LordErebus12
2013-04-15, 11:23 AM
http://i.imgur.com/iged6R8.jpg
Creature's Name: Shinidamachū, The Soul Collectors
Size and Type: Large Aberration
Hit Dice: 6d8+6 (33)
Initiative: +3
Speed: 5 ft. / 50 ft. Flight (Good)
Armor Class: 15 (+3 Dex, +3 Natural, -1 Size), Touch 12, Flat-Footed 12
BAB / Grapple: +4 / +8
Attack: Bite +2 melee (1d6)
Space / Reach: 10 ft. (long) / 5 ft.
Special Attacks: Knell, Spell-Like Abilities
Special Qualities: Blind, DR 2/Silver, Incorporeal Shift, Soulsense
Saves: Fort +3, Ref +5, Will +8
Abilities: Str 8, Dex 16, Con 13, Int 12, Wis 16, Cha 14
Skills: Hide 9 ranks (+8), Listen 6 ranks (+9), Move Silently 6 ranks (+9), and Survival 6 ranks (+9)
Feats: Dodge, Fly-By Attack B, Mobility, Hover
Environment: Any
Organization: Solitary, Pair, or Pack (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 7 - 10 HD (Large), 11-18 HD (Huge)
Level Adjustment: ---
Once thought as demons, these aberrations appear to be long eel/insect-like serpents, with a single claw attached to the underside of the soul collector's frilled neck. They were feared and hunted as they fed off the dying creature's souls. However, most are evasive and not violent; most will flee if attacked. They are roughly 12 ft. long and weight about 85 to 90 pounds.
Soul collectors cannot speak, although they seem to be able to communicate with each other with soft coos and chirps. Despite being unable to speak, they can understand several languages: Common, Dwarven, Elven, Goblin, and Orcish.
Combat
Flight (Su):
Soul collector's have a fly speed of 50 ft. with good maneuverability.
Incorporeal Shift (Ex):
As a swift action, the soul collector can become incorporeal for 1 round. The soul collector typically uses this ability to move through physical barriers, such as walls or ceilings, or while attempting an escape from danger. While incorporeal it cannot physically attack targets, but its natural armor becomes a deflection bonus.
Knell (Su):
If a creature within 30 ft. of a soul collector has –1 or fewer hit points, that creature must make a will save (DC 10 + 1/2 Racial Level + Charisma modifier) to resist having the creature's soul drawn out of the body, moving to be held in the six fingered claw beneath the soul collector's head. Strangely, when the soul collector does this, the soul becomes visible to the naked eye, a medium sized cloud of blue-white mist, which radiates faint light and flutters like a candle flame.
Creatures drained of their souls die instantly and cannot be resurrected, unless a wish or miracle spell is used. If the soul collector is slain while transporting a soul, the soul returns to the body if still within 100 ft. of the body. If farther than that, the soul floats for a few minutes then passes on and the slain creature can be resurrected as normal. A new soul collector can grab the floating soul by moving through the 5 ft. square where the soul floats.
While holding a soul, the soul collector has Regeneration 2 and a +2 enhancement bonus to Dexterity. The soul collector's regeneration is bypassed by silver weapons, just as it's damage reduction.
Soulsense (Ex):
Soul Collectors are blind, using their ability to sense souls to find the newly dead creatures that they feed upon. Soul collectors have the constant ability to sense any newly deceased creatures within 1 mile of their location. Normally, Soul collectors will travel towards a newly dead creature, but will only attempt to take the creature's soul during the night.
Soul collectors can also automatically sense any living or undead within 100 ft., as if it had blindsense. Creatures that are neither living nor undead, such as constructs, cannot be sensed with this ability.
Spell-Like Abilities (CL 11th):
3 / Day - Mage Armor
1 / Day - Mind Fog, Mislead
Creature's Name: Shinidamachū, The Soul Collectors
Size and Type: Large Aberration
Hit Dice: 6d8+6 (33)
Initiative: +3
Speed: 5 ft. / 50 ft. Flight (Good)
Armor Class: 15 (+3 Dex, +3 Natural, -1 Size), Touch 12, Flat-Footed 12
BAB / Grapple: +4 / +8
Attack: Bite +2 melee (1d6)
Space / Reach: 10 ft. (long) / 5 ft.
Special Attacks: Knell, Spell-Like Abilities
Special Qualities: Blind, DR 2/Silver, Incorporeal Shift, Soulsense
Saves: Fort +3, Ref +5, Will +8
Abilities: Str 8, Dex 16, Con 13, Int 12, Wis 16, Cha 14
Skills: Hide 9 ranks (+8), Listen 6 ranks (+9), Move Silently 6 ranks (+9), and Survival 6 ranks (+9)
Feats: Dodge, Fly-By Attack B, Mobility, Hover
Environment: Any
Organization: Solitary, Pair, or Pack (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 7 - 10 HD (Large), 11-18 HD (Huge)
Level Adjustment: ---
Once thought as demons, these aberrations appear to be long eel/insect-like serpents, with a single claw attached to the underside of the soul collector's frilled neck. They were feared and hunted as they fed off the dying creature's souls. However, most are evasive and not violent; most will flee if attacked. They are roughly 12 ft. long and weight about 85 to 90 pounds.
Soul collectors cannot speak, although they seem to be able to communicate with each other with soft coos and chirps. Despite being unable to speak, they can understand several languages: Common, Dwarven, Elven, Goblin, and Orcish.
Combat
Flight (Su):
Soul collector's have a fly speed of 50 ft. with good maneuverability.
Incorporeal Shift (Ex):
As a swift action, the soul collector can become incorporeal for 1 round. The soul collector typically uses this ability to move through physical barriers, such as walls or ceilings, or while attempting an escape from danger. While incorporeal it cannot physically attack targets, but its natural armor becomes a deflection bonus.
Knell (Su):
If a creature within 30 ft. of a soul collector has –1 or fewer hit points, that creature must make a will save (DC 10 + 1/2 Racial Level + Charisma modifier) to resist having the creature's soul drawn out of the body, moving to be held in the six fingered claw beneath the soul collector's head. Strangely, when the soul collector does this, the soul becomes visible to the naked eye, a medium sized cloud of blue-white mist, which radiates faint light and flutters like a candle flame.
Creatures drained of their souls die instantly and cannot be resurrected, unless a wish or miracle spell is used. If the soul collector is slain while transporting a soul, the soul returns to the body if still within 100 ft. of the body. If farther than that, the soul floats for a few minutes then passes on and the slain creature can be resurrected as normal. A new soul collector can grab the floating soul by moving through the 5 ft. square where the soul floats.
While holding a soul, the soul collector has Regeneration 2 and a +2 enhancement bonus to Dexterity. The soul collector's regeneration is bypassed by silver weapons, just as it's damage reduction.
Soulsense (Ex):
Soul Collectors are blind, using their ability to sense souls to find the newly dead creatures that they feed upon. Soul collectors have the constant ability to sense any newly deceased creatures within 1 mile of their location. Normally, Soul collectors will travel towards a newly dead creature, but will only attempt to take the creature's soul during the night.
Soul collectors can also automatically sense any living or undead within 100 ft., as if it had blindsense. Creatures that are neither living nor undead, such as constructs, cannot be sensed with this ability.
Spell-Like Abilities (CL 11th):
3 / Day - Mage Armor
1 / Day - Mind Fog, Mislead