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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3719228" data-attributes="member: 2795"><p><strong>The Spectral Huntsman</strong></p><p></p><p><span style="color: lime">The concept of a wild huntsman has long been part of mythology and a staple of fantasy. Here's my EL 9 take on this idea. The very thought of a PC possessed by an evil, undead hyena ought to warm the heart of any GM worth his salt.</span></p><p></p><p>[sblock=The Spectral Huntsman; CR 6</p><p>Ghost gnoll ranger 4]</p><p>NE Medium undead (incorporeal)</p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft., Listen +17, Spot +17</p><p><strong>Languages</strong> Gnoll</p><p>-----</p><p><strong>AC</strong> 15 (+3 Dex, +2 deflection), touch 15, flat-footed 14; Dodge</p><p><strong>AC (versus ethereal)</strong> 18 (+3 Dex, +1 natural, +4 armor), touch 13, flat-footed 15; Dodge</p><p><strong>hp</strong> 39 (6 HD); <strong>turn resistance</strong> +4</p><p><strong>Immune</strong> ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affecting effects, nonlethal damage, paralysis, poison, <em>sleep</em>, stunning</p><p><strong>Fort</strong> +7, <strong>Ref</strong> +7, <strong>Will</strong> +1</p><p>-----</p><p><strong>Spd</strong> fly 30 ft. (perfect) (6 squares)</p><p><strong>Melee Touch</strong> corrupting touch +8 (1d6)</p><p><strong>Melee Touch (versus ethereal)</strong> corrupting touch +9 (1d6)</p><p><strong>Melee (versus ethereal)</strong> battle axe +9 (1d8+6/x3)</p><p><strong>Ranged</strong> <em>+1 ghost touch shortbow</em> +9 (1d6+1/x3, range increment 60 ft.)</p><p><strong>Ranged (Point Blank Shot)</strong> <em>+1 ghost touch shortbow</em> +10 (1d6+2/x3, out to 30 ft.)</p><p><strong>Ranged (Rapid Shot)</strong> <em>+1 ghost touch shortbow</em> +7/+7 (1d6+1/x3, range increment 60 ft.)</p><p><strong>Ranged (Point Blank Shot & Rapid Shot)</strong> <em>+1 ghost touch shortbow</em> +8/+8 (1d6+2/x3, out to 30 ft.)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +5; <strong>Grp</strong> +9 (only versus ethereal)</p><p><strong>Atk Options</strong> corrupting gaze (Fort 15), corrupting touch, favored enemy +2 (humans), manifestation</p><p><strong>Special Actions</strong> rejuvenation, wild empathy +6</p><p>-----</p><p><strong>Abilities</strong> Str 18, Dex 16, Con --, Int 11, Wis 10, Cha 14</p><p><strong>Skills</strong> Bluff +4, Hide +15, Listen +17, Search +8, Sense Motive +4, Spot +17, Survival +4</p><p><strong>Feats</strong> Dodge, Endurance (B)*, Point Blank Shot, Precise Shot, Rapid Shot (B), Track (B) (*The Spectral Huntsman would never need this feat, but it is included for the sake of completeness.)</p><p><strong>Possessions</strong> <em>+1 ghost touch shortbow</em>, battle axe, chain shirt, arrows (40)</p><p>-----</p><p><strong>Corrupting Gaze (Su):</strong> The Spectral Huntsman can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.</p><p></p><p><strong>Corrupting Touch (Su):</strong> If the Spectral Huntsman hits a living target with its incorporeal touch, the attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.</p><p></p><p><strong>Favored Enemy (Ex):</strong> The Spectral Huntsman gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. Likewise, he gets a +2 bonus on weapon damage rolls against humans.