the movie, please PEACH)
« Reply #10 on: May 12, 2008, 03:41:50 AM »
Spectral Vermin are monstrous vermin turned into undead monstrosities by powerful spellcasters through unholy rituals. They usually outlive their creators, killing and devouring anything that enters their territory. For each 10 Hit Dice of living creature they destroy they gain 1 Hit Die permanently. Theoretically there is no upper limit to the size (and number of hit dice) they can gain.

SPECTRAL VERMIN

Spectral Vermin is an Acquired Template that can be applied to any Vermin Size Class Medium or larger.

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Base movement of all movement types increases by +20 feet. If the Base Creature has flight, manouverability changes to Perfect.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher).

Attacks: A Spectral Vermin retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: The damage of the Spectral Vermin's regular attacks is now negative energy damage instead of physical, and no longer adds it's Strength modifier for damage.

Special Attacks: Retains all of the Special Attacks of the Base Creature (if they are mentioned below), and gains Energy Drain, and Terrifying Appearance. Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Energy Drain (Su): Each time an opponent is hit by the Spectral Vermin's incorporeal touch attack it must make a Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Spectral Vermin gains 5 temporary hit points.

Terrifying Appearance (Su): Any living being within 60' of the Spectral Vermin must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Spectral Vermin's Terrifying Appearance for 24 hours.

Energy Spray (Su): If the base creature has an acidic spray attack, it gains Energy Spray. The size and damage are the same, but damage is now negative energy damage instead of acid.

Death Attack (Su): If the Base Creature has a poisonous attack, it gains the Death Attack (so called because it appears to kill its opponent). If the Spectral Vermin successfully hits with the formerly poisonous attack the opponent must make a Fortitude Save or be paralyzed permanently. Any spell/effect that removes curses or Remove Paralysis will cure this condition. A DC 20 Spot check or a DC 15 Heal check will reveal the victim is still alive.

Spectral Web (Su): If the Base Creature has a Web attack, it gains the Spectral Web attack. When thrown, instead of entangling the opponent, the opponent must make a Fortitude Save or lose 1d6 Dexterity (after which the web fades). The web may be thrown at will, not just 8 times per day.

Please note I only looked at Vermin in the Monster Manual. Will add other Special Attacks as I look through the other Vermin.

Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Spectral Vermin, and Panic if forced to do so (they remain Panicked so long as the Spectral Vermin is within Range).

Lifesense (Su): Spectral Vermin may automatically sense Living creatures within 100' as though they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Sunlight Powerlessness: Spectral Vermin are powerless in natural sunlight and cannot move or attack while in it. They will not willingly enter sunlight, and flee from it given the chance.

Saves: Spectral Vermin receive a +4 Racial Bonus on Willpower Saves

Abilities: +4 Dex, Int becomes 4 (Spectral Vermin is still immune to mind affecting effects), +4 Wis, +10 Cha. Spectral Vermin have no Strength or Constitution score.

Skills: Spectral Vermin gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +4

Treasure: Standard. More depending on age and power.

Alignment: Always Neutral Evil

Advancement: As Base Creature, but there is no maximum size or Hit Die limit (see above).

Level Adjustment: ---


"There used to be a Wizard up on Black Peak. Built his spire right out of the mountain. Had no doors, and the only openings were when he wanted one to appear. We always assumed there was a way in somewhere in the mountain caves. He always got in by magic that we saw.

When he started calling things down from the sky the towns mayor decided he needed to go. Not that we could really do anything, so we puttered around the mountains roots looking in the caves. And wouldn't you know we did find one that led into the mountain. As black a pit as I've ever seen. Crawling with spiders and vermin. We lost a lot of men just finding the cave, let alone cleaning it out.

He knew what we were up to of course. He had something waiting for us as we hacked and burned our way to his sanctuary. We lost everyone. Everyone but me, coward that I was. I had run screaming while they fought and died. It got the Wizard too in the end. It's up there now. Still. Waiting for anything that comes it's way. And if the Gods are with us it'll stay in that damned mountain, and never come out."

The Spider of Black Peak (Advanced Gargantuan Monstrous Spider/Spectral Vermin)
Gargantuan Undead
Hit Dice: 20d12 (130 hp)
Initiative: +5
Speed: 50 ft. (10 squares), Climb 30 ft.
Armor Class: 21 (-4 Size, +5 Dex, +10 Deflection), touch 21, flat-footed 16
Base Attack/Grapple: +15/+34
Attack: Bite +16 melee touch (2d8 negative energy plus death attack plus energy drain)
Full Attack: Bite +16 melee touch (2d8 negative energy plus death attack plus energy drain)
Space/Reach: 20 ft./15 ft.
Special Attacks: Energy Drain, Terrifying Appearance, Death Bite, Spectral Web
Special Qualities: Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Dark Vision 60', Tremor Sense 60'
Saves: Fort +12, Ref +11, Will +12
Abilities: Str 25, Dex 21, Con -, Int 4, Wis 14, Cha 12
Skills: Climb +16, Hide +5 (+13 when using webs), Jump +7, Listen +10, Move Silently +10 (+18 when using webs), Search +5, Spot +17
Feats: Positive Energy Resistance (B)
Environment: The Black Peak
Challenge Rating: 13
Treasure: See below
Alignment: Neutral Evil
Level Adjustment: ---

Energy Drain (Su): Each time an opponent is hit by the Spiders incorporeal touch attack it must make a DC 21 Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Spider gains 5 temporary hit points.

Terrifying Appearance (Su): Any living being within 60' of the Spider must make a DC 21 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Spiders Terrifying Appearance for 24 hours.

Death Attack (Su): If the Spider successfully hits with it's Bite attack the opponent must make a DC 21 Fortitude Save or be paralyzed permanently. Any spell/effect that removes curses or Remove Paralysis will cure this condition. A DC 20 Spot check or a DC 15 Heal check will reveal the victim is still alive.

Spectral Web (Su): If the Base Creature has a Web attack, it gains the Spectral Web attack. When thrown, instead of entangling the opponent, the opponent must make a DC 21 Fortitude Save or lose 1d6 Dexterity (after which the web fades). The web may be thrown at will, not just 8 times per day.

