View Full Version : MitP II: Demonic spirit

2007-07-17, 08:52 PM
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Medium Undead
Hit Dice: 10d12 (65hp)
Initiative: +7
Speed: Fly 60ft. (12 squares)
Armor Class: 18 (+3 dex, +4 deflection, +1 dodge)
Base Attack/Grapple: +5/+8
Attack: Incorporeal touch +8 (Possession)
Full Attack: 2 Incorporeal touches +8 (Possession)
Space/Reach: 5ft./5ft.
Special Attacks: frightful presence, possession, spell-like abilities
Special Qualities: Detect good, incorporeal traits, natural invisibility, SR 14, undead traits
Saves: Fort +3, Ref +6, Will +9
Abilities: Str –, Dex 17, Con –, Int 13, Wis 14, Cha 18
Skills: Knowledge (religion) +14, listen +15, search +14, sense motive +15, spot +15,
Feats: Ability focus (possession), dodge, improved initiative, spell penetration
Environment: Towns or underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Chaotic evil
Advancement: 11-15 HD (medium), 16-25 HD (large)
Level Adjustment: ~

A demonic spirit is the tainted spirit of a person who had been charmed of forced into killing his friends or family before being killed. Now they roam the earth trying to force the same fate on other humanoid creatures.
A demonic spirit looks a lot like it did in life, but its skin is dark blue and it has no pupils. In fact it always looks as if it’s possessed. It’s also incorporeal.

Demonic spirits usually attempt to sneak in the party and attempt to use its incorporeal touch to possess one the party member. Demonic spirits like taking control of creatures with the good alignment. It then attempts to kill as many allies as possible while in the possessed creature’s body. However if the possession doesn’t work the demonic spirit retreats into the air and bombards people with charm and dominate spells. If the demonic spirit is able to kill 1 or 2 of the possessed creature’s friends or is reduced to less than 20 hit points it usually runs off using teleport, leaving the creature to atone for killing its friends or family.
Demonic spirits hate spell casters more than any other creature and uses spell casters as their first target.

Detect Good: A demonic spirit is instantly able to detect any creature with the good alignment within 60ft. This ability is always active.

Frightful Presence: Any creature that is able to see a demonic spirit and is within 60ft. of one must make a DC 19 will save or be shaken for 4d6 rounds. Any creature that makes its will save can't be affected by a demonic spirits frightful presents ability for 24 hours.

Natural Invisibility: The invisibility around a demonic spirit is natural and there for cannot be dispelled. Any person who has been killed and brought back to life can always see a possessed spirit. A demonic spirit can suppress this ability at will.

Possession: If a demonic spirit is able to hit with its incorporeal touch it can attempt to possess who ever it hit. The creature hit by a demonic spirits incorporeal touch must make a DC 19 will save or be possessed by the demonic spirit. A creature that is possessed by the spirit must do whatever the demonic spirit tells it to do as if under the effect of a dominate person spell. While possessing a creature a demonic spirit is considered to always be in the possessed creatures square. Also in order to hit the demonic spirit the person attacking it must break through the possessed creatures armor class and, if that attack succeeds, the demonic spirits armor class. If the attack breaks through both creatures armor class the attacks damage is spread out between both the possessed creature and the demonic spirit. However if only the attack to break through the possessed creatures armor succeeds the possessed creature takes full damage from the attack. A demonic spirit cannot attack or use any of its special abilities while possessing a creature. A demonic spirit can leave a possessed creature as a free action. The demonic spirit can be removed from whatever creature its possessing by a remove curse, dispel evil, heal, lesser wish, miracle, or wish spell. A demonic spirit can only possess one creature at a time.

Spell-like Ability's: At will – charm person 3/day – dominate person, teleport. Caster level 9th; Save DC 14 + spell level.

I wouldn't be surprised if the possession power is a little weird, so if you under stand the basic idea I'd appreciates it if you gave me a few pointers on how to make it simpler.

2007-07-29, 11:54 PM
Pretty interesting. Is there nothing like this already 'out there'?