[/sblock]</p><p>[sblock=Ghost hyena; CR 3 (x3)]</p><p>NE Medium undead (incorporeal)</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft., low-light vision, scent, Listen +14, Spot +12</p><p>-----</p><p><strong>AC</strong> 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11</p><p><strong>AC (versus ethereal)</strong> 14 (+2 Dex, +2 natural), touch 12, flat-footed 12</p><p><strong>hp</strong> 13 (2 HD); <strong>turn resistance</strong> +4</p><p><strong>Immune</strong> ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affecting effects, nonlethal damage, paralysis, poison, <em>sleep</em>, stunning</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +5, <strong>Will</strong> +1</p><p>-----</p><p><strong>Spd</strong> fly 30 ft. (perfect) (6 squares)</p><p><strong>Melee Touch</strong> corrupting touch +8 (1d6)</p><p><strong>Melee Touch (versus ethereal)</strong> corrupting touch +9 (1d6)</p><p><strong>Melee (versus ethereal)</strong> bite +3 (1d6+3 plus trip)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> +3 (only versus ethereal)</p><p><strong>Atk Options</strong> frightful moan (Will 11), malevolence (Will 15), manifestation, trip</p><p><strong>Special Actions</strong> rejuvenation</p><p>-----</p><p><strong>Abilities</strong> Str 14, Dex 15, Con --, Int 2, Wis 13, Cha 10</p><p><strong>Tricks</strong> </p><p><strong>Skills</strong> Hide +11*, Listen +14, Search +8, Spot +12 (*Hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.)</p><p><strong>Feats</strong> Alertness</p><p>-----</p><p><strong>Frightful Moan (Su):</strong> A ghost hyena can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by that ghost hyena's moan for 24 hours.</p><p></p><p><strong>Malevolence (Su):</strong> Once per round while ethereal, a ghost hyena can merge its body with a creature on the Material Plane. This ability is similar to a <em>magic jar spell</em> (caster level 10th), except that it does not require a receptacle. To use this ability, a ghost hyena must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that ghost hyena's malevolence for 24 hours, and the ghost hyena cannot enter the target’s space. If the save fails, the ghost hyena vanishes into the target’s body.</p><p></p><p><strong>Trip (Ex):</strong> A hyena that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyena.[/sblock]</p><p>[sblock=Gnoll ghosts; CR 3 (x3)]</p><p>Various E Medium undead (incorporeal)</p><p><strong>Init</strong> +0; <strong>Senses</strong> darkvision 60 ft., Listen +10, Spot +10</p><p><strong>Languages</strong> Gnoll</p><p>-----</p><p><strong>AC</strong> 11 (+1 deflection), touch 11, flat-footed 11</p><p><strong>AC (versus ethereal)</strong> 15 (+1 natural, +2 armor, +2 shield), touch 10, flat-footed 15</p><p><strong>hp</strong> 13 (2 HD); <strong>turn resistance</strong> +4</p><p><strong>Immune</strong> ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affecting effects, nonlethal damage, paralysis, poison, <em>sleep</em>, stunning</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +0, <strong>Will</strong> +0</p><p>-----</p><p><strong>Spd</strong> fly 30 ft. (perfect) (6 squares)</p><p><strong>Melee Touch</strong> draining touch +1 (1d4 drain from any one ability)</p><p><strong>Melee Touch (versus ethereal)</strong> drain touch +3 (1d4 drain from any one ability)</p><p><strong>Melee (versus ethereal)</strong> battle axe +3 (1d8+2/x3), or</p><p><strong>Ranged (versus ethereal)</strong> shortbow +1 (1d6/x3, range increment 60 ft.)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> +3 (only versus ethereal)</p><p><strong>Atk Options</strong> draining touch, horrific appearance (Fort 12), manifestation</p><p><strong>Special Actions</strong> rejuvenation</p><p>-----</p><p><strong>Abilities</strong> Str 15, Dex 10, Con --, Int 8, Wis 11, Cha 12</p><p><strong>Skills</strong> Hide +8, Listen +10, Search +7, Spot +10</p><p><strong>Feats</strong> Power Attack</p><p><strong>Possessions</strong> battle axe, leather armor, heavy steel shield, shortbow, arrows (40)</p><p>-----</p><p><strong>Draining Touch (Su):</strong> A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself.</p><p></p><p><strong>Horrific Appearance (Su):</strong> Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.