Unnatural Aura (Su): Animals will not come within 100' of the Spider, and Panic if forced to do so (they remain Panicked so long as the Spider is within Range).

Lifesense (Su): The Spider may automatically sense Living creatures within 100' as though it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

Sunlight Powerlessness: The Spider is powerless in natural sunlight and cannot move or attack while in it. It will not willingly enter sunlight, and flee from it given the chance.

Combat: The Spider of Black Peak usually softens up its enemies with it's Spectral Webs, and then moves into to finish them off with it's bite attack.
« Last Edit: May 12, 2008, 03:45:55 AM by bhu »

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Re: 13 Ghosts (not the movie, please PEACH)
« Reply #11 on: May 14, 2008, 09:15:57 AM »
The Ghosts of the Deeps are chaotic ravagers, destroying all in their path. All of them thus far have been sea creatures, or beings who died at sea and sank to the bottom. It is thought that something at the bottom of the ocean brings them back in a grotesque parody of life. It is whispered perhaps that it may be a dead God, resting in the sea instead of the Astral Plane who sends them forth to bring back souls to feed upon...


GHOST OF THE DEEPS

Ghost of the Deeps is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Humanoid, Magical Beast, Monstrous Humanoid, or Plant that has died in the ocean.

Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Base Creature gains a Fly Speed of 50 ft. (Perfect) unless it already has better. It also gains a Swim Speed equal to it's Fly speed.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a Ghost of the Deeps manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier (minimum of +1).

Attacks: A Ghost of the Deeps retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal.

Damage: Against ethereal creatures, the Ghost of the Deeps attacks normally. Against non ethereal targets the Ghost of the Deeps usually cant physically damage them but can use special attacks (see below).

Special Attacks: A Ghost of the Deeps retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Ghost of the Deeps also gains the manifestation Ability and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Deadly Touch (Su): This is a melee touch attack that Drains 1d6 Constitution unless the opponent makes a successful Fortitude Save. If the Save is successful the opponent still takes 1d6 points of negative energy damage (plus the Ghost of the Deeps Strength Bonus). The Ghost of the Deeps may use its Dexterity Bonus instead of Strength to make this attack. Opponents slain by this attack rise as Ghosts within 24 hours. With each successful attack the ghost gains 5 temporary hit points for 1 hour (10 if the attack was a successful critical).

Necromantic Weapon (Su): In life the Legendary Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon (1d8 damage and considered +1 if Twin weapons). It criticals on a 20 doing x3 damage. It also has one ability from the following list:

1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Enervating and Souldrinking abilities (See pages 34, 44-45 of the Magic Item Compendium).
6) Blunt Weapon. It has the Profane and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
7) Twin Weapons. They have the Defending and Blurstrike abilities (See page 30 of the Magic Item Compendium).

Hungry Touch (Su): This is a melee touch attack using the Ghost of the Deeps Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for 1 round per point of the Ghost of the Deeps Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Ressurected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

Hellish Scream (Su): The Ghost of the Deeps may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus 1 round per point of the Ghost of the Deeps Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Frightened for 1 round per point of the Ghost of the Deeps Charisma modifier instead (but is immune to further effects from this Ghost of the Deeps Hellish Scream for 24 hours).

Horrific Appearance (Su): Identical to the regular Ghosts ability (see page 118 of the Monster Manual).

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Ghost of the Deeps is automatically subjected to this ability and receives no Save.

Call Storm (Su): The Ghost may cast Control Weather once per day as a Supernatural Ability.

Whirlpool (Su): The Ghost can create a Whirlpool once per week as a Supernatural Ability. The effects are similar to the Greater Whirlwind spell, but only effects creatures and objects in the water (and it cant be moved).

Crush of the Depths(Su): You may cast Drown once per day as a Supernatural Ability.

Red Tide (Su): Once per week you can cerate a Red Tide as a Supernatural ability. The water in a 1 mile radius fills with deadly toxins and turns red. Anything swimming in it must make a Fortitude Save or contract Slimy Doom (see DMG page 292). If they ingest any water the Save DC is +2. The water remains red for 4d12 hours.

Special Qualities: A Ghost of the Deeps has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual. To date no one knows exactly what will lay to rest a Ghost of the Deeps. They all seem to be random destroyers but some believe that have a specific purpose. Unfortunately few are willing to risk their lives to discern that purpose. Most Ghosts of the Deeps are destroyed only after long effort.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Ghost of the Deeps, and Panic if forced to do so (they remain Panicked so long as the Ghost is within Range).

Lifesense (Su): Ghosts of the Deeps may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Ghost of the Deeps gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Energy Resistance (Ex): The Ghost gains Energy Resistance 10 to all Energy Types.

Fast Healing (Ex): The Ghost gains Fast Healing 5.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Str, +4 Dex, +4 Wis, +6 Cha. Ghosts of the Deeps have no Constitution Score.

Skills: Ghosts of the Deeps have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, Spot, and Swim checks. They can always take 10 on a Swim check, even when distracted or endangered. Ghosts of the Deeps can use the Run action while swimming in a straight line.

Feats: Ghosts of the Deeps get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any Aquatic (only appears in oceans)

Organization: Unchanged, usually Solitary

Challenge Rating: +5

Treasure: Unchanged

Alignment: Always Chaotic Evil

Advancement: As Base Creature

Level Adjustment: +8

Example of creature using template here:

"Old Captain Obed, he was one of the best traders on the seas. I wouldn't be where I am now without him. It grieved me terribly to see him laid low in the end.

We were in a waterfront bar drinking after a successful run. Blowing off steam. Thinking about what next. And this madman comes in screaming he wants to hire a ship to take him into the middle of the ocean. Says he has a map that shows him where the Trench is. It's an old legend that there's a  trench on the ocean floor containing the body of a dead god that hungers for souls and pulls men down to it. He says that we can salvage all the wrecks around it and make a fortune.

Obed must have been out of his mind to listen, but he did. Says to me lets do it. His gold is as good as anyone elses, and we can throw him off ship if he is mad or causes too much trouble. Besides there were riches aplenty along the way.

My father fell ill.  I had to stay behind and take care of him.  He barely pulled through.

