Deca
2010-05-26, 01:45 AM
Legend tells of a mighty warrior, whose heart was filled with hate and greed. He and a like-minded band of evil adventurers set out to locate a powerful artifact. Upon discovering the artifact, the warrior betrayed his comrades and killed them all, so the prize would be his alone.
By cruel irony, the artifact burned his hands when he tried to touch it. It was blessed of the Celestial Gods and would not bear evil touch. This angered the warrior, who swore an oath. If he could not have it, nobody would. He would guard the artifact night and day, never resting, never letting down his guard, simply to spite the rest of the world.
Of course, years came and went and the warrior perished. But his willpower was so mighty that it would not pass into the grave. Because of that, some part of the warrior lived on eternally as something less than human.
Commonly called an Armoured Spite, these undead are created when an evil warriors greed, spite and overbearing willpower manage to keep the warrior alive after death. Their bodies rotted long ago, they are nothing more than empty suits of armour, kept animate only by the long-dead warrior's will.
Spites resemble a human wearing full-plate armour. Only close inspection will reveal that their is nothing inside of it. Spites usually believe that they are still the man who they once were, while the truth is that they are nothing more than psychic remnants of the man's hatefulness and greed.
Armoured Spites constantly obsess over the object they are guarding, forbidding all others from even touching it. Some Spites accrue small groups of minions, lesser creatures that are drawn to it's power and brutal charisma. Other Spites are completely solitary and alone, having killed any living being that dared to approach.
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Armoured Spite
Medium Undead
Hit Dice 10d12 (55 hp)
Speed 30ft ft. (6 squares)
Initiative: +6
Armor Class 20; touch 12; flat-footed 18
(+2 Dex, +8 Armor Bonus)
Base Attack/Grapple +10/+18
Attack +1 Adamantine Greataxe +21 melee (1d12 +8, Crit: X3)
Full-Attack +1 Adamantine Greataxe +21/+16 (1d12+8, Crit: X3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-Like Abilities
Special Qualities] Standard Undead Traits, Indomitable Will, Adamantine Prison
Saves Fort N/A Ref +5 Will N/A
Abilities Str 27, Dex 15, Con N/A , Int 10, Wis 14, Cha 18
Skills Spot +13, Listen +13
Feats Improved Initiative, Weapon Focus (Greataxe), Power Attack, Greater Weapon Focus (Greataxe)
Environment Guarding something valuable (ie, part of the usual dungeon ecosystem)
Organization Solitary, Group (One Armoured Spite and an indefinite amount of minions)
Challenge Rating ????
Treasure Adamantine Greataxe and whatever it’s guarding
Alignment Neutral Evil
Combat:
Armoured Spites are not honourable combatants in any sense of the word. An Armoured Spite will usually begin combat by using its spell-like abilities to cause intruders to lie prone so the Spite or its minions may perform a coup de grace upon their helpless bodies. If this option is denied to them, the Spite will usually abandon all subtlety and just hit the intruders with it's greataxe. It must be noted that Spites usually fight defensively, attempting to stop intruders from getting closer to whatever it's guarding. If someone manages to steal the valuable item without killing the Spite, the Spite will angrily hunt down whoever it was, never stopping until they have reclaimed their treasure.
Spell-Like Abilities (Sp):
The Spite has only survived due to an incredible amount of willpower. It’s will has grown so strong that it can impose it’s will upon hapless mortals. For the purpose here, the Spite counts as having ten Caster levels.
At Will- Greater Command
The Will Save DC is 19
Indomitable Will (Ex):
The strength of an Armoured Spite’s willpower is beyond mortal measure. Their very existence is defined by their will and theirs alone. Others are not permitted to tamper with their driving force. Spite’s have complete immunity to all turning and rebuking effects. Additionally, an Armoured Spite automatically passes any Will Save that it is forced to take.
Adamantine Prison (Ex):
While an Armoured Spite looks like a man in a suit of heavy armour, the body has rotted long ago, leaving only the armour infused and animated by the warriors overbearing willpower. The Spite itself has no real substance to hewn or hacked at. Because of this, every time the Spite is driven to 0 HP or below, it does not die. Instead, it's hit points revert back to maximum. To destroy a Spite, adventurers must target the armour by making a Sunder action against the armour. The armour is adamantine full-plate and has a Hardness of 20 with 40 hit points. Until the armour is specifically targeted and destroyed, the Spite cannot die.
