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View Full Version : GITP Monster Competition XXXIV - On the Road Again (Voting Opened)



The Vorpal Tribble
2009-05-31, 11:39 PM
On the Road Again

http://th05.deviantart.com/fs18/300W/f/2007/212/4/7/The_Wanderer_by_aautio.jpg
The road goes ever on and on
Down from the door where it began.
Now far ahead the road has gone,
And I must follow, if I can,
Pursuing it with eager feet,
Until it joins some larger way
Where many paths and errands meet.
And whither then? I cannot say...
- J.R.R. Tolkien

There are those who claim no home besides maybe the trail itself. They may have a final end in mind or be content to ever wander. Called by many names, be it travelers and strangers, pilgrims or vagabonds, they may cause excitement with stories of far-off places or be treated with suspicion and fear. Whatever their natures or intentions they are soon on the move once more. Lead us down their road so that we may walk in their footsteps. The journey is the destination!

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

The contest begins with the posting of this thread and will continue until Midnight of June 20th (EST).

Soon after a poll will be opened for everyone to vote for their favorite that will last until the last day of the month.



Rules

1. You will be creating an original D&D creature. A creature of the road and trail or a born traveler in whatever way you wish to interpret.

2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. Incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV, except for a lore section which is encouraged).

4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link) (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).

5. One entry per participant. No double-teaming.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.

The Vorpal Tribble
2009-06-01, 08:54 AM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)

As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).

-=-=-=-

Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat

Ability descriptions

-=-=-=-=-=-=-

- Optional -

Lore

Plot Hook/Story if any

SlaadLord
2009-06-02, 07:11 PM
Wanderwish
Medium Fey (Earth)
Hit Dice: 10d6 + 30 (65 hp)
Initiative: +9
Speed: 30ft.
AC: 20 (+5 Dex, +5 +1 chain shirt), touch 15, flat-footed 15
Base Attack/ Grapple: +5/+9
Attack: +2 quarterstaff melee +12 (1d6 + 6)
Full Attack: +2 quarterstaff/+2 quarterstaff melee +10/+10 (1d6 + 6)
Space/Reach: 5ft./5ft.
Special Attacks: Tangled Crossroads
Special Qualities: Low-Light Vision, Chosen Road, DR 10/Cold Iron, Game of Dire Chance, Duster of the Earth, Infallible Direction
Saves: Fort +6, Ref +12, Will +8
Abilities: Str 18, Dex 21, Con 17, Int 14, Wis 13, Cha 16
Skills: Climb +17, Diplomacy +9, Intimidate +10, Jump +17, Listen +14, Knowledge (local) +15 (+25 if about Chosen Road), Move Silently +18, Spot +14, Survival +14 (+24 if on Chosen Road)
Feats: Combat Reflexes, Improved Initiative, Two-Weapon Fighting, Weapon Focus (Quarterstaff)
Environment: Chosen Road (see below)
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: By character class

Wanderwishes are fey that are tied to a certain road or path, much as dryads have a home tree. They are capricious fey, acting on whatever their whim at the moment. They love to play games, and have been known to grant wishes to any who manage to beat them at their own games.

Wanderwishes appear as well-traveled people of almost any race. The two traits that all wanderwishes have in common are their +2/+2 quarterstaves and their brown duster coats. They usually stand about five and a half feet tall and weigh from 150 – 190 pounds.

Combat
Wanderwishes sometimes initiate combat to protect their chosen road from those who might exploit it. If this is the case, they prefer to battle one-on-one with their enemies, using their Tangled Crossroads to ensure no interruptions.

Tangled Crossroads (Su): A Wanderwish can, as a full-round action, recreate the effect of a maze spell. It can target up to 1 creature per 3 Hit Dice (3 creatures for a standard wanderwish). All of the targets of the ability are banished to the same maze effect. The duration is 10 minutes, until all of the trapped targets succeed on the Intelligence check, or until the wanderwish ends the effect voluntarily.

Chosen Road (Su): A Wanderwish is bound to the road it inhabits. It cannot be made to leave this road; any attempts to do so automatically fail. It cannot travel more than thirty feet from any edge of the road at any point, even if it goes willingly. A Wanderwish gains a +10 bonus to any Survival or Knowledge (local) checks made pertaining to its chosen road. As long as it remains on its chosen road, a wanderwish never needs to eat, drink, or sleep.

Game of Dire Chance (Su): Wanderwishes are enamored of games of all kinds. Those who agree to play a game of the wanderwish’s choice have entered into a pact known as the Game of Dire Chance. It is a binding magical agreement with terms set forth and agreed upon by both sides. A wanderwish cannot lie when creating a Game of Dire Chance.

The Game is typically some sort of game of chance or skill (like a card game or athletic challenge). The typical conditions of a game are safe passage for the challengers if they win and banishment from the road for 1d4 months if they lose. Magic other than that of the contest itself is automatically dispelled upon the beginning of the contest.

However, canny challengers can ask for a wish to be their prize. In such a case, the prize for the wanderwish is invariably the challenger’s life. The wanderwish gains a +5 bonus to the relevant check, save, or attack roll when engaged in a Game for a wish.

