Carefree Last Breath [Archive] - Wizards Community

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R.M.G.C.L.F.

03-15-06, 10:21 PM
WIND PHANTOM
Sometimes when a strong-willed or passionate creature dies, it imbues every ounce of its strength and spirit into a last breath. This breath draws from every depth of the lungs, it carries with it the very essence of the person, their soul. The breath ripples about it, thickening with the vapors given off in death and decay, picking up chill mountain winds, gentle ocean breeze, and negative-energy thick graveyard currents. In anywhere from a day to a decade, these vapors coellesce around the negative-energy charged soul to form a reanimated creature of spirit and wind.

Wind Phantom Template
This template can be applied to any living air-breathing creature with a soul distinct from its body, so long as it does not have they earth or air subtype and they have at least int3 and cha5. The creature's type changes to undead, and it gains the air subtype.
HD: change racial hit dice to undead hit die, retain class levels
AC: Reduce natural armor class by two (creatures cannot have negative natural armor). Wind phantoms cannot wear armor unless it has some magical air aura or the ghost touch quality.
Attacks: The creature cannot use manufactured weapons unless they have the an air aura or the ghost touch quality.
Damage: All of a wind phantom's natural attacks and unarmed strikes deal subdual damage instead of lethal damage.
Face/Reach: Double the creature's reach
Special Attacks: the wind phantom retains all special attacks, save those dependent on life functions (such as poison or swallow whole). It gains the special attack gravewind.
Special Qualities: the wind phantom retains all special qualities of the base creature, except for those dependent on life functions (such as regeneration). The creature gains undead traits, turn resistance equal to one plus its charisma bonus, transparency, and airy reformation.
Saves: change racial saves to undead saves
Abilities:Str-8,Dex+4,Con-,Int-0,Wis-2,Cha-2
Skills: retain base creature's skills
Feats: retain bases creature's feats
____________________________
Environment: mountains and plains
Organization: solitary, pair, or gale (3-6)
CR:+2?(+1?,+3?)
Alignment: Often Chaotic Neutral (usually chaotic). Wind Phantoms are changeable, relaxed, and free as the winds they ride.
Treasure: 1/10th coins, 33% items (light objects only), 50% goods (light objects only)
Advancement: As base creature


Wind Phantoms speak any languages they knew in life, plus auran.

Gravewind(su): this functions as an air elemental's whirlwind ability, except that it deals to creatures in it 1 negative energy damage and 1 cold damage per hit die of the wind phantom each round.

Transparency(ex): even in ideal conditions, a wind phantom's form is difficult to make out. It takes a spot check dc:25 to see it in full light. In fog, dust clouds, smoke, or similar conditons, the wind phantom's shape is distinguished, but it still benefits from the concealment those effects grant as normal.

Airy Reformation(su): a wind phantom is constantly in a gaseous form. It has DR20/+1, it can flow through the tiniest cracks, etc., but it can have more than one strength and it can lift and move objects. If "destroyed" by weapons, damage spells, and any means other than powers specifically designed to destroy undead (such as Turn Undead or a Disrupting Heavy Mace) or by lightning or screams (not merely electric or sonic damage, it must be a lightning effect or a scream/howl effect), they disperse into a myriad of minute chill breezes that reconverge on the night of the next full moon.


Eldritch Phantoms: Some wind phantoms have magical powers from the mystic link to air and death. These phantoms always have at least 8 intelligence and five or more hit dice. They have the spell-like abilities Wind wall, chill touch, and gust of wind once per day, and deathchill maelstrom (http://boards1.wizards.com/showthread.php?t=571902) once per lunar month. These have CR+1.

Sample creature coming tomorrow. I'm tired.
Talisman

03-16-06, 10:52 AM
Airy Reformation(su): a wind phantom is constantly in a gaseous form. It has DR20/+1, it can flow through the tiniest cracks, etc., but it can have more than one strength and it can lift and move objects. If "destroyed" by weapons, damage spells, and any means other than powers specifically designed to destroy undead (such as Turn Undead or a Disrupting Heavy Mace) or by lightning or screams (not merely electric or sonic damage, it must be a lightning effect or a scream/howl effect), they disperse into a myriad of minute chill breezes that reconverge on the night of the next full moon.

Ah yes; 3.0 DR. Might I suggest elemental-style DR, e.g., DR 5/-- or 10/--? Magic weapons are cheap and easy these days, whereas DR 5/-- applies to any and every physical attack.

Eldritch Phantoms: Some wind phantoms have magical powers from the mystic link to air and death. These phantoms always have at least 8 intelligence and five or more hit dice. They have the spell-like abilities Wind wall, chill touch, and gust of wind once per day, and deathchill maelstrom once per full moon.

