Phineas Crow
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Dweomershade
Small Undead (Incorporeal)
Hit Dice: 8d12 (52 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class: 20 (+2 size, +4 Dex, +4 deflection), touch 16, flat-footed 16
Base Attack/Grapple: +4/--
Attack: Incorporeal touch +9 melee (2d4 plus Ability drain)
Full Attack: Incorporeal touch +9 melee (2d4 plus Ability drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ability drain, spells
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits
Saves: Fort +2, Ref +6, Will +8
Abilities: Str --, Dex 18, Con --, Int 18, Wis 14, Cha 20
Skills: Concentration +11, Knowledge (Arcana) +11, Listen +10, Spot +9
Feats: Alertness, Blind-Fight, Mobility
Environment: Any land and underground
Organization: Solitary, gang (2–5), or pack (6–11)
Challenge Rating: 8
Treasure: None
Alignment: Always Lawful Evil
Advancement: 9-15 HD (Medium)
Level Adjustment: --
Sometimes called “spell ghosts” dweomershades are created from residual spell energy that has been corrupted by the presence of a powerful source of negative energy.
In appearance the dweomershade looks like a formless wisp of iridescent mist that floats in the air heedless to any wind or air currents. A slight drop in room temperature and a tingly electrical sensation are commonly felt by those within the presence of a dweomershade.
Combat
Dweomershades, as unliving spell energy, take particular delight in killing those that wield magic and will hunt any spellcasters it can sense.
Ability Drain (Su): Living creatures hit by a dweomershade’s incorporeal touch attack must succeed on a DC 15 Fortitude save or take 1d4 points of Intelligence, Wisdom, and Charisma drain. The save DC is Charisma-based. On each such successful attack, the deomershade gains 5 temporary hit points.
Spells: A dweomershade casts arcane spells as a 6th-level sorcerer.
Typical Sorcerer Spells Known (8/7/6/4; base save DC 15 + spell level): 0—acid splash, daze, detect magic, mage hand, ray of frost, read magic, touch of fatigue; 1st—burning hands, mage armor, magic missile, obscuring mist; 2nd— acid arrow, hypnotic pattern; 3rd— lightning bolt.
Sunlight Powerlessness (Ex): Dweomershades are powerless in natural sunlight (not merely a daylight spell) and flee from it. A dweomershade caught in sunlight cannot attack and can take only a single move or attack action in a round.
Small Undead (Incorporeal)
Hit Dice: 8d12 (52 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class: 20 (+2 size, +4 Dex, +4 deflection), touch 16, flat-footed 16
Base Attack/Grapple: +4/--
Attack: Incorporeal touch +9 melee (2d4 plus Ability drain)
Full Attack: Incorporeal touch +9 melee (2d4 plus Ability drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ability drain, spells
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits
Saves: Fort +2, Ref +6, Will +8
Abilities: Str --, Dex 18, Con --, Int 18, Wis 14, Cha 20
Skills: Concentration +11, Knowledge (Arcana) +11, Listen +10, Spot +9
Feats: Alertness, Blind-Fight, Mobility
Environment: Any land and underground
Organization: Solitary, gang (2–5), or pack (6–11)
Challenge Rating: 8
Treasure: None
Alignment: Always Lawful Evil
Advancement: 9-15 HD (Medium)
Level Adjustment: --
Sometimes called “spell ghosts” dweomershades are created from residual spell energy that has been corrupted by the presence of a powerful source of negative energy.
In appearance the dweomershade looks like a formless wisp of iridescent mist that floats in the air heedless to any wind or air currents. A slight drop in room temperature and a tingly electrical sensation are commonly felt by those within the presence of a dweomershade.
Combat
Dweomershades, as unliving spell energy, take particular delight in killing those that wield magic and will hunt any spellcasters it can sense.
Ability Drain (Su): Living creatures hit by a dweomershade’s incorporeal touch attack must succeed on a DC 15 Fortitude save or take 1d4 points of Intelligence, Wisdom, and Charisma drain. The save DC is Charisma-based. On each such successful attack, the deomershade gains 5 temporary hit points.
Spells: A dweomershade casts arcane spells as a 6th-level sorcerer.
Typical Sorcerer Spells Known (8/7/6/4; base save DC 15 + spell level): 0—acid splash, daze, detect magic, mage hand, ray of frost, read magic, touch of fatigue; 1st—burning hands, mage armor, magic missile, obscuring mist; 2nd— acid arrow, hypnotic pattern; 3rd— lightning bolt.
Sunlight Powerlessness (Ex): Dweomershades are powerless in natural sunlight (not merely a daylight spell) and flee from it. A dweomershade caught in sunlight cannot attack and can take only a single move or attack action in a round.
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