2026-02-08

Fantasy NPC: Eternal Tenants, An Eremite Extraordinary

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The Eternal Tenants, An Eremite Extraordinary

A vaporous image of a robed ascetic walks slowly across a labyrinthine gardens.

CR 7; 3,200 XP
LG Medium Undead (incorporeal)
Init +10Senses darkvision 60 ft.Perception +25

Defense
AC 20, touch 20, flat-footed 14 (+4 deflection, +2 Dex, +4 insight)
hp 85 (10d8+40)
Fort +7, Ref +7, Will +11
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee pacifying touch +20 (7d6 plus calm emotions, DC 19 Will save partial)
Special Attacks confounding words (DC 19)

Statistics
Str –, Dex 15, Con –, Int 15, Wis 18, Cha 18
Base Atk +7; CMB +7; CMD 30
Feats Defensive Combat Training, Flyby Attack, Hover, Improved Initiative, Lightning Reflexes
Skills Bluff +17, Fly +10, Heal +14, Knowledge (religion) +14, Perception +25, Profession (garden philosopher) +14, Sense Motive +17, Stealth +10
Language Common, Celestial

Confounding Words (Su) The Eremite can utter a statement, often but not always in a riddle form that surprises and confounds listeners. All sapient creatures within 30 feet that can hear the Eremite speaking have to make a Will saving throw (DC 19) or become fascinated by his statement for at least 1d10 minutes. In combat or other violent altercations, those who fail the saving throw are affected by calm emotion effect for 1 round and staggered for 1d4+1 rounds instead. A successful saving throw renders the listeners immune to this effect for the next 24 hours. This is mind-affecting language-dependent divination effect. The saving throw DC is Charisma-based.

Pacifying Touch (Su) An incorporeal touch from the Eremite deals 7d6 points of damage and overwhelms the target with a sense of calm serenity, affecting them with calm emotions for 1d4+1 rounds. A successful Will saving throw (DC 19) halves the damage and negates calming effect. The Eremite can choose to use the calming effect of his touch without dealing damage. The saving throw DC is Charisma-based.


Some aristocrats keep their own pet hermits – holy people, monks, ascetics, philosophers,  or madmen (and often some form of combination of any of those traits). They don't require that much space and maintenance, though their presence on noble estates comes and goes out of fashion in unpredictable patterns.

This particular hermit stays on, with little regard for changing fashion. It's hard to say what exactly binds this ghost to a garden-maze where he was originally hosted – unfinished business? Sense of duty? Quirky humor? Some lost trinket buried in the garden when his abode was torn down?

He shows and vanishes at random times, often inappropriate (he seems to have a penchant to interrupt couples seeking intimate discretion in the depths of gardens), delivering enigmatic, but deeply sounding riddles, statements, and even some occasional piece of actual advice.


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