Lucky me. The trip was a wash. Months went by, and no one returned. 10 years later Obed came into town, saying all hands had gone down and that only he was left. He'd been rescued on a small island that shouldn't have had enough food or shelter to keep him going. He said his new God had kept him alive. He had found the Trench but the wrecks were too deep too salvage without magical help.

Apparently he'd convinced someone cause next I knew there was a big fancy expedition mounted. Wizards and Clerics in tow even. It didn't come back either. But Obed did. He flew in from the sea one night, dead as a beached whale. A big glowing skeleton flying around shrieking. But I knew it was him. He told me. He touched down by my side and called me by name. Said he'd become death itself. Said the world was ending. Said he'd given me the gift of being eaten last so I could watch it all.

We've tried everything to get rid of him. Priests, spells, magic weapons. Nothings worked. I don't want to see the world eaten. I've arranged to have my body burned tonite when it's found. Good luck nephew.

If you're sane you'll join me."

Captain Obed (Male Human, Rogue 8/Ghost of the Deeps)
Medium Undead (Incorporeal)
Hit Dice: 8d12 (52 hp)
Initiative: +9
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 21 (+5 Dex, +6 Natural), touch 15, flat-footed 21
Agains non ethereal: 21 (+5 Dex, +6 Deflection), touch 21, flat-footed 21
Base Attack/Grapple: +6/+9
Attack: Necromantic Sword +14/+9 melee (2d6+3/x3)
Full Attack: Necromantic Sword +14/+9 melee (2d6+3/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak Attack +4d6, Manifestation, Call Storm, Whirlpool, Red Tide, Necromantic Weapon (Slashing)
Special Qualities: Trapfinding, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Deathly Power
Saves: Fort +2, Ref +11, Will +7
Abilities: Str 17, Dex 20, Con -, Int 10, Wis 16, Cha 22
Skills: Balance +5, Bluff +10, Climb +8, Diplomacy +10, Gather Information +10, Hide +18, Intimidate +18, Knowledge (Local) +10, Knowledge (Geography) +10, Listen +16, Move Silently +18, Profession (Captain) +9, Search +13, Spot +16, Swim +20
Feats: Weapon Finesse, Improved Initiative, Iron Will, Extra Special Attack (Slashing Necromantic Weapon)(B)
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Evil
Level Adjustment: +8

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Call Storm (Su): Captain Obed may cast Control Weather once per day as a Supernatural Ability.

Whirlpool (Su): Captain Obed can create a Whirlpool once per week as a Supernatural Ability. The effects are similar to the Greater Whirlwind spell, but only effects creatures and objects in the water (and it cant be moved).
Save DC 22.

Red Tide (Su): Once per week Captain Obed can cerate a Red Tide as a Supernatural ability. The water in a 1 mile radius fills with deadly toxins and turns red. Anything swimming in it must make a DC 22 Fortitude Save or contract Slimy Doom (see DMG page 292). If they ingest any water the Save DC is +2. The water remains red for 4d12 hours.

Necromantic Weapon (Su): In life Captain Obed wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of his Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. A crackling black longsword it does 2d6 negative energy damage and is considered a +3 weapon. It criticals on a 20 doing x3 damage. It also has the Stygian and Vampiric abilities (see pages 444-45 of the Magic Item Compendium).

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual. To date no one knows exactly what will lay to rest a Ghost of the Deeps. They all seem to be random destroyers but some believe that have a specific purpose. Unfortunately few are willing to risk their lives to discern that purpose. Most Ghosts of the Deeps are destroyed only after long effort.  In Captain Obed's case he is willed into existence by an Undead God.  Destroying his creator destroys him.

Turn Immunity (Ex): Captain Obed is Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of Captain Obed, and Panic if forced to do so (they remain Panicked so long as Obed is within Range).

Lifesense (Su): Captain Obed may automatically sense Living creatures within 100' as though he had Blindsight. He also automatically know the strength of their life force as if they had cast Deathwatch.

Deathly Power (Ex): The Save DC's of all Obed's special attacks are +4.

Combat: Captain Obed usually appears long enough to use one of his special attacks to disrupt shipping or destroy a vessel before disappearing again. If confronted by an opponent capable of flying after him he will rely on his sword or the storms he can call to dissuade them.
« Last Edit: June 14, 2008, 02:36:02 PM by bhu »

bhu

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Re: 13 Ghosts (not the movie, please PEACH)
« Reply #12 on: May 17, 2008, 10:03:59 AM »

Once upon a time in the dim past a God assembled 10,000 of his most ardent worshippers to inform them that he was going to battle with a being of unknown origin and power, and that he might not return to them. In the end the deity lost, not to the being he had bravely opposed, but by the treachery of his fellow deities, who wiped him from the collective memory of the world (as well as the reason for their deeds). But his servants remembered. Gathering around their dying master he imparted them with his power, slaying them all, but raising them again in horrible unlife. They would be his vengeance upon the world. He told them to march forth and slay the worshippers of his betrayers, for all Gods needed worshippers to exist. By destroying them his slayers would fade from memory just as he was. They killed everything living in their path, becoming forgotten after they were led to a portal dispersing them to other planes of existence. The trick only worked so long. They have gathered again on the Ethereal Plane and now cleanse world after world. They can be summoned by magic ritual to take revenge for someone they deem worthy, at the cost of his/her life. He/she gains revenge on those who have wronged him or her, but must join the Gray Company afterwards.  Unfortunately they then go on to wipe out everything in their path. The Gray Company is always at 10,000 members. Should one of them be destroyed, the next opponent they slay that qualifies for the template will join them.


THE GRAY COMPANY

The Gray Company is an Acquired Template that can be applied to any Giant, Humanoid, or Monstrous Humanoid that has a CR of at least 15.

Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: All Base movement rates increase by +20. If the Base Creature has a Fly Speed and the Manouverability is less than Perfect, it becomes Perfect.

Armor Class: Members of the Gray Company lose their Natural Armor Bonus (if any) and gain a Deflection Bonus equal to their former Natural AC Bonus (minimum +16).

Attacks: Attacks are unchanged.

