Echohawk
Shirokinukatsukami fan
SCORCHED ONE
CLIMATE/TERRAIN: Desert
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Nil
INTELLIGENCE: High (13-14)
TREASURE: R, V
ALIGNMENT: Neutral Evil
NO. APPEARING: 1
ARMOR CLASS: 2
MOVEMENNT: 12
HIT DICE: 7+2
THAC0: 13
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: Dehydration, spells
SPECIAL DEFENSES: +1 or better weapons to hit, see below
MAGIC RESISTANCE: 10%
SIZE: M (5' to 6')
MORALE: Fanatic (17)
XP VALUE: 5,000
A merciless scourge of the desert, the scorched one is the undying remains of a human that succumbed to the oppressive arid climate. This undead creature draws its strength from the searing desert sun, and hates all living things that trespass upon its territory.
The scorched one wanders the desert in the tattered and weather-beaten remains of what it had in life. Its visage is burnt and cracked, and the body of a scorched one appears to be dehydrated in the extreme. They often wander towards desert caravans or adventuring parties, appearing to be a lone emaciated traveler. At a distance, they wave to the living and speak in a horse, cracked voice, calling for help. It is only when the potential victims are too close that their mistake to aid the "wanderer" is revealed.
Combat: Like many other powerful intelligent undead creatures, such as the lich and vampire, a scorched one will seldom engage in direct physical combat, as the spell-like abilities it has are formidable. However, if pressed, a scorched one will wade into melee.
In hand-to-hand combat, a scorched one inflicts ld8 points of damage with its powerful, burning touch. The more dangerous aspect of this touch is that it will dehydrate a victim unless the creature touched rolls a successful saving throw vs. death magic. If unsuccessful, the creature will begin to suffer from a type of heat stroke as its body dehydrates. The victim will suffer 1d8 points of damage each round, as well as being affected by insatiable thirst for the duration. This effect lasts 1d4 rounds. Multiple blows add to the duration of the effect.
The scorched one also possesses formidable spell-like abilities. The creature has the power to cast the following spells as special abilities once per day, at 14th level: continual light, sol's searing orb, and sunray. In addition, the following spell-like special abilities can be used twice per day, at 14th level: light, sunscorch, and insatiable thirst.
Due to the nature of their undying state, scorched ones are immune to sleep, charm, hold, and death spells, as well as all spells that affect the mind. The creatures also possess immunity to normal weapons; a +1 or better weapon is required to harm them. They are also able to regenerate 1 hit point every round, unless the damage comes from acid, cold, or water.
Unlike most other undead however, scorched ones are fueled by the oppressive power of the desert sun. They are immune to fire- and sun-based spells (even ones that specifically do more harm to undead), but suffer at the hands of cold or water-based attacks. Cold-based attacks do +1 per die of damage against them. Scorched ones save vs. water-based attacks at a -2 penalty, and if the attacks inflicts damage, that damage is doubled.
Scorched ones may be destroyed completely in only one way: total immersion in water. It does not matter how this is accomplished, so long as the entire body of the creature is immersed in water. If a scorched one is stricken down, and has not yet regenerated enough damage to rise again, it may be incapacitated by cutting off its head. This will render it immobile until the next sunrise, at which time its body and head will turn to dust and reform under the desert sun.
Habitat/Society: Scorched ones are solitary wanderers that traverse the desert wastes in search of intelligent humanoid life. Once the undead creatures find the objects of their hatred, they destroy without hesitation.
Scorched ones are believed to come into being when a human has been purposefully cast out into the desert, and dies from the intense heat and lack of water. The hatred of the individual towards those who cast him or her out is so intense as to cause the corpse rise again as a scorched one. The creature's hatred for one individual or group soon develops into a hatred for all humanoids, in particular humans. It then spends its unlife roaming the wastes, in search of a way to sate its hatred.
These undead creatures have also been known to track a caravan or adventuring company for days through the desert, studying the strengths and weaknesses of their foes. When the creature thinks it has gathered enough information and has the best tactical opportunity, then it attacks.
It is not known how a scorched one draws its power from the sun, which is the antithesis of most undead creatures. However, sages speculate that the creature's connection with the Negative Material Plane may be far weaker than most other intelligent undead.
Ecology: As with most other undead, the scorched one contributes nothing to its environment. It is a wandering ravager, killing all humanoids it encounters. It is a creature that the nomadic desert tribes fear more than the oppressive sun, and travelers often leave the desert as quickly as possible if it is rumored a scorched one was seen. The supernatural presence of a scorched one will cause animals such as horses and camels to become skittish and frightful.
It is not known how these creatures feed, although it is speculated that they draw their sustenance directly from the sun and sand. A scorched one has never been sighted outside of a hot, dry desert, lending further support to this fact.
