demiurge1138
Inventor of Super-Toast
Another day, another creature from Pandemonium.
Spirit of Dust
Medium Outsider (Chaos, Evil, Extraplanar)
Hit Dice: 12d8+36 (90 hp)
Initiative: +5
Speed: Fly 40ft (8 squares) (perfect)
Armor Class: 25 (+5 Dex, +10 natural), touch 15, flat-footed 20
Base Attack/Grapple: +12/+17
Attack: Claw +17 melee (1d6+5 plus necrotic touch)
Full Attack: 2 claws +17 melee (1d6+5 plus necrotic touch)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, necrotic touch, spell-like abilities
Special Qualities: Darkvision 60ft, deaf, DR 10/bludgeoning and good, immune to critical hits, flanking, poison, sneak attacks and stunning, SR 23
Saves: Fort +11, Ref +13, Will +10
Abilities: Str 21, Dex 21, Con 17, Int 18, Wis 14, Cha 17
Skills: Bluff +18, Concentration +18, Diplomacy +7, Escape Artist +30, Hide +20*, Intimidate +20, Knowledge (arcana, planes) +19, Search +19, Sense Motive +17, Spot +17, Survival +17 (+19 when following tracks or on other planes, +21 when following tracks on other planes), Tumble +20
Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack
Environment: Windswept Depths of Pandemonium
Organization: Solitary or plague (5-20)
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 13-24 HD (Medium), 25-36 HD (Large)
Level Adjustment: -
You see a gangly humanoid torso with very long arms and no head, sitting atop a rapidly spinning cloud of dust. The entire creature seems to be made of sand, and two gem-like eyes gleam from its shoulders.
Spirits of dust are vile and savage creatures that seem to exist for no other purpose than to cause other creatures pain.
A spirit of dust is about seven feet tall from the base of its whirling tail to its shoulders and weigh perhaps 100 pounds. They fly through the tunnels of Pandemonium borne on its shrieking winds, looking for things to torment and destroy. Even powerful demons are not immune to this fury, and even balors stay clear of large packs of spirits of dust looking for a good time.
Once a spirit of dust has killed a foe, it abandons it to Pandemonium’s winds; they seem to gain sustenance only from fear and pain, not from eating. Spirits of dust are not known to work with any creatures other than their own kind, and they are notorious for killing those who dare to summon them. Spirits of dust do not speak, but are capable of communicating with each other by some unknown process.
Combat
Spirits of dust fight with their horrible claws, which spontaneously cause wicked decomposing wounds. If fighting a large group, they open with their horrid wilting spell-like ability, and then fly to convenient angles for their breath weapons. They are fiendishly clever in their tactics, and are not afraid to flee if the situation turns against them.
Breath Weapon (Su): Once every 1d4+1 rounds, a spirit of dust can breathe a 30ft cone of blasting sand. All creatures in the area must make a Reflex save (DC 19) or take 6d10 points of damage and be blinded for 1d6 rounds. Creatures that pass the save take half damage and are not blinded. The save DC is Constitution based.
Deaf (Ex): Due to Pandemonium’s shrieking winds, all spirits of dust are naturally deaf. They automatically fail Listen checks and are immune to language-based effects and sonic effects dependant on hearing, but do not take the other penalties for deafness.
Necrotic Touch (Su): The claw attacks of a spirit of dust cause terrible rotting wounds. Any creature struck by a spirit of dust’s claw attack must make a Fortitude save (DC 19) or suffer 1d4 points of damage each round as the flesh rots away. Multiple failed saves result in multiples of damage (two failed saves lead to 2d4 damage per round and so on). The only way to halt the necrotic touch is through the use of spells with the Healing descriptor, which stops the rotting in addition to healing the damage. The save DC is Constitution based.
Spell-like Abilities: At will- blur, glitterdust (DC 15); 3/day- ray of exhaustion (DC 16), unholy blight (DC 17) 1/day- horrid wilting (DC 21). Caster level 12th. The save DCs are Charisma based.
Skills: A spirit of dust gains a +10 racial bonus on all Escape Artist checks. *Due to its sandy nature, a spirit of dust gains a +8 racial bonus to all Hide checks made in sandy areas.