Damage: Physical attacks now do Negative Energy damage instead of physical damage, but the Gray Company must Manifest to use them.

Special Attacks: Keeps all Special Attacks of the base creature, plus gains the following:

Corporeal Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual), except the Gray Company manifests as a physical entity and temporarily loses it's Incorporeal Subtype.  If destroyed temporarily the member fades back to the Ethereal Plane for 24 hours.

Necromantic Weapon (Su): In life the members of the Gray Company wielded a powerful magical weapon, and they do so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon (1d8 damage and considered +1 if Twin weapons). It criticals on a 20 doing x3 damage. It also has one ability from the following list:

1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Enervating and Souldrinking abilities (See pages 34, 44-45 of the Magic Item Compendium).
6) Blunt Weapon. It has the Profane and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
7) Twin Weapons. They have the Defending and Blurstrike abilities (See page 30 of the Magic Item Compendium)

Terrifying Appearance (Su): Any living being within 60' of the Gray Company must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular members Terrifying Appearance for 24 hours.

Godslayer (Su): The Gray Company gets bonuses when fighting anything that has a Deity as a Patron, is the servant of a deity (Archons, Angels, etc), or that IS a deity (or an Aspect of such).  When fighting these beings the Gray Company gains a Divine Bonus to all Attack and Damage rolls equal to their Charisma modifier.

Special Qualities: Keeps all Special Qualities of the base creature, plus gains the following:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. The Gray Company cannot be permanently destroyed until all the Gods involved in the betrayal of their creator are destroyed.  Destroyed members are replaced with anyone who petitions the Company for help, or anyone who qualiffes for the template who died fighting them.  They can be beaten back temporarily, or sent away, but until the Gods themselves are dead, or interfere to bring about the Company's end they will never be destroyed.

Immunities (Ex): The Gray Company is Immune to Turn/Rebuke Undead attempts, positive energy damage or effects, and Exalted/Profane/Sacred/Vile damage.  Opponents who have Exalted, Profane, Sacred, or Vile bonuses to not get them against members of the Gray Company.

Unnatural Aura (Su): Animals will not come within 100' of a member of the Gray Company, and Panic if forced to do so (they remain Panicked so long as the member is within Range).

Lifesense (Su): The Gray Company's members may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Damage Reduction: The Gray Company has Damage Reduction 10/Epic.

Spell Resistance (Ex): The Gray Company gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Saves: +3 Racial Bonus to all Saving Throws.

Abilities: +6 Strength, +4 Dex, +4 Wis, and +4 Cha. Members of the Gray Company have no Constitution Score.

Skills: Members of the Gray Company gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any

Organization: The Gray Company has 10,000 members. If it should go below that it will recruit (see above).

Challenge Rating: +3

Treasure: None

Alignment: Always Neutral.

Advancement: As Base Creature.

Level Adjustment: ---

Example of creature using template here:

                      Jerusalem (15th Level Neutral Male Human Fighter/member of the Gray Company)
                      Medium Undead (Incorporeal)
Hit Dice:             15d12 (97 hp)
Initiative:           +8
Speed:                50 ft. (10 squares)
Armor Class:          30 (+4 Dex, +16 Deflection), touch 30, flat-footed 30
Base Attack/Grapple:  +15/+21
Attack:               Necromantic Scimitar +25 melee (2d6+13/19-20)
Full Attack:          Necromantic Scimitar +25/+20/+15 melee (2d6+13/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Corporeal Manifestation, Necromantic Weapon (scimitar), Terrifying Appearance, Godslayer
Special Qualities:    Rejuvenation, Immunities, Unnatural Aura, Lifesense, Damage Reduction 10/Epic, Spell Resistance 21
Saves:                Fort +14, Ref +14, Will +13
Abilities:            Str 22, Dex 18, Con -, Int 11, Wis 16, Cha 18
Skills:               Climb +18, Hide +12, Intimidate +17, Jump +18, Knowledge (History, Planes, Religion) +2, Listen +11, Move Silently +12, Search +8, Spot +11, Swim +18
Feats:                Adaptable Flanker, Cleave, Combat Reflexes, Danger Sense, Greater Weapon Focus (Scimitar), Greater Weapon Specialization (Scimitar), Great Cleave, Great Fortitude, Improved Critical (Scimitar), Improved Initiative, Iron Will, Lightning Reflexes, Power Critical (Scimitar), Power Attack, Vexing Flanker, Weapon Focus (Scimitar), Weapon Specialization (Scimitar), Empowered Necromantic Weapon (B)
Environment:          Any
Organization:         Solitary
Challenge Rating:     18
Treasure:             None
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     ---

Corporeal Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual), except the Gray Company manifests as a physical entity and temporarily loses it's Incorporeal Subtype.  If destroyed temporarily the member fades back to the Ethereal Plane for 24 hours.

Necromantic Weapon (Su): In life members of the Gray Company wielded a powerful magical weapon, and they do so in death as well. This weapon is a physical extension of the ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Jerusalem uses a scimitar that does 2d6 negative energy damage and is considered a +3 weapon. It criticals on a 20 doing x3 damage. It also has the Stygian and Vampiric abilities.

Terrifying Appearance (Su): Any living being within 60' of the Jerusalem must make a DC 21 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to Jerusalems Terrifying Appearance for 24 hours.

Godslayer (Su): Jerusalem gets bonuses when fighting anything that has a Deity as a Patron, is the servant of a deity (Archons, Angels, etc), or that IS a deity (or an Aspect of such).  When fighting these beings the Gray Company gains a +4 Divine Bonus to all Attack and Damage rolls.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. The Gray Company cannot be permanently destroyed until all the Gods involved in the betrayal of their creator are destroyed.  Destroyed members are replaced with anyone who petitions the Company for help, or anyone who qualifies for the template who died fighting them.  They can be beaten back temporarily, or sent away, but until the Gods themselves are dead, or interfere to bring about the Company's end they will never be destroyed.

Immunities (Ex): Jerusalem is Immune to Turn/Rebuke Undead attempts, positive energy damage or effects, and Exalted/Profane/Sacred/Vile damage.  Opponents who have Exalted, Profane, Sacred, or Vile bonuses to not get them against Jerusalem.

