Blog dedicated to Fantasy, SF, roleplaying games, writing, and occasional creative hijinks by Drejk.
2019-03-03
Monster: Ill-wraith
Ill-wraith
A billowing cloud of sickly green and yellow, shaped like a ragged cloak half-wrapped around an invisible silhouette.
CR 3; XP 800
NE Medium Undead (incorporeal)
Init +6; Senses darkvision 60 ft.; Perception +6
Aura ill-wind (1 mile)
Defense
AC 14, touch 14, flat-footed 11 (+1 deflection, +2 Dex, +1 dodge)
hp 18 (3d8+3)
Fort +2, Ref +3, Will +3
Defensive Abilities incorporeal; Immune undead traits
Weakness remove disease
Offense
Speed fly 30 ft. (good)
Melee incorporeal touch +4 (sapping touch)
Special Attacks nauseating critical
Statistics
Str —, Dex 14, Con —, Int 11, Wis 11, Cha 13
Base Atk +2; CMB +4; CMD 16
Feats Dodge, Improved Initiative
Skills Fly +12, Heal +3, Knowledge (religion) +6, Perception +6
Languages Abyssal, Common
Ecology
Environment any
Organization solitary, pair, gang (3–6), or swarm (7–12)
Treasure none
Create Spawn (Su) When a humanoid creature dies while incapacitated by an ill-wraith's sapping touch, it raises as an ill-wraith itself 1d4 days later.
Ill-Wind (Su) An ill-wraith's mere presence spreads taint of illness in wide area. All the living creatures within 1 mile range suffer –2 penalty to their saving throws against disease effects. After each day spent within the ill-wind area, they have to succeed a Fortitude saving throw (DC 12) to avoid gaining sickened condition that passes after 1d4 days spent outside of the affected zone. This is a magical disease effect. The saving throw DC is Charisma-based.
Nauseating Critical (Su) When an ill-wraith confirms a critical hit with its incorporeal touch attack, the target becomes nauseated for one round on a failed Fortitude saving throw (DC 12). This is a disease effect. The saving throw DC is Charisma-based.
Sapping Touch (Su) An ill-wraith's incorporeal touch inflicts 1d3 points of Strength and Dexterity damage. This is a negative energy effect.
Weakness To Remove Disease (Ex) An ill-wraith who is successfully struck with remove disease effect (including having a potion of remove disease splashed over itself as a standard action) becomes more tangible for 1d4+1 rounds. While in this state, it suffers half damage from non-magical weapons, full damage from magical weapons, and one-and-half damage from ghost touch weapons, and is susceptible to additional damage from critical hits and sneak attack. An ill-wraith struck with heal effect is immediately destroyed. An ill-wraith is dazed for 1 round if successfully affected by any effect that removes or suppresses nauseated or sickened condition. All of those effects ignore 50% chance of failure to affect incorporeal beings.
Ill-wraiths are malignant spirits that hate the living for their vitality and spread weakness and disease as they go. While an ill-wraith can't directly kill a living creature, it can render its victim incapacitated for days, leading to death from thirst and starvation without outside help and care.
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Brilliant, though I think a mile radius is a bit much.
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