CLIMATE/TERRAIN: Desert
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Nil
INTELLIGENCE: High (13-14)
TREASURE: R, V
ALIGNMENT: Neutral Evil
NO. APPEARING: 1
ARMOR CLASS: 2
MOVEMENNT: 12
HIT DICE: 7+2
THAC0: 13
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: Dehydration, spells
SPECIAL DEFENSES: +1 or better weapons to hit, see below
MAGIC RESISTANCE: 10%
SIZE: M (5' to 6')
MORALE: Fanatic (17)
XP VALUE: 5,000
A merciless scourge of the desert, the scorched one is the undying remains of a human that succumbed to the oppressive arid climate. This undead creature draws its strength from the searing desert sun, and hates all living things that trespass upon its territory.
The scorched one wanders the desert in the tattered and weather-beaten remains of what it had in life. Its visage is burnt and cracked, and the body of a scorched one appears to be dehydrated in the extreme. They often wander towards desert caravans or adventuring parties, appearing to be a lone emaciated traveler. At a distance, they wave to the living and speak in a horse, cracked voice, calling for help. It is only when the potential victims are too close that their mistake to aid the "wanderer" is revealed.
Combat: Like many other powerful intelligent undead creatures, such as the lich and vampire, a scorched one will seldom engage in direct physical combat, as the spell-like abilities it has are formidable. However, if pressed, a scorched one will wade into melee.
In hand-to-hand combat, a scorched one inflicts ld8 points of damage with its powerful, burning touch. The more dangerous aspect of this touch is that it will dehydrate a victim unless the creature touched rolls a successful saving throw vs. death magic. If unsuccessful, the creature will begin to suffer from a type of heat stroke as its body dehydrates. The victim will suffer 1d8 points of damage each round, as well as being affected by insatiable thirst for the duration. This effect lasts 1d4 rounds. Multiple blows add to the duration of the effect.
The scorched one also possesses formidable spell-like abilities. The creature has the power to cast the following spells as special abilities once per day, at 14th level: continual light, sol's searing orb, and sunray. In addition, the following spell-like special abilities can be used twice per day, at 14th level: light, sunscorch, and insatiable thirst.
Due to the nature of their undying state, scorched ones are immune to sleep, charm, hold, and death spells, as well as all spells that affect the mind. The creatures also possess immunity to normal weapons; a +1 or better weapon is required to harm them. They are also able to regenerate 1 hit point every round, unless the damage comes from acid, cold, or water.
Unlike most other undead however, scorched ones are fueled by the oppressive power of the desert sun. They are immune to fire- and sun-based spells (even ones that specifically do more harm to undead), but suffer at the hands of cold or water-based attacks. Cold-based attacks do +1 per die of damage against them. Scorched ones save vs. water-based attacks at a -2 penalty, and if the attacks inflicts damage, that damage is doubled.
Scorched ones may be destroyed completely in only one way: total immersion in water. It does not matter how this is accomplished, so long as the entire body of the creature is immersed in water. If a scorched one is stricken down, and has not yet regenerated enough damage to rise again, it may be incapacitated by cutting off its head. This will render it immobile until the next sunrise, at which time its body and head will turn to dust and reform under the desert sun.
Habitat/Society: Scorched ones are solitary wanderers that traverse the desert wastes in search of intelligent humanoid life. Once the undead creatures find the objects of their hatred, they destroy without hesitation.
Scorched ones are believed to come into being when a human has been purposefully cast out into the desert, and dies from the intense heat and lack of water. The hatred of the individual towards those who cast him or her out is so intense as to cause the corpse rise again as a scorched one. The creature's hatred for one individual or group soon develops into a hatred for all humanoids, in particular humans. It then spends its unlife roaming the wastes, in search of a way to sate its hatred.
These undead creatures have also been known to track a caravan or adventuring company for days through the desert, studying the strengths and weaknesses of their foes. When the creature thinks it has gathered enough information and has the best tactical opportunity, then it attacks.
It is not known how a scorched one draws its power from the sun, which is the antithesis of most undead creatures. However, sages speculate that the creature's connection with the Negative Material Plane may be far weaker than most other intelligent undead.
Ecology: As with most other undead, the scorched one contributes nothing to its environment. It is a wandering ravager, killing all humanoids it encounters. It is a creature that the nomadic desert tribes fear more than the oppressive sun, and travelers often leave the desert as quickly as possible if it is rumored a scorched one was seen. The supernatural presence of a scorched one will cause animals such as horses and camels to become skittish and frightful.
It is not known how these creatures feed, although it is speculated that they draw their sustenance directly from the sun and sand. A scorched one has never been sighted outside of a hot, dry desert, lending further support to this fact.