Should the challenger lose, the wanderwish can instantly use finger of death (Caster level 20th, DC 22) on the challenger. The challenger takes a -5 penalty to his saving throw.

However, should the challenger win, the wanderwish is bound by magical decree to grant that individual one wish as the spell (CL 20th). Wanderwishes are prohibited from granting more than one wish to a certain individual. A Wanderwish cannot engage in a Game of Dire Chance more than once per day.

Duster of the Earth (Su): A Wanderwish’s duster coat grants it the ability to hide as per the greater invisibility spell as long as it is on its road and takes no actions. The duster does not function for any other creature, even other Wanderwishes.

Infallible Direction (Su): Wanderwishes always know their exact location, down to the inch. They cannot get lost and are immune to the maze spell.

Wanderwish Lore
Due to their close ties with civilization, Wanderwish knowledge can be discovered with a Knowledge (Local) check.
DC 20- A Wanderwish is a sort of urban fey that makes its home on a single road. It is said that they cannot leave this road. This reveals all fey traits.
DC 25- Wanderwishes are said to possess a magical duster that makes them invisible to the naked eye. They also have the power to make you lose your way.
DC 30- Wanderwishes have a great affinity for games, whether they be of chance or skill. They like to wager on these games as well.
DC 35- It is said that a wanderwish can grant you anything your heart desires if you defeat it in a game of dire chance. However, should you fail, it will take your life.

WANDERWISHES WITH CLASS LEVELS
A wanderwish's favored class is Rogue. They are unfit to be player characters, though.

The Gilded Duke
2009-06-06, 02:09 PM
http://dl.getdropbox.com/u/407620/OldBoots.jpeg

"These Boots are made for walking..."

These Boots
Tiny Construct (Symbiont)
Hit Dice 1d12 HD (6)
Speed 10 ft. (2 squares)
Initiative: +2
Armor Class 16 (2 Size, 2 Natural, 2 Dex); touch 14; flat-footed 14
Base Attack Bonus/Grapple +0/-10
Attack +4 Slam Melee (1d6-2)
Full-Attack +4 Slam Melee (1d6-2)
Space 2-1ft by 2 ft.; Reach 0 ft.
Special Attacks
Special Qualities Host Benefits, Symbiont Traits
Saves Fort +0 Ref +2 Will +2
Abilities Str 6, Dex 14, Con -, Int 13, Wis 14, Cha 16, Ego 8
Skills Tumble +14, Hide +14, +4 Move Silently, +4 Balance
Feats Run, Weapon Finesse(b)
Environment Any
Organization Solitary or Shoe Store (5)
Challenge Rating 1 or +1
Treasure None
Alignment Chaotic Neutral
Advancement None
Level Adjustment --

Sendings and teleportation are good in their own way, but not everyone's a wizard, and many can't afford their services. So most people rely on a more humble form of transportation, a cheaper way to send their messages. Boots protect your feet from the hazards of the trail, from enemy caltrops, and sharp stones.

Boots are made for traveling, and on their souls men travel, upon their soles the general sends his orders. Boots exist to help men walk, and that is what they do. Some boots start to enjoy the travel. Some boots travel even if their owner wants to stay home.

But these boots..
These boots are made for walking, and thats just what you'll do...

Combat
These Boots try to avoid combat by pretending to be just a normal pair of boots. They don't want to kill anyone, but instead want to travel. If they are attacked they will try to run into areas of cover and concealment to hide. If left with no other option they will try and stomp their opponent with slam attacks.

Attaching or removing These Boots deals 1d3 points of wisdom damage. They take up the boots magic item slot.


Host Benefits (Su):
The host acts as if they have the Endurance feat; if the host already has the Endurance feat they gain an additional +2 bonus to all checks which the Endurance feat aids, for a total +6 bonus.

The host acts as if they have the Run feat; if the host already has the run feat they gain a +10 enhancement bonus to their movement speed.

Symbiont Traits (From ECS):

When joined with a host, a symbiont gains a number of benefits. It acts on its host's turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and is aware of any danger its host is aware of.

If a symbiont is grafted onto a visible part of the host creature's body, opponents can attack the symbiont itself instead of its host creature. This works the same way as attacking an object: The symbiont gains the benefit of the host's Dexterity modifier to AC instead of its own, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus, if any, apply. Attacking a symbiont instead of its host provokes an attack of opportunity from the host.

A symbiont never takes damage from attacks directed at the host. Like a worn magic item a symbiont is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the "items" that can be affected by the spell (see Items Surviving after a Saving Throw, page 177 of the Player's Handbook) A symbiont uses its host's base saving throw bonuses if they are better than its own.

Share Spells (Su): Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host can cast a spell with a target of "You" on its symbiont instead of on itself. The host and symbiont can share spells even if the spells normally do not affect creatures of the host's or symbiont's type. Spells targeted on the host by another spell caster do not affect the symbiont, and vice versa.