And do these wind phantoms also have +1 CR to reflect their spell-like abilities? They do? Good.
Might I suggest making the first three SLAs 3/day and deathchill maelstrom (cool spell, BTW) 1/day? "Once per full moon" sound neat, but effectively makes the effect "once ever."

Very atmospheric (no pun intended) and cool conceptually. However, I question how effective it would be in combat with a -8 to Str, -2 to AC and dealing only nonlethal damage. The defenses are cool, and the "undead made of a last breath" is awesome, but as a combat monster I dunno...maybe a spellcaster.

I'd say CR +2 for defenses, but -1 for drawbacks, total +1. For a "greater wind phantom," I'd say +2.
Diet_Sunkist

03-16-06, 02:42 PM
This is unfair, the dead should die. Plus it is complicated.
R.M.G.C.L.F.

03-16-06, 03:16 PM
Airy Reformation(su): a wind phantom is constantly in a gaseous form. It has DR20/+1, it can flow through the tiniest cracks, etc., but it can have more than one strength and it can lift and move objects. If "destroyed" by weapons, damage spells, and any means other than powers specifically designed to destroy undead (such as Turn Undead or a Disrupting Heavy Mace) or by lightning or screams (not merely electric or sonic damage, it must be a lightning effect or a scream/howl effect), they disperse into a myriad of minute chill breezes that reconverge on the night of the next full moon.

Ah yes; 3.0 DR. Might I suggest elemental-style DR, e.g., DR 5/-- or 10/--? Magic weapons are cheap and easy these days, whereas DR 5/-- applies to any and every physical attack.
I am afraid that would be unnacceptable, because the DR20/+1 is part of the qualities conveyed by gaseous form (the spell). I'm not adding in a special ability along with a gaseous form, but merely restating some of the highlights of the spell.

Eldritch Phantoms: Some wind phantoms have magical powers from the mystic link to air and death. These phantoms always have at least 8 intelligence and five or more hit dice. They have the spell-like abilities Wind wall, chill touch, and gust of wind once per day, and deathchill maelstrom once per full moon.

And do these wind phantoms also have +1 CR to reflect their spell-like abilities? They do? Good.
Might I suggest making the first three SLAs 3/day and deathchill maelstrom (cool spell, BTW) 1/day? "Once per full moon" sound neat, but effectively makes the effect "once ever."
I was going to get around to the CR boost, but as previously mentioned, I was tired. =/. I wouldn't go so far as to make them 3/day, maybe twice per day. I honestly don't think that "once per day" and "once per full moon" and "once per year" and "once per hour" are that different in that respect, they all just mean that the ability will be used only once in an encounter with PCs. Or were you referring to the time requirement (full moon)? Perhaps I should change it to "once per lunar month"?

Very atmospheric (no pun intended) and cool conceptually. However, I question how effective it would be in combat with a -8 to Str, -2 to AC and dealing only nonlethal damage. The defenses are cool, and the "undead made of a last breath" is awesome, but as a combat monster I dunno...maybe a spellcaster.

I'd say CR +2 for defenses, but -1 for drawbacks, total +1. For a "greater wind phantom," I'd say +2.
The thing is that I didn't really design this as a primary combat monster. My idea is that it would be a softer tone undead, something like a lost love or some blithe spirit. It has use of its gravewind ability if combat is necisary, but normally it's a passive avoider. It can do little to harm others, and others can do little to harm it.

As for the -2AC, I believe that is compensated for by the various defensive abilities.
R.M.G.C.L.F.

03-16-06, 03:19 PM
This is unfair, the dead should die. Plus it is complicated.
...words fail me. o_0
Talisman

03-20-06, 02:52 PM
I am afraid that would be unnacceptable, because the DR20/+1 is part of the qualities conveyed by gaseous form (the spell). I'm not adding in a special ability along with a gaseous form, but merely restating some of the highlights of the spell.

Gotcha. :thumbsup:

I was going to get around to the CR boost, but as previously mentioned, I was tired. =/. I wouldn't go so far as to make them 3/day, maybe twice per day. I honestly don't think that "once per day" and "once per full moon" and "once per year" and "once per hour" are that different in that respect, they all just mean that the ability will be used only once in an encounter with PCs. Or were you referring to the time requirement (full moon)? Perhaps I should change it to "once per lunar month"?

I guess it depends what you want these things to be able to do. 3 minor single-use SLAs don't look that tough to me, but if you don't want it all that tough--well, there you go. And I agree with your second point; I am notorious with my players for my reocurring villains, and my reaction was "Well, he's back--but he can't use his most powerful ability for another 3 weeks. D'oh!" Once per month is about the same as once per day, if it's not a reocurring individual.

