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<blockquote data-quote="BOZ" data-source="post: 989272" data-attributes="member: 1241"><p><strong>SOUL BECKONER</strong></p><p></p><p><strong>SOUL BECKONER</strong></p><p>Medium-Size Undead (Incorporeal)</p><p>Hit Dice: 4d12 (26 hp)</p><p>Initiative: +6 (Dex, Improved Initiative)</p><p>Speed: 15 ft</p><p>AC: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12</p><p>Attacks: 2 incorporeal touches +4 melee (BAB +2)</p><p>Damage: Incorporeal touch 1d6 and energy drain</p><p>Face/Reach: 5 ft/5 ft</p><p>Special Attacks: Whisper, eerie wail, energy drain</p><p>Special Qualities: Consume life force, DR 10/magic and silver, undead qualities, incorporeal</p><p>Saves: Fort +1, Ref +3, Will +6</p><p>Abilities: Str ---, Dex 15, Con ---, Int 13, Wis 14, Cha 15</p><p>Skills: Hide +4*, Intuit Direction +5, Listen +6, Search +4, Spot +6</p><p>Feats: Alertness, Improved Initiative</p><p></p><p>Climate/Terrain: Any underground</p><p>Organization: Solitary</p><p>Challenge Rating: 5</p><p>Treasure: Standard</p><p>Alignment: Always neutral evil</p><p>Advancement: 5-12 HD (Medium-Size)</p><p></p><p>The soul beckoner is an undead creature, similar to a wraith, which drains the life force of its victims. They look more like shadows though, and are mistaken for them more often than not. As this creature drains the life energy of its victims, it takes on aspects of their appearance and changes, becoming larger and more solid. The soul beckoner is more in tune with its previous form than a typical wraith, and therefore has a stronger tie to the Material plane.</p><p></p><p>COMBAT</p><p>A soul beckoner lies in wait for prey to come in range of its whisper attack to lure them into melee range. It then attacks with its bony claws, draining the energy of the living and adding to its own strength. Each claw attack can drain energy with a successful attack; therefore a soul beckoner can drain up to two levels per round.</p><p> Whisper (Sp): Soul beckoners possess a sonic charm attack that reaches a range of 240 feet. Creatures hearing the whispers must roll a successful Will save (DC 14) or be drawn toward the soul beckoner. A successful saving throw negates the whisper. Creatures drawn to a soul beckoner are attacked by the monster and are considered flat-footed (even if they are normally immune to being caught flat-footed), but a successful hit breaks the enchantment of the whisper. Otherwise, victims are allowed a Will save every round to escape the creature's enchantment with a cumulative +2 bonus per round. A silence spell or a character incapable of hearing prevents the effects of the whisper.</p><p> Eerie Wail (Sp): If a soul beckoner’s whisper attack fails, the victim hears an eerie wailing sound. The character must then roll another successful Will save (DC 14) or flee in terror for 1d4+1 rounds. A silence spell or a character incapable of hearing prevents the effects of the wail.</p><p> Energy Drain (Su): Any living creature struck by a soul beckoner's incorporeal touch attack must succeed at a Fortitude saving throw (DC 14) or gain one negative level. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 14) to remove it. Failure means the opponent’s level (or Hit Dice) is reduced by one.</p><p> Consume Life Force (Su): For each negative level a soul beckoner bestows with its energy drain attack, the soul beckoner gains one Hit Die, as well as the appropriate hit points and saving throw and attack bonus. All such extra Hit Dice remain for 24 hours from the time they are gained.</p><p> Undead Traits: A soul beckoner is immune to all mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is also immune to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A soul beckoner cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range). </p><p> Incorporeal Subtype: A soul beckoner can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A soul beckoner can pass through solid objects, but not force objects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. A soul beckoner always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. </p><p> Skills: A soul beckoner receives a +10 racial bonus to Hide checks unless in bright light.</p><p></p><p>The soul beckoner first appeared in UK7 - Dark Clouds Gather (1985), then in Monstrous Compendium Greyhawk Appendix, MC5 (1990), under the “wraith” entry.</p></blockquote><p></p>
[QUOTE="BOZ, post: 989272, member: 1241"] [b]SOUL BECKONER[/b] [b]SOUL BECKONER[/b] Medium-Size Undead (Incorporeal) Hit Dice: 4d12 (26 hp) Initiative: +6 (Dex, Improved Initiative) Speed: 15 ft AC: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12 Attacks: 2 incorporeal touches +4 melee (BAB +2) Damage: Incorporeal touch 1d6 and energy drain Face/Reach: 5 ft/5 ft Special Attacks: Whisper, eerie wail, energy drain Special Qualities: Consume life force, DR 10/magic and silver, undead qualities, incorporeal Saves: Fort +1, Ref +3, Will +6 Abilities: Str ---, Dex 15, Con ---, Int 13, Wis 14, Cha 15 Skills: Hide +4*, Intuit Direction +5, Listen +6, Search +4, Spot +6 Feats: Alertness, Improved Initiative Climate/Terrain: Any underground Organization: Solitary Challenge Rating: 5 Treasure: Standard Alignment: Always neutral evil Advancement: 5-12 HD (Medium-Size) The soul beckoner is an undead creature, similar to a wraith, which drains the life force of its victims. They look more like shadows though, and are mistaken for them more often than not. As this creature drains the life energy of its victims, it takes on aspects of their appearance and changes, becoming larger and more solid. The soul beckoner is more in tune with its previous form than a typical wraith, and therefore has a stronger tie to the Material plane. COMBAT A soul beckoner lies in wait for prey to come in range of its whisper attack to lure them into melee range. It then attacks with its bony claws, draining the energy of the living and adding to its own strength. Each claw attack can drain energy with a successful attack; therefore a soul beckoner can drain up to two levels per round. Whisper (Sp): Soul beckoners possess a sonic charm attack that reaches a range of 240 feet. Creatures hearing the whispers must roll a successful Will save (DC 14) or be drawn toward the soul beckoner. A successful saving throw negates the whisper. Creatures drawn to a soul beckoner are attacked by the monster and are considered flat-footed (even if they are normally immune to being caught flat-footed), but a successful hit breaks the enchantment of the whisper. Otherwise, victims are allowed a Will save every round to escape the creature's enchantment with a cumulative +2 bonus per round. A silence spell or a character incapable of hearing prevents the effects of the whisper. Eerie Wail (Sp): If a soul beckoner’s whisper attack fails, the victim hears an eerie wailing sound. The character must then roll another successful Will save (DC 14) or flee in terror for 1d4+1 rounds. A silence spell or a character incapable of hearing prevents the effects of the wail. Energy Drain (Su): Any living creature struck by a soul beckoner's incorporeal touch attack must succeed at a Fortitude saving throw (DC 14) or gain one negative level. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 14) to remove it. Failure means the opponent’s level (or Hit Dice) is reduced by one. Consume Life Force (Su): For each negative level a soul beckoner bestows with its energy drain attack, the soul beckoner gains one Hit Die, as well as the appropriate hit points and saving throw and attack bonus. All such extra Hit Dice remain for 24 hours from the time they are gained. Undead Traits: A soul beckoner is immune to all mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is also immune to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A soul beckoner cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range). Incorporeal Subtype: A soul beckoner can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A soul beckoner can pass through solid objects, but not force objects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. A soul beckoner always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. Skills: A soul beckoner receives a +10 racial bonus to Hide checks unless in bright light. The soul beckoner first appeared in UK7 - Dark Clouds Gather (1985), then in Monstrous Compendium Greyhawk Appendix, MC5 (1990), under the “wraith” entry. [/QUOTE]
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