d-Infinity Playtest Monday: Swords of Infinity #25
Weapons should be more than murder sticks. They should be works of art, each one as unique as the hero who wields them. So next time your adventurers raid a wicked duke's arms cache or plunder the tomb of an undead warlord, go beyond the usual +2 falchions and masterwork guisames and roll 1d10 on the table below to give each weapon its own design flourish.
- The surface of the weapon is coated in a thin layer of silver flecked with cold iron.
- The weapon is decorated with chunks of volcanic glass.
- Glowing runes adorn the weapon. The runes are purely cosmetic, and spell out the name of a weapon, a god, or a heroic motto.
- A royal seal is worked into the base of the weapon's hilt.
- The substance of the weapon is impregnated with alchemical trace elements, causing the weapon to throw impressive sparks with each strike.
- A subtle enchantment causes the weapon to produce a heroic tune when drawn.
- A stylized serpent adorns the weapon's grip. There is an equal chance this serpent is an adder, wyrm, sea serpent, or linnorm.
- The fangs of a great beast are worked into the business end of the weapon.
- The weapon's grip is hollow, with enough interior space to hold a few coins, a scroll, or a few shots of stiff drink.
- The weapon's grip is carved from a single flawless block of white jade.
Creeping Popper Xeno-necro CR ½ XP 200
Neutral tiny undead (Xeno-necro)
Init +2; Senses Darkvision 60 ft., life sense 500 ft.; Perception +10
Defense HP 4
EAC 16; KAC 18
Fort +0; Ref +3; Will +4
Defensive Abilities Camouflage, toughened hide; immunities Cold, undead immunities, vacuum
Weaknesses Energy vulnerability
Offense
Speed 60 ft.
Melee Bite, -1 (1d4-2 P)
Ranged Spur, +2 (1d4+3 P, range 50 ft.)
Space 2.5 ft.
Offensive Abilities Ambush
Statistics
Str -2; Dex +3; Con -; Int -4; Wis +2; Cha +0
Skills stealth +6 (+16 when camouflaged)
Feats Deadly aim
Languages None
Gear None
Ecology
Environment Space, space ships, space stations, ruins
Organization Large clusters (2d12)
Special Abilities
Ambush (Ex) The Creeping Popper is perfectly aware of the environment it inhabits, and as such it is able to use it to its advantage when hunting live prey to destroy. The creature gains a +4 racial bonus to Stealth as a result.
Camouflage (Su) Each creature is able to use this ability to match the surrounding’s almost perfectly. This is a full round action, and they will automatically gain an additional +10 to their stealth skill (which will stack with their ambush ability, above). As soon as they attack, the camouflage drops. They can also voluntarily drop it as a swift action.
Clinging (Ex) The creature is capable of clinging to any surface, and retains its full movement speed. No acrobatics check is required.
Energy Vulnerability (Ex) The Creeping Popper, like all Xeno-necro’s, are particularly susceptible to energy attacks, such as lasers, plasma weapons, and other similar weapons. They suffer an additional +1 point of damage per dice when facing this type of attack.
Life Sense (Sp) The Creeping popper is capable of sensing any living creature within a 500 ft. radius. They will travel towards the location of the creature and attempt to set up an ambush. The creatures also gain a +10 to perception when living organisms are involved. The life-energy can be hidden through full encasing armor, such as powered armor, space suits, and the like.
Toughened Hide (Ex) The flesh may appear to be heavily damaged, but it has become infused with bone shards, giving the creature a natural armor bonus of +6.
Xeno-necro Subtype
These creatures are created through strange necromantic energies generated by an ancient artifact. The victims must be in the area of effect of the artifact for typically 7 plus 2d8 days. During this period, they suffer from strange and horrifying nightmares, and slip into depression and near the end become violent and suicidal. The energies released by the artifact (which can vary in size from a small decoration, all the way up to a massive monolith), cause a fundamental change deep in the victim’s genetic code, causing them to mutate upon death into literal undead monster. No one knows for certain as to the purpose of this, and why this happens, as the creators of the artifact have long since departed this plane of existence.
This subtype can be added to any humanoid corpse. The humanoid automatically becomes Undead (gaining all the traits) and the subtype becomes Xeno-necro, likewise gaining the traits from such. All previous skills and feats are lost, and the creature retains a bare-minimum intellect, although its only desire is to hunt and kill. It cannot be reasoned with, spoken to or interacted with in any way.
