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View Full Version : [Creature] The Snatched One



Karu
2006-08-06, 06:49 PM
Snatched One


Snatched One
Small Undead (Incorporeal)
Hit Dice: 3d12 (20 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 40 ft. (good)
AC: 19 (+1 size, +3 dex, +5 deflection), touch 14, flat-footed 16
Base Attack/Grapple: +1/+1
Attacks: Incoporeal touch +4 melee (1d6 plus energy drain)
Full Attack: Incoporeal touch +4 melee (1d6 plus energy drain)
Face/Reach: 5 ft./5ft.
Special Attacks: Energy Drain, Guilt Trip, Sweet Dreams
Special Qualities: Darkvision 60 ft., incorporeal traits, +5 turn resistance, sunlight powerlessness, undead traits, unnatural aura
Saves: Fort +1, Ref +4, Will +2
Abilities: STR -, DEX 16, CON -, INT 10, WIS 8, CHA 20
Skills: Bluff +7, Intimidate +8, Survival +5
Feats: Persuasive, Track

Climate/Terrain: Any
Organization : Solitary
Challenge Rating : CR 6
Treasure: None
Alignment: Often chaotic neutral
Advancement: Small (4-6 HD), Medium (7-10 HD)

The faintly glowing figure of a child was leaning into the infant’s cradle, his ghostly fingers slowly extending to grab the sleeping youth. Tender he seemed, at first, but as we approached to chase him away from Joshua, he turned toward us, the pale veil of death hanging over his misty visage. It was a terrible sight than to behold the atrocious, mutilated face of the youthful spirit, and worst did we feel when he foated toward us, his chubby hands ready to carry us in the underworld…

The lingering spirits of kidnapped and murdered children are often mistaken for child-stealers themselves. No parent is ever happy to find the ghostly presence of a snatched one bending over the cradle of their babes, nor to see them be tickled by their dead fingers. Sadly, they ignore that the very nature of these spirits compels them to protect the children which they encounter, and to plague adults with the guilt of their own disappearance. The very presence of such a ghost provokes negative results for the household: the pets are frightened, the adults’ sleep is restless… yet the children always seem to sleep well and stay healthy.

Snatched ones are not aggressive unless they have returned to their former family or are interrupted as they guard a sleeping child.

Combat

A snatched one is seldom compelled into battle, since only his passive presence is needed to cause harm to the heads of a household and accomplish the task of defending the child. If interrupted by armed adventurers, he will rush toward them, thinking they came for the child. If, on the other hand, the parents are those who discover him, he will either try to intimidate them or flee.

Darkvision (Ex): A snatched one can see up to 60 feet in total darkness. Darkvision is black and white only.

Energy Drain (Su) : Living creatures hit by a snatched one’s incorporeal touch attack gain two negative levels. The DC is 16 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the snatched one gains 5 temporary hit points.

Guilt Trip (Su): Any sleeping adult within a radius of 30 feet of the snatched one must succeed a Will save of DC 16 to prevent their night to become restless and plagued with nightmares. Victims of this ability suffer from the regular consequences of a prolonged lack of sleep. To top it all, the visions of guilt which haunts their sleep cause a loss of 1 point of Charisma per night of exposure.

Sweet Dreams (Su): Any children, young or immature members of their respective specie, as they stand within a radius of 30 feet of the snatched one are subject to a Will save to prevent falling in a deep sleep lasting 1d4 x 10 minutes, the save DC is 16. Those subjected to this forced sleep gain the benefits of a full night of sleep.

Unnatural Aura (Su): Animals, whether wild or domesticated can sense the unnatural presence of a snatched one at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Sunlight Powerlessness (Ex): Snatched ones are powerless in natural sunlight (not merely a daylight spell) and flee from it. A snatched one caught in sunlight cannot attack and can take only a single move or attack action in a round.