Mahr

Phineas Crow

First Post
Mahr
Diminutive Undead (Incorporeal)

Hit Dice: 2d12 (13 hp)
Initiative: +6
Speed: Fly 50 ft. (good) (10 squares)
Armor Class: 19 (+4 size, +2 Dex, +3 Deflection) touch 19, flat-footed 17
Base Attack/Grapple: +1/--
Attack: Incorporeal touch +3 melee (1d4 and Possession)
Full Attack: Incorporeal touch +3 melee (1d4 and Possession)
Space/Reach: 1 ft./0 ft.
Special Attacks: Possession
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +0, Ref +2, Will +4
Abilities: Str --, Dex 15, Con --, Int 10, Wis 13, Cha 16
Skills: Bluff +11, Hide +16, Intimidate +5, Listen +5, Search +2, Spot +3
Feats: Improved Initiative
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Lawful Evil
Advancement: 3-8 HD (Tiny)
Level Adjustment: --

Spirits that cling to the fleeting hope of living again, Mahrs are parasitic undead which steal bodies in an attempt to reconnect to the living world.

A mahr resembles a moth with large black shadowy wings and a distorted humanoid face on an insectile body.

With a host body the mahr will attempt to reconnect to the living world by taking pleasure in all things it has been denied since its death. Many times the companions of a mahr victim has found their friend passed out in a drunken stupor at the nearest tavern.

Combat

A mahr’s primary goal is not to kill, but to possess so the mahr usually only attacks unsuspecting targets, hoping to possess a body before it can be detected.

When a mahr possesses a body it lacks the host’s memory, making it somewhat difficult for the mahr to assume the host’s identity, especially if it didn’t have a chance to study its host beforehand. At the first opportunity the mahr will attempt to leave its host’s friends, lest it slip up and reveal itself in front of them.

Possession (Su): To use this ability, a mahr must successfuly hit a living creature with its incorporeal touch attack. This ability functions like a magic jar spell (caster level 10th), except a receptacle is not required. The target can resist the attack with a successful Will save (DC 14). A creature that successfully saves is immune to that same mahr’s possession for 24 hours. If the save fails, the mahr possesses the target and the mahr’s incorporeal body sinks into the target’s brain.


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I had a tough time deciding a CR, its relatively weak, but the possession special ability it rather powerful.
 
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