It should be noted these creatures will only attack living, organic targets. They will ignore robots, androids and the like unless they come under attack from the aforementioned types.
Required Creature Type: Undead
Suggested Array: Combatant (although it can vary)
Traits: Ambush, energy vulnerability, toughened hide, all undead traits, immunity to cold.
Suggested Ability modifiers: Strength and Dexterity
Ambush (Ex) The Xeno-necro is perfectly aware of the environment it inhabits, and as such it is able to use it to its advantage when hunting live prey to destroy. The creature gains a +4 racial bonus to Stealth as a result.
Energy Vulnerability The Xeno-necro, like all of this subtype, are particularly susceptible to energy attacks, such as lasers, plasma weapons, and other similar weapons. They suffer an additional +1 point of damage per dice when facing this type of attack.
Toughened Hide (Ex) The flesh may appear to be heavily damaged, but it has become infused with bone shards, giving the creature a natural armor bonus of +6.
Twisted Xeno-Necro CR ½ XP 200
Neutral small undead (Xeno-necro)
Init +2; Senses Darkvision 60 ft.; Perception +2
Defense HP 7
EAC 16; KAC 18
Fort +0; Ref +3; Will +4
Defensive Abilities toughened hide; immunities Cold, undead immunities, vacuum
Weaknesses Energy vulnerability
Offense
Speed 30 ft.
Melee Claw +1, (1d4+1 S Crit 1d3 blood loss per round) or bite +1, (1d6 P)
Offensive Abilities Ambush, caterwaul, pack tactics, trip
Statistics
Str +0; Dex +2; Con -; Int -2; Wis +1; Cha +0
Skills Stealth +8
Feats Mobility
Languages None
Gear None
Ecology
Environment Space, space ships, space stations, ruins
Organization Packs (2d12)
Special Abilities
Ambush (Ex) The Twisted is perfectly aware of the environment it inhabits, and as such it is able to use it to its advantage when hunting live prey to destroy. The creature gains a +4 racial bonus to Stealth as a result.
Caterwaul (Su) The Twisted are capable of uttering a horrifying caterwaul, one which can be heard even in the vacuum of space. Those who hear it must make a Will save (DC 12) or become shaken. This will last for 1d6 rounds. Because the Twisted will scream in perfect harmony, the DC of this attack increases by 1 for every two members of the pack, which means a pack of eight will increase the DC to 16. The scream has a radius of 50 feet from the Twisted which initiates the attack.
Energy Vulnerability (Ex) The Twisted are particularly susceptible to energy attacks, such as lasers, plasma weapons, and other similar weapons. They suffer an additional +1 point of damage per dice when facing this type of attack.
Pack Tactics (Ex) The Twisted work well together, so much so that when a pack attacks a single target, they gain a bonus to combat. The creatures will automatically gain flanking, even if they are not directly across from one another, as long as at least one member of the pack is engaged in melee combat. For those who are directly across from another pack member, they will gain a +3 to hit, and the damage will increase by +1 per pack member involved in the melee. So if there are three members surrounding a target, any time they hit in combat, they will do 1d4+4 damage instead of 1d4+1. This also applies to the bite attack.
Toughened Hide (Ex) The flesh may appear to be heavily damaged, but it has become infused with bone shards, giving the creature a natural armor bonus of +6.
Trip (Ex) Twisted are quite adept at tripping an opponent and knocking them prone. They are allowed a combat maneuver and if it is successful (Melee attack vs. KAC +8), the target is knocked prone. The rules regarding multiple pack members attacking at once apply when trying to trip a target.
Xeno-necro Subtype
These creatures are created through strange necromantic energies generated by an ancient artifact. The victims must be in the area of effect of the artifact for typically 7 plus 2d8 days. During this period, they suffer from strange and horrifying nightmares, and slip into depression and near the end become violent and suicidal. The energies released by the artifact (which can vary in size from a small decoration, all the way up to a massive monolith), cause a fundamental change deep in the victim’s genetic code, causing them to mutate upon death into literal undead monster. No one knows for certain as to the purpose of this, and why this happens, as the creators of the artifact have long since departed this plane of existence.