Ego:
As a symbiont These Boots act like an intelligent magical item when attached.
Any creature who picks up or attaches These Boots who isn't True Neutral, Chaotic Good, Chaotic Neutral, or Chaotic Evil gains a negative level as long as they hold or are attached to These Boots. This negative level cannot be removed by restoration or similar magics but does go away when These Boots are no longer attached or held. This works as normal for a Chaotic Neutral Intelligent item.

The purpose of These Boots is to travel. They try to force the host to explore new areas and distant lands. If the host does not visit a new location every week they have to make a will save vs These Boots' Ego (8) or be forced to travel to a new location of These Boots's choosing.

Skills:
These Boots gain a +8 racial bonus to tumble.

Story Hooks:
Instead of relaying orders to the cavalry captain, the Lord's messenger has instead run into no man's land.
A merchant is offering some boots of striding and springing at a great discount.
The town cobbler has been trampled to death inside his locked shop.

Jergmo
2009-06-09, 06:13 PM
The Gray Man

Medium Aberration
Hit Dice: 10d8 (44 hp)
Initiative: +5
Speed: 30 ft.(6 squares)
Armor Class: 24 (+4 natural, +5 +2 Studded leather, +2 Bracers of armor, +1 Ring of protection, +2 +1 Buckler), touch 10, flat-footed 24
Base Attack/Grapple: +7/+7
Attack: Slam +7 melee (1d4) or +1 Longsword +8 melee (1d8+1) or Masterwork longbow +9 ranged (1d8)
Full Attack: 2 Slams +7 melee (1d4) +1 Longsword +8 melee (1d8+1) or Masterwork longbow +9 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralyzing Gaze
Special Qualities: Darkvision 60 ft., Assume Identity, Chameleon Power, Hide in Plain Sight, Aberration traits
Saves: Fort +5, Ref +4, Will +12
Abilities: Str 10, Dex 10(12), Con 10, Int 20, Wis 20, Cha --
Skills: Disguise +17*(+19 acting), Hide +13(+23), Move Silently +13, Listen +18, Sense Motive +18, Spot +18, Knowledge(Geography) +12, Knowledge(Local) +12
Feats: Ability Focus (Paralyzing Gaze), Improved Initiative, Stealthy, Great Fortitude
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: Double standard
Alignment: Always Neutral Evil
Advancement: By character class
Level Adjustment: +8

The Gray Man stands 5'9" and weighs 142 pounds. Like the Doppelganger, its body is pale and hairless with digits that could be described as "spidery". It appears to be a humanoid of ambiguous gender and race.

The Gray Man is a bit of an enigma. Some theorize this creature is a rare mutation of a Doppelganger, others a magical experiment gone wrong involving powerful Transmutation spells. Whatever the case may be, this aberration is constantly travelling, in search of new individuals to assume their identities. The Gray Man has no true sense of self, and this is a confusing state of being for an intelligent being. However, when in possession of the self of another being, they attain clarity. This state can only be maintained for a limited amount of time, hence their constant search.

Skills
*When assuming the identity of another, The Gray Man gains an additional +10 circumstance bonus on Disguise checks.

Combat
The Gray man does not initiate combat directly; it observes opponents from hiding, and should an opponent be isolated or vulnerable, it will engage it with its Paralyzing Gaze ability and attempt to assume its identity.

Ability descriptions
Paralyzing Gaze (Su): The Gray Man can render an opponent helpless just by looking into his or her eyes. This is similar to a gaze attack, except that it must use a standard action, and those merely looking at it are not affected. The target mus succeed on a DC 17 Will save (12 + 1/2 racial HD) or be paralyzed for a number of rounds equal to The Gray Man's racial hit dice.

Assume Identity (Su): The Gray Man assumes the face of a paralyzed opponent, and gains its Strength, Dexterity, Constitution, and Charisma score. The Gray Man may assume an identity for 1 day/1/2 racial hit dice.

Chameleon Power (Su): As a free action, The Gray Man can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on its Hide checks.

Hide in Plain Sight (Su): The Gray Man can use the HIde skill even while being observed.

Default Equipment: +1 Longsword, +1 Studded leather, +2 Bracers of armor, +1 Ring of protection, +1 Buckler, Gloves of Dexterity +2, Masterwork longbow

Debihuman
2009-06-10, 09:08 AM
Janus Golem
Large Construct
Hit Dice: 14d10+30 (107 hp)
Initiative: +0
Speed: 20 ft. (4 squares) (can’t run)
Armor Class: 27 (-1 Size, +18 natural), touch 9, flat-footed 27
Base Attack/Grapple: +10/+21
Attack: Slam +16 melee (2d10+7)
Full Attack: 2 slams +16 melee (2d10+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fascinate, shout
Special Qualities: All-around vision, construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision, tongues
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 25, Dex 10, Con —, Int 10, Wis 10, Cha 16
Skills: Bluff +10, diplomacy + 14, disguise +2 [never disguised], gather information +12, knowledge (local) +5, intimidate +12, search +10, sense motive +7, sleight of hand +2, spot +4
Feats: Investigator, negotiator, persuasive, power attack, cleave
Environment: Any Crossroads
Organization: Solitary or pair
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 15-28 (Huge)
Level Adjustment: —

A janus golem is an exquisitely carved statue of a most beautiful humanoid made from very fine marble. It resembles a standard stone golem in height and weight. Its notable feature is its head with two identical faces, facing in opposite directions. It is usually surrounded by hundreds of engraved small stone tablets, many of which are broken and illegible.