Unnatural Aura (Su): Animals will not come within 100' of Jerusalem, and Panic if forced to do so (they remain Panicked so long as Jerusalem is within Range).

Lifesense (Su): Jerusalem may automatically sense Living creatures within 100' as though he had Blindsight. He also automatically know the strength of their life force as if he had cast Deathwatch.

"So it's revenge you want is it? Well, I can't give you revenge on the King and his armies. But..there is something that can. If you're willing to pay the price. Are you willing to lose your soul for revenge? Are you willing to damn the world to an early grave for one selfish moment?  Are you willing to spend all eternity washing world after world in the blood of it's peoples?  If you are willing to pay such a price there are those who will help you..."

Combat: Jerusalem closes and begins swinging.  Being immortal and nearly invulnerable has made him cocky, and he doesn't always use the best tactics anymore.  It isn't too often something gives him a challenge.
« Last Edit: June 14, 2008, 02:37:12 PM by bhu »

bhu

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Re: 13 Ghosts (not the movie, please PEACH)
« Reply #13 on: May 20, 2008, 11:24:51 AM »
I know hte last one still need LA/CR done.  The 13th template is kinda complicated and slow going but i will get it up.

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Re: 13 Ghosts (not the movie, please PEACH)
« Reply #14 on: May 26, 2008, 10:12:00 AM »
Been slow on that last template but it's on the way I swear.  Got the CR/LA for the Gray Company done.

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Re: 13 Ghosts (not the movie, please PEACH)
« Reply #15 on: June 02, 2008, 08:54:54 AM »
Edited a few things.  Anyone out there?

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Re: 13 Ghosts (not the movie, please PEACH)
« Reply #16 on: June 14, 2008, 02:37:53 PM »
Made some more tweaks.  13th template is underway this weekend with any luck.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #17 on: January 26, 2009, 03:04:24 PM »
I'm resurrecting this thread since I said I'd start posting my horror critters (of which these were part).  Lemme spiff these up and I'll be adding new stuff.

When the templates refer to Ghost Feats they'll be referring to the following list, which is also in progress:

Extra Special Attack

Prerequisites: Any Incorporeal Undead Template that gives a list of Special Attacks to choose from, such as Ghost, Legendary Ghost, Ghost of the Deeps, etc.
Benefits: You may choose 1 more Special Attack than normal.


Extra Special Quality

Prerequisites: Any Incorporeal Undead Template that gives a list of Special Qualities to choose from, such as Ghost, Legendary Ghost, Ghost of the Deeps, etc.
Benefits: You may choose 1 more Special Quality than normal.


Empowered Necromantic Weapon

Prerequisites: Necromantic Weapon Special attack
Benefits: Weapon specific Feats such as Weapon Focus, Weapon Finesse, Weapon Specialization, Power Critical, etc may be used with your Necromantic Weapon.

Empowered Ghosts Curse

Prerequisites: Ghost's Curse Special Attack
Benefits: Once per day you may cast Greater Bestow Curse as a Supernatural Ability.


The following Feats from Libris Mortis may be taken as Ghost Feats: Baleful Moan, Contagious Paralysis, Death Master, Empowered Ability Damage, Endure Sunlight, Eviscerator, Fell Animate, Fell Drain, Fell Frighten, Fell Weaken, Ghostly Grasp, Improved Energy Drain, Improved Paralysis, Improved Turn Resistance, Life Drain, Lifebond, Lifesense, Necrotic Reserve, Positive Energy Resistance, Quicken Manifestation, Spell Drain

The following Feats from Savage Species may be taken as Ghost Feats: Ability Focus, Irresistible Gaze, Narrowed Gaze, Pervasive Gaze, Piercing Gaze

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #18 on: January 30, 2009, 01:37:17 PM »
work in progess

Primordial Ghosts are ghosts of beings who are thousands, perhaps millions of years old. Most of them are of species that have gone extinct. This makes them particularly difficult to get rid of, as no one alive will likely know what they're motivation is. It may require the intervention of a God to permanently destroy a Primordial Ghost if the PC's cannot find a way to look back into time and figure out what is necessary to put it to rest.


Primordial Ghost

Primordial Ghost is an Acquired Template that can only be applied to a Ghost that has lived long enough to have gotten the Evolved Undead Template at least 12 times. This can be any type of Ghost (Ghost, Ghost Brute, Legendary Ghost, Ghostly Concubine, Ghost of the Deeps, Demoniac Spirit) so long as the Ghost cannot become Corporeal.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: The Primordial Ghost retains all the Special Attacks of the Base Creature, modified as follows:

If the Base Creature has Deadly Gaze or Corrupting Gaze, it gets Withering Gaze instead.
If the base Creature has Corrupting Touch or Hungry Touch it gets Aura of Black Dust instead.
If the Base Creature has Deadly Touch, Draining Touch, or Slavering Doom it gains Smite Soul instead.
If the Base Creature has Bloodcurling Howl, Frightful Moan, or Hellish Scream it gains Howl of Doom instead.
If the Base Creature has Horrific Appearance, Loom, or Terror it gains Walking Nightmare instead.
If the Base Creature has Malevolence or Possession it gains Inhabit Shell instead.
If the Base Creature has Necromantic Weapon it gains Epic Necromantic Weapon instead.
If the Base Creature has Telekinesis or Psychokinesis it gains Totengeist instead.
If the Base Creature has Ghosts Curse, it gains Mark of Doom instead.
If the Base Creature has Numbing Touch it gains Paralytic Aura instead.
If the Base Creature has Slay Memory the ability destroys all of the victims memories, not just the last 24 hours.
If the Base Creature has Charm it gains Aura of Beauty instead.
If the Base Creature has Loving Touch it does 1d3 Negative Levels, and the Ghost may drain up to 5 levels per day.
Any Spell Like or Supernatural Abilities that mimic spells may be used more often. 1/week is now 1/day.  1/day is now 3/day.  More than once per day gets an additional use per day.

Other abilities are otherwise unchanged.

Withering Gaze (Su): Gaze attack, 60', Death, Fortitude Save Partial (opponent takes 3d6 damage instead of dying), Save DC is Charisma based.  Opponents slain by the Withering Gaze become Ghosts in 1d4 rounds.

