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How to I scare my group?
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<blockquote data-quote="UD" data-source="post: 47302" data-attributes="member: 316"><p>(Ok I know this dosn't follow the rules exactly to the letter, but its damn nasty... What do people think?)</p><p></p><p>Ghost Shadow Wight</p><p>Hit Dice: 6d12 (38 hp)</p><p>Initiative: +1</p><p>Speed: 45ft, 30ft Fly</p><p>AC: 20(+1 dex, +4 nat, +5 deflection)</p><p>Attacks: Slam +3 melee(Only when manifested)</p><p>Damage: 1d4 + Energy drain</p><p>Special Attacks: Energy Drain, Create Spawn, Corrupting touch, Horrific apperance, Manifestation, Malevolence</p><p>Special Qualities: Undead, cold resistece 9, darkvision 60ft, low-light vision, shadow bend, regenerate,</p><p>Saves: Fort +1, Ref +2, Will +5</p><p>Abilities: Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 19</p><p>Skills: Climb +5, Hide +20, Listen +16, Move Silently +16, Search +15, Spot +16</p><p>Feats: Blind Fight</p><p>CR: 8 (maybe more)</p><p>Alignment: CE</p><p></p><p>Combat:</p><p>Energy Drain(Su): Living creatures struck recieve one negative level. The fort save to remove is DC14.</p><p>Create Spawn(Su): Any humanois slain becaome a Wight in 1d4 rounds. Spawn are under the command of the Wight and enslaved until its death.</p><p>Shadow Blend(Su): In any condition better than full daylight, a shadow wight can disappear into the shadows, giving 9/10ths concealment. Artificial illumination, even a light or or continual flame spell, does not negate this ability. A daylight spell however, will.</p><p>Regeneration(Su): Will regenerate 2 hp per round.</p><p>Manifestation(Su): As ethereal creatures, they cannot affect or be affected by anything in the material world. When they manifest, ghosts become visible but remain incorporeal. However, a manifested ghost can strike with its touch attack or a ghost touch weapon. A manifested ghost remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal planes.</p><p>Corrupting Touch(Su): A ghost that hits a living target deals 1d4 damage.</p><p>Horrific appearance(Su): (Note this is differnet to a normal ghosts) The look of torture, revenge and madness on the creatures face and body reaches out. Anyone in 60 foot looking at the creature suffers 1d4 points of wisdom damage. If this ever reaches 0 by this manner, the subject has gone mad, and acts randomly, without purpose, its only point to get away from the creature. </p><p>Malevolence(Su):Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to magic jar as cast by a 10th-level sorcerer (or the ghost’s character level, whichever is higher), except that it does not require a receptacle. If the attack succeeds, the ghost’s body vanishes into the opponent’s body. The target can resist the attack with a successful Will save (DC 15 + ghost’s Charisma modifier). A creature that successfully saves is immune to that ghost’s malevolence for one day.</p><p></p><p>Special Qualities:</p><p>Undead: Immune to mind-influencing effects, poison, paralysis, stunning, and disease. Not subject to crits, subdual, ability, energy drain, or death from massive damage.</p><p>Rejuvenation(Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are often only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s level or HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.</p><p>Turn Resistance (Ex): A ghost has +4 turn resistance.</p><p></p><p>Skills; Recieve a +8 bonus to Move Silently, Hide, Listen, Search and Spot checks.</p></blockquote><p></p>
[QUOTE="UD, post: 47302, member: 316"] (Ok I know this dosn't follow the rules exactly to the letter, but its damn nasty... What do people think?) Ghost Shadow Wight Hit Dice: 6d12 (38 hp) Initiative: +1 Speed: 45ft, 30ft Fly AC: 20(+1 dex, +4 nat, +5 deflection) Attacks: Slam +3 melee(Only when manifested) Damage: 1d4 + Energy drain Special Attacks: Energy Drain, Create Spawn, Corrupting touch, Horrific apperance, Manifestation, Malevolence Special Qualities: Undead, cold resistece 9, darkvision 60ft, low-light vision, shadow bend, regenerate, Saves: Fort +1, Ref +2, Will +5 Abilities: Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 19 Skills: Climb +5, Hide +20, Listen +16, Move Silently +16, Search +15, Spot +16 Feats: Blind Fight CR: 8 (maybe more) Alignment: CE Combat: Energy Drain(Su): Living creatures struck recieve one negative level. The fort save to remove is DC14. Create Spawn(Su): Any humanois slain becaome a Wight in 1d4 rounds. Spawn are under the command of the Wight and enslaved until its death. Shadow Blend(Su): In any condition better than full daylight, a shadow wight can disappear into the shadows, giving 9/10ths concealment. Artificial illumination, even a light or or continual flame spell, does not negate this ability. A daylight spell however, will. Regeneration(Su): Will regenerate 2 hp per round. Manifestation(Su): As ethereal creatures, they cannot affect or be affected by anything in the material world. When they manifest, ghosts become visible but remain incorporeal. However, a manifested ghost can strike with its touch attack or a ghost touch weapon. A manifested ghost remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal planes. Corrupting Touch(Su): A ghost that hits a living target deals 1d4 damage. Horrific appearance(Su): (Note this is differnet to a normal ghosts) The look of torture, revenge and madness on the creatures face and body reaches out. Anyone in 60 foot looking at the creature suffers 1d4 points of wisdom damage. If this ever reaches 0 by this manner, the subject has gone mad, and acts randomly, without purpose, its only point to get away from the creature. Malevolence(Su):Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to magic jar as cast by a 10th-level sorcerer (or the ghost’s character level, whichever is higher), except that it does not require a receptacle. If the attack succeeds, the ghost’s body vanishes into the opponent’s body. The target can resist the attack with a successful Will save (DC 15 + ghost’s Charisma modifier). A creature that successfully saves is immune to that ghost’s malevolence for one day. Special Qualities: Undead: Immune to mind-influencing effects, poison, paralysis, stunning, and disease. Not subject to crits, subdual, ability, energy drain, or death from massive damage. Rejuvenation(Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are often only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s level or HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. Turn Resistance (Ex): A ghost has +4 turn resistance. Skills; Recieve a +8 bonus to Move Silently, Hide, Listen, Search and Spot checks. [/QUOTE]
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