This subtype can be added to any humanoid corpse. The humanoid automatically becomes Undead (gaining all the traits) and the subtype becomes Xeno-necro, likewise gaining the traits from such. All previous skills and feats are lost, and the creature retains a bare-minimum intellect, although its only desire is to hunt and kill. It cannot be reasoned with, spoken to or interacted with in any way.
It should be noted these creatures will only attack living, organic targets. They will ignore robots, androids and the like unless they come under attack from the aforementioned types.
Required Creature Type: Undead
Suggested Array: Combatant (although it can vary)
Traits: Ambush, energy vulnerability, toughened hide, all undead traits, immunity to cold.
Suggested Ability modifiers: Strength and Dexterity
Ambush (Ex) The Xeno-necro is perfectly aware of the environment it inhabits, and as such it is able to use it to its advantage when hunting live prey to destroy. The creature gains a +4 racial bonus to Stealth as a result.
Energy Vulnerability The Xeno-necro, like all of this subtype, are particularly susceptible to energy attacks, such as lasers, plasma weapons, and other similar weapons. They suffer an additional +1 point of damage per dice when facing this type of attack.
Toughened Hide (Ex) The flesh may appear to be heavily damaged, but it has become infused with bone shards, giving the creature a natural armor bonus of +6.
Thinner Xeno-necroCR 2 XP 600
Neutral medium undead (Xeno-necro)
Init +8; Senses Darkvision 60 ft.; Perception +8 (+14 auditory sense)
Defense HP 12
EAC 18; KAC 20
Fort +0; Ref +5; Will +7
Defensive Abilities Extraordinary Hearing, toughened hide; immunities Cold, undead immunities, vacuum
Weaknesses Energy vulnerability
Offense
Speed 30 ft.
Melee Bite, +3 (2d6+2, P Crit head bite –see below), two claws -1 (1d6+2 S, crit 1d4 bleed per round)
Offensive Abilities Ambush, create spawn, head bite, ravenous hunger
Statistics
Str +2; Dex +4; Con -; Int +0; Wis +4; Cha +0
Skills Acrobatics +6, stealth +10
Feats Blind fight, improved initiative
Languages None
Gear None
Ecology
Environment Space, space ships, space stations, ruins
Organization Medium packs (2d8) or large swarms (3d12)
Special Abilities
Ambush (Ex) The Thinner is perfectly aware of the environment it inhabits, and as such it is able to use it to its advantage when hunting live prey to destroy. The creature gains a +4 racial bonus to Stealth as a result.
Create Spawn (Su) Those who succumb to the ravenous hunger will slowly transform into a Thinner. This process takes several days on the average, with their hunger growing more and more pronounced with each passing day. During this time, any medical device which can cure disease, as well as spells such as cure disease, will end the transformation. The victim will constantly eat, and will clearly be losing weight. Each day that passes, they will lose 1d4 points of Constitution score, and will become thinner and more skeletal. Once their Constitution score reaches zero, they will die and rise as a Thinner in only 1d6 minutes time. After the transformation is complete, they can only be brought back to their former lives via a Limited Wish, Miracle or Wish spell. If at any point before death takes hold they are able to get a cure disease, they will regain their lost Constitution score at their level per day. The hunger will also abate, and they will regain their lost weight.
Energy Vulnerability (Ex) The Thinner are particularly susceptible to energy attacks, such as lasers, plasma weapons, and other similar weapons. They suffer an additional +1 point of damage per dice when facing this type of attack.
Extraordinary Hearing (Ex) With the reduction in their ability to see in normal light, their other senses, specifically their hearing, have increased dramatically. They gain a +6 bonus to any perception check involving sound.
Head Bite (Ex) Whenever the creature successfully rolls a critical hit with the bite, the target must make a Ref saving throw (DC 15) or have their heads literally bitten off, killing them instantly. If the saving throw succeeds, they will still suffer double damage.
Pack Tactics (Ex) The Thinners work well together, so much so that when a pack attacks a single target, they gain a bonus to combat. The creatures will automatically gain flanking, even if they are not directly across from one another, as long as at least one member of the pack is engaged in melee combat. For those who are directly across from another pack member, they will gain a +3 to hit, and the damage will increase by +1 per pack member involved in the melee. So if there are three members surrounding a target, any time they hit in combat, they will do 1d4+4 damage instead of 1d4+1. This also applies to the bite attack.