[/sblock]</p><p>[sblock=Common Ghost Abilities]</p><p><strong>Manifestation (Su):</strong> Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.</p><p></p><p>When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on non-ethereal targets.</p><p></p><p>A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.</p><p></p><p><strong>Rejuvenation (Su):</strong> In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.[/sblock]</p><p>[sblock=Incorporeal Subtype]</p><p>An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.</p><p></p><p>An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as <em>mage armor</em>) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.</p><p></p><p>An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as Scent and Blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3719228, member: 2795"] [b]The Spectral Huntsman[/b] [color=lime]The concept of a wild huntsman has long been part of mythology and a staple of fantasy. Here's my EL 9 take on this idea. The very thought of a PC possessed by an evil, undead hyena ought to warm the heart of any GM worth his salt.[/color] [sblock=The Spectral Huntsman; CR 6 Ghost gnoll ranger 4] NE Medium undead (incorporeal) [b]Init[/b] +3; [b]Senses[/b] darkvision 60 ft., Listen +17, Spot +17 [b]Languages[/b] Gnoll ----- [b]AC[/b] 15 (+3 Dex, +2 deflection), touch 15, flat-footed 14; Dodge [b]AC (versus ethereal)[/b] 18 (+3 Dex, +1 natural, +4 armor), touch 13, flat-footed 15; Dodge [b]hp[/b] 39 (6 HD); [b]turn resistance[/b] +4 [b]Immune[/b] ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affecting effects, nonlethal damage, paralysis, poison, [i]sleep[/i], stunning [b]Fort[/b] +7, [b]Ref[/b] +7, [b]Will[/b] +1 ----- [b]Spd[/b] fly 30 ft. (perfect) (6 squares) [b]Melee Touch[/b] corrupting touch +8 (1d6) [b]Melee Touch (versus ethereal)[/b] corrupting touch +9 (1d6) [b]Melee (versus ethereal)[/b] battle axe +9 (1d8+6/x3) [b]Ranged[/b] [i]+1 ghost touch shortbow[/i] +9 (1d6+1/x3, range increment 60 ft.) [b]Ranged (Point Blank Shot)[/b] [i]+1 ghost touch shortbow[/i] +10 (1d6+2/x3, out to 30 ft.) [b]Ranged (Rapid Shot)[/b] [i]+1 ghost touch shortbow[/i] +7/+7 (1d6+1/x3, range increment 60 ft.) [b]Ranged (Point Blank Shot & Rapid Shot)[/b] [i]+1 ghost touch shortbow[/i] +8/+8 (1d6+2/x3, out to 30 ft.) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +5; [b]Grp[/b] +9 (only versus ethereal) [b]Atk Options[/b] corrupting gaze (Fort 15), corrupting touch, favored enemy +2 (humans), manifestation [b]Special Actions[/b] rejuvenation, wild empathy +6 ----- [b]Abilities[/b] Str 18, Dex 16, Con --, Int 11, Wis 10, Cha 14 [b]Skills[/b] Bluff +4, Hide +15, Listen +17, Search +8, Sense Motive +4, Spot +17, Survival +4 [b]Feats[/b] Dodge, Endurance (B)*, Point Blank Shot, Precise Shot, Rapid Shot (B), Track (B) (*The Spectral Huntsman would never need this feat, but it is included for the sake of completeness.) [b]Possessions[/b] [i]+1 ghost touch shortbow[/i], battle axe, chain shirt, arrows (40) ----- [b]Corrupting Gaze (Su):[/b] The Spectral Huntsman can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage. [b]Corrupting Touch (Su):[/b] If the Spectral Huntsman hits a living target with its incorporeal touch, the attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. [b]Favored Enemy (Ex):[/b] The Spectral Huntsman gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. Likewise, he gets a +2 bonus on weapon damage rolls against humans.