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    Kyace's Avatar

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    Nov 2006
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    Default Re: GITP Monster Competition XXVI - Spooks and Spirits

    Woror

    Small Fey (Incorporeal)
    Hit Dice:
    9d6+9 (39 hp)
    Initiative:
    +11
    Speed:
    Fly 60' (Perfect) (12 squares)
    Armor Class:
    22 (+1 size, +7 Dex, +4 deflection), 22 touch, 15 flat-footed
    Base Attack/Grapple: +4/--
    Attack:
    Short sword +13 melee (1d4+1/19-20) or Incorporeal touch +12 Melee (1d2 plus 1d6 Charisma damage)
    Full Attack:

    Space/Reach:
    5 ft./5 ft.
    Special Attacks:

    Special Qualities:
    Cold iron vulnerability, invisibility, lightness, low-light vision
    Saves:
    Fort +4, Ref +13, Will +8
    Abilities:
    Str -, Dex 24, Con 13, Int 16, Wis 15, Cha 18
    Skills:
    Bluff +16, Hide +7, Listen +16*, Move Silently -, Search +5*, Spot +16*
    Feats:
    Combat Reflexes, DodgeB, Improved Initiative, Mobility, Spring Attack, Weapon FinesseB
    Environment:
    Forests and Graveyards
    Organization:
    Solitary or with bonded creature
    Challenge Rating:
    7
    Treasure:
    1/10 standard plus +1 Ghost Touch Small Short Sword
    Alignment:
    Always neutral good
    Advancement:

    Level Adjustment:
    +5

    The life cycle of wraiths is fairly well known. However, very few wraiths exist long enough to learn more than the most superficial details of their own species, being destroyed less than ten miles of where they were spawned. Few fey interact with necromancers and undead, so the creation of a woror is limited to areas where these two groups overlap. Rare, but it happens.

    When a good fey, like a sprite, is drained by a wraith, what raised isn't corrupted as completely as a more mundane humanoid. This duel-natured being is a woror. Once created, the woror will typically harass the wraith that formed it with simpleminded determination, destroying it or being destroyed by it. Those that win will generally either defend their home forests from future undead, campaign to destroy wraiths wherever they are, or protect a living creature from their former life.

    Woror tend to be two feet tall glowing representation of their former body, however they may also appear as two foot diameter glowing insubstantial orbs or become invisible. They have no weight and don't seem to require food, drink or sleep still, however they prefer to rest on sunlit logs and rocks.

    Woror speak the same languages they spoke in life, typically Sylvan and Common.

    Combat

    Incorporeal touch (Su): Any creature struck by a woror's incorporeal touch attack takes 1d2 damage and must make a Will Save (DC 18) or take 1d6 Charisma damage. If the woror is also using the Lightness ability, a creature that fails the will save is also treated as being in direct sunlight for the next round.

    Every time a woror deals Charisma damage, they gain 5 temporary hit points. If the woror has suffered any ability drain or damage, instead, they restore 1 point of ability drain or damage for every 5 temporary hit points they would have gotten.

    Cold iron vulnerability (Su): Cold iron weapons may strike woror as if it had the Ghost Touch ability. Cold iron shields and armor apply their AC bonus against woror's touch attacks. These items cause great discomfort to a woror even when not used offensively.

    Invisibility (Su): A woror may become invisible as a swift action or end their invisibility as a free action. Woror must glow to use their incorporeal touch or lightness special ability, therefore doing so ends their invisibility, however they may use other attacks and stay invisible.

    Lightness (Su)
    : A woror may envelope itself in a glowing orb of diffuse light, hiding the form of their former body completely. In this form, they gain a few special qualities. First, if they enter the area of effect of a spell with a darkness descriptor while using the lightness ability, they must make a Will Save against the spell's DC (or the DC the spell would have if it had a DC). On a success, they dispel the darkness spell, on a failure, they are nauseated while in that spell's area of effect and may make no further Will Saves to attempt to end the spell.

    Second, any creature that is struck by a woror's incorporeal touch attack while under Lightness and fails the will save, is treated as if they are in direct sunlight for the next round.

    Starting or ending this ability is a swift action.

    *Woror have +2 Racial bonus to Listen, Search and Spot, included above. The bonus to Hide checks while invisible is not included. As incorporeal, Woror only make sounds when they wish to, making Move Silently checks redundant.

    Lore

    A successful Knowledge Nature or Knowledge Religion reveals the following information and any lower DC facts.
    {table=head]
    DC
    | Result
    14|Woror are ghostly fey, usually found near wraiths.
    19|Woror will sometimes decide to protect an individual and loathe wraiths.
    25|Cold iron sting woror; if hung over a door, they will not pass.
    30|A woror is the result of a drained sprite, they devote their new existence to fighting evil Incorporeal.[/table]
    Last edited by Kyace; 2008-10-19 at 08:48 PM.
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