Aura of Black Dust (Su): Any living creature coming within 30' of the Primordial Ghost begins to die and shrivel away into dust.  It must make a Fortitude Save (Save DC is 10 plus Half Hit Dice plus Charisma Modifier) each round it is within range or die.  If the Save is successful the opponent takes 3d6 damage instead.  if he dies he may not be Resurrected unless Miracle or Wish is cast first.

Smite Soul (Su): By making a touch attack the Primordial Ghost can force it's opponent to make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or die as his soul is sundered from his body.  The opponent immediately gains the Legendary Spectre Template.

Howl of Doom (Su): When the Primordial Ghost howls every living being within 120' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or become Paralyzed for 2d6 rounds, and Frightened for 2d6 rounds after.  If the Save is successful the opponent is Frighted for 1d4 rounds, and Shaken for 24 hours.  If the opponent rolls a natural 1 on his Save, he dies instantly and rises as a Ghost the next day.

Walking Nightmare (Su): Any living creature within 120' of the Primordial Ghost must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or take 2d4 temporary Strength, Dexterity, and Constitution Damage.  If the Save is successful the opponent is immune to this Primordial Ghosts Walking Nightmare Ability for 24 hours.

Inhabit Shell (Su): This is identical to the Possession ability, but when you successfully possess a victim they're soul is displaced effectively killing them.  They go to the afterlife and you can inhabit the body as long as you wish, although it is now effectively a Zombie.

Epic Necromantic Weapon (Su): In life the Primordial Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 3d6 negative energy damage and is considered a +5 weapon (2d6 damage and considered +2 if Twin weapons). It criticals on a 19-20 doing x3 damage. It also has one ability from the following list:

1) Reach weapon. It has the Bodyfeeder and Bloodfeeding abilities (See pages 29-30 of the Magic Item Compendium). It is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable and Maiming abilities (See pages 37-38 of the Magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing and Paralyzing abilities (See pages 31 and 39 of the Magic Item Compendium).
4) Slashing Weapon. It has the Bloodfeeding, Stygian and Vampiric abilities (See page 29 and 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Enervating, Soulbreaker, and Souldrinking abilities (See pages 34 and 44-45 of the Magic Item Compendium).
6) Blunt Weapon. It has the Profane, Profane Burst, and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
7) Twin Weapons. They have the Defending, Defensive Surge, and Blurstrike abilities (See pages 27 and 30 of the Magic Item Compendium).

Mark of Doom (Su): You may cast Greater Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Primordial Ghost is automatically subjected to this ability and receives no Save.

Totengeist (Su): You may use Telekinesis at will, with a few changes.  When using the Sustained Force or Violent Thrust options maximum weight is 75 pounds per caster level.  When using the Combat Maneuver you gain a +4 Bonus to the opposed roll.

Paralytic Aura (Su): Any living creature approaching within the Primordial Ghost must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be paralyzed for 2d6 rounds.

Aura of Beauty (Su): Any creature within 60' of the Primordial Ghost who looks at her must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be permanently Charmed as per the Charm Monster spell.



Special Qualities: The Primordial Ghost retains all the Special Qualities of the base Creature, modified as follows:

If the Base Creature has Turn Resistance it gains Turn Immunity instead.
If the Base Creature has Unnatural Aura or Lifesense the ranges are doubled.
If the Base Creature has Damage Reduction it becomes DR 20/Epic.
If the Base Creature has Spell Resistance, it becomes 10 plus 1/2 Hit Dice plus double Charisma modifier.
If the Base Creature has Necromantic Armor, increase the Deflection Bonus by another +5.
If the Base Creature has Protective Charm, the Bonus is +4 instead.
Other Special Qualities are unchanged.


Saves: Unchanged.

Abilities: Unchanged.

Skills: Unchanged

Feats: The Primordial Ghost gains 3 Ghost Feats as Bonus feats.

Environment: Any

Organization: Solitary (usually Unique)

Challenge Rating:

Treasure: Unchanged

Alignment: Unchanged if it is evil, otherwise it becomes evil

Advancement: As Base Creature

Level Adjustment:

Example of creature using template here:


"It is rare for anyone to go into the Red Valley. The plants there are unhealthy looking, and some seem to paw at you if you get too close. All the animals there eat meat. Rest is impossible.

And then there's the dragon. Scar. Called that because of the scar over his destroyed left eye. You'd always heard it was a dragon anyway. And now you have to find out how to kill it. An outcast member of the tribe fled into the Red Valley after being caught murdering the Chiefs daughter when she refused to go with him. That night you heard roars from the valley, and his screams. The next day a few braver souls ventured into the Valley and saw his corpse shriveling into dust and blowing away on the wind. But not before it looked at them and asked for help.

Since then something comes out of the Valley hunting at night, and more tribesmen have been found dead. The creature they describe isn't a dragon. A huge reptile with small forepaws and huge jaws. It looks like the paintings in the caves of the Old Ones. Old Ones who were dead before your tribes ancestors existed. An impossibility.

And yet tonight you are tracking it. Or trying to. It's then that the animals run by you, some of them dying on the spot. You hide in a nearby cave and wait for it. It doesn't take long. The thing walks out of the gloom, pale and insubstantial. Like a ghost. The plants die as it touches them, and shrivel into black dust. You smell nothing. It makes no noise. It's like it isn't there. And then it roars. Your ears bleed.

Your tribe cannot fight this. And you know it will not leave until you come out to face it. Better to fall on your own spear than die like the others have."