Janus golems are most often created to defend the nearest crossroads leading to a city’s main gates and are entrusted inform travelers with local gossip, news, and information regarding politics, laws, commerce, etc. The only problem is that one face always tells the truth while the other always lies.

A written message can be left with a janus golem. Any message left on a stone tablet left at the feet of the golem will be maintained until the recipient receives the message or until one month has lapsed, whichever occurs first.


Combat

A janus golem is meant for negotiation as much as it is for combat. If negotiations turn sour, a janus golem will try to deafen an opponent with its shout and stall it with its fascination ability. It will always engage verbally before attacking with its massive marble fists.

All-Around Vision (Ex): A janus golem’s forward and backwards facing eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a janus golem.

Fascinate (Su): The breathtaking beauty of the janus golem can cause anyone within 30 feet who gazes upon it to be fascinated for 2d4 rounds. DC 20 Will negates. The save is Charisma based. Anyone who succeeds on his Will save is immune to the janus golem’s fascination ability for 24 hours. A janus golem can voluntarily suppress or resume this feature as a free action.

Immunity to Magic (Ex): A janus golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A transmute rock to mud spell slows a janus golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

A stone to flesh spell does not actually change the janus golem’s structure but negates its damage reduction and immunity to magic for 1 full round.

A discern lies spell causes the janus golem to babble incoherently.

Shout (Sp): With its dual voices, a janus golem can emit an ear-shattering yell that deafens and damages any creature in its path at a range of 30 feet, as per the shout spell. A janus golem is treated as a 14th level caster for this purpose. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 14d6 points of sonic An affected creature is allowed a Fortitude save (DC 20, charisma based) to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save (DC 20, charisma based). A silence spell cannot penetrate a janus golem’s shout.

Tongues (Su): a janus golem can speak with any creature that has a language, as though using a tongues spell (caster level equal to janus golem’s Hit Dice). This ability is always active.

Construction

A janus golem’s body is chiseled from a single block of marble weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.

CL 14th; Craft Construct, geas/quest, shout, tongues, caster must be at least 14th level; Price 90,000 gp; Cost 45,000 gp + 1800 XP.

Lore
Characters with with ranks in Knowledge (Arcana) can learn more about janus golems. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

{table=head]DC| Result
24 | This golem isn’t the usual stone golem or beautiful statue, but a janus golem that guards the crossroads near a city.
29 | If a traveler speaks to the golem, it will impart import information regarding the city in regard to recent local politics, commerce and other matters.
34 | Janus golems have fearsome abilities to deafen their foes with their voices and fascinate them with their beauty. This reveals all special abilities and special attacks.
39| One of the golem’s faces always tells the truth while the other always lies.
[/table]

Sir Shadow
2009-06-10, 09:23 PM
http://fc02.deviantart.com/fs33/i/2008/308/0/0/Road_Less_Traveled_by_iranintoavan.jpg
by fc02 (http://fc02.deviantart.com)



The Road Less Traveled

Colossal Elemental (Earth)
Hit Dice: 20d8+180 (270 hp)
Initiative: +16
Speed: 60 ft. (10 squares), burrow 80 ft.
Armor Class: 26 (-8 Size, -2 Dexterity, +26 Natural), 0 touch, 26 flat-footed
Base Attack/Grapple: +7/+37
Attack:Slam +14 (2d12+7)
Full Attack: 3 Slams +14 (2d12+7)
Space/Reach: 30 ft. / 20 ft.
Special Attacks: Curb Stomp, Swallow Hole, Trample
Special Qualities: Compacted Path, Elemental Traits, Hop To It, We Like To Move It
Saves: Fort +20, Ref +4, Will +9
Abilities: Str 24, Dex 6, Con 26, Int 14, Wis 16, Cha 12
Skills: 96
Feats: Improved Initiative, Improved Toughness +5
Environment: Any rural area between civilized areas, elemental plane of earth
Organization: Solitary, Two-Way Highway (2), Fork In The Road (3), Intersection (4)
Challenge Rating: 30
Treasure: Standard
Alignment: Neutral
Advancement: by HD (21-48)
Level Adjustment: --

Description/background/characteristics

Combat

Compacted Path (Ex)
Over the millennia, a Road Less Traveled eventually becomes compacted due to the number of creatures that have walked the path.
A Road Less Traveled receives an increase to its natural armor equal to its HD (this is reflected in the stat-block above). It also receives Damage Resistance -/Epic equal to half it’s HD rounded down. (the creature represented above would have DR 10/Epic)

Curb Stomp (Ex)

Hop To It (Su)
All creatures within 10’ of a Road Less Traveled receives an untyped +10 bonus to their initiative.

Earth Glide (Ex)
A Road Less Traveled can glide through stone, dirt, or almost any other sort of earth except metal. Its burrowing leaves behind no tunnel or hole, nor does it create any other signs of its presence.

