Devon
First Post
Hi, folks,
Been feeling drowned in mundanity these days, so I projected my stresses into something which could be killed. Let me know what you think,
- Devon
Porthaunt
Medium-sized undead (incorporeal)
Hit Dice: 8d12 (52 hp)
Initiative: +6 (+4 Impr Init, +2 Dex)
Speed: fly 30 ft. (good)
AC: 16 (+4 deflection, +2 Dex)
Attacks: incorporeal touch +6 melee
Damage: incorporeal touch 1d6
Face/Reach: 5 ft by 5 ft/5 ft
Special attacks: Gaze of the deep, drowning gaze
Special Qualities: undead, incorporeal, daylight powerlessness
Saves: Fort +2, Ref +4, Will +11
Abilities: Str --, Dex 15, Con --, Int 12, Wis 16, Cha 18
Skills: Concentration +9, Spot +8, Listen +7, Hide +8, Intimidate +9, Intuit Direction +5, Search +5, Sense Motive +6
Feats: Iron Will, Improved Initiative, Weapon finesse (incorporeal touch)
Climate/Terrain: any seaport
Organization: solitary
Challenge Rating: 5
Treasure: none
Alignment: usually chaotic evil
Advancement: 9 - 24 (Medium-sized)
The porthaunt is an incorporeal undead that kills by drowning its victims where they stand.
Porthaunts appear as they did in life, though incorporeal, somewhat bloated, and crab-chewed. The dark, emerald ocean depths seem to glimmer in a porthaunt's eyes, and onlookers feel themselves stifled and drowning as they experience the porthaunt's death throes at the bottom of the unforgiving sea. By focusing this gaze upon its enemies, the porthaunt can convince them that they, too, are drowning, enough to kill them.
A porthaunt appears at seaports, places of frequent trade, where people tend to disappear into the cold night waters. For those whose abrupt end lies at the bottom of the bay, becoming a porthaunt is their occasional fate. Thereafter, the porthaunt will dwell near its place of death, hoping to catch those responsible for its murder, its rage and misery eclipsing all it knew in life.
Combat:
A porthaunt usually lets its gaze wash across opponents, hoping to weaken their resistance before aiming its drowning attack. It will focus its attacks on those responsible for its murder.
Gaze of the Deep (Su): Anyone meeting the gaze of a porthaunt must make a Will save (DC 18) or be shaken for 1d4+1 rounds as they are telempathically assaulted by sensations of drowning, suffering a -2 morale penalty on attack rolls, checks, and saving throws. A successful save indicates that the opponent is thereafter immune to this effect, but does not confer immunity to its Drowning Gaze, as detailed below.
Drowning Gaze (Su): Once per round, as a standard action, the porthaunt can focus its gaze at one opponent within 30 feet, whose lungs fill with tainted, ectoplasmic water. Unless she successfully coughs up the water (Fortitude save, DC 18) she will begin drowning (see Drowning rules in the DMG). The porthaunt must maintain this drowning as a standard action each round. Even if the victim manages to cough up the fluid, she must roll another save (Fortitude, DC 16) or contract blinding sickness (see Disease in the DMG).
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Daylight Powerlessness (Ex): Porthaunts are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.
Been feeling drowned in mundanity these days, so I projected my stresses into something which could be killed. Let me know what you think,
- Devon
Porthaunt
Medium-sized undead (incorporeal)
Hit Dice: 8d12 (52 hp)
Initiative: +6 (+4 Impr Init, +2 Dex)
Speed: fly 30 ft. (good)
AC: 16 (+4 deflection, +2 Dex)
Attacks: incorporeal touch +6 melee
Damage: incorporeal touch 1d6
Face/Reach: 5 ft by 5 ft/5 ft
Special attacks: Gaze of the deep, drowning gaze
Special Qualities: undead, incorporeal, daylight powerlessness
Saves: Fort +2, Ref +4, Will +11
Abilities: Str --, Dex 15, Con --, Int 12, Wis 16, Cha 18
Skills: Concentration +9, Spot +8, Listen +7, Hide +8, Intimidate +9, Intuit Direction +5, Search +5, Sense Motive +6
Feats: Iron Will, Improved Initiative, Weapon finesse (incorporeal touch)
Climate/Terrain: any seaport
Organization: solitary
Challenge Rating: 5
Treasure: none
Alignment: usually chaotic evil
Advancement: 9 - 24 (Medium-sized)
The porthaunt is an incorporeal undead that kills by drowning its victims where they stand.
Porthaunts appear as they did in life, though incorporeal, somewhat bloated, and crab-chewed. The dark, emerald ocean depths seem to glimmer in a porthaunt's eyes, and onlookers feel themselves stifled and drowning as they experience the porthaunt's death throes at the bottom of the unforgiving sea. By focusing this gaze upon its enemies, the porthaunt can convince them that they, too, are drowning, enough to kill them.
A porthaunt appears at seaports, places of frequent trade, where people tend to disappear into the cold night waters. For those whose abrupt end lies at the bottom of the bay, becoming a porthaunt is their occasional fate. Thereafter, the porthaunt will dwell near its place of death, hoping to catch those responsible for its murder, its rage and misery eclipsing all it knew in life.
Combat:
A porthaunt usually lets its gaze wash across opponents, hoping to weaken their resistance before aiming its drowning attack. It will focus its attacks on those responsible for its murder.
Gaze of the Deep (Su): Anyone meeting the gaze of a porthaunt must make a Will save (DC 18) or be shaken for 1d4+1 rounds as they are telempathically assaulted by sensations of drowning, suffering a -2 morale penalty on attack rolls, checks, and saving throws. A successful save indicates that the opponent is thereafter immune to this effect, but does not confer immunity to its Drowning Gaze, as detailed below.
Drowning Gaze (Su): Once per round, as a standard action, the porthaunt can focus its gaze at one opponent within 30 feet, whose lungs fill with tainted, ectoplasmic water. Unless she successfully coughs up the water (Fortitude save, DC 18) she will begin drowning (see Drowning rules in the DMG). The porthaunt must maintain this drowning as a standard action each round. Even if the victim manages to cough up the fluid, she must roll another save (Fortitude, DC 16) or contract blinding sickness (see Disease in the DMG).
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Daylight Powerlessness (Ex): Porthaunts are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.
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