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View Full Version : The spirits of Winter Strife(3.5 Monster, PEACH)



Darthteej
2011-12-22, 03:53 AM
WINDIGO


http://fc07.deviantart.net/fs70/i/2011/351/9/5/windigo_by_bellalysewinchester-d4jdgw1.png
Credit to BellalyseWinchester (http://bellalysewinchester.deviantart.com/)

Across the most distant horizons of the northern lands lie the Windigos, strange and savage spirits who feed off of misery and despair. With them they bring neverending winter and warfare to once beautiful lands, turning even the most faithful of friends against each other. Little is known about this ancient race other than that they are thought long banished from the the fair lands. However, in times of great strife they return in full force to bring about their winter curse.

Tactics
Windigos are subtle creatures who prefer to fight foes who are divided. Against a united ally they shall attempt to sow conflict and separation before closing in for the kill. They often open up combat with Cause Fear, and will focus their attacks on the apparent leader of a group. Because of their natural prospensity for stealth, Windigos will also flee against a clearly superiror foe, and often succeed.

Size/Type: Large Undead (Cold, Incorporeal)
Hit Dice: 16d12 (104 hp)
Initiative: +10
Speed: Fly 90 ft(Good)
Armor Class: 23, touch 23, flat-footed 9 (-1 size, +8 deflection, +6 dex)
Base Attack/Grapple: +8/---
Attack: Incorporeal Touch +22 melee(2d6+1d6 Cold+1d4 Charisma Drain)
Full Attack: Incorporeal Touch +22 melee(2d6+1d6 Cold+1d4 Charisma Drain)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath Weapon, Baleful Gaze, Spell-Like-Abilities,
Special Qualities: Darkvision 120 ft., Incorporeal Traits, Undead Traits, Emotionsense 120 ft., Spirit of Malevolence, Aura of Cold, Aura of Malevolence, Mighty Blizzard,
Saves: Fort +5, Ref +12, Will +13
Abilities: Str —, Dex 22, Con —, Int 20, Wis 17, Cha 27
Skills: Diplomacy +26, Hide +25, Intimidate +27, Knowledge (religion) +24, Listen +22, Search +22,Sense Motive +22, Spot +25, Survival +4
Feats: Improved Initiative, Dodge, Mobility, Spring Attack, Ability Focus(Baleful Gaze),
Enviroment: Cold Hills
Organization: Solitary, Pair, Trio, or Squadron(2 windigos,1 windigo manitou, 2d4 shadows, and 2d4 wraiths)
Challange Rating: 13
Treasure: None
Alignment:Often Neutral Evil
Advancement: 17-32 HD(Huge)
Level Adjustment: —

Aura of Cold(Su.): Windigos deadly chill makes them dangerous to fight alone. Any creatures within 100 ft of a Windigo that is ALSO 20 feet distant from another living creature must make a Fortitude save(DC 25) every round or become fatigued from the extreme cold. This is both a physical and mind effect, so any creature immune to such effects must be exposed for 10 rounds before it must begin making Saves.

Aura of Malevolence(Su.): Windigos feed off strife and conflict. They are at their most powerful when fighting a divided foe, and weak against positive emotion. Any morale bonus currently active upon foes of a Windigo within 200 feet will apply an equivalent penalty to the Windigo. For example, a heroism spell will impose a -2 penalty to the Attack Bonus and Armor class of a windigo, but a haste spell has no effect. Conversely, any fear effect will bestow an equivalent bonus to any Windigo within 200 feet.

In addition, Windigos gain a +2 bonus to attack AND special attack DCs when acting against any group that is already engaged in conflict.

Breath Weapon(Su.): 30 ft. Cone of Cold 12d6 damage Reflex Half(DC 25). Recharges in 1d6 rounds.

Baleful Gaze(Su.): Any creature who meets the cold eyes of a Windigo must make a Will Save(DC 27) or become shaken.

Emotionsense(Su.): Windigos see the same as any equine, but they have a sixth that detects the passions of other creatures. Any creature not immune to mind-affecting effects will alert a Windigo to it’s presence, but those in deep rage, despair, or happiness will be precisely pinpointed.

Charisma Drain(Su.): Any creature hit by a Windigo’s touch attack must make Fortitude save(DC 25) or lose 1d4 points of Charisma, and the Windigo gains a +1 enchancment bonus to it’s attack roll for as many turns as points of Charisma drained. The drain will also force a dispel check(CL 16) on any creature with an acitve Morale bonus, but only against that bonus. On a successful save, the creature only takes 1 point of Charisma damage.