We Like To Move It (Su)
All creatures within 10’ of a Road Less Traveled receives an untyped 10’ increase to its movespeed.

Swallow Whole (Ex)
A Road Less Traveled can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 4d8+8 points of crushing damage. A swallowed creature may break free by succeeding a DC 27 Strength check or DC 37 Escape Artist check. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Road Less Traveled can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Trample (http://www.d20srd.org/srd/specialAbilities.htm#trample) (Ex)
DC 27 reflex save for half. Save DC is Strength-based.



-=-=-=-=-=-=-

Lore

to come...

DracoDei
2009-06-11, 10:35 AM
Favored of the Traveler God
Medium Outsider (Native)
HD 10d8+50 (95)
Speed Fly 30 ft. (Perfect) (6 squares), Swim 30 ft, Burrow 5 ft
Init: +1
AC 21; touch 21; flat-footed 20
(+5 Deflection, +1 Dexterity, +5 Insight)
BAB +10; Grp +11
Attack Quarterstaff +11 melee (1d6+1 and Immobilization, Critical: 20 / 2d6+2 and Paralyzation) or Immobilizing Touch +11 melee touch (Immobilization, Critical: 20 / Paralyzation)
Full-Attack Quarterstaff +11/+6 melee (1d6+1 and Immobilization,, Critical: 20 / 2d6+2 and Paralyzation) or Immobilizing Touch +11 melee touch (Immobilization, Critical: 20 / Paralyzation)
Space 5 ft.; Reach 5 ft.
Special Attacks Immobilizing Touch
Special Qualities Pan-environmental, At Home On the Road, Expense account, Souvenir Collector, Something New Every Day, Never a Dull Day, Scent, Darkvision 120', Freedom of Movement, Superior Low-light Vision, mirror-face, Protection of the Traveler God
Saves Fort +12 Ref +8 Will +12
Abilities Str 12, Dex 12, Con 20, Int 21, Wis 21, Cha 21
Skills Decipher Script +15, Diplomacy +18, Knowledge (Geography) +21, Knowledge (The Planes) +21, Knowledge (Pick Five) +18, Perform(Story-Telling) +10, Ride +9, Speak Language(Any Five), Sense Motive +18, Swim +12
Feats Endurance, Alertness, Skill Focus (Knowledge[Geography]), Skill Focus(Knowledge[The Planes])
Environment Any
Organization Solitary or with traveling companions of other races (see Something new Every Day for limits)
Challenge Rating 7
Treasure Standard (Practical Goods Only, no coins, gems, or art)
Alignment Any
Advancement 11+ HD (Medium)
* See Tome of Magic or Monster Manual V

The most highly favored of a God (or Goddess) are often rewarded with a special form or role in the afterlife. But for one who wishes to see the wondrous variety of the entire multiverse, being confined to any particular plane, no matter how glorious would seem as something limited... a gilded cage, no matter how spacious. Thus, those who were the greatest champions and servants of a God of the open road and new horizon sometimes rise up from the place where they died (almost always of old age), in a new form, their minds still able to remember all of the joys and sorrows of their mortal life, but at the same time distant from them, striping them of the species/racial inclinations and biases of their old form, granting them fresh perspective without preconceived notions. New eyes to see the new horizons on their eternal journey throughout the multi-verse. Personal affections are also loosened, both as part of a treaty among the Gods to give no one mortal endless days to affect the course of history, and so that they would never be tied down to any place by a person.

Immobilizing Touch (Su): Any unarmed touch attack or attack made with their patron's favored weapon immobilizes the target on a successful hit for a number of rounds equal to the Favored of the Traveler God's Charisma modifier. If the strike is a critical (assume that unarmed touch attacks threat on a 20 as usual) the target is instead paralyzed for the same amount of time. This in no way causes them to immobilize or paralyze people that are not specifically trying to (For instance they can casually and easily shake hands, but they could also use that as a trick to Immobilize someone). Gloves and gauntlets do not affect this any more than they would a wizard's touch attacks. In either case this may be dispeled as if it was a spell cast by a sorcerer with a level equal to the Favored of the Traveler God's hit-dice.

Pan-environmental(Ex): Although not aquatic, Favored of the Traveler God's may breath water as easily as air. They also are protected by a continuous Endure Elements effect.

At Home On the Road (Su): A favored of the traveler god always counts as native to whatever plane they are on at that moment.

Expense Account (Sp); A Favored of the Traveler God can produce coinage, however this vanishes unless immediately given to another creature in fair exchange for some good or service. The amount that can be produced "charges" by 1 GP per hit-die per day, and can accrue up to a maximum of 10 times this amount. Thus a standard Favored of the Traveler God who had been a guest of a noble-man, with all his needs seen to (in exchange for hearing of his wondrous experiences) for a while could produce up to 100 GP worth of coins to make a purchase. If they bought something for 20 GP then the next day they could produce up to 90 GP worth of coins, and the day after that (assuming that they made no further purchases after the 20 GP one) they would be recharged up to their full potential. These coins may be of any material used as currency in area, but will never bear the form of any mortal mint, instead having the imprint of the God that the Favored is favored by.