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By cruel irony, the artifact burned his hands when he tried to touch it. It was blessed of the Celestial Gods and would not bear evil touch. This angered the warrior, who swore an oath. If he could not have it, nobody would. He would guard the artifact night and day, never resting, never letting down his guard, simply to spite the rest of the world.
Of course, years came and went and the warrior perished. But his willpower was so mighty that it would not pass into the grave. Because of that, some part of the warrior lived on eternally as something less than human.
Commonly called an Armoured Spite, these undead are created when an evil warriors greed, spite and overbearing willpower manage to keep the warrior alive after death. Their bodies rotted long ago, they are nothing more than empty suits of armour, kept animate only by the long-dead warrior's will.
Spites resemble a human wearing full-plate armour. Only close inspection will reveal that their is nothing inside of it. Spites usually believe that they are still the man who they once were, while the truth is that they are nothing more than psychic remnants of the man's hatefulness and greed.
Armoured Spites constantly obsess over the object they are guarding, forbidding all others from even touching it. Some Spites accrue small groups of minions, lesser creatures that are drawn to it's power and brutal charisma. Other Spites are completely solitary and alone, having killed any living being that dared to approach.
************************************************** *******
Armoured Spite
Medium Undead
Hit Dice 10d12 (55 hp)
Speed 30ft ft. (6 squares)
Initiative: +6
Armor Class 20; touch 12; flat-footed 18
(+2 Dex, +8 Armor Bonus)
Base Attack/Grapple +10/+18
Attack +1 Adamantine Greataxe +21 melee (1d12 +8, Crit: X3)
Full-Attack +1 Adamantine Greataxe +21/+16 (1d12+8, Crit: X3)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-Like Abilities
Special Qualities] Standard Undead Traits, Indomitable Will, Adamantine Prison
Saves Fort N/A Ref +5 Will N/A
Abilities Str 27, Dex 15, Con N/A , Int 10, Wis 14, Cha 18
Skills Spot +13, Listen +13
Feats Improved Initiative, Weapon Focus (Greataxe), Power Attack, Greater Weapon Focus (Greataxe)
Environment Guarding something valuable (ie, part of the usual dungeon ecosystem)
Organization Solitary, Group (One Armoured Spite and an indefinite amount of minions)
Challenge Rating ????
Treasure Adamantine Greataxe and whatever it’s guarding
Alignment Neutral Evil
Combat:
Armoured Spites are not honourable combatants in any sense of the word. An Armoured Spite will usually begin combat by using its spell-like abilities to cause intruders to lie prone so the Spite or its minions may perform a coup de grace upon their helpless bodies. If this option is denied to them, the Spite will usually abandon all subtlety and just hit the intruders with it's greataxe. It must be noted that Spites usually fight defensively, attempting to stop intruders from getting closer to whatever it's guarding. If someone manages to steal the valuable item without killing the Spite, the Spite will angrily hunt down whoever it was, never stopping until they have reclaimed their treasure.
Spell-Like Abilities (Sp):
The Spite has only survived due to an incredible amount of willpower. It’s will has grown so strong that it can impose it’s will upon hapless mortals. For the purpose here, the Spite counts as having ten Caster levels.
At Will- Greater Command
The Will Save DC is 19
Indomitable Will (Ex):
The strength of an Armoured Spite’s willpower is beyond mortal measure. Their very existence is defined by their will and theirs alone. Others are not permitted to tamper with their driving force. Spite’s have complete immunity to all turning and rebuking effects. Additionally, an Armoured Spite automatically passes any Will Save that it is forced to take.
Adamantine Prison (Ex):
While an Armoured Spite looks like a man in a suit of heavy armour, the body has rotted long ago, leaving only the armour infused and animated by the warriors overbearing willpower. The Spite itself has no real substance to hewn or hacked at. Because of this, every time the Spite is driven to 0 HP or below, it does not die. Instead, it's hit points revert back to maximum. To destroy a Spite, adventurers must target the armour by making a Sunder action against the armour. The armour is adamantine full-plate and has a Hardness of 20 with 40 hit points. Until the armour is specifically targeted and destroyed, the Spite cannot die.
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