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VOTERS NEEDED: Halloween Monster Design Contest
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<blockquote data-quote="Mark Chance" data-source="post: 5363787" data-attributes="member: 2795"><p><strong>Dead Man's Breath</strong></p><p></p><p><em>Your lanterns dim to bare flickers as the cloud roils over your position. Grit, dust, and fetid vapors fill the air, and a deathly chill penetrates to your marrow.</em></p><p></p><p>A dead man's breath results when a creature is buried alive and that creature's despair, anger, and terror gives rise to a cloud of grit and dust animated by a malevolent undead spirit. Evil clerics have been known to augment their undead forces with a miasma of dead men's breath, thus providing the undead within the swarm a steady source of healing.</p><p></p><p>[sblock=Dead Man's Breath]</p><p><strong>CR</strong> 3; <strong>XP</strong> 800</p><p>NE Fine undead (incorporeal, swarm)</p><p><strong>Init</strong> +4; <strong>Senses</strong> darkvision 60 ft.; Perception +1</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 23, touch 19, flat-footed 19 (+1 deflection, +4 Dex, +8 size)</p><p><strong>hp</strong> 16 (3d8+3); fast healing 3</p><p><strong>Fort</strong> +2, <strong>Ref</strong> +5, <strong>Will</strong> +4</p><p><strong>Defensive Abilities</strong> channel resistance +2, incorporeal, swarm traits; <strong>Immune</strong> undead traits, weapon damage</p><p><strong>Weaknesses</strong> swarm traits</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 5 ft., fly 20 ft. (perfect)</p><p><strong>Melee</strong> swarm (1d6 negative energy plus distraction)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 0 ft.</p><p><strong>Special Attacks</strong> darkness, distraction (DC 12), negative energy (DC 12)</p><p></p><p>STATISTICS</p><p><strong>Str</strong> --, <strong>Dex</strong> 18, <strong>Con</strong> --, <strong>Int</strong> --, <strong>Wis</strong> 12, <strong>Cha</strong> 13</p><p><strong>Base Atk</strong> +2; <strong>CMB</strong> --; <strong>CMD</strong> --</p><p><strong>Skills</strong> Fly +20</p><p><strong>SQ</strong> see in darkness</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Darkness (Su)</strong> A dead man's breath causes the illumination level within its space to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level within the creature space. Magical light sources only increase the light level in an within the creature's space if they are of a 3rd-level or higher spell.</p><p></p><p><strong>Distraction (Ex)</strong> A dead man's breath can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round. A DC 12 Fortitude save negates the effect.</p><p></p><p><strong>Negative Energy (Su)</strong> A dead man's breath uses negative energy to deal 1d6 points of damage to living creatures. A successful DC 12 Will save halves the damage. As negative energy, this damage can be used to heal undead creatures. A dead man's breath's fast healing reflects the healing properties of its own energy on itself. The save DC is Charisma-based.</p><p></p><p><strong>See in Darkness (Su)</strong> A dead man's breath can see perfectly in darkness of any kind, even that created by a <em>deeper darkness</em> spell.</p><p></p><p>ECOLOGY</p><p><strong>Environment</strong> any</p><p><strong>Organization</strong> solitary, pair, or miasma (3-6 swarms)</p><p><strong>Treasure</strong> none</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5363787, member: 2795"] [b]Dead Man's Breath[/b] [i]Your lanterns dim to bare flickers as the cloud roils over your position. Grit, dust, and fetid vapors fill the air, and a deathly chill penetrates to your marrow.[/i] A dead man's breath results when a creature is buried alive and that creature's despair, anger, and terror gives rise to a cloud of grit and dust animated by a malevolent undead spirit. Evil clerics have been known to augment their undead forces with a miasma of dead men's breath, thus providing the undead within the swarm a steady source of healing. [sblock=Dead Man's Breath] [b]CR[/b] 3; [b]XP[/b] 800 NE Fine undead (incorporeal, swarm) [b]Init[/b] +4; [b]Senses[/b] darkvision 60 ft.; Perception +1 DEFENSE [b]AC[/b] 23, touch 19, flat-footed 19 (+1 deflection, +4 Dex, +8 size) [b]hp[/b] 16 (3d8+3); fast healing 3 [b]Fort[/b] +2, [b]Ref[/b] +5, [b]Will[/b] +4 [b]Defensive Abilities[/b] channel resistance +2, incorporeal, swarm traits; [b]Immune[/b] undead traits, weapon damage [b]Weaknesses[/b] swarm traits OFFENSE [b]Speed[/b] 5 ft., fly 20 ft. (perfect) [b]Melee[/b] swarm (1d6 negative energy plus distraction) [b]Space[/b] 10 ft.; [b]Reach[/b] 0 ft. [b]Special Attacks[/b] darkness, distraction (DC 12), negative energy (DC 12) STATISTICS [b]Str[/b] --, [b]Dex[/b] 18, [b]Con[/b] --, [b]Int[/b] --, [b]Wis[/b] 12, [b]Cha[/b] 13 [b]Base Atk[/b] +2; [b]CMB[/b] --; [b]CMD[/b] -- [b]Skills[/b] Fly +20 [b]SQ[/b] see in darkness SPECIAL ABILITIES [b]Darkness (Su)[/b] A dead man's breath causes the illumination level within its space to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level within the creature space. Magical light sources only increase the light level in an within the creature's space if they are of a 3rd-level or higher spell. [b]Distraction (Ex)[/b] A dead man's breath can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round. A DC 12 Fortitude save negates the effect. [b]Negative Energy (Su)[/b] A dead man's breath uses negative energy to deal 1d6 points of damage to living creatures. A successful DC 12 Will save halves the damage. As negative energy, this damage can be used to heal undead creatures. A dead man's breath's fast healing reflects the healing properties of its own energy on itself. The save DC is Charisma-based. [b]See in Darkness (Su)[/b] A dead man's breath can see perfectly in darkness of any kind, even that created by a [i]deeper darkness[/i] spell. ECOLOGY [b]Environment[/b] any [b]Organization[/b] solitary, pair, or miasma (3-6 swarms) [b]Treasure[/b] none [/sblock] [/QUOTE]
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