Mirror Face (Su): A favored of the traveler god always looks like a medium-sized version of the observer if the observer is of INT 3 or higher, or the type of intelligent creature a creature with -, 1, or 2 , is most familiar with. It has no true form, in fact, True Seeing reveals such a bewildering array of forms that it grants the favored of the traveler god a 20% miss chance against any creature employing it. For mechanical purposes, treat the favored of the traveler god as having a medium-sized humanoid form.

Souvenir Collector (Ex): A favored of the traveler god counts as one size larger for calculating loads, and is not slowed by a medium or heavy load. Armor slows them as usual.

Something New Every Day (Sp): It is only with great power directed against them that a Favored of the Traveller God may ever become truly bored, for when their patron knows that their current location no longer holds much to interest them in its near future, then the next time they sleep they will awaken on a new path (physical or metaphorical as the case may be). This requires no effort on the Favored of the Traveler God's part, happening at a random time during slumber. It functions as Plane Shift or Greater Teleport including how many people and what weight of objects may be brought along, although these people and/or objects merely have to be within 100 feet of the Favored of the Traveler God, rather than in contact. Only people who are well disposed toward the Favored of the Traveler God and consider themselves his traveling companion may be affected, plus their lawful or attended posessions. The destination location is never more dangerous a place to finish resting than the place left, but after that time is expired, all bets are off.

Never a Dull Day (Su): The strange and interesting is attracted to a Favored of the Traveler God. Or they to it... it is hard to tell. In any case, fate brings them new things. When rolling for random encounters with a Favored of the Traveler God around, roll twice and take the more exotic one. The GM may also have this produce other effects, causing rare and wondrous works of art or bizarre magic items to come up for auction where the Favored of the Traveler God could attend the proceedings (but not necessarily ever hope to bid on the item), events of great historical significance to occur (battles, signs in the Heavens, mystical alignments of the planes). Basically this is a blank check for the GM to make Plot happen.

Protection of the Traveler God (Ex): A favored of the traveler god gains a deflection bonus to its AC equal to its charisma bonus. If they are without armor or shield (including purely magical versions of such, such as Bracers of Armor or a Ring of Force Shield) also gains an insight bonus to AC equal to its wisdom bonus.

Skills
A Favored of the Traveler God has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Plot hooks-
An innkeeper mentions a stranger who told a tale of a recent journey and regrets that the party missed such a grand tale. The party regrets missing him even more, since it sounds as if he might have discovered something of great tactical or strategic importance, but which he did not consider important enough to mention the specifics of in his stay at the inn. While the Favored of the Traveler God is not protected against scrying, his interdimensional wanderings are erratic and not under his control, so arranging a rendevous may prove tricky, and pursuading him to give the information might be difficult if he values being welcomed under the roofs of both angels and demons equally and does not want to alienate himself from any host.

Having a Favored of the Traveler God join a party as a traveling companion could serve as the backbone for as much or little of a campaign as one likes. Something New Every Day and Never a Dull Day are justified excuses for almost any sort of adventuring.

After aiding in the destruction of a Lich-cleric, the party is hunted by a Favored of the Traveler God who had been pen-pals with that undead for centuries, exchanging philosophical observations on their respective eternal rewards from their respective deities.

Lore
Characters with with ranks in Knowledge (Religion) can learn more about Favoreds of the Traveler God. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

{table=head]DC| Result
17 | This is a Favored of the Traveler God, it appears differently to each person looking at it. This reveals all outsider traits.
22 | Favoreds of the Traveler God can deny the power of travel to those they strike, mystically tying them to one location or even completely paralyzing them. The rarely stay in one place for long and seem to frequently happen on interesting events as if by chance. They can breath water, and fly. Attempting to rob one for coinage is an exercise in folly, although they never seem to be totally impoverished for coin. This fully reveals the Immobilizing Touch special attack.
27 | Favoreds of the Traveler God are individuals who were rewarded by a god of travel in something loosely akin to the way Lichdom can be a reward for a servant of a god of death. When an area holds no more interest for them they will wake with any travelling companions in some place new and interesting. This fully reveals the Something New Every Day and Never a Dull Day traits.
32 | A Favored of the Traverl God has no true form, and as such True Seeing and similar spells and effects tend to create more confusion than clarity. This reveals all special abilities and traits of Favoreds of the Traveler God.
[/table]

BisectedBrioche
2009-06-20, 02:50 PM
"A lie can get halfway around the world before the truth can get it's pants on"
- Winston Churchill

Malicious Slander
Size/Type: Tiny Undead (Incorporeal)
Hit Dice: 3d12 (19 hp)
Initiative: +1
Speed: 15ft. (3 squares); Flight (Perfect) 15ft.
Armor Class: 15, touch 15, flat-footed 14 (+2 size, +2 deflection, +1 dex)
Base Attack/Grapple: +1/-6
Attack: Bite is +0 melee (1d6-3)
Full Attack: 2 Bites +0 Melee (1d6-3)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Fear, Uncertainty, Doubt
Special Qualities: Undead and Incorporeal Traits, Spread
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 4, Dex 12, Con —, Int —, Wis 10, Cha 14
Skills: None
Feats: None
Environment: Any
Organization: Solitary, Swarm (2-6), Infestation (7-12
Challenge Rating: 3
Treasure: Standard
Alignment: Neutral Evil

