Phantom Stalker
Phantom Stalker: Init +3; Atk Claw +3 melee (1d4); AC
17; HD 4d8; MV 30’ or fly 60’; Act 2d20; SP shapechange, immunity to fire, healed
by magical fire, cold vulnerability, track summoner’s slayer, death throes; SV
Fort +4, Ref +4, Will +4; AL N.
Phantom stalkers are invulnerable to damage from fire, and magical fire attacks actually heal them 1 hit point for each die or damage normally caused. However, they are vulnerable to cold-based attacks, saving at -1d on the dice chain and taking twice normal damage.
These creatures may serve as body-guards, fighting to protect their masters, or be sent on errands, but great care must be exercised in instructing a phantom stalker, for it follows orders to the letter, perverting the intent if possible, anxious for release back to its native plane. If its summoner is killed, a phantom stalker will instantly vanish – however, it reappears 1d4 hours later, intent on vengeance, having unerringly tracked the summoner's slayer from the aether. Phantom stalkers only gain this ethereal tracking ability upon the expiration of their masters, and it disappears as soon as the summoner's slayer has been tracked.
When a phantom stalker is reduced to 0 hp, its life essence explodes in a fireball, causing 6d6 damage to all within 30’ (Reflex DC 15 for half). If the phantom stalker's summoner (unless directly and immediately responsible for the phantom stalker's demise) is within 30’, the phantom stalker merely disappears in a puff of flame instead.
Poltergeist
Poltergeist:
Init +2; Atk Telekinetically thrown object +0 melee (1d3 plus fear); AC 10; HD 2d12;
MV fly 20’; Act 1d20; SP Un-dead, telekinesis, fear, invisible, turn resistance,
non-corporeal, immune to non-magical weapons; SV Fort +3, Ref +4, Will +6; AL N.
Poltergeists are a form of ghost (see the core rulebook, pages 412-413) which are invisible and tied to a certain location (usually the place where they died). Like all ghosts, poltergeists yearn to be put to rest, and if the conditions are met to do so, they can achieve eternal rest.
These ghosts are telekinetic, being able to move up to 4 objects weighing as much as 100 lbs at a single time. A poltergeist can telekinetically hurl an object at a creature, and if the creature is struck it must succeed in a DC 12 Will save or flee for 3d10 minutes, dropping any held items unless a Luck check is successful. If forced to fight, a frightened creature has a -4 attack penalty to all attack rolls. Once a creature has made their saving throw, they are immune to further fear effects from the poltergeist while in that area.
Because they are so strongly tied to specific areas, poltergeists use 1d30 to make any save related to resisting Turn the Unholy attempts, banish spells, or similar.
Protein Polymorph
Protein Polymorph: Init +2; Atk Bludgeon +3 melee (2d6), enfold +4 melee (crush), or by
weapon +5 melee (by weapon); AC 18; HD 7d8; MV 20’; Act 3d20; SP Versatile
form, crush (6d6 per round, Fort DC 12 for half); SV Fort +10, Ref +3, Will +5;
AL C.
These rare beings are intelligent primeval slimes (see core rulebook, pages 423-424), colonies of protein cells which are able to assume any form they choose, animate or not. They may even appear to be several forms, their mass connected by a near-invisible (Intelligence DC 18 to spot) cord or film of protoplasm. The cells of the protein polymorph colony may specialize or de-specialize at will, taking on different textures and colors, changing completely without expending an Action Die.
These versatile cellular colonies may imitate anything – a pile of treasure, a small-sized room, a warband of half a dozen humans, or a dozen kobolds. They assume any form likely to draw prey, for they feed on humans and animals with little regard for type and size. They may even mix inanimate objects within their structure to add authenticity – a room or a corridor may, for instance, be part-stone and part protein polymorph. Likewise, imitated creatures may wear real clothing and wield real weapons (often acquired from previous victims).
Despite their phenomenally flexible transformative powers, protein polymorphs cannot accurately copy facial expressions or duplicate the sound of speech, limitations may lead to their exposure when imitating animate creatures. A protein polymorph disguised as an inanimate object may be discovered from 10 feet away with a DC 15 Intelligence check (elves check automatically due to their keen senses), and touching a protein polymorph always reveals that it is a living mass.
Protein polymorphs can bludgeon prey by extruding weapon-like pseudopodia. If they are able to enfold a target, they automatically crush for 6d6 damage each round thereafter (Fort DC 12 for half). Finally, a protein polymorph imitating one or more weapon-wielding creatures can attack as though using whatever weapon type is being imitated (or wielded). Protein polymorphs do not gain the special abilities of imitated creatures.
No comments:
Post a Comment