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    Stormthorn's Avatar

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    Dec 2005
    Sector ZZ9 Pural Z alpha

    Default Re: GITP Monster Competition XXVI - Spooks and Spirits

    "And travellers, now, within that valley,
    Through the red-litten windows see
    Vast forms, that move fantastically
    To a discordant melody,
    While, like a ghastly rapid river,
    Through the pale door
    A hideous throng rush out forever
    And laugh—but smile no more."
    -Edgar Allan Poe "The Haunted Palace"

    Dismal Haze
    Gargantuan Outsider(Incorporeal)
    HD: 20d8+60 (150)
    Speed: Fly 30ft. (perfect) (6 squares)
    Init: +12
    AC: 15 (-4 size, +4 dexterity, +5 deflection); touch 15; flat-footed 11
    BAB: +20/-
    Attack: Incorporeal Touch +20 melee (2d8 plus Despairing Touch)
    Full-Attack: Incorporeal Touch +20 melee (2d8 plus Despairing Touch)
    Space 20 ft. Reach 15 ft.
    Special Attacks: Advanced Mindfire Disease, Despairing Touch, Blast Into Memory
    Special Qualities: Outsider Traits, Darkvison 60ft, Blindsense 60 ft, incorporeal traits, Immune to Fear, Immune to Sleep, Immune to Death Effects, Disease, Poltergeist, Silent and Dark fog, Darkened Land, Indirect Contact
    Saves: Fort +15 Ref +16 Will +13
    Abilities: Str 8, Dex 18, Con 16, Int 20, Wis 12, Cha 20
    Skills: Listen +22, Hide +28, Search +20, Survival +15, Intimidate +20, Sense Motive +40, Knowledge(planes) +20, Knowledge(arcane) +12, Spot +16, Concentration +20, Diplomacy +12
    Feats: Ghostly Grasp, Omen of Storms(b), Ability Focus (Blast Into memory), Improved Initiative, Combat Reflexes, Blind-Fight, Superior Initiative(b)
    Environment: Any (see below)
    Organization: Solitary
    Challenge Rating: 13
    Treasure -- (although their chosen nest may have valuable items)
    Alignment True Neutral or Neutral Evil
    Advancement 21-30 HD Gargantuan, 31-40 HD Colossal

    The cellar door slowly swings wide revealing a horrific sight: An indistinct ghostly mass filling more than half the space and stretching up to pass through the ceiling. It is suddenly clear now that the mist in the dining room must have been the top of this creature extending up out of the cellar. Several fist-sized transparent eyeballs suddenly flick open on the surface of the mass and focus on you, registering surprise and then annoyance. Wine barrels in the cellar suddenly spring to life and begin attacking while the mass rushes up and foreword, flowing all around you and then up out of the cellar. As you pass through it a sharp unexplainable pain grips your chest and a feeling of utter sadness settles upon you.

    Dismal Haze (which is both singular and plural) are otherworldly planar nomads, who are born on planes of death, shadow, or nothingness, and who slowly migrate to the Prime Material plane as they mature. How they travel from plane to plane is unknown but summoning pacts or portals left open too long may explain their appearances in our world. Once here they gravitate to areas that are old, either abandoned or far from civilization, and strongly associated with death. Crumbling graveyards, ancestral crypts, and generational manners are the locations they most value for their nest. Once nested it is very difficult to get a Dismal Haze to leave. The land around the nest of a dismal haze is somewhat effected by its presence, but they are most known for their amazing control over weather. A Dismal Haze can cause overcast or stormy weather in a range spanning dozens of miles with even more bizarre and powerfully phenomena occurring in the area immediately surrounding their nest.

    If disturbed, and aggressive or angered Dismal haze will often attack by animating objects and then targeting the area of battle with Wall of Thorns before attacking personally.

    Dismal Haze do not need to breathe or sleep, although it has been observed that they often do sleep during the day, and become active around sunset. They do eat, but Dismal Haze subsist only on the emotional remnants of the people who lived and died in the area of their nest. A Dismal Haze that is actively seeking food may begin combat by using its Blast Into Memory ability, allowing it to feed on the emotional energy of its victims death.

    Dismal Haze usually take up an area roughly equal to a 20ft cube. They have no weight.
    Dismal Haze do not speak out-loud, but they understand common, undercommon, celestial, infernal, abyssal, and all elemental-plane languages.


    Note- Save DC are charisma based in determining difficulty unless otherwise noted.

    Blast Into Memory (Su)- Once per day a Dismal Haze may tear down the boundary between life and death. This manifests in a 60ft cone and all living creatures struck by said cone must take a DC 27 Fort. Save or by slain instantly. The body of any being slain this way bursts apart in a cloud of vapor and at the exact same time a Permanent Image under the control of the Dismal Haze appears where the creature had been standing.

    Indirect Contact - A Dismal Haze may cast Magic Mouth, Dream, or Ghost Sound at will as spell-like abilities as a 10th level caster.

    Poltergeist – As supernatural abilities the Dismal Haze may cast Anime Objects, Obscuring Mist, Unseen Servant, Dancing Lights, Gust of Wind and Wall of Thorns at will as a 20th level caster.

    Darkened Land (ex)- A Dismal Haze can alter the land within one mile of its chosen nest. This land is always under the effects of Control Weather and Hallucinatory Terrain spells in control of the Dismal Haze. The Haze may cast Blight as a free action as a 20th level caster within this area.

    Despairing Touch (ex) – Any creature struck by a Dismal Haze must make a DC 22 (wisdom-based) will save or be affected as though the target of a successful Crushing Despair spell for ten minutes.

    Disease (ex) – Dismal Hazes carry a disease that is spread by inhaling any part of their vapor-like form or by being exposed to their nest environment for too long: Advanced Mindfire (Inhaled DC 18 (fort save), 1 day Incubation, 1d6 Int damage)

    Silent and dark fog (ex) – Any being occupying the same space as a Dismal Haze is Silenced (as though by the spell) with no save allowed if the Dismal Haze wills it to be so. Any being occupying the same space as a Dismal Haze is protected as if in an Obscuring Mist.

    Characters with ranks in Knowledge (Planes) can learn more about spirits of the woods. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.
    DC15: This is a Dismal Haze, an incorporeal outsider. Their presence causes storms.
    DC20: Dismal Haze feed on the emotional remenants of dead beings and can manipulate the weather directly around its chosen feeding ground or nest.
    DC25: Dismal Haze are highly intelligent and capable of magical communication. They often attack by animating objects.
    DC30: They have the ability to instantly kill a person and create an illusionary replacement.

    Note: The Omen of Storms feat causes bad weather in a 50 mile area and causes feelings of dread strong enough to force animals to save or be Shaken every day. Its from an issue of Dragon Magazine.
    Last edited by Stormthorn; 2008-10-20 at 12:07 AM.