One of the benefits of taking up necromancy is the ease of which a necromancer can take revenge on their enemies (as those who practise the foul art tend to have). For many of them there is no better revenge than to have their slain foes forced to serve them as a grim mockery of life, however (as you would expect when few necromancers have any qualms in doing this to whomever falls into their clutches) this is sometimes not enough. It is not enough to simply wish someone ill and act on those wishes, sometimes everyone must share that hatred. To this end, somewhere in a dark study, someone created the first Malicious Slander.

The Malicious Slander is a physical manifestation of a single creature's hatred for someone, transformed into a parasite that serves exclusively to reproduce. It resembles a thick, black cloud in the shape of an eel-like creature but typically remains incorporeal and invisible. The necromancer infects one victim with the parasite, and as their hatred of the target of the spell grows, it causes them to travel, then try and convince others to share it, creating new Slanders wherever it succeeds.

Fear, Uncertainty, Doubt (Su) If the Malicious Slander hits with a successful touch attack the target must make a DC 12 Will save (the save is charisma base) if they fail their save, roll a d6 and select an effect from the following table;
{TABLE=head]d6|Effect

1-2|The target is shaken

3-4|The target takes 1 point of wisdom damage

5-6|The target takes 1 point of intelligence damage[/TABLE]

Infest (Su) The Malicious Slander may move into the same square as any creature with an intelligence score above 3 and attempt to attach itself to them as a full round action. The creature gets a DC 12 will save (chr based) to prevent this, however whether they save or not they will not be aware of the Malicious Slander's presence unless they detect it by other means. If they fail the save the Malicious Slander bonds to its victim. Every week it is bonded to them they must make the same save again, or their attitude towards the individual the Malicious Slander was created to ruin (whether the victim knows them or not) will drop by one step (towards "hostile"). The victim gains a +1 bonus to the save for each step away from his or her "natural" attitude the change would be. If the victim saves by 10 or more then they become aware that something is manipulating their thoughts, but they do not know how or in what way. As long as the Malicious Slander remains attached they may add its charisma modifier as a bonus when making bluff checks to convince someone else to dislike the target. If a victim saves they are immune to being infested by that Malicious Slander (or any that reproduced from it) for 24 hours. The creature can be forced out by a remove disease or remove curse spell, or if successfully turned.

Undead and Incorporeal Traits
Type Info
Undead
Undead are once-living creatures animated by spiritual or supernatural forces.
Traits
An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).

No Constitution score.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Uses its Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.


Subtype Info
Incorporeal
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all non-magical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Spread (Su) If someone infested by a Malicious Slander comes within 100 feet of someone with an unfriendly or worse attitude to the target of the Malicious Slander a new Malicious Slander may be created as a full round action (the host of the Malicious Slander may act normally). This Malicious Slander appears (incorporeal and invisible as usual) in the same square as the one who's mind created it and they take a -1 penalty to save against being infested by it (which it will attempt immediatly at the start of the next round). A Malicious Slander will always prefer to infest the one who's attitudes created it and will stay around them to try again if their initial attempt at infesting them fails.

Combat

Malicious Slanders are not created for combat, their purpose is to spread hatred. If they are attacked they will flee, using their Fear, Uncertainty, Doubt ability until they can escape.

Lore

{TABLE=head]DC|Lore

15|This is a Malicious Slander, an undead monster which makes it's victim hate a specific individual.
20|They are created by evil wizards to slander their enemies.
25|They can spread if someone infected with one can convinces others to agree with them.[/TABLE]

Plot Hooks


Friends and aquatences of the PCs have began turning against one of them for no reason.
An elderly king hires to the PCs to investigate the sudden drop in popularity for his eldest son (and heir apparent), weeks before he plans to abdicate.
One of the PCs are infested by a Malicious Slander aimed at their current employer. Can they still complete their task and leave on good terms?
The PCs are hired to deliver a message to an elderly wizard, not realising the one who sent them was a necromancer and has attempted to infest them with Malicious Slanders...


Creating a Malicious Slander

To create a Malicious Slander the following spell must be cast on a suitable target;

Slander
Necromancy [Evil]
Level: Sor/Wiz 5
Components: V, S, M, XP
Casting Time: 10 minutes
Range: One intelligent creature within 100ft. of caster who has an attitude of indifferent or worse to the target
Target: One individual the caster wishes to harm
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The caster attempts to create a Malicious Slander to spread hatred of an enemy. The spell is cast on a single creature within 100ft, this creature must have an indifferent or worse attitude to the victim or the spell fails. If the target fails their save then a Malicious Slander is created and immediatly infests the target. The target then has an immediate compulsion to travel far and wide and convince people why they should hate the victim of the spell, they may make another save each day and upon succeeding the compulsion to travel ends (but the Malicious Slander continues to infest them).

