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<blockquote data-quote="Shade" data-source="post: 5677405" data-attributes="member: 287"><p><a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=720" target="_blank">Creature Catalog - Preview Creature</a></p><p></p><p><strong>Wraith (Oerth), Soul Beckoner</strong> </p><p>Climate/Terrain: Any/Subterranean </p><p>Frequency: Rare </p><p>Organization: Solitary </p><p>Activity Cycle: Any </p><p>Diet: Life energy </p><p>Intelligence: High (13-14) </p><p>Treasure: E </p><p>Alignment: Neutral evil </p><p>No. Appearing: 1 </p><p>Armor Class: 2 </p><p>Movement: 6 </p><p>Hit Dice: Varies (4+) </p><p>THAC0: Varies </p><p>No. of Attacks: 2 </p><p>Damage/Attack: 1-6/1-6 </p><p>Special Attacks: Eerie whisper </p><p>Special Defenses: +1 or better to hit </p><p>Magic Resistance: Nil </p><p>Size: M (6’ tall) </p><p>Morale: Champion (15-16) </p><p>XP Value: Varies </p><p></p><p>Soul beckoners resemble shadows more than wraiths, being 90% undetectable unless seen in bright light. However, as soul beckoners drain energy levels, they take on the features of their victims, coming to resemble them in form.</p><p></p><p>Combat: When a victim is in range (see below), a soul beckoner lures him with whispers. Characters hearing the whispers must roll a successful saving throw vs. spell (Wisdom bonuses apply} or be drawn toward the creature. A successful saving throw negates the whisper and results in the character hearing an eerie wailing sound. The character must then roll another successful saving throw vs. spell or flee in terror for 1d4+1 rounds. Creatures drawn to a soul beckoner are attacked by the monster with a +4 bonus to its attack roll, but a successful hit breaks the enchantment of the whisper. Otherwise, victims are allowed a saving throw every round to escape the creature’s enchantment with a cumulative bonus of +2 per round. A silence spell or a character incapable of hearing (i.e., deaf, ear plugs, etc.) prevents the effects of both the whisper and the wail.</p><p></p><p>This creature physically attacks with two daws, causing 1d6 points of damage each and also draining one energy level with each successful attack. When first encountered, a soul beckoner has 4 Hit Dice. However, for each energy level that it drains, it becomes 1 Hit Die stronger, gaining the extra hit points and THAC0 appropriate to its new Hit Dice. Therefore, in one round the monster is capable of draining up to two energy levels and gaining 2 HD and the extra hit points. A soul beckoner is turned by priests as an undead according to its current Hit Dice.</p><p></p><p>Habitat/Society: The solitary soul beckoner is normally found underground, where it waits for prey to come within 240 feet.</p><p></p><p>Ecology: The soul beckoner is simply a form of wraith that is more in tune with its previous living form, and thus has a stronger tie to the Prime Material plane than usual.</p><p></p><p>Originally appeared in UK7 - Dark Clouds Gather (1985). This is the Monstrous Compendium Greyhawk Appendix version.</p></blockquote><p></p>
[QUOTE="Shade, post: 5677405, member: 287"] [url=http://www.enworld.org/cc/converted/view_c.php?CreatureID=720]Creature Catalog - Preview Creature[/url] [B]Wraith (Oerth), Soul Beckoner[/B] Climate/Terrain: Any/Subterranean Frequency: Rare Organization: Solitary Activity Cycle: Any Diet: Life energy Intelligence: High (13-14) Treasure: E Alignment: Neutral evil No. Appearing: 1 Armor Class: 2 Movement: 6 Hit Dice: Varies (4+) THAC0: Varies No. of Attacks: 2 Damage/Attack: 1-6/1-6 Special Attacks: Eerie whisper Special Defenses: +1 or better to hit Magic Resistance: Nil Size: M (6’ tall) Morale: Champion (15-16) XP Value: Varies Soul beckoners resemble shadows more than wraiths, being 90% undetectable unless seen in bright light. However, as soul beckoners drain energy levels, they take on the features of their victims, coming to resemble them in form. Combat: When a victim is in range (see below), a soul beckoner lures him with whispers. Characters hearing the whispers must roll a successful saving throw vs. spell (Wisdom bonuses apply} or be drawn toward the creature. A successful saving throw negates the whisper and results in the character hearing an eerie wailing sound. The character must then roll another successful saving throw vs. spell or flee in terror for 1d4+1 rounds. Creatures drawn to a soul beckoner are attacked by the monster with a +4 bonus to its attack roll, but a successful hit breaks the enchantment of the whisper. Otherwise, victims are allowed a saving throw every round to escape the creature’s enchantment with a cumulative bonus of +2 per round. A silence spell or a character incapable of hearing (i.e., deaf, ear plugs, etc.) prevents the effects of both the whisper and the wail. This creature physically attacks with two daws, causing 1d6 points of damage each and also draining one energy level with each successful attack. When first encountered, a soul beckoner has 4 Hit Dice. However, for each energy level that it drains, it becomes 1 Hit Die stronger, gaining the extra hit points and THAC0 appropriate to its new Hit Dice. Therefore, in one round the monster is capable of draining up to two energy levels and gaining 2 HD and the extra hit points. A soul beckoner is turned by priests as an undead according to its current Hit Dice. Habitat/Society: The solitary soul beckoner is normally found underground, where it waits for prey to come within 240 feet. Ecology: The soul beckoner is simply a form of wraith that is more in tune with its previous living form, and thus has a stronger tie to the Prime Material plane than usual. Originally appeared in UK7 - Dark Clouds Gather (1985). This is the Monstrous Compendium Greyhawk Appendix version. [/QUOTE]
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