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<blockquote data-quote="Shade" data-source="post: 4812123" data-attributes="member: 287"><p>Here is the "New Monster" from Role Aids #732 Elven Banner.</p><p></p><p>FOREGATHERING SPIRIT</p><p>ARMOR CLASS: 0</p><p>MOVEMENT: 24"</p><p>FREQUENCY: Very Rare</p><p>HTK: 12</p><p>NUMBER OF ATTACKS: 1</p><p>THACO: 9</p><p>DAMAGE: 2-5</p><p>SPECIAL: Fear, Abosrption, Animation of skeletons and recently dead humanoids. Can be hit by only magical and silver weapons.</p><p>MAGIC RESISTANCE: Varies</p><p>INTELLEGENCE: Very</p><p>ALIGNMENT: Chaotic Evil</p><p>SIZE: Medium</p><p></p><p>Foregathering Spirits are a form of undead which appear as a swirling yellow mist about the size of a man. When looking at the mist, each individual sees a vision that is so horrible, it cannot be described. The creature actually takes on the appearance of the character's greatest fears.</p><p></p><p>Foregathering spirits are formed by the merging of two or more human or humanoid spirits who died horribly agonizing deaths. The more spirits are combined when the Foregthering Spirit is formed, the more powerful the monster becomes. Each two souls that are combined to form the creature give it one HTK.</p><p></p><p>The Foregathering Spirit attacks by moving into the body of its victim. To do this, it must have a successful hit. Treat the intended victim as Armor Class 10, ignoring his/her actual armor class, but allowing for any dexterity bonuses. Once the Spirit has moved into the body, it does 2-5 HTK of dam- age per round. After six rounds inside the victim—or if the victim is reduced to 0 HTK—absorption of the victim's spirit is complete. The monster then adds another spirit to its total.</p><p></p><p>Once the creature is inside its victim's body, any attack against the Spirit must also be considered an attack against the victim. The same roll is used, and the victim has a chance to save depending on armor class. If spells are used, the victim must save vs. spells or be affected. The victim can counterattack the Spirit inside his body by rolling a natural 20 each round, which negates the Spirit's damage for that round, and causes 2 HTK of damage to the Spirit.</p><p></p><p>If any characters encounter a Foregathering Spirit, they must immediately save vs. spells or be affected by the equivalent of a Fear spell. The affected character will flee as far and fast as possible for 2-5 rounds.</p><p></p><p>When the Spirit reaches 8 HTK, it gains the ability to animate skeletons and dead humanoid bodies (as zombies). The skeletons and zombies must have complete frames or bodies, but the parts need not be connected. The Spirit has the power to reconnect the parts. It can animate one skeleton or zombie per round, up to a total equal to its HTK. Any animated creature that is "killed" may be re-animated two rounds later.</p><p></p><p>Foregathering Spirits are affected by normal weapons until they reach 8 HTK. Then, only magical or silver weapons will have any effect on them. Weapons studded with chalcedony do double damage. The Foregathering Spirit has a cumulative magic resistance of 10% for every two HTK, until it reaches a total of 70%.</p><p></p><p>A foregathering spirit may be turned by clerics and should be treated as an undead of the same HTK.</p></blockquote><p></p>
[QUOTE="Shade, post: 4812123, member: 287"] Here is the "New Monster" from Role Aids #732 Elven Banner. FOREGATHERING SPIRIT ARMOR CLASS: 0 MOVEMENT: 24" FREQUENCY: Very Rare HTK: 12 NUMBER OF ATTACKS: 1 THACO: 9 DAMAGE: 2-5 SPECIAL: Fear, Abosrption, Animation of skeletons and recently dead humanoids. Can be hit by only magical and silver weapons. MAGIC RESISTANCE: Varies INTELLEGENCE: Very ALIGNMENT: Chaotic Evil SIZE: Medium Foregathering Spirits are a form of undead which appear as a swirling yellow mist about the size of a man. When looking at the mist, each individual sees a vision that is so horrible, it cannot be described. The creature actually takes on the appearance of the character's greatest fears. Foregathering spirits are formed by the merging of two or more human or humanoid spirits who died horribly agonizing deaths. The more spirits are combined when the Foregthering Spirit is formed, the more powerful the monster becomes. Each two souls that are combined to form the creature give it one HTK. The Foregathering Spirit attacks by moving into the body of its victim. To do this, it must have a successful hit. Treat the intended victim as Armor Class 10, ignoring his/her actual armor class, but allowing for any dexterity bonuses. Once the Spirit has moved into the body, it does 2-5 HTK of dam- age per round. After six rounds inside the victim—or if the victim is reduced to 0 HTK—absorption of the victim's spirit is complete. The monster then adds another spirit to its total. Once the creature is inside its victim's body, any attack against the Spirit must also be considered an attack against the victim. The same roll is used, and the victim has a chance to save depending on armor class. If spells are used, the victim must save vs. spells or be affected. The victim can counterattack the Spirit inside his body by rolling a natural 20 each round, which negates the Spirit's damage for that round, and causes 2 HTK of damage to the Spirit. If any characters encounter a Foregathering Spirit, they must immediately save vs. spells or be affected by the equivalent of a Fear spell. The affected character will flee as far and fast as possible for 2-5 rounds. When the Spirit reaches 8 HTK, it gains the ability to animate skeletons and dead humanoid bodies (as zombies). The skeletons and zombies must have complete frames or bodies, but the parts need not be connected. The Spirit has the power to reconnect the parts. It can animate one skeleton or zombie per round, up to a total equal to its HTK. Any animated creature that is "killed" may be re-animated two rounds later. Foregathering Spirits are affected by normal weapons until they reach 8 HTK. Then, only magical or silver weapons will have any effect on them. Weapons studded with chalcedony do double damage. The Foregathering Spirit has a cumulative magic resistance of 10% for every two HTK, until it reaches a total of 70%. A foregathering spirit may be turned by clerics and should be treated as an undead of the same HTK. [/QUOTE]
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