Material components: The brain of a sentient creature which hated the subject of the spell, a black onyx gem worth at least 100gp per HD of the victim, 500XP

RTGoodman
2009-06-20, 07:38 PM
Haint o’ the Crossroads

http://i221.photobucket.com/albums/dd40/rtg0922/Haint.png

Medium Undead (Incorporeal)
Hit Dice: 8d12 + 48 (100 HP)
Initiative: +12
Speed: Fly 40 ft. (perfect) (8 squares)
Armor Class: 20 (+8 Dex, +6 Deflection), touch 20, flat-footed 16
Base Attack/Grapple: +4/+6
Attack: incorporeal touch +12 (2d6 negative energy damage, plus 1d6 Wis drain)
Full Attack: incorporeal touch +12 (2d6 negative energy damage, plus 1d6 Wis drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: maddening glare; wisdom drain
Special Qualities: Earthly domain; fast healing 5; incorporeal traits; invisibility; lifesense; turn resistance +4; undead traits; unholy toughness; unnatural aura
Saves: Fort +2, Ref +10, Will +2
Abilities: Str 14, Dex 27, Con —, Int 11, Wis 2, Cha 23
Skills: Hide +18, Intimidate +17, Listen +2, Move Silently +17, Spot +3, Sense Motive +7
Feats: Alertness; Improved Initiative; Lifesense (http://realmshelps.dandello.net/cgi-bin/feats.pl?Lifesense,LM); Weapon FinesseB
Environment: Any (crossroads only)
Organization: Solitary or pair
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 9-10 HD (Medium); 11-14 HD (Large)
Level Adjustment: —

As you come to the crossroads, you ponder for a moment which direction to take. The longer you stand, the harder it seems for you and your companions to concentrate on making that decision. Suddenly, in the center of the crossroads before you, a gaunt, billowing figure appears, almost man-shaped but not quite. It flies towards you and your allies, its glare bewildering sending some fleeing while it reaches its shadowy claws at others.

A haint o’ the hills is a terrifying undead monstrosity created when an unfortunate soul is killed at a crossroads and is driven mad by the years, or when a brigand or highwayman known to plague the crossroad is killed there. The haint cannot leave its home for long, and it seeks to make those that come there more like itself, listless and unliving.

Most haints are human-sized, but weightless due to their incorporeality. Advanced versions, made up of multiple souls wronged in the same spot, are even larger, up to 12 or more feet tall. Haints understand Common and occasionally other languages, but rarely, if ever, speak.


Combat
A haint o’ the crossroads survives by draining the life-force of those who come to its crossroads. When it closes in on foes, it uses its incorporeal touch to grab them, damaging them and causing them to grow confused, lost and unaware of their surroundings. It tries to stay within its domain, using its maddening glare as often as possible on more threatening targets while hitting others with its incorporeal touch.

Earthly Domain (Su): The haint o’ the crossroads is tied to a particular crossroads, usually the place where it was killed as a living creature. While in its earthly domain, a haint o’ the crossroads gains fast healing 5 (included above).

The haint usually stays within 120 ft. of its earthly domain. It can move beyond this area, but each round it does it takes 1d10 damage. If this damage causes it to be reduced to 0 hit points or fewer, or if an enemy’s attacks cause it to be reduced to 0 or fewer hit point while outside the domain, it is not destroyed and instead reappears in its domain with 1 hit point.

Incorporeal Traits: The Incorporeal subtype grants the haint o’ the crossroads the following traits.
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Invisibility (Su): In conditions other than bright light (or that of a daylight spell) haint can cloak itself in darkness, rending it invisible. This requires a standard action and can be performed at will, but the haint cannot remain invisible while attacking.

Maddening Glare (Su): A haint o’ crossroads is a terror to behold, and its very glare can cause confusion and paranoia. Once per round as a swift action it can use lesser confusion as the spell. The target can attempt a DC 20 Will save (10 + one-half HD + Charisma modifier) to negate the glare.

Undead Traits: As an Undead creature, a haint o’ the crossroads has the following traits.
No Constitution score.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Uses its Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.

Unholy Toughness (Su): The haint o’ the crossroads is empowered by its own hatred and force of will. It adds its Charisma modifier to its hit points at each level. (This is included in the statistics above.)

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

Wisdom Drain (Su): A haint o’ the crossroads’ touch does damages a creature’s ability to perceive its surroundings, making it listless and lost. A creature touched is entitled to a DC 20 Fortitude save to negate the Wisdom drain. (The save DC is Charisma based.) When it reduces a creature to 0 Wisdom with this ability, the haint o’ the crossroads gains 3d6+6 hit points.

Skills
A haint o’ the crossroads is stealthy and incorporeal, and has a +4 racial bonus on Hide and Move Silently checks.


-=-=-=-=-=-=-

Lore
Coming soon...

The Vorpal Tribble
2009-06-21, 09:13 AM
The contest deadline has come and voting begun. You can vote for your favorite entry here (http://www.giantitp.com/forums/showthread.php?p=6335529#post6335529).

-=-=-=-=-=-=-

Sir_Shadow's entry has been disqualified for being incomplete at the contest's end.