| Post/Author/DateTime | Post |
|---|---|
| Talisman07-29-07, 10:31 PM | Doomwraith Medium Undead (Incorporeal) Hit Dice 8d12 (52 hp) Initiative +6 Speed Fly 30' (perfect) AC 15 (+2 Dex, +3 deflection), touch 15, flat-footed 13 Base Attack/Grapple +4/-- Attack/Full Attack Incorporeal touch +6 melee touch Damage Incorporeal touch 1d6 negative energy plus touch of weariness Space/Reach 5'/5' Special Attacks Dread gaze, frightful presence, touch of weariness Special Qualities Guise of invulnerability, reflect turning Saves Fort +2, Ref +4, Will +6 Abilities Str --, Dex 15, Con --, Int 11, Wis 10, Cha 17 Skills Hide +13, Intimidate +14, Listen +11, Spot +11 Feats Ability Focus (frightful presence), Flyby Attack, Improved Initiative Environment Any Organization Solitary, pair or dread (3-10) Challenge Rating 5? Treasure None Alignment Always neutral evil Advancement 9-24 HD (Medium) Level Adjustment -- A spectral form materializes before you. It is human-sized, and resembles nothing more than a bit of ragged gray cloth, twisting in an unfelt breeze, but its presence is subtly disturbing. Doomwraiths are the ghostly remains of those beings who died of sheer terror, often (but not always) magically-induced fear. A phantasmal killer spell is likely to produce a doomwraith, but any circumstance that causes someone to die of fear can produce one of these terrors. Despite their intelligence, doomwraiths have no goals beyond spreading terror and woe among the living. They may occasionally be enslaved by greater powers, but left alone they will generally remain in the area where they died and haunt any who draw near. Combat: Doomwraiths attack with their dread gaze coupled with their frightful presence, then use melee attacks, counting on their touch of weariness to bring down the foe. They are utterly fearless in battle--ironic for undead spawned from fear--and seem to prefer targetting priests, relying on their reflect turning ability to shield them. Despite their fearlessness, they are not stupid, and make use of intelligent tactics and their Flyby Attack feat to best advantage. Dread Gaze (Su): Paralyzed 1d4+1 rounds; 30', Fortitude DC 17 negates. The save DC is Charisma-based. Frightful Presence (Ex): The doomwraith's very presence is so unnerving that all within 30' of it must succeed at DC 19 Will saves. Those who save are immune to the frightful presence of this particular doomwraith for 24 hours; those that fail are shaken for 5d6 rounds, regardless of Hit Dice. If characters approach within 30' of the doomwraith, they become subject to its frightful presence, even if they have already seen the undead. This is a mind-affecting fear effect; the save DC is Charisma-based. Guise of Invulnerability (Su): Although doomwraiths take damage normally for incorporeal undead, their appearance does not reflect this. When a doomwraith takes damage, it is not apparent; the doomwraith appears to be completely intact right up to the point where it is destroyed. The character who actually inflicted the damage is allowed a DC 17 Will save to penetrate this effect, provided he is within 30' of the doomwraith and can clearly percieve it. This is an illusion effect; the save DC is Charisma-based. Reflect Turning (Su): If a doomwraith is ever affected by a turn or rebuke undead attempt that successfully affects it, the character attempting to turn it must make a Will save (DC 17). On a success, the doomwraith is affected normally; on a failure, the doomwraith is unaffected and the turning character is affected by a fear spell effect (treat as if cast by himself for purposes of caster level and save DC). This ability does not activate if an evil cleric attempts to bolster the doomwraith; not does it affect alternate uses of turn/rebuke undead, such as powering divine feats. This is a fear effect, although the doomwraith's ability to shrug off the initial turning attempt is not. Touch of Weariness (Su): The touch of the doomwraith exhausts the body as it forces it to work harder in an attempt to escape the undead's horrific presence. Anyone touched by a doomwraith must succeed at a DC 17 Fortitude save or become fatigued. Already-fatigued characters become exhausted instead; exhausted characters fall unconscious for 10 minutes (after which they are exhausted). If a doomwraith is allowed to use its touch of weariness on an unconscious opponent, each failed save inflicts 1 point of Constitution drain. Touch of weariness is a necromancy effect; the save DC is Charisma-based. |
| Talisman08-02-07, 03:20 PM | :bump: |
| captianhowdy08-02-07, 03:51 PM | Looks interesting. gah tho, got my hopes up, thought it was gonna be Davey Jones |
| Mindolin08-02-07, 04:16 PM | Looks good, I was hoping for a Davy Jones template as well, but this still looks good. |
| Draginja08-02-07, 04:27 PM | :( No Davey Jones? :weep: Davey can be found on the tentacle thread, and his crew is on ENworld as "sea-claimed", I think... Cool though he is, this is not Captain Jones. It is, however, a very interesting undead creature. I like the reflect turning particulary. I think the CR would be good at 5. Not too expensive, but with it's powers, it fits that niche. However, good Fort saves make it harmless. It could use a secondary attack. Maybe an illusion effect that deals damage. (will saves). Or at least an unarmed attack or slam... |
| Talisman08-02-07, 05:06 PM | Sorry about the non-Davey-Jonesness of this...I hadn't even realized that the title was misleading...and now I can't edit it! :mad: However, good Fort saves make it harmless. It could use a secondary attack. Maybe an illusion effect that deals damage. (will saves). Or at least an unarmed attack or slam... 1d6 negative energy damage, perhaps? Edited. And I'll see what I can do on the illusion idea. |
| Draginja08-02-07, 05:17 PM | Domo. I will comence play testing tonight... feedback then! |