The Demented One
2008-02-03, 08:27 PM
Lantern Creeper
Size/Type: Small Fey
Hit Dice: 4d6+4 (18 hp)
Initiative: +3
Speed: 30 ft. (4 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flatfooted 11
Base Attack/Grapple: +2/-3
Attack: Dagger +6 melee (1d3-1)
Full Attack: Dagger +6 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mockery
Special Qualities: Cityborn, damage reduction 1/cold iron, low-light vision, urban sustenance
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 8, Dex 16, Con 12, Int 6, Wis 14, Cha 14
Skills: Hide +16, Listen +9, Move Silently +12, Spot +9
Feats: Weapon FinesseB, Dodge, Stealthy
Environment: Any Urban
Organization: Solitary, gang (4-6), or mob (8-12)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By class level (Favored Class: Rogue)
Level Adjustment: +2
The lamp said,
“Four o’clock,
Here is the number on the door.
Memory!
You have the key,
The little lamp spreads a ring on the stair.
Mount.
The bed is open; the tooth-brush hangs on the wall,
Put your shoes at the door, sleep, prepare for life.”
The last twist of the knife.
-Rhapsody on a Windy Night, by T.S. Eliot
Lantern Creepers are city spirits, luminous fey born from street-lamps. They are whimsical and mischievous, and roam the streets at night, tormenting those they find still walking them. Lantern Creepers have a talent for picking out the depressed, downtrodden, or suicidal, and tormenting them with their power of mockery, which forces them to confront their worst memories. Though they are weak, they are frustratingly difficult to catch within a city–a Lantern Creeper can run up walls, through buildings, and across the narrowest of clotheslines. Lantern Creepers appear as tiny, luminous creatures, much in form like a human child, with twin balls of pale white fire for eyes. They tend to go naked, save for the writhing tattoos on their bodies, most of which tell fables or children’s stories in pictographic form. Lantern Creepers speak Common.
Mockery (Su)
As a standard action, a Lantern Creeper may mock a creature within 30 ft. of it, intruding into its mind and replaying its worst memories. The creature must make a DC 14 Will save or take 1d3 points of Charisma damage and be stunned for 1 round. For every point of Charisma damage dealt, the Lantern Creeper gains 1 temporary hp, which lasts for 1 hour. This ability cannot reduce a creature’s Charisma score below 1. Once a Lantern Creeper uses its mockery ability, it must wait 3 rounds before it can use it again. The save is Charisma-based.
Cityborn (Su)
Lantern Creepers can maneuver through the city as they please. A Lantern Creeper may walk on any surface of a city–sheer, vertical walls, clotheslines, glass windows–as if it were flat, solid ground. In addition, it may move through any stone building, structure, or street that is part of a city as if it were under the effects of the meld into stone spell.
Urban Sustenace (Su)
A Lantern Creeper draws its strength from the city. While in a city, it does not need to eat, sleep, or drink, and it heals naturally at twice the normal rate. However, it does not naturally heal outside of cities, and must make a DC 20 Fortitude save each day it spends outside a city or take 1 point of Constitution and Charisma drain.
Size/Type: Small Fey
Hit Dice: 4d6+4 (18 hp)
Initiative: +3
Speed: 30 ft. (4 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flatfooted 11
Base Attack/Grapple: +2/-3
Attack: Dagger +6 melee (1d3-1)
Full Attack: Dagger +6 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mockery
Special Qualities: Cityborn, damage reduction 1/cold iron, low-light vision, urban sustenance
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 8, Dex 16, Con 12, Int 6, Wis 14, Cha 14
Skills: Hide +16, Listen +9, Move Silently +12, Spot +9
Feats: Weapon FinesseB, Dodge, Stealthy
Environment: Any Urban
Organization: Solitary, gang (4-6), or mob (8-12)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By class level (Favored Class: Rogue)
Level Adjustment: +2
The lamp said,
“Four o’clock,
Here is the number on the door.
Memory!
You have the key,
The little lamp spreads a ring on the stair.
Mount.
The bed is open; the tooth-brush hangs on the wall,
Put your shoes at the door, sleep, prepare for life.”
The last twist of the knife.
-Rhapsody on a Windy Night, by T.S. Eliot
Lantern Creepers are city spirits, luminous fey born from street-lamps. They are whimsical and mischievous, and roam the streets at night, tormenting those they find still walking them. Lantern Creepers have a talent for picking out the depressed, downtrodden, or suicidal, and tormenting them with their power of mockery, which forces them to confront their worst memories. Though they are weak, they are frustratingly difficult to catch within a city–a Lantern Creeper can run up walls, through buildings, and across the narrowest of clotheslines. Lantern Creepers appear as tiny, luminous creatures, much in form like a human child, with twin balls of pale white fire for eyes. They tend to go naked, save for the writhing tattoos on their bodies, most of which tell fables or children’s stories in pictographic form. Lantern Creepers speak Common.
Mockery (Su)
As a standard action, a Lantern Creeper may mock a creature within 30 ft. of it, intruding into its mind and replaying its worst memories. The creature must make a DC 14 Will save or take 1d3 points of Charisma damage and be stunned for 1 round. For every point of Charisma damage dealt, the Lantern Creeper gains 1 temporary hp, which lasts for 1 hour. This ability cannot reduce a creature’s Charisma score below 1. Once a Lantern Creeper uses its mockery ability, it must wait 3 rounds before it can use it again. The save is Charisma-based.
Cityborn (Su)
Lantern Creepers can maneuver through the city as they please. A Lantern Creeper may walk on any surface of a city–sheer, vertical walls, clotheslines, glass windows–as if it were flat, solid ground. In addition, it may move through any stone building, structure, or street that is part of a city as if it were under the effects of the meld into stone spell.
Urban Sustenace (Su)
A Lantern Creeper draws its strength from the city. While in a city, it does not need to eat, sleep, or drink, and it heals naturally at twice the normal rate. However, it does not naturally heal outside of cities, and must make a DC 20 Fortitude save each day it spends outside a city or take 1 point of Constitution and Charisma drain.