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Converting Creatures from Other Campaign Settings

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What is this, Creature Catalog After Hours (wokka chikka, wokka chikka). :p

A priest can turn a resident as a wraith; any result of turning or destruction causes the resident to flee or be dispersed for 2d6 days, after which it will return (see later).

Wraiths have +2 turn resistance.

A resident can be temporarily exorcised by defeating it in combat (including the use of holy water) or by a remove curse spell. Once all its hit points are gone or the spell is cast, the resident disperses or flees for 2d6 days.

Rejuvenation 2d6 days later?

There is a 25% chance if remove curse is cast that the resident instead becomes enraged and attacks to kill the spellcaster and all other party members except the surrogate (50% chance), or else emits a keening wail of despair that will paralyze all within 60 feet of it for 1d6 rounds (save vs. paralyzation allowed) before it flees for 2d6 days (50% chance).

Should we writeup the strange reaction to remove curse as a SQ?

Modify this to use paralysis rather than death?

Wail (Su): During the night, a banshee can loose a deadly wail. This attack can slay up to eighteen living creatures within a 30-foot spread centered on the banshee, or within a 60-foot cone extending from the banshee, at the creature's option. A successful Fortitude save (DC 26) negates the effect. Once a banshee wails, it must wait 1d4 rounds before it can do so again, and it can wail no more than three times per day.

Only if the resident is confronted with evidence that its surrogate does not wish it around, and an atonement spell is cast on it, will the resident permanently removed from the world.

...and there is our permanent destruction criteria.
 

It's the only time I have to get through all these threads! :p

I agree with all those suggestions, though I admit not knowing what I'd like to do with remove curse. I'd probably just go with the wail followed by dispersal and regeneration.
 


Here we go...

Keen of Despair (Su): A resident can unleash its keen as either a 60-foot cone or 30-foot spread centered on itself. Creatures in the area must succeed on a DC 17 Fortitude save or become paralyzed with fear for 1d6 rounds. Once a resident keens, it must wait 1d4 rounds before it can do so again, and it can keen no more than three times per day. This is a sonic, fear effect. The save DC is Charisma-based.

Rejuvenation (Su): In most cases, it’s difficult to destroy a resident through simple combat: The “destroyed” spirit will often restore itself in 2d6 days. Even the most powerful spells are usually only temporary solutions. A resident that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + resident's HD) against DC 16. As a rule, the only way to get rid of a resident for sure is to confront it with evidence that its surrogate does not wish it around, and then cast an atonement spell upon it.

Vulnerability to Remove Curse (Su): A remove curse or break enchantement spell cast upon a resident destroys it immediately unless it succeeds on a Will save. The resident will rejuvenate as normal if destroyed in this manner.
 

Doesn't the Keen of Despair just happen when it's destroyed by remove curse? Or are we decoupling those for additional simplicity?
 

Let's decouple them so it can keen in combat, but add to the "vulnerability" SQ that this triggers the keening as an immediate action, regardless of whether it passes or fails?
 

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