Amiq Rasol


Medium Undead

Hit Dice: 9d12 (58 hp)
Initiative: +6
Speed: 50 ft. (10 squares), swim 20 ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Bite +7 melee (1d6+1 plus energy drain)
Full Attack: Bite +7 melee (1d6+1 plus energy drain) and 2 claws +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Beguile, energy drain
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., death site dependent, living disguise, rejuvenation, +4 turn resistance, undead traits
Saves: Fort +3, Ref +7, Will +6
Abilities: Str 12, Dex 14, Con —, Int 13, Wis 15, Cha 19
Skills: Bluff +20, Diplomacy +8, Disguise +16 (+28 acting*), Hide +6, Intimidate +12, Listen +10, Move Silently +6, Profession (sailor) +14, Search +5, Sense Motive +6, Spot +10, Swim +21
Feats: Ability Focus (beguile), Combat Reflexes (B), Improved Initiative (B), Lightning Reflexes (B), Multiattack, Weapon Finesse, Weapon Focus (bite)

Environment: Any coastal
Organization: Solitary or crew (2–10)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral, usually evil
Advancement: 10-18 HD (Medium)
Level Adjustment:
 
The man would appear to be an ordinary pirate, but his teeth and nails are elongated, and his eyes glow with an eerie green light.

Amiq rasol, also called "deep men" or "dark men", arise from corsairs who were marooned, murdered, or otherwise lost at sea. They now haunt the coasts or islands near the sites of their demise, existing in a state of undeath until their remains are given a proper burial.

Most amiq rasol hate the living, feeding on the life force of those unfortunate enough to cross their paths. Some lean toward neutrality, preferring to attempt to convince those that encounter them to seek out their remains and give them a proper burial. These amiq rasol may even lead those who aid them to a cache of buried treasure from their privateering days, in exchange for the release of true death.

Amiq rasol are about the same height and weigh as humans.

Amiq rasol speak any languages they knew in life (usually Common).

COMBAT

An amiq rasol often pretend to be a shipwrecked sailor to get close to its prospective prey. They like to use their Bluff skill or beguile ability to try to lure away a victim from their companions, hoping to pick off intruders one on one. They often employ ambush tactics, and are extremely familiar with the terrain around their lair.

Beguile (Su): An amiq rasol can target a single creature it can see within 300 feet. This is a mind-affecting ability, and the creature must be able to see the amiq rasol for it to take effect. The targeted creature must make a DC 20 Will saving throw. If the save is successful, that creature cannot be affected by that amiq rasol's beguile for one day.

Failure indicates the creature is utterly beguiled and moves toward the amiq rasol, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water) the beguiled creature gets a second saving throw. A beguiled creature may take no actions other than defending himself. A beguiled victim who moves within 5 feet of the amiq rasol must make a DC 20 Will saving throw or be charmed as per charm monster cast by an 8th-level sorcerer. Success means that the character is freed from the beguilement and is immune to that amiq rasol's beguilement for 24 hours. The beguiling effect continues so long as the amiq rasol beckons. An amiq rasol does not need to continue to beckon to keep a victim charmed. The save DCs are Charisma-based.

An amiq rasol can use its beguile ability both above and below the water. A nonevil amiq rasol often moves out of the water to use this ability, attempting to convince mortals to travel to the place of its death, locate its remains, and have the proper death rites performed upon them. Evil amiq rasol move into deep water, forcing a beguiled victim to move toward them but never allowing the victim to get within 5 feet. If these unlucky creatures fail their second saving throw, they usually drown.

Death Site Dependent (Su): An amiq rasol is mystically bound to the site of its demise. If it ever strays more than 100 miles from it, it is immediately returned to the spot of its death, as if a word of recall had been used. An amiq rasol gains turn immunity while at its death site.

Energy Drain (Su): Living creatures hit by a amiq rasol's bite attack gain one negative level. The DC is 18 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the amiq rasol gains 5 temporary hit points.

Living Disguise (Su): An amiq rasol is under a permanent illusion (glamer) effect which makes it appear to be a living creature. A Spot check which beats the amiq rasol's Disguise check (the Rasol gets a +10 bonus on this check) will reveal it to be some kind of unnatural monster, but not what kind; it requires an additional DC 18 Knowledge (religion) check to reveal it is an undead creature. A creature that touches the amiq rasol may also make a DC 18 Will save to recognize it is undead. This does not dispel the illusion nor reveal its true appearance. Only a true seeing effect or entry into an antimagic field can reveal the amiq rasol's true appearance. The detect undead spell will also reveal the amiq rasol's true nature, but not its true appearance. Creatures with the scent special quality receives a +10 bonus on the above checks to penetrate the amiq rasol's living disguise. The check and save DCs are Charisma-based.

Rejuvenation (Su): An amiq rasol cannot be permanently destroyed through simple combat: The “destroyed” spirit will restore itself in 24 hours. Even the most powerful spells are usually only temporary solutions. An amiq rasol that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + amiq rasol's HD) against DC 16. One sure way to get rid of an amiq rasol for sure is to locate its remains and give them a proper burial. Unlike most undead, amiq rasol are vulnerable to raise dead spells and abilities, which will destroy the amiq rasol (and not restore it to life). Amiq rasol are affected by ressurection and other life-restoring spells as normal for undead creatures.

Skills: An amiq rasol has a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. An amiq rasol has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 
1994 Wizards of the Coast, Inc.
Originally found in Corsairs of the Great Sea