The thing is that I didn't really design this as a primary combat monster. My idea is that it would be a softer tone undead, something like a lost love or some blithe spirit. It has use of its gravewind ability if combat is necisary, but normally it's a passive avoider. It can do little to harm others, and others can do little to harm it.

I'd say you succeeded. Cool. :cool:
R.M.G.C.L.F.

03-20-06, 05:59 PM
I am afraid that would be unnacceptable, because the DR20/+1 is part of the qualities conveyed by gaseous form (the spell). I'm not adding in a special ability along with a gaseous form, but merely restating some of the highlights of the spell.

Gotcha. :thumbsup:

I was going to get around to the CR boost, but as previously mentioned, I was tired. =/. I wouldn't go so far as to make them 3/day, maybe twice per day. I honestly don't think that "once per day" and "once per full moon" and "once per year" and "once per hour" are that different in that respect, they all just mean that the ability will be used only once in an encounter with PCs. Or were you referring to the time requirement (full moon)? Perhaps I should change it to "once per lunar month"?

I guess it depends what you want these things to be able to do. 3 minor single-use SLAs don't look that tough to me, but if you don't want it all that tough--well, there you go. And I agree with your second point; I am notorious with my players for my reocurring villains, and my reaction was "Well, he's back--but he can't use his most powerful ability for another 3 weeks. D'oh!" Once per month is about the same as once per day, if it's not a reocurring individual.

Well, I don't usually think of recurring villains showing up within a few days.
R.M.G.C.L.F.

03-21-06, 08:45 AM
Ettercap Wind Phantom (AKA web wind)
Medium-Size Undead
Hit Dice: 5d12 (32hp)
Initiative: +3 (Dex)
Speed: 30 ft., climb 30 ft., fly 10ft(perfect), fly 30ft(average)
AC: 13 (+3 Dex)
Attacks: Bite +7 melee, 2 claws +5 melee
Damage: Bite 1d6-4 subdual, claws 1d2-4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Web, gravewind
Special Qualities: Low-light vision, Gaseous form, DR20/+1, transparency, undead, airy reformation, turn resistance+1
Saves: Fort +1, Ref +6, Will +5
Abilities: Str 2, Dex 21, Con -, Int 6, Wis 13, Cha 6
Skills: Climb +4, Craft (any one) +2, Hide +5*, Listen +9, Spot +9*
Feats: Multiattack, weapon finesse
Climate/Terrain: Temperate and warm forests
Organization: Solitary or troupe (1plus 2-5 monstrous spiders of assorted size)
Challenge Rating: 5
Treasure: Standard
Alignment: Often Chaotic Neutral (usually chaotic)
Advancement: 6-7 HD (Medium-size); 8-15 HD (Large)

Ettercap wind phantoms speak Common, Auran, and can communicate with spiders.

Combat:

Gravewind(su): A wind phantom ettercap can transform itself into a necromantically charged whirlwind once every 10 minutes and remain in that form for up to 2 rounds. In this form, it moves at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 30 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
Creatures small or smaller might take 1d6 damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save when it comes into contact with the whirlwind or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the listed damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the gravewind is 13.

Regardless of size, creatures making contact with the whirlwind must make a reflex save or take 5 points of cold damage and 5 points of negative energy damage.

The wind phantom can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).


Web (Ex): An ettercap can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium-size (see page 102 in the Player’s Handbook for details on net attacks). The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 20) or burst the web with a successful Strength check (DC 26). The web has 6 hit points and takes double damage from fire. Ettercaps can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed at a Spot check (DC 20) to notice a web or stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points and takes double damage from fire. An ettercap can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.


Transparency(ex): even in ideal conditions, a wind phantom's form is difficult to make out. It takes a spot check dc:25 to see it in full light. In fog, dust clouds, smoke, or similar conditons, the wind phantom's shape is distinguished, but it still benefits from the concealment those effects grant as normal.

Airy Reformation(su): a wind phantom is constantly in a gaseous form. It has DR20/+1, it can flow through the tiniest cracks, etc., but it can have more than one strength and it can lift and move objects. If "destroyed" by weapons, damage spells, and any means other than powers specifically designed to destroy undead (such as Turn Undead or a Disrupting Heavy Mace) or by lightning or screams (not merely electric or sonic damage, it must be a lightning effect or a scream/howl effect), they disperse into a myriad of minute chill breezes that reconverge on the night of the next full moon.



Skills: *Ettercap Wind Phantoms in shadow receive a +4 racial bonus to Hide and Spot checks.
R.M.G.C.L.F.

01-22-07, 08:18 AM
:bump: