the Jester
Legend
Here's the ruin chanter. Apologies that the formatting is crap, the pdf looks pretty.
RUIN CHANTER
Source: 3.5E Monster Manual V.
A ruin chanter is the personification of worldly decay, guarding ancient ruins and forgotten outposts. A ruin chanter appears as an elfin figure garbed in ragged clothing with a tattered, rust-colored cloak. Weathered but clever-looking, ruin chanters almost always sing a mournful dirge that can sometimes be heard at surprising distances.
Guardian of Ruins: A ruin chanter is literally birthed by the ruin it claims as its territory. It will attempt to prevent a large population from returning to its ruin and absolutely oppose, with deadly force, any attempt to build permanent structures or rebuild any part of the ruin. If the ruin it dwells in were to be rebuilt, the ruin chanter knows it could no longer exist.
Lore of Ruin: A ruin chanter knows an amazing amount of information about the ruin it haunts. Sometimes a ruin chanter can be bribed or persuaded into sharing some of its lore, although it is unlikely to favor would-be explorers with any information that would encourage them to delve within its territory.
Ruin Chanter Level 24 Elite Controller
Medium fey humanoid XP 6,050
HP 446; Bloodied 223 Initiative +19
AC 38; Fortitude 35; Reflex 39; Will 36 Perception +20
Speed 7 Lowlight vision
Saving Throws +2; Action Points 1
TRAITS
Mournful Chant (fear, psychic) * Aura 5
Enemies must spend an extra square of movement to move or shift into any square in the aura. If the ruin chanter is bloodied, each enemy that ends its turn in the aura also takes 15 psychic damage.
Ruin Walk
A ruin chanter ignores difficult terrain composed of rubble or debris, and may choose to ignore the effects of challenging terrain.
STANDARD ACTIONS
(mbasic) Mace (weapon) * At Will
Attack: Melee 1 (one creature); +29 vs. AC.
Hit: 4d8+14 damage.
(ranged) Ruin Body (necrotic) * Recharge when first bloodied
Attack: Ranged 10 (one or two creatures); +27 vs. Fortitude.
Hit: 4d6+18 necrotic damage, and the target is weakened (save ends). Until the target makes its save against this effect, it appears to age rapidly.
First Failed Save: The target is instead weakened and slowed (save ends both).
Second Failed Save: The target dies.
(ranged) Ruin Mind (charm, psychic) * Recharge when first bloodied
Attack: Ranged 10 (one or two creatures); +27 vs. Will.
Hit: 4d6+18 psychic damage, and the target's mind is ruined (save ends). While its mind is ruined, at the start of its turn, the ruin chanter slides the target up to 4 squares and the target makes a melee basic attack against a target of the ruin chanter's choice as a free action. Until the target makes its save against this effect, it appears to age rapidly.
MOVE ACTIONS
Sprightly Leap * At Will
Effect: The ruin chanter jumps up to 6 squares.
MINOR ACTIONS
Spike Stones * Recharge when the ruin chanter ends its turn with no enemies adjacent to it
Effect: Area wall 6 within 10 squares; the ground in the area of the wall extrudes stone spikes. Any creature that enters or ends its turn in a square of the wall takes 15 damage and is slowed (save ends). The wall persists until the beginning of the ruin chanter's next turn.
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Skills Acrobatics +24, Intimidate +26, Stealth +24
Str 20 Dex 25 Wis 17
Con 23 Int 18 Cha 28
Alignment unaligned Languages Common, Elven
Equipment mace
RUIN CHANTER
Source: 3.5E Monster Manual V.
A ruin chanter is the personification of worldly decay, guarding ancient ruins and forgotten outposts. A ruin chanter appears as an elfin figure garbed in ragged clothing with a tattered, rust-colored cloak. Weathered but clever-looking, ruin chanters almost always sing a mournful dirge that can sometimes be heard at surprising distances.
Guardian of Ruins: A ruin chanter is literally birthed by the ruin it claims as its territory. It will attempt to prevent a large population from returning to its ruin and absolutely oppose, with deadly force, any attempt to build permanent structures or rebuild any part of the ruin. If the ruin it dwells in were to be rebuilt, the ruin chanter knows it could no longer exist.
Lore of Ruin: A ruin chanter knows an amazing amount of information about the ruin it haunts. Sometimes a ruin chanter can be bribed or persuaded into sharing some of its lore, although it is unlikely to favor would-be explorers with any information that would encourage them to delve within its territory.
Ruin Chanter Level 24 Elite Controller
Medium fey humanoid XP 6,050
HP 446; Bloodied 223 Initiative +19
AC 38; Fortitude 35; Reflex 39; Will 36 Perception +20
Speed 7 Lowlight vision
Saving Throws +2; Action Points 1
TRAITS
Mournful Chant (fear, psychic) * Aura 5
Enemies must spend an extra square of movement to move or shift into any square in the aura. If the ruin chanter is bloodied, each enemy that ends its turn in the aura also takes 15 psychic damage.
Ruin Walk
A ruin chanter ignores difficult terrain composed of rubble or debris, and may choose to ignore the effects of challenging terrain.
STANDARD ACTIONS
(mbasic) Mace (weapon) * At Will
Attack: Melee 1 (one creature); +29 vs. AC.
Hit: 4d8+14 damage.
(ranged) Ruin Body (necrotic) * Recharge when first bloodied
Attack: Ranged 10 (one or two creatures); +27 vs. Fortitude.
Hit: 4d6+18 necrotic damage, and the target is weakened (save ends). Until the target makes its save against this effect, it appears to age rapidly.
First Failed Save: The target is instead weakened and slowed (save ends both).
Second Failed Save: The target dies.
(ranged) Ruin Mind (charm, psychic) * Recharge when first bloodied
Attack: Ranged 10 (one or two creatures); +27 vs. Will.
Hit: 4d6+18 psychic damage, and the target's mind is ruined (save ends). While its mind is ruined, at the start of its turn, the ruin chanter slides the target up to 4 squares and the target makes a melee basic attack against a target of the ruin chanter's choice as a free action. Until the target makes its save against this effect, it appears to age rapidly.
MOVE ACTIONS
Sprightly Leap * At Will
Effect: The ruin chanter jumps up to 6 squares.
MINOR ACTIONS
Spike Stones * Recharge when the ruin chanter ends its turn with no enemies adjacent to it
Effect: Area wall 6 within 10 squares; the ground in the area of the wall extrudes stone spikes. Any creature that enters or ends its turn in a square of the wall takes 15 damage and is slowed (save ends). The wall persists until the beginning of the ruin chanter's next turn.
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Skills Acrobatics +24, Intimidate +26, Stealth +24
Str 20 Dex 25 Wis 17
Con 23 Int 18 Cha 28
Alignment unaligned Languages Common, Elven
Equipment mace