Demiurge out.
Spirit of Dust
Medium Outsider (Chaos, Evil, Extraplanar)
Hit Dice: 12d8+36 (90 hp)
Initiative: +5
Speed: Fly 40ft (8 squares) (perfect)
Armor Class: 25 (+5 Dex, +10 natural), touch 15, flat-footed 20
Base Attack/Grapple: +12/+17
Attack: Claw +17 melee (1d6+5 plus necrotic touch)
Full Attack: 2 claws +17 melee (1d6+5 plus necrotic touch)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, necrotic touch, spell-like abilities
Special Qualities: Darkvision 60ft, deaf, DR 10/bludgeoning and good, immune to critical hits, flanking, poison, sneak attacks and stunning, SR 23
Saves: Fort +11, Ref +13, Will +10
Abilities: Str 21, Dex 21, Con 17, Int 18, Wis 14, Cha 17
Skills: Bluff +18, Concentration +18, Diplomacy +7, Escape Artist +30, Hide +20*, Intimidate +20, Knowledge (arcana, planes) +19, Search +19, Sense Motive +17, Spot +17, Survival +17 (+19 when following tracks or on other planes, +21 when following tracks on other planes), Tumble +20
Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack
Environment: Windswept Depths of Pandemonium
Organization: Solitary or plague (5-20)
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 13-24 HD (Medium), 25-36 HD (Large)
Level Adjustment: -
You see a gangly humanoid torso with very long arms and no head, sitting atop a rapidly spinning cloud of dust. The entire creature seems to be made of sand, and two gem-like eyes gleam from its shoulders.
Spirits of dust are vile and savage creatures that seem to exist for no other purpose than to cause other creatures pain.
A spirit of dust is about seven feet tall from the base of its whirling tail to its shoulders and weigh perhaps 100 pounds. They fly through the tunnels of Pandemonium borne on its shrieking winds, looking for things to torment and destroy. Even powerful demons are not immune to this fury, and even balors stay clear of large packs of spirits of dust looking for a good time.
Once a spirit of dust has killed a foe, it abandons it to Pandemonium’s winds; they seem to gain sustenance only from fear and pain, not from eating. Spirits of dust are not known to work with any creatures other than their own kind, and they are notorious for killing those who dare to summon them. Spirits of dust do not speak, but are capable of communicating with each other by some unknown process.
Combat
Spirits of dust fight with their horrible claws, which spontaneously cause wicked decomposing wounds. If fighting a large group, they open with their horrid wilting spell-like ability, and then fly to convenient angles for their breath weapons. They are fiendishly clever in their tactics, and are not afraid to flee if the situation turns against them.
Breath Weapon (Su): Once every 1d4+1 rounds, a spirit of dust can breathe a 30ft cone of blasting sand. All creatures in the area must make a Reflex save (DC 19) or take 6d10 points of damage and be blinded for 1d6 rounds. Creatures that pass the save take half damage and are not blinded. The save DC is Constitution based.
Deaf (Ex): Due to Pandemonium’s shrieking winds, all spirits of dust are naturally deaf. They automatically fail Listen checks and are immune to language-based effects and sonic effects dependant on hearing, but do not take the other penalties for deafness.
Necrotic Touch (Su): The claw attacks of a spirit of dust cause terrible rotting wounds. Any creature struck by a spirit of dust’s claw attack must make a Fortitude save (DC 19) or suffer 1d4 points of damage each round as the flesh rots away. Multiple failed saves result in multiples of damage (two failed saves lead to 2d4 damage per round and so on). The only way to halt the necrotic touch is through the use of spells with the Healing descriptor, which stops the rotting in addition to healing the damage. The save DC is Constitution based.
Spell-like Abilities: At will- blur, glitterdust (DC 15); 3/day- ray of exhaustion (DC 16), unholy blight (DC 17) 1/day- horrid wilting (DC 21). Caster level 12th. The save DCs are Charisma based.
Skills: A spirit of dust gains a +10 racial bonus on all Escape Artist checks. *Due to its sandy nature, a spirit of dust gains a +8 racial bonus to all Hide checks made in sandy areas.
Demiurge out.
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