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    Troll in the Playground
    BisectedBrioche's Avatar

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    Feb 2007
    Some rainly old island

    Default Re: GITP Monster Competition XXVI - Spooks and Spirits

    If you're heading out, lad
    You best dress yourself well
    I don't care if you think I'm mad
    Just as your destinations hot as hell

    I've seen to many deaths 'o those
    Burnt to their deaths
    Where their wounds froze
    I don't care that its warm in those depths

    Its like the learned men say
    When the dead are given to much
    They come 'n take it away
    Boiled to their death cold to their touch

    When you enter the furnace
    Protect yourself from the cold
    Because those burnt to ash
    Already took the heat into their fold

    -Unknown Author

    Furnace Shadow
    Size/Type: Medium Undead (Incorporeal, Fire)
    Hit Dice: 5d12 (32 hp)
    Initiative: +1
    Speed: 30ft (6 squares)
    Armor Class: 13, touch 13, flat-footed 12 (+2 deflection, +1 dex)
    Base Attack/Grapple: +2/+3
    Attack: Slam melee (1d6)
    Full Attack: 2 Slams melee (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Freezing Touch, Numbing Touch
    Special Qualities: Incorporal, Undead and Fire Traits, Invisible, Insensitivity, Brain Freeze, Draw of Warmth
    Saves: Fort +1, Ref +2, Will +6
    Abilities: Str 10, Dex 12, Con —, Int 12, Wis 14, Cha 15
    Skills: Move Silently 8 (Dex), Search (Wis), Spot (Wis), Listen (Wis), Hide (Dex)
    Feats: Track, Stealthy
    Environment: Any
    Organization: Lone, Pack (2-3), Group (4-8)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Always Chaotic Evil

    Furnace shadows are to heat what a normal shadow is to light. They are the spirits of cold blooded creatures, who died from exposure to extreme heat. They inhabit the areas they died in on the astral plane, absorbing all the heat they can creating an icy cold area on the material plane. They jealously guard the area, killing all those who might also be warmed by the heat. They are invisible, but the space they inhabit is instantly filled with ice and mist, unless they position themselves over something warm.

    Freezing Touch (Ex) A shadow may make a touch attack against a living creature. If successful the target takes 1d6 points of cold damage.

    Numbing Touch (Su) Any creature who makes contact with the shadow (incorporal or not) takes a point of dexterity damage. This lasts for 1d4 rounds. Anyone reduced to 0 dex is frozen in place and takes a point of con drain for each round until they are able to move again.

    Incorporal, Undead and Fire Traits
    Undead are once-living creatures animated by spiritual or supernatural forces.
    An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
    • No Constitution score.
    • Darkvision out to 60 feet.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    • Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    • Uses its Charisma modifier for Concentration checks.
    • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
    • Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
    • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
    • Undead do not breathe, eat, or sleep.

    Subtype Info
    A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.

    An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

    An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

    An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

    An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

    Invisibility (Su) The Furnace Shadow is invisible, giving it full cover and thus meaning any attack directed at it has a 50% miss chance. This can be negated by true seeing. The square it inhabits is always filled with ice and mist (in a vaguly humanoid form) unless it positions itself over something warm (e.g a warm blooded creature or a fire) thus it is always possible to tell which square it is on.

    Insensitivity (Su) If a Furnace Shadow enters the square of another creature they lose their ability to sense changes in temperature, feeling as if they are at their most comfortable. They take a -2 penalty on reflex saves to avoid Fire or Cold damage and -2 on survival checks related to extreme temperatures. This is in addition to the effects of the shadow's Numbing Touch ability.

    Brain Freeze (Su) Anyone who sees a Furnace Shadow has their very mind chilled by the sight. They must make a Will save (DC 14, charisma based) or take 1 point of damage to both intelligence and wisdom. This damage is undone when the shadow is defeated or after 24 hours (whichever is sooner). Anyone who makes their will save is immune to that shadow's brain freeze for 24 hours.

    Draw of Warmth (Su) Any cold blooded creature killed by a Furnace Shadow rises after 1d6+1 days as another Furnace Shadow. Resurrecting or incinerating the corpse of the victim prevents this.


    A Furnace Shadow will initially attempt to kill its victims quietly, using its Insensitivity ability to slowly freeze a victim to death. If it is discovered then it will attempt to finish off the one it was stalking before moving on to the next target. If possible it will allow cold blooded opponents to flee, so as not to have to share its territory with another Shadow.



    15|This is a Furnace Shadow, an undead creature which absorbs all the nearby heat, freezing those nearby. Like all undead they are hostile to the living.
    25|They are the spirits of cold blooded creatures who burned to death.
    30|They will avoid killing cold blooded creatures as they dislike the idea of sharing their territory with another spirit.[/TABLE]
    Last edited by BisectedBrioche; 2008-10-15 at 06:57 PM.
    Hi, I'm back, I guess. ^_^
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