D&D 3E/3.5 Converting monsters from Mayfair Games Role Aids product line


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Cleon

Legend
How about if we do Dex 20, Cha 17, and a Wis-based insight?

Well I'm willing to go along with that for the sake of harmony, although I still prefer a flat +4 bonus. It's better than Dex 22 & Cha 19 without a Wis-based insight I guess.

Let's see, that'd make it...

Str --, Dex 20, Con --, Int 12, Wis 14, Cha 17, AC 20 (+5 Dex, +3 deflection, +2 insight), touch 20, flat-footed 20.

Seems a bit high for a Wraith-level spook, but not beyond all reason.
 



freyar

Extradimensional Explorer
I prefer ability based; scalable. Well, let's take what we have and just see how it looks as the monster develops.
 




Cleon

Legend
Foregathering Spirit Working Draft

Foregathering Spirit
Medium Undead (Incorporeal)
Hit Dice: 6d12 (39 hp)
Initiative: +9
Speed: Fly 60 ft. (perfect)(12 squares)
Armor Class: 20 (+5 Dex, +3 deflection, +2 insight), touch 20, flat-footed 15
Base Attack/Grapple: +3/—
Attack: Incorporeal touch +8 melee (1d6 plus 1d4 Wis damage)
Full Attack: Incorporeal touch +8 melee (1d6 plus 1d4 Wis damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Animate corpse, draining malevolence, frightful presence
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits, unnatural aura
Saves: Fort +2, Ref +7, Will +7
Abilities: Str –, Dex 20, Con –, Int 12, Wis 14, Cha 17
Skills: Hide +14, Intimidate +12, Listen +13, Search +10, Spot +13
Feats: Alertness, Blind-Fight, Improved Initiative
Environment: Any land and underground
Organization: Solitary or gathering (1 plus 1-6 skeletons or 1-3 zombies)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-12 HD (Medium)
Level Adjustment: —

A swirling yellow mist the size and shape of a man. Strange images appear and vanish in the depths of the mist, showing glimpses of visions so horrible they cannot be described.

Foregathering spirits are a type of undead formed by the merging of the spirits of two or more creatures who died horribly. The more spirits that are combined together, the more potent the foregathering spirit.

These spirits lack a simple identity, their twisted motives are a patchwork of the memories and baser desires of all the individuals that have merged into their being. The strongest-willed among the beings the spirit has absorbed will have the greatest influence over the foregathering spirit's gestalt.

A foregathering spirit is roughly 6 feet tall and weightless.

COMBAT

A foregathering spirit tries to use its draining malevolence on any living creature it encounters, seeking to kill its victim and absorb their spirit into their own. Should this attack fail, a foregathering spirit attempts to wear down its opponents with its touch attack and undead minions. They will flee through the nearest solid barrier if their existence is threatened.

If the foregathering spirit has animated corpses in its service, it uses these undead to capture prey. For example, the skeletons and zombies may grapple or corral a foregathering spirit's victims while the spirit feeds on theme one by one.

Animate Corpse (Su): A foregathering spirit can animate skeletons and zombies, as per the animate dead spell (caster level equals the spirit's Hit Dice). It animates one undead per use of this power. A foregathering spirit can animate corpses at will, but may not animate HD worth of undead creatures more than its caster level at any time. If the spirit exceeds this number, any excess undead from previous uses collapse lifelessly to the ground. However, the foregathering spirit can reanimate these corpses, or the corpses of undead that are "killed" in combat, by another use of this power, provided the corpses are relatively complete.

Draining Malevolence (Su): Once per round, a foregathering spirit can merge its body with a creature. This ability is similar to a magic jar spell (caster level 10th or the spirit's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the foregathering spirit tries 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 (DC 16). A creature that successfully saves is immune to that same foregathering spirit'’s malevolence for 24 hours, and the spirit cannot enter the target’s space. If the save fails, the foregathering spirit vanishes into the target’s body.

If the attack succeeds, the foregathering spirit deals 1d3 point Con damage to the victim per minute. A successful DC 16 Will save negates the damage and expels the foregathering spirit. The save DC is Charisma-based.

A foregathering spirit absorbs the soul or life force of any victim it slays with draining malevolence. Such victims can not be brought back to life via raise dead or resurrection spells as long as the foregathering spirit exists. There is a 50% chance that a wish, miracle, or true resurrection spell can restore the victim to life. Check once for each absorbed soul. If the check fails, the creature cannot be brought back to life by mortal magic unless the foregathering spirit is destroyed first.

A foregathering spirit advances in Hit Dice by absorbing souls in this fashion. For every six souls the spirit consumes, it gains 1 Hit Die.

Frightful Presence (Su): Any living creature that sees a foregathering spirit within 60 feet must succeed on a DC 16 Will save or become frightened for 1d4+1 rounds. An opponent that succeeds on the saving throw is immune to that spirit's frightful presence for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a foregathering at a distance of 90 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
 
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