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| Return of the Flumph01-18-07, 08:10 AM | I know these guys are pretty complicated; if I had the XPH, I would just make them psionic and be done with it, but I don't, so this system is what I'm working with for now. I also kind of need a better name. Mist Spawn Small Undead Hit Dice: 4d12+8 (34 hp) Initiative: +0 Speed: 30 ft. Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 13 Base Attack/Grapple: +2/-2 Attack: touch +13 touch (constitution drain) Space/Reach: 5 ft./5 ft. Special Attacks: Gore Crow, Wild Empathy, Energy Pool, Mind Warp, Mind Blast, Spell Like Abilities, Empower Body, Healing, Torpor Special Qualities: sunlight vulnerability, turn resistance (+2) Saves: Fort +3, Ref +1, Will +4 Abilities: Str 10, Dex 10, Con -, Int 12, Wis 12, Cha 14 Skills: Intimidate +6, Intuit Direction +10, Animal Empathy +12, Search +5, Concentration +4, Hide +6 Feats: Undying Will, Dodge Environment: Any Organization: solitary, cluster (1d4+1), or band (3d6) Challenge Rating: 4 Treasure: Half standard Alignment: Usually neutral evil Suddenly, a thick, white mist fills your field of vision, blotting out the sun. All around you, you can see nothing but nebulous white. It suddenly feels very cold; droplets of icy water condense on your skin and inside your nose and mouth. Gasping in shock and apprehension, you quickly look around…and see a horrendously pale, thin child approaching you, wearing tattered clothes. The young boy’s eyes regard you with an alien hunger no human face was meant to bear. Undead of mysterious origins, mist spawn are silent, eerie psychic vampires who feed on the injured and dying. They haunt perilous roads and seacoasts, battlefields, plague stricken lands, and other areas where lost and injured humanoids can be found. Although they are clearly undead and always seem to be children, nothing is known about the origins or life cycle of these creatures. They do not create spawn from the bodies of their victims, nor have they been known to steal children from their homes or any other such thing. There are scholars of necromancy who would pay through the nose to find out where more mist spawn come from. When they are not hunting, mist spawn lair up in secluded patches of wilderness, such as thick swamps or ancient groves, where there are plenty of niches to hide. They are usually nomadic, each band of mist spawn wandering constantly in search of prey. If they are low on energy, the entire tribe will go into torpor-for thousands of years if need be-until their undead senses alert them to the nearness of prey. Although clearly intelligent and capable of communicating on an empathic level with one another, a mist spawn has never been known to speak. Whether or not they can is not known. Combat Mist spawn always hide themselves in a bank of obscuring mist, especially during the daytime when they would otherwise be vaporized by the sun. They usually approach their victims cautiously, sizing their enemies up before attacking. They use their powers cleverly and in strategic unison, and are quick to retreat into the mist if the fight goes against them, using Mind Warp to cover their escape. Although they prefer to hunt the sick, injured, or lost, they will also attack a healthy caravan or adventuring party if they think they can pull it off. Gore Crow (Ex): mist spawn can detect any disaster that imperils humanoid life within one mile per point of wisdom bonus. They are attracted to such areas as vultures are to a freshly dead corpse, and quickly search for any wounded or dying people to feed on. Wild Empathy (Ex): At will, a mist spawn can make a wild empathy check (1d20+hit dice+charisma modifier) to improve the attitude of a scavenging animal. They have a +4 bonus when dealing with birds, such as crows or buzzards. They are able to communicate rudimentary concepts to the animals using empathy. Energy Pool (Ex): Whenever a mist spawn drains two points constitution from a living victim, it gains one energy point. A mist spawn can spend these points by using special abilities or by empowering itself physically. mist spawns use up one energy point per day of activity; they usually go into torpor when they feel themselves running low on energy. A mist spawn can store a number of energy points equal to its own wisdom score. It can spend up to half of its one hit dice worth of energy points in a single round. If it drains more energy than it can currently hold, it may spend its full supply of energy to gain one permanent hit die. It must do this during the same round that the energy drain occurs; otherwise the excess energy dissipates into the environment. For example, if a mist spawn with a wisdom score of 12 is at 11 energy and then drains 4 points of constitution from an unlucky adventurer, its total energy supply goes up to 13. If it chooses to advance, it may spend 12 points (leaving itself with 1 in reserve) to buy a new hit die. If it does not choose to do so immediately, the extras energy point evaporates, pulling the monster down to 12. If a mist spawn reaches 0 energy, it is completely incapacitated, and falls in its place. This is similar to Torpor (see below), only it has no senses and cannot awaken itself. It outwardly appears dead (even deathwatch is fooled), but other mist spawn can tell the difference, and may resuscitate their comrade by imbuing it with some of their own energy points (a full round action that requires physical contact). Mind Warp (Su): mist spawn have the terrifying power to slip between the cracks of a mortal mind, preventing the living from becoming aware of their presence. Anyone who sees or hears a mist spawn must succeed at a will save (DC 14) or fail to notice it, even if it is standing right in front of you. You automatically notice the monster if it attacks or uses a supernatural ability within your field of vision. However, once it leaves your field of vision, you must succeed at another will save or forget you ever saw it. Victims of mist spawn attacks are often confused as to where their wounds came from, and have memory blanks that prevent them from recalling the battle. The save DC is charisma based. Mind Blast (Su): A mist spawn can launch a psychic barrage against one or more living creatures within thirty feet of itself. For each energy point it spends, the mist spawn deals 1d6 points of subdual damage to the victim. It may spend multiple points on a single target, or divide them amongst various targets. No two targets can be more than fifteen feet apart. The total amount of damage it can dish out is limited by the spawn’s hit dice. A will save (DC 14) negates this damage. The save DC is charisma based. Spell Like Abilities (Sp): Rather than being limited by times per day, a mist spawn spends energy points to use its SLAs. See below for details. All these are as cast by a sorcerer whose level equals the mist spawn’s hit dice (save DC‘s are charisma based). Obscuring Mist-a mist spawn can use this SLA for free. Mist spawn can see perfectly in their mist banks. Death Knell-a mist spawn must spend one energy point to use this power. However, if the spell is successful, the mist spawn drains every point of constitution that the victim has, increasing its energy supply accordingly. Suggestion-a mist spawn must spend two energy points to use this ability. Doom-a mist spawn must spend one energy point to use this ability. Empower Body (Su): A mist spawn can spend an energy point to increase one of its physical ability scores by 4 for one minute. Unlike most of the spawn’s abilities, it can only spend one point doing this at a time; it cannot use multiple points to enhance different ability scores simultaneously, nor can it spend it raise any ability by more than 4. Healing (Su): A mist spawn can spend an energy point to cure itself or another mist spawn that it touches for five hit points. It may spend additional points to cure more damage, but is limited by its hit die total. Torpor (Ex): If it fears running out of energy soon, a mist spawn may hide itself somewhere safe from the sun and go into a state of hibernation (magic reveals them to still be undead). They continue to have their Gore Crow ability active, and can choose to awaken whenever they feel like it. Sunlight Vulnerability (Ex): A mist spawn takes one point of damage per round from direct sunlight, and cannot drain constitution while exposed to it. Obscuring mist or natural fog can protect them only if it is already cloudy, and even then dispelling it will leave them exposed. They have nothing to worry about during the nighttime. I will probably be posting a "boss" version of the creature within the day. |
| Return of the Flumph01-18-07, 07:33 PM | Bump. |