Dweomershade

Phineas Crow

First Post
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.
 
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I think it should do damage to all three spellcasting stats: Intelligence, Charisma, and Wisdom. Otherwise it seems as if wizards are being singled out.
 


Cheiromancer said:
I think it should do damage to all three spellcasting stats: Intelligence, Charisma, and Wisdom. Otherwise it seems as if wizards are being singled out.
Or it could damage the ability score that is most important for the caster, ie Cha for Sorcerers, Wis for Clerics, etc. And for the poor fools who multiclass, they take multiple ability score damage.
:p
 

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