demiurge1138
Inventor of Super-Toast
Yes, yes, I know. I'm hopeless. The movie's not been released yet, and the book-monster conversion isn't until November, but I wanted to get this out there. Any comments?
Dementor
Large Outsider (Evil, Native)
Hit Dice: 10d8+30 (75 hp)
Initiative: +2
Speed: 40ft, fly 60ft (good)
Armor Class: 25 (-1 size, +4 Dex, +12 natural), touch 13, flat-footed 21
Base Attack/Grapple: +10/+19
Attack: Slam +14 melee (1d6+5)
Full Attack: 2 slams +14 melee (1d6+5)
Space/Reach: 10ft/10ft
Special Attacks: Dementor’s kiss, frightful presence, improved grab, tap fears
Special Qualities: DR 5/good, flight, immunity to cold, lifesense 60ft, scent, SR 25, turn resistance +4, vulnerabilities
Saves: Fort +10, Ref +11, Will +10
Abilities: Str 21, Dex 19, Con 17, Int 14, Wis 17, Cha 23
Skills: Bluff +19, Hide +15, Intimidate +31, Knowledge (history) +15, Listen +16, Move Silently +19, Profession (torturer) +16, Sense Motive +16, Survival +16
Feats: Ability Focus (dementor’s kiss, tap fears), Dodge, Stealthy
Environment: Any land or underground
Organization: Solitary, pair, pack (3-8), horde (10-40)
Challenge Rating: 11
Treasure: None, except cloak
Alignment: Always neutral evil
Advancement: 11-20 HD (Large), 21-30 HD (Huge)
Level Adjustment: -
You see a 10 foot tall humanoid creature wearing a gray cloak floating silently off the ground. Its face is hidden in the shadows of the cloak, but its hands are the clammy green of a drowned corpse.
Dementors are evil, alien creatures that feed on the despair and fear they naturally generate.
Dementors track their prey by non-visual means, such as scent and by sensing creature’s life forces. The face of a dementor is a horrible thing, with no eyes and a terrible grinning mouth, but their faces are only revealed if the dementor is planning on using its “kiss”, a terrible ability that consumes the soul of its victim.
Despite their horrible evil, dementors are sometimes found working in non-evil societies as inquisitors and prison guards. They take every opportunity to psychically torment their charges, often leaving them insane or comatose.
Combat
Dementors prefer to hunt in groups, using their lifesense to scan for potential victims. If the dementor is only curious or on a mission, it will merely use its tap fear ability to wreak havoc with their opponent’s mind. If it is hungry or annoyed, it will grab its foe and drain their soul.
Dementor’s Kiss (Su): A dementor can, as a full round action, inhale the soul of a grappled opponent. If the victim fails a Will save (DC 23), it loses its soul, but remains horribly alive. A soulless victim is treated as feebleminded and insane, and can only be cured through the use of a wish or a miracle spell. A soulless character cannot be raised or resurrected. The save DC is Charisma based.
Flight (Su): Dementors fly through magical means. This also grants them a permanent feather fall effect with personal range.
Frightful Presence (Ex): Dementors exude an aura of sheer terror. Any creature within 60ft of a dementor must make a Will save (DC 21) or be shaken for as long as they remain within 60ft of the dementor and for 5d4 rounds thereafter. A creature that successfully saves cannot be affected by the frightful presence of that dementor for 24 hours. The save DC is Charisma based.
Improved Grab (Ex): A dementor that hits a Medium-sized or smaller opponent with a slam attack can make a grapple check that does not provoke an attack of opportunity. If it successful, it deals slam damage every round it maintains the grapple and may use the dementor’s kiss.
Lifesense (Su): A dementor has blindsight with a range of 60ft, with the added benefit of acting as a deathwatch spell. In addition, a dementor may use a standard action to read the surface thoughts of any creature within the radius of its lifesense, as the detect thoughts spell (Will DC 21 negates). The save DC is Charisma based.
Tap Fears (Su): As a standard action, a dementor may inhale deeply, seeming to draw the fears of its victims to the surface. The dementor may use this ability on any creature it has used its lifesense ability to detect the thoughts of. The target creature must make a Will save (DC 23) or take 1d6 points of Wisdom damage and suffer a random effect, taken from the table below:
D20 roll
1-2: Stunned for 1d4+1 rounds
3-4: Confused for 1d6 rounds
5-7: Sickened for 1d6 rounds
8-9: Nauseated for 1d6 rounds
10-12: Panicked for 1d6+1 rounds
13-15: Frightened for 1d6+1 rounds
16-17: Dazed for 1d4+1 rounds
18-19: Cowers for 1d4+1 rounds
20: No additional effect
A creature that successfully saves cannot be affected by the tap fears of that dementor for 24 hours. The save DC is Charisma based.
Vulnerabilities (Ex): Although they are not undead, dementors share some of their characteristics. Dementors are harmed by positive energy and healed by negative energy as undead are, and can be turned, rebuked, destroyed or commanded as undead can (although they have turn resistance). In addition, a good hope spell cast on a dementor does not have its usual effects. Instead, if the dementor fails its Will save (the caster does not have to penetrate the dementor’s spell resistance), it cannot touch or use any of its special attacks on the caster for the duration of the spell.