Scar (Tyrannosaurus Rex, Ghost Brute, Evolved Undead Template x12, Primordial Ghost)
Huge Undead
Hit Dice: 18d12 (126 hp)
Initiative: +1
Speed: Fly 30 ft. (6 squares), perfect
Armor Class: 26 (-2 Size, +1 Dex, +17 Natural), touch 9, flat-footed 25
Armor Class against Non Ethereal: 37 (-2 Size, +1 Dex, +28 Deflection), touch 37, flat-footed 36
Base Attack/Grapple: +13/+30
Attack: Bite
Full Attack: Bite
Space/Reach: 15 ft./10 ft.
Special Attacks: Spell Like Abilities, Aura of Black Dust, Howl of Doom
Special Qualities: Fast Healing 36, Manifestation, Rejuvenation, Turn Immunity, SR 51
Saves: Fort +16, Ref +12, Will +8
Abilities: Str 28, Dex 12, Con -, Int 2, Wis 15, Cha 42
Skills: Hide +6, Listen +22, Search +4, Spot +22
Feats: Alertness, Improved Natural Attack (Bite), Run, Toughness x3, Track, Ability Focus (Aura of Black Dust), Extra Special Attack: Howl of Doom (B), Extra Special Quality: Spell Resistance (B)
Environment: The Red Valley
Organization: Unique
Challenge Rating: 22+
Treasure: None
Alignment: Neutral
Level Adjustment: ---


Spell Like Abilities (Sp): Caster Level 18
3/day:Circle of Death (DC 32), Confusion (DC 30), Contagion (DC 30), Greater Invisibility, Haste,
3/day: Creeping Doom, Hold Monster (DC 32)
4/day: Unholy Blight (DC 30)

Aura of Black Dust (Su):

Howl of Doom (Su):

will return to finish
« Last Edit: July 19, 2009, 02:57:23 PM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #19 on: February 05, 2009, 12:49:56 PM »
a lil something to peek at whilst I revise the templates

The Ghost Squid
Huge Aberration (Incorporeal, Extraplanar)
Hit Dice: 15d8 + 75 (142 hp)
Initiative: +3 (-1)
Speed: 80 ft. flight( 16 squares, perfect)
Armor Class: 26 ( -2 Size, +3 Dex, +15 Deflection) touch 26,
flat-footed 23
Base Attack/Grapple: +11/+31
Attack: Tentacle + 12 melee touch attack(1 point of Wisdom damage)
Full Attack: 10 Tentacles + 12 melee touch attack (1 point of Wisdom
damage) and 1 Bite +7 melee touch attack ( 1d3 Wisdom
damage)
Space/Reach: 15 ft./15 ft.(30 ft. with tentacles)
Special Attacks: Horrifying Appearance, Rend Soul, Improved Grab,
Constrict (1d3 Wisdom Damage)
Special Qualities: Dimensional Sense 120', Improved Incorporeality,
Invisibility, Partial Invulnerability, Vulnerabilities,
Confusion, Pan-Dimensional, Flight
Saves: Fort +10, Ref +10, Will +11
Abilities: Str 0 (26), Dex 17 (8), Con 20, Int 14, Wis 14, Cha 16
Skills: Knowledge (Arcana, Religion, The Planes, Things Man Was Not
Meant to Know) +10, Listen +9, Move Silently +11, Spot +9
Feats: Flyby Attack, Great Flyby Attack, Improved Flyby Attack,
Dodge, Mobility, Lightning Reflexes*
Environment: Any
Organization: Solitary or School (3 - 20)
Challenge Rating: 15
Treasure: None
Alignment: Chaotic Evil
Advancement: 16 to 30 HD (Huge), 31 to 45 HD (Gargantuan), 46 to
60 HD (Colossal)
Level Adjustment: ----

* See Savage Species for some Feats

"We were camping at the North Ridge Mountains en route to the city. Everything seemed fine on my watch, until about 3 hours in when I had this feeling I was being watched. From all around me. I stood up but didnt see anything. I went to awaken the Mage, and that's when they appeared. Things..they..some looked like the squid and octopi we used to fish out of the seas for cooking. Some just barely resembled them. They swam in the air in and out of view constantly moving....parts of them just kept disappearing. I didn't hear anything but I could swear they were saying something. They were the most terrifying thing I've ever seen. Dozens of them like ghosts moving through the trees, us, each other..I couldn't move I was so scared. After a while the paralysis wore off and I was able to move when they were gone. And I turned to the mage again just in time to watch one of them pull his soul from his body...I don't remember much after that. I woke up in town the next day and I'm told I've been a raving madman ever since. After the priests spells I'm feeling a little better. So I guess..I guess I can ask if anyone else made it.."

Ghost Squid are called that because no one has thought of a better name, and no one seems to know their real one. They appear similar to earthly cephalopods sometimes with as many as no or a thousand eyes, and as many as 6 to a hundred tentacles or more. The tentacles can be barbed, rasped, suckered, etc.. The mouth may be a beak, a lamprey like sucker, or full of sharks teeth. They simultaneously exist in several different dimensions at once, and bits and pieces of them seem to swim in and out of view. For the most part they are invisible unless something in a particular dimension warrants their attention and only then are they visible at all. Because their attention is spread so thin, their behavior seems to be random as they may be reacting to something somewhere or somewhen else. Some things focus their attention though, and that attention is always murderous. Anything that mucks about with space or time for example, such as spells like Teleport or Time Stop. Most are inveterate wanderers, and it is assumed they're looking for something but no one as yet knows what. The Illithids and Aboleth have encountered them, and know some of their secrets if anyone dares ask them. Otherwise it would be necessary to go to the Far Realms. Ghost Squid have never been known to speak or communicate with any being, nor have they ever shown that they understood communication attempts.

Horrifying Appearance (Ex): Ghost Squid generate a feeling of wrongness around them. People claim they can hear voices, but there is no sound. They know they are being watched, but there is no watcher. Anyone within 30' of an Invisible Ghost Squid must make a Will Save (DC=10 + half Ghost Squids Hit Dice+Cha modifier, in this case DC 20) or be Shaken until the Squid is no longer in range. Anyone able to see a Squid because it has dropped its invisibility must make a Will Save (Same DC), or be Paralyzed for 1d6 rounds. Anyone making the Save is immune to that Ghost Squids Horrifying Appearance for 24 hours. Anyone witnessing a swarm of Ghost Squid must also make a Will Save (Same DC) or contract some form of insanity (DM's discretion on this one, I haven't made up rules for it yet). This insanity can be cured by Remove Curse. If an opponent uses True Sight or a similar ability, or Detect Thoughts or an ability that allows it to see into the Ghost Squids mind, he must make a Will Save (DC = 20, Save is Cha based) or be affected as if by a Feeblemind spell (effective caster level equal to Ghost Squids Hit Dice)

Improved Grab (Ex): If the Ghost Squid hits with 3 or more Tentacle attacks on one opponent it may initiate a grapple as a free action without provoking an attack of opportunity. It may grapple a target of any size. Normally Incorporeal creatures may not grapple. However the Ghost Squid is not grappling the physical character, but his soul instead. Both the squid and the PC roll 1d20 + their Cha bonus. If the victim wins the Ghost Squids tentacles have found no purchase. This ability does not work on soulless beings such as some corporeal animated undead and some constructs. It does still effect purely magical beings such as Outsiders and Elementals. If the grapple is successful the Ghost Squid establishes a hold and may constrict. Ghost Squid have a +4 Racial Bonus to Grapple checks, including incorporeal grappling.