[/sblock] [sblock=Ghost hyena; CR 3 (x3)] NE Medium undead (incorporeal) [b]Init[/b] +2; [b]Senses[/b] darkvision 60 ft., low-light vision, scent, Listen +14, Spot +12 ----- [b]AC[/b] 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11 [b]AC (versus ethereal)[/b] 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 [b]hp[/b] 13 (2 HD); [b]turn resistance[/b] +4 [b]Immune[/b] ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affecting effects, nonlethal damage, paralysis, poison, [i]sleep[/i], stunning [b]Fort[/b] +3, [b]Ref[/b] +5, [b]Will[/b] +1 ----- [b]Spd[/b] fly 30 ft. (perfect) (6 squares) [b]Melee Touch[/b] corrupting touch +8 (1d6) [b]Melee Touch (versus ethereal)[/b] corrupting touch +9 (1d6) [b]Melee (versus ethereal)[/b] bite +3 (1d6+3 plus trip) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +1; [b]Grp[/b] +3 (only versus ethereal) [b]Atk Options[/b] frightful moan (Will 11), malevolence (Will 15), manifestation, trip [b]Special Actions[/b] rejuvenation ----- [b]Abilities[/b] Str 14, Dex 15, Con --, Int 2, Wis 13, Cha 10 [b]Tricks[/b] [b]Skills[/b] Hide +11*, Listen +14, Search +8, Spot +12 (*Hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.) [b]Feats[/b] Alertness ----- [b]Frightful Moan (Su):[/b] A ghost hyena can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by that ghost hyena's moan for 24 hours. [b]Malevolence (Su):[/b] Once per round while ethereal, a ghost hyena can merge its body with a creature on the Material Plane. This ability is similar to a [i]magic jar spell[/i] (caster level 10th), except that it does not require a receptacle. To use this ability, a ghost hyena must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that ghost hyena's malevolence for 24 hours, and the ghost hyena cannot enter the target’s space. If the save fails, the ghost hyena vanishes into the target’s body. [b]Trip (Ex):[/b] A hyena that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyena.[/sblock] [sblock=Gnoll ghosts; CR 3 (x3)] Various E Medium undead (incorporeal) [b]Init[/b] +0; [b]Senses[/b] darkvision 60 ft., Listen +10, Spot +10 [b]Languages[/b] Gnoll ----- [b]AC[/b] 11 (+1 deflection), touch 11, flat-footed 11 [b]AC (versus ethereal)[/b] 15 (+1 natural, +2 armor, +2 shield), touch 10, flat-footed 15 [b]hp[/b] 13 (2 HD); [b]turn resistance[/b] +4 [b]Immune[/b] ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affecting effects, nonlethal damage, paralysis, poison, [i]sleep[/i], stunning [b]Fort[/b] +3, [b]Ref[/b] +0, [b]Will[/b] +0 ----- [b]Spd[/b] fly 30 ft. (perfect) (6 squares) [b]Melee Touch[/b] draining touch +1 (1d4 drain from any one ability) [b]Melee Touch (versus ethereal)[/b] drain touch +3 (1d4 drain from any one ability) [b]Melee (versus ethereal)[/b] battle axe +3 (1d8+2/x3), or [b]Ranged (versus ethereal)[/b] shortbow +1 (1d6/x3, range increment 60 ft.) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +1; [b]Grp[/b] +3 (only versus ethereal) [b]Atk Options[/b] draining touch, horrific appearance (Fort 12), manifestation [b]Special Actions[/b] rejuvenation ----- [b]Abilities[/b] Str 15, Dex 10, Con --, Int 8, Wis 11, Cha 12 [b]Skills[/b] Hide +8, Listen +10, Search +7, Spot +10 [b]Feats[/b] Power Attack [b]Possessions[/b] battle axe, leather armor, heavy steel shield, shortbow, arrows (40) ----- [b]Draining Touch (Su):[/b] A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. [b]Horrific Appearance (Su):[/b] Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.[/sblock] [sblock=Common Ghost Abilities] [b]Manifestation (Su):[/b] Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on non-ethereal targets. A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. [b]Rejuvenation (Su):[/b] In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.[/sblock] [sblock=Incorporeal Subtype] An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as [i]mage armor[/i]) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as Scent and Blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.[/sblock] [/QUOTE]
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