Skills: Dementors receive a +10 racial bonus to Intimidate checks.
Demiurge out.
Dementor
Large Outsider (Evil, Native)
Hit Dice: 10d8+30 (75 hp)
Initiative: +2
Speed: 40ft, fly 60ft (good)
Armor Class: 25 (-1 size, +4 Dex, +12 natural), touch 13, flat-footed 21
Base Attack/Grapple: +10/+19
Attack: Slam +14 melee (1d6+5)
Full Attack: 2 slams +14 melee (1d6+5)
Space/Reach: 10ft/10ft
Special Attacks: Dementor’s kiss, frightful presence, improved grab, tap fears
Special Qualities: DR 5/good, flight, immunity to cold, lifesense 60ft, scent, SR 25, turn resistance +4, vulnerabilities
Saves: Fort +10, Ref +11, Will +10
Abilities: Str 21, Dex 19, Con 17, Int 14, Wis 17, Cha 23
Skills: Bluff +19, Hide +15, Intimidate +31, Knowledge (history) +15, Listen +16, Move Silently +19, Profession (torturer) +16, Sense Motive +16, Survival +16
Feats: Ability Focus (dementor’s kiss, tap fears), Dodge, Stealthy
Environment: Any land or underground
Organization: Solitary, pair, pack (3-8), horde (10-40)
Challenge Rating: 11
Treasure: None, except cloak
Alignment: Always neutral evil
Advancement: 11-20 HD (Large), 21-30 HD (Huge)
Level Adjustment: -
You see a 10 foot tall humanoid creature wearing a gray cloak floating silently off the ground. Its face is hidden in the shadows of the cloak, but its hands are the clammy green of a drowned corpse.
Dementors are evil, alien creatures that feed on the despair and fear they naturally generate.
Dementors track their prey by non-visual means, such as scent and by sensing creature’s life forces. The face of a dementor is a horrible thing, with no eyes and a terrible grinning mouth, but their faces are only revealed if the dementor is planning on using its “kiss”, a terrible ability that consumes the soul of its victim.
Despite their horrible evil, dementors are sometimes found working in non-evil societies as inquisitors and prison guards. They take every opportunity to psychically torment their charges, often leaving them insane or comatose.
Combat
Dementors prefer to hunt in groups, using their lifesense to scan for potential victims. If the dementor is only curious or on a mission, it will merely use its tap fear ability to wreak havoc with their opponent’s mind. If it is hungry or annoyed, it will grab its foe and drain their soul.
Dementor’s Kiss (Su): A dementor can, as a full round action, inhale the soul of a grappled opponent. If the victim fails a Will save (DC 23), it loses its soul, but remains horribly alive. A soulless victim is treated as feebleminded and insane, and can only be cured through the use of a wish or a miracle spell. A soulless character cannot be raised or resurrected. The save DC is Charisma based.
Flight (Su): Dementors fly through magical means. This also grants them a permanent feather fall effect with personal range.
Frightful Presence (Ex): Dementors exude an aura of sheer terror. Any creature within 60ft of a dementor must make a Will save (DC 21) or be shaken for as long as they remain within 60ft of the dementor and for 5d4 rounds thereafter. A creature that successfully saves cannot be affected by the frightful presence of that dementor for 24 hours. The save DC is Charisma based.
Improved Grab (Ex): A dementor that hits a Medium-sized or smaller opponent with a slam attack can make a grapple check that does not provoke an attack of opportunity. If it successful, it deals slam damage every round it maintains the grapple and may use the dementor’s kiss.
Lifesense (Su): A dementor has blindsight with a range of 60ft, with the added benefit of acting as a deathwatch spell. In addition, a dementor may use a standard action to read the surface thoughts of any creature within the radius of its lifesense, as the detect thoughts spell (Will DC 21 negates). The save DC is Charisma based.
Tap Fears (Su): As a standard action, a dementor may inhale deeply, seeming to draw the fears of its victims to the surface. The dementor may use this ability on any creature it has used its lifesense ability to detect the thoughts of. The target creature must make a Will save (DC 23) or take 1d6 points of Wisdom damage and suffer a random effect, taken from the table below:
D20 roll
1-2: Stunned for 1d4+1 rounds
3-4: Confused for 1d6 rounds
5-7: Sickened for 1d6 rounds
8-9: Nauseated for 1d6 rounds
10-12: Panicked for 1d6+1 rounds
13-15: Frightened for 1d6+1 rounds
16-17: Dazed for 1d4+1 rounds
18-19: Cowers for 1d4+1 rounds
20: No additional effect
A creature that successfully saves cannot be affected by the tap fears of that dementor for 24 hours. The save DC is Charisma based.
Vulnerabilities (Ex): Although they are not undead, dementors share some of their characteristics. Dementors are harmed by positive energy and healed by negative energy as undead are, and can be turned, rebuked, destroyed or commanded as undead can (although they have turn resistance). In addition, a good hope spell cast on a dementor does not have its usual effects. Instead, if the dementor fails its Will save (the caster does not have to penetrate the dementor’s spell resistance), it cannot touch or use any of its special attacks on the caster for the duration of the spell.
Skills: Dementors receive a +10 racial bonus to Intimidate checks.
Demiurge out.