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Dweomershade
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<blockquote data-quote="Phineas Crow" data-source="post: 1517969" data-attributes="member: 15347"><p><strong>Dweomershade</strong></p><p><strong>Small Undead (Incorporeal)</strong></p><p></p><p><strong>Hit Dice</strong>: 8d12 (52 hp)</p><p><strong>Initiative</strong>: +4</p><p><strong>Speed</strong>: 30 ft. (6 squares), fly 60 ft. (perfect)</p><p><strong>Armor Class</strong>: 20 (+2 size, +4 Dex, +4 deflection), touch 16, flat-footed 16</p><p><strong>Base Attack/Grapple</strong>: +4/--</p><p><strong>Attack</strong>: Incorporeal touch +9 melee (2d4 plus Ability drain)</p><p><strong>Full Attack</strong>: Incorporeal touch +9 melee (2d4 plus Ability drain)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Ability drain, spells</p><p><strong>Special Qualities</strong>: Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits</p><p><strong>Saves</strong>: Fort +2, Ref +6, Will +8</p><p><strong>Abilities</strong>: Str --, Dex 18, Con --, Int 18, Wis 14, Cha 20 </p><p><strong>Skills</strong>: Concentration +11, Knowledge (Arcana) +11, Listen +10, Spot +9</p><p><strong>Feats</strong>: Alertness, Blind-Fight, Mobility</p><p><strong>Environment</strong>: Any land and underground</p><p><strong>Organization</strong>: Solitary, gang (2–5), or pack (6–11)</p><p><strong>Challenge Rating</strong>: 8</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always Lawful Evil</p><p><strong>Advancement</strong>: 9-15 HD (Medium)</p><p><strong>Level Adjustment</strong>: --</p><p></p><p>Sometimes called “spell ghosts” dweomershades are created from residual spell energy that has been corrupted by the presence of a powerful source of negative energy.</p><p></p><p>In appearance the dweomershade looks like a formless wisp of iridescent mist that floats in the air heedless to any wind or air currents. A slight drop in room temperature and a tingly electrical sensation are commonly felt by those within the presence of a dweomershade.</p><p></p><p><strong>Combat</strong></p><p>Dweomershades, as unliving spell energy, take particular delight in killing those that wield magic and will hunt any spellcasters it can sense.</p><p></p><p><strong>Ability Drain (Su)</strong>: Living creatures hit by a dweomershade’s incorporeal touch attack must succeed on a DC 15 Fortitude save or take 1d4 points of Intelligence, Wisdom, and Charisma drain. The save DC is Charisma-based. On each such successful attack, the deomershade gains 5 temporary hit points.</p><p></p><p><strong>Spells</strong>: A dweomershade casts arcane spells as a 6th-level sorcerer.</p><p><em>Typical Sorcerer Spells Known (8/7/6/4; base save DC 15 + spell level)</em>: 0—acid splash, daze, detect magic, mage hand, ray of frost, read magic, touch of fatigue; 1st—burning hands, mage armor, magic missile, obscuring mist; 2nd— acid arrow, hypnotic pattern; 3rd— lightning bolt.</p><p></p><p><strong>Sunlight Powerlessness (Ex)</strong>: Dweomershades are powerless in natural sunlight (not merely a daylight spell) and flee from it. A dweomershade caught in sunlight cannot attack and can take only a single move or attack action in a round.</p></blockquote><p></p>
[QUOTE="Phineas Crow, post: 1517969, member: 15347"] [b]Dweomershade[/b] [b]Small Undead (Incorporeal)[/b] [b]Hit Dice[/b]: 8d12 (52 hp) [b]Initiative[/b]: +4 [b]Speed[/b]: 30 ft. (6 squares), fly 60 ft. (perfect) [b]Armor Class[/b]: 20 (+2 size, +4 Dex, +4 deflection), touch 16, flat-footed 16 [b]Base Attack/Grapple[/b]: +4/-- [b]Attack[/b]: Incorporeal touch +9 melee (2d4 plus Ability drain) [b]Full Attack[/b]: Incorporeal touch +9 melee (2d4 plus Ability drain) [b]Space/Reach[/b]: 5 ft./5 ft. [b]Special Attacks[/b]: Ability drain, spells [b]Special Qualities[/b]: Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits [b]Saves[/b]: Fort +2, Ref +6, Will +8 [b]Abilities[/b]: Str --, Dex 18, Con --, Int 18, Wis 14, Cha 20 [b]Skills[/b]: Concentration +11, Knowledge (Arcana) +11, Listen +10, Spot +9 [b]Feats[/b]: Alertness, Blind-Fight, Mobility [b]Environment[/b]: Any land and underground [b]Organization[/b]: Solitary, gang (2–5), or pack (6–11) [b]Challenge Rating[/b]: 8 [b]Treasure[/b]: None [b]Alignment[/b]: Always Lawful Evil [b]Advancement[/b]: 9-15 HD (Medium) [b]Level Adjustment[/b]: -- Sometimes called “spell ghosts” dweomershades are created from residual spell energy that has been corrupted by the presence of a powerful source of negative energy. In appearance the dweomershade looks like a formless wisp of iridescent mist that floats in the air heedless to any wind or air currents. A slight drop in room temperature and a tingly electrical sensation are commonly felt by those within the presence of a dweomershade. [b]Combat[/b] Dweomershades, as unliving spell energy, take particular delight in killing those that wield magic and will hunt any spellcasters it can sense. [b]Ability Drain (Su)[/b]: Living creatures hit by a dweomershade’s incorporeal touch attack must succeed on a DC 15 Fortitude save or take 1d4 points of Intelligence, Wisdom, and Charisma drain. The save DC is Charisma-based. On each such successful attack, the deomershade gains 5 temporary hit points. [b]Spells[/b]: A dweomershade casts arcane spells as a 6th-level sorcerer. [i]Typical Sorcerer Spells Known (8/7/6/4; base save DC 15 + spell level)[/i]: 0—acid splash, daze, detect magic, mage hand, ray of frost, read magic, touch of fatigue; 1st—burning hands, mage armor, magic missile, obscuring mist; 2nd— acid arrow, hypnotic pattern; 3rd— lightning bolt. [b]Sunlight Powerlessness (Ex)[/b]: Dweomershades are powerless in natural sunlight (not merely a daylight spell) and flee from it. A dweomershade caught in sunlight cannot attack and can take only a single move or attack action in a round. [/QUOTE]
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