Mighty Blizzard(Su.): The supernatural storms that surround Windigos are equal in strength to Blizzards. Very high winds and torrential precipitation reduce visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures caught in the area must make a DC 20 Fortitude save or face the effects based on the size of the creature. In addition, this causes 1d3 feet of snow to fall per day.

Unlike a natural storm however, these storms can be countered. The blizzard will have no effect within radius of a daylight spell, and any creature with a currently active morale bonus acts as if they are within an area of severe wind(ranged attacks and Spot/Listen act at a -4 bonus). In addition, a successful dispel check will supress the blizzard for 1d6 turns.


Spell-Like-Abilites(Sp.): At will- Calm Emotions, Crushing Despair, Rage, Silence, 3/day- Mind Fog, Fear, Wall of Ice,

Skills: A Windigos ethereal form bestows a +12 bonus on HIde checks in Snowy areas.


WINDIGO MANITOU
Unlike their reserved counterparts, Windigo Manitous are mighty warriors who discard subtlety in order to charge in and start killing as many creatures as possible. These Paladins of Tyranny are clad in phantom armor, and are fearless in the face of harmony and positive emotion. They are often accompanied by mighty armies of Wights and Shadows, as well as other Windigos.

Size/Type: Large Undead(Incorporeal, Cold)
Hit Dice: 16d12+128 and 5d10+40(296 hp)
Initiative: +6
Speed: Fly 90 ft.(Good)
Armor Class: 24, touch 24, flat-footed 9 (-1 size, +9 deflection, +6 dex)
Base Attack/Grapple: +13/---
Attack: Incorporeal Touch +28 melee(2d6+1d6 Cold+1d4 Charisma Drain)
Full Attack: Incorporeal Touch +28 melee(2d6+1d6 Cold+1d4 Charisma Drain)
Space/Reach: 10/5
Special Attacks: Breath Weapon, Baleful Gaze, Deadly Touch, Divine Grace, Spell-Like-Abilities, Smite Good
Special Qualities: Darkvision 120 ft., Incorporeal Traits, Undead Traits, Emotionsense 120 ft.,, Aura of Cold, Aura of Evil, Aura of Manevolence, Aura of Despair, Dark Blessing, Mighty Blizzard,
Saves: Fort +17 Will +21 Ref +22
Abilities:Str —, Dex 22, Con —, Int 20, Wis 17, Cha 28
Skills:Diplomacy +31, Hide +27, Intimidate +32, Knowledge (religion) +26, Listen +24, Search +24,Sense Motive +24, Spot +27, Survival +6
Feats: Unholy Toughness, Extra Smiting, Divine Vigor, Breath of Unlife, Clinging Breath,
Enviroment: Cold Hills
Organization: Trio(With two other Windigos) or Squadron (two Windigos, One Windigo Manitou, 2d4 shadows, and 2d4 wraiths)
Challange Rating: 18
Treasure: None
Alignment: Always Lawful Evil
Level Adjustment: —

A windigo Manitou has the same special abilities of a Windigo, with the exception of a stronger breath weapon, and increased DCs(29) due to it’s higher Charisma and 4 extra hit dice.

Aura of Despair(Su.): Windigo Manitou emit a malign aura which causes creatures within 10 ft of them to take a -2 penalty on their saving throws.

Aura of Evil(Ex.): Windigo Manitous emit an aura of evil equal to a 5th level cleric.

Breath Weapon(Su.): Cone of Cold 15d6 30 ft, Reflex Half(DC 29). Recharges every 1d4 rounds.

Divine Grace(Su.): A Windigo Manitou adds it’s Charisma modifeir as a bonus to all saving throws.

Deadly Touch (Su): A Windigo Manitou can cause wounds with a successful touch attack. Each day it can deal a 40 points of damage. An opponent subjected to this attack can make a Will save (DC 20) to halve the damage dealt. Alternatively, a Windigo Manitou can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.


Smite Good(Su.): Thrice per day, a Windigo Manitou may add it’s +8 Charisma bonus to attack and damage, and deal an extra 10 points of damage. If the smite hits a nongood creature by mistake, it is wasted. If a Windigo Manitou charges, then it deals an extra 15 points instead of 10.

Rebuke Undead(Su.): A Windigo Manitou can attempt to rebuke undead as a 2nd level cleric 11 times per day. Alternativley, it can spend a rebuke attempt to gain a +10 enhancement bonus to speed and 42 temporary hit points.

Typical Spells Prepared: 1st-Protection from Good