Shade
Monster Junkie
Tymher-haid
http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-25.html
Tymher-haid
Fine Undead (Incorporeal, Swarm)
Hit Dice: 9d12 (58 hp)
Initiative: +5
Speed: Fly 50 ft. (perfect)(10 squares)
Armor Class: 24 (+8 size, +5 Dex, +1 deflection), touch 24, flat-footed 19
Base Attack/Grapple: +4/-
Attack: Swarm (2d6 fire)
Full Attack: Swarm (2d6 fire)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Darkvision 60 ft., hivemind, immune to weapon damage, immunity to fire, incorporeal traits, swarm traits, undead traits, vulnerability to water
Saves: Fort +3, Ref +10, Will +9
Abilities: Str —, Dex 20, Con —, Int 3, Wis 12, Cha 13
Skills: Listen +9, Spot +9
Feats: Ability Focus (distraction), Alertness, Iron Will, Lightning Reflexes
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral evil
Advancement: —
Level Adjustment: —
A loosely defined mass of small, multicolored sparks forms a brilliant display in the air. The individual sparks swoop and dive in intricate arcs.
A a tymher-haid, or “ghost-swarm”, arises when a large number of weak creatures are not given proper funerary rites. They often arise spontaneously in places of great carnage, such as gutted dungeons and bloodied battlefields. They often do not arise until years after the deaths of the once-living that become them.
Tymher-haids draw no joy from slaughter, nor do they have a supernatural need to feed on the living. As a result, they function more like an uncaring force of nature than as a ravenous ghoul or vengeful wraith.
Tymher-haids usually have short unlives, for their vulnerability to water makes them extremely susceptible to rain. As a result, they rarely stray far from their places of origin.
Tymher-haid do not speak or understand any languages.
COMBAT
A tymher-haid is a straightforward combatant, descending on victims like a swarm of wasps.
Distraction (Ex): Any living creature vulnerable to a tymher-haid swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 17 Fortitude save negates the effect. Even after a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. The save DC is Charisma-based.
Hive Mind (Ex): Any tymher-haid swarm with at least 1 hit point per Hit Die (or 9 hit points, for a standard tymher-haid swarm) forms a hive mind, giving it an Intelligence of 3. When a tymher-haid swarm is reduced below this hit point threshold, it becomes mindless.
Vulnerability to Water (Ex): Tymher-haid swarms are particularly vulnerable to water, and contact with it (such as wading into a pool or being splashed with a vial or bucket of water) inflicts 1d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water) inflicts 3d6 points of damage per round. Holy water inflicts double this damage (e.g. 2d6 per vial).
Originally appeared in Dragon Magazine #186 (1992).
http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-25.html
Tymher-haid
Fine Undead (Incorporeal, Swarm)
Hit Dice: 9d12 (58 hp)
Initiative: +5
Speed: Fly 50 ft. (perfect)(10 squares)
Armor Class: 24 (+8 size, +5 Dex, +1 deflection), touch 24, flat-footed 19
Base Attack/Grapple: +4/-
Attack: Swarm (2d6 fire)
Full Attack: Swarm (2d6 fire)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Darkvision 60 ft., hivemind, immune to weapon damage, immunity to fire, incorporeal traits, swarm traits, undead traits, vulnerability to water
Saves: Fort +3, Ref +10, Will +9
Abilities: Str —, Dex 20, Con —, Int 3, Wis 12, Cha 13
Skills: Listen +9, Spot +9
Feats: Ability Focus (distraction), Alertness, Iron Will, Lightning Reflexes
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral evil
Advancement: —
Level Adjustment: —
A loosely defined mass of small, multicolored sparks forms a brilliant display in the air. The individual sparks swoop and dive in intricate arcs.
A a tymher-haid, or “ghost-swarm”, arises when a large number of weak creatures are not given proper funerary rites. They often arise spontaneously in places of great carnage, such as gutted dungeons and bloodied battlefields. They often do not arise until years after the deaths of the once-living that become them.
Tymher-haids draw no joy from slaughter, nor do they have a supernatural need to feed on the living. As a result, they function more like an uncaring force of nature than as a ravenous ghoul or vengeful wraith.
Tymher-haids usually have short unlives, for their vulnerability to water makes them extremely susceptible to rain. As a result, they rarely stray far from their places of origin.
Tymher-haid do not speak or understand any languages.
COMBAT
A tymher-haid is a straightforward combatant, descending on victims like a swarm of wasps.
Distraction (Ex): Any living creature vulnerable to a tymher-haid swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 17 Fortitude save negates the effect. Even after a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. The save DC is Charisma-based.
Hive Mind (Ex): Any tymher-haid swarm with at least 1 hit point per Hit Die (or 9 hit points, for a standard tymher-haid swarm) forms a hive mind, giving it an Intelligence of 3. When a tymher-haid swarm is reduced below this hit point threshold, it becomes mindless.
Vulnerability to Water (Ex): Tymher-haid swarms are particularly vulnerable to water, and contact with it (such as wading into a pool or being splashed with a vial or bucket of water) inflicts 1d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water) inflicts 3d6 points of damage per round. Holy water inflicts double this damage (e.g. 2d6 per vial).
Originally appeared in Dragon Magazine #186 (1992).
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