Constrict (Ex): The Ghost Squid does 1d3 temporary Wisdom damage.

Rend Soul (Su): At the beginning of any round in which the Ghost Squid has an opponent Constricted, and at 0 Wisdom, it may automatically pull out his soul and rip it to pieces. The victim may not be Raised or Resurrected. Optionally they may only be Raised or Resurrected after the Miracle or Wish spell has been used to restore their soul. Some Squid eat the souls of their opponents, and if they are Raised or Ressurected they may have acquired the Pseudonatural or Half-Farspawn Template.

Pan-Dimensional (Su): Ghost Squid exist simultaneously on the same point in multiple planes. Should someone cast spells or use abilities similar to Etheral Jaunt or Astral Projection to escape to another plane they have a 50% chance that the Ghost Squid is already there waiting for them. If not there is a 50% chance it will arrive within 1d6 rounds.

Dimensional Sense (Ex): The Ghost Squid has a sort of 3 dimensional spatial sense that allows it to 'see' everything within 120'. This includes invisible creatures, and even ones behind walls if they are within range. This effectively means that anything within 120 feet has no concealment , and automatically fails all Hide rolls. The Ghost Squid cannot be flanked.

Invisibility (Su): The Ghost Squid can become Invisible at will as per the spell. Truthfully invisibility is their natural state, and they only become even partially visible when attacking.

Partial Invulnerability (Ex): The Ghost Squid is Immune to the following: Critical hits, ability drain or damage, energy drain, mind affecting effects, non lethal damage, poison, sleep effects, paralysis, stunning, posion, paralysis, polymorph, death effects, energy drain, disease, and fatigue/exhaustion. It does not breathe, eat or sleep. There are some exceptions to these rules spelled out below.

Improved Incorporeality (Ex): Unlike normal Incorporeal beings, Force effects and positive/negative energy still have the standard 50% miss chance when targeting the Ghost Squid, and it can pass through Forcewalls. They may also pass through other Incorporeal beings and even one another.

Confusion (Ex): Because of their Pan-Dimensional nature Ghost Squid seem to always be distracted or performing random actions, or simply acting in ways not understood by others. It effectively permanently suffers from the Confusion spell, unless something narrows its attention. Things that would narrow its attention would be spells or effects that effect space/time (Time Stop, Ethereal Jaunt, Plane shift, Gate, Summoning, etc.), powerful items that can alter reality (most artifacts, Spheres of Annihilation), being attacked effectively, or beings of great power (exceptionally powerful Oustiders mostly). If such a thing is within the Squids Dimensional Sense Range, the Squid gets a Willpower Save (DC 20) to shrug off the Confusion effect until the end of the encounter.

Vulnerabilities (Ex): Ghost Squid are vulnerable to specific spells, and other powers or abilities that mimic their effects. Spells or effects that would send an Extraplanar creature back to its home plane (Banishment, Dismissal, Holy Word, etc.) cause it to flee from the caster at full speed for 1d6 minutes instead. If a Ghost Squid is summoned via Greater Planar Binding it remains present after the spell ends. Targeting a Ghost Squid with Plane Shift Stuns it for 1d6 rounds. Ghost Squids will not enter Antimagic Fields. If a Ghost Squid enters a Gate it teleports 1d00 miles in a random direction. Temporal Stasis and Time Stop do not effect the Ghost Squid. They gain the same benefits as the caster in the case of Time Stop. Ghost Squid may not enter the area of effect of a Forbiddance Spell. Dispel Magic targeted on a Ghost Squid Nauseates it for 1 round if it fails a Will Save (DC 10 Spell level + appropriate caster stat). Greater Dispel Magic Nauseates it for 1d4 rounds, and Mordenkainen's Disjunction Nauseates it for 1d6 rounds, and Dazes it for 1d6 rounds after that. Casting Dimensional Lock or Dimensional Anchor on a Ghost Squid casues it to become solid for the spells duration. While solid it loses the Incorporeal subtype and gains the following changes to its stats:

It uses the stats and initiative listed in parentheses. Flight speed becomes 35' (poor). The Ghost Squid can concentrate so it no longer suffers from Confusion. Armor Class becomes a 17 (-2 Size, -1 Dex, +10 natural), touch 7, flat footed 17. Its touch corrodes matter, so instead of Wisdom Damage its attacks do acid damage.

Attack: Tentacle +17 melee (1d6+8 acid)
Full Attack: 10 Tentacles +17 melee (1d6+8 acid) and a Bite +12 melee (2d6+8 acid)
Constrict: 3d6+8 acid
The Ghost Squid may not use its Rend Soul ability while solid.

Flight (Ex): The Ghost Squids ability to fly is unexplained. Gravity apparently offers no hold on the Squid and it simply hovers in mid air until it wills itself to move in a direction. This means it cannot fall below its current position, and is immune to effects like the Reverse Gravity spell.

Combat: Generally Ghost Squid attack randomly for one round and move on while under the influence of their confusion. When their attention is focused enough to concentrate on an opponent, they tend to attack whatever drew their attention first, and whatever is actually able to affect them after ripping out the soul of their first opponent. They drop out of invisibility, lash the bejeezus out of whoever attracted their attention with a full attack, and then go for constriction the next round. If a spell causes them to become solid, they will concentrate exclusively on the person(s) responsible.