Devon
First Post
Hi, folks,
Here is an undead creature I had originally created for 2e. Let me know how it stacks up.
Thank you,
- Devon
Stormwraith
Medium-sized undead(incorporeal)
Hit Dice: 5d12 (32 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 60 ft. (good)
AC: 14 (+2 deflection, +2 Dex)
Attacks: 4 tendrils +2 melee touch
Damage: tendril 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special attacks: Dehydration, strength drain
Special Qualities: Undead, SR 15, electricity resistance, immunities, flashbacks
Saves: Fort +1, Ref +3, Will +5
Abilities: Str --, Dex 14, Con --, Int 12, Wis 12, Cha 14
Skills: Hide +13, Intimidate +13, Intuit Direction +12, Listen +12
Feats: Improved Initiative, Blind-Fight, Combat Reflexes
Climate/Terrain: oceans, stormfronts, shorelines
Organization: Solitary, pair or gang (3-8)
Challenge Rating: 5
Treasure: none
Alignment: chaotic evil
Advancement: 6 - 15 HD (Medium)
The stormwraith is an electrically-charged spirit that haunts stormfronts and shorelines.
Stormwraiths are the spirits of those who have fallen victim to the fury of a sea-storm. Sailors struck by lightning while on deck are most likely to rise as stormwraiths, but even those washed overboard by the great waves will occasionally quit their earthly bodies in the form of a stormwraith. They are usually drawn out of their sleep when a storm passes through their place of death, swept along the storm's path, terrorizing any mortals they encounter, only to vanish when the storm has spent itself. Occasionally, the stormwraith will be taken by some detail of an intended victim, and, reminded of a past lover, or friend, will break off its attack momentarily while it remembers.
The Stormwraith appears as a misty humanoid torso, tapering off to nothing. Four tendrils of vapor trail from the upper body in place of arms, while the shapeless head softly crackles with electricity. The eyes are a glowing blue, and anyone in their immediate vicinity notices a strong odor of ozone, as well as a tingling magnetic sensation.
Combat
Stormwraiths usually float in on a stormfront, attacking vessels at sea, or menacing shore-dwelling mortals. They resent their undeath and seek to electrocute and dehydrate the living. Only the memory of a lost loved one, or the ebbing of the storm, can slow them in their revenge against mortals.
Dehydration (Su): Stormwraiths can breathe a cloud of dehydration (3/day), area effect cone, 20' long, 10' wide, for 4d6 dehydration damage (Reflex save for half, DC 13).
Strength Drain (Su): The chilling cold of a stormwraith's touch can sap a victim's strength. If all 4 tentacle attacks hit, then the victim must make a Fortitude save (DC 13) or lose 1d3 temporary Strength points.
Spell-like abilities: The stormwraith can cast magic missile at will (2 missiles), which does damage as lightning. Once per day it can also cast a lightning bolt as a 6th-level sorceror (6d6 electrical damage, Reflex save for half; DC 13).
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.
Flashbacks (Ex): From time to time, a stormwraith sees something that reminds it of its previous life. At the start of every encounter, there is a 5% chance that it notices something about an opponent (randomly determined, if more than one opponent is present) that causes it to recall its life. If this happens, the stormwraith takes no action for 1 round and thereafter suffers a -2 morale penalty to all attacks directed at that opponent.
Electricity resistance (Su): Stormwraiths have energy resistance 25 against electricity.
Immunities: Stormwraiths are immune to normal and magical attacks that deal damage with wind, gas, water, acid and cold.
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.
Here is an undead creature I had originally created for 2e. Let me know how it stacks up.
Thank you,
- Devon
Stormwraith
Medium-sized undead(incorporeal)
Hit Dice: 5d12 (32 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 60 ft. (good)
AC: 14 (+2 deflection, +2 Dex)
Attacks: 4 tendrils +2 melee touch
Damage: tendril 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special attacks: Dehydration, strength drain
Special Qualities: Undead, SR 15, electricity resistance, immunities, flashbacks
Saves: Fort +1, Ref +3, Will +5
Abilities: Str --, Dex 14, Con --, Int 12, Wis 12, Cha 14
Skills: Hide +13, Intimidate +13, Intuit Direction +12, Listen +12
Feats: Improved Initiative, Blind-Fight, Combat Reflexes
Climate/Terrain: oceans, stormfronts, shorelines
Organization: Solitary, pair or gang (3-8)
Challenge Rating: 5
Treasure: none
Alignment: chaotic evil
Advancement: 6 - 15 HD (Medium)
The stormwraith is an electrically-charged spirit that haunts stormfronts and shorelines.
Stormwraiths are the spirits of those who have fallen victim to the fury of a sea-storm. Sailors struck by lightning while on deck are most likely to rise as stormwraiths, but even those washed overboard by the great waves will occasionally quit their earthly bodies in the form of a stormwraith. They are usually drawn out of their sleep when a storm passes through their place of death, swept along the storm's path, terrorizing any mortals they encounter, only to vanish when the storm has spent itself. Occasionally, the stormwraith will be taken by some detail of an intended victim, and, reminded of a past lover, or friend, will break off its attack momentarily while it remembers.
The Stormwraith appears as a misty humanoid torso, tapering off to nothing. Four tendrils of vapor trail from the upper body in place of arms, while the shapeless head softly crackles with electricity. The eyes are a glowing blue, and anyone in their immediate vicinity notices a strong odor of ozone, as well as a tingling magnetic sensation.
Combat
Stormwraiths usually float in on a stormfront, attacking vessels at sea, or menacing shore-dwelling mortals. They resent their undeath and seek to electrocute and dehydrate the living. Only the memory of a lost loved one, or the ebbing of the storm, can slow them in their revenge against mortals.
Dehydration (Su): Stormwraiths can breathe a cloud of dehydration (3/day), area effect cone, 20' long, 10' wide, for 4d6 dehydration damage (Reflex save for half, DC 13).
Strength Drain (Su): The chilling cold of a stormwraith's touch can sap a victim's strength. If all 4 tentacle attacks hit, then the victim must make a Fortitude save (DC 13) or lose 1d3 temporary Strength points.
Spell-like abilities: The stormwraith can cast magic missile at will (2 missiles), which does damage as lightning. Once per day it can also cast a lightning bolt as a 6th-level sorceror (6d6 electrical damage, Reflex save for half; DC 13).
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.
Flashbacks (Ex): From time to time, a stormwraith sees something that reminds it of its previous life. At the start of every encounter, there is a 5% chance that it notices something about an opponent (randomly determined, if more than one opponent is present) that causes it to recall its life. If this happens, the stormwraith takes no action for 1 round and thereafter suffers a -2 morale penalty to all attacks directed at that opponent.
Electricity resistance (Su): Stormwraiths have energy resistance 25 against electricity.
Immunities: Stormwraiths are immune to normal and magical attacks that deal damage with wind, gas, water, acid and cold.
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.