Ravenous Hunger (Su) Those who are bitten by these creatures must make a Fort save (DC 15) or be overcome with a hunger so powerful and ravenous they must immediately stop what they are doing and consume any food they are carrying. If there is no food available, they must stop what they are doing and consume the nearest corpse – be it friend or Xeno-necro. Those consuming the flesh of a Xeno-necro must then make an additional Fort save (DC 20) or begin the long road to becoming a Thinner themselves. This need to feed will last for 2d8 rounds, which is typically enough time to finish a standard meal.
Toughened Hide (Ex) The flesh may appear to be heavily damaged, but it has become infused with bone shards, giving the creature a natural armor bonus of +6.
Xeno-necro Subtype
These creatures are created through strange necromantic energies generated by an ancient artifact. The victims must be in the area of effect of the artifact for typically 7 plus 2d8 days. During this period, they suffer from strange and horrifying nightmares, and slip into depression and near the end become violent and suicidal. The energies released by the artifact (which can vary in size from a small decoration, all the way up to a massive monolith), cause a fundamental change deep in the victim’s genetic code, causing them to mutate upon death into literal undead monster. No one knows for certain as to the purpose of this, and why this happens, as the creators of the artifact have long since departed this plane of existence.
This subtype can be added to any humanoid corpse. The humanoid automatically becomes Undead (gaining all the traits) and the subtype becomes Xeno-necro, likewise gaining the traits from such. All previous skills and feats are lost, and the creature retains a bare-minimum intellect, although its only desire is to hunt and kill. It cannot be reasoned with, spoken to or interacted with in any way.
It should be noted these creatures will only attack living, organic targets. They will ignore robots, androids and the like unless they come under attack from the aforementioned types.
Required Creature Type: Undead
Suggested Array: Combatant (although it can vary)
Traits: Ambush, energy vulnerability, toughened hide, all undead traits, immunity to cold.
Suggested Ability modifiers: Strength and Dexterity
Ambush (Ex) The Xeno-necro is perfectly aware of the environment it inhabits, and as such it is able to use it to its advantage when hunting live prey to destroy. The creature gains a +4 racial bonus to Stealth as a result.
Energy Vulnerability The Xeno-necro, like all of this subtype, are particularly susceptible to energy attacks, such as lasers, plasma weapons, and other similar weapons. They suffer an additional +1 point of damage per dice when facing this type of attack.
Toughened Hide (Ex) The flesh may appear to be heavily damaged, but it has become infused with bone shards, giving the creature a natural armor bonus of +6.
Linked CR 2 XP 600
Chaotic evil, medium undead
Init +5; Senses Darkvision 60 ft.; Perception +4
Defense HP 11
EAC 14; KAC 15
Fort +2; Ref +5 ; Will +5
Defensive Abilities Hive mind, infernal regeneration 3 (acid, fire)
Weaknesses Acid, fire, silver, ultraviolet radiation
Offense
Speed 45 ft.
Melee Bite, +7, (1d8-2 P) or two claws -2 (1d6-2 S)
Offensive Abilities Create spawn, infectious bite, paralytic bite, tactics
Statistics
Str -2; Dex +5; Con -; Int +0; Wis +2 ; Cha +2
Skills Climb +1, acrobatics +8
Feats Weapon focus (bite)
Languages Abyssal
Gear None
Ecology
Environment Any
Organization Single, small packs (1d4), large hunting packs (4d6)
Special Abilities
Create Spawn (Su) Any creature that is slain by a Link will turn into one, transforming over 2d4 rounds, losing all extra mass, becoming skeletal, the hair will sluff off, and the skin will turn black. The teeth with fall out and will be replaced by the twisted and unsightly incisors that the creatures use to bite. They will then rise and join the pack.
Hive Mind (Su) Thanks to the telepathic link shared by these creatures, they will automatically gain a +1 to any Will saving throw for every two creatures (round down) within 100 feet of their location.
Infectious bite (Ex) Anyone bitten by a Linked must make a Fort save (DC 12) or become infected with the linked virus. With each 10 minute passage of time victim is allowed another Fort saving throw (DC 12) or lose 1d3 points of Constitution. When the Constitution score reaches zero, the victim dies and will rise as a Linked. A cure disease or other similar spell, spell-like ability, or medical drug will cure the victim, and the lost Constitution score will return at the victims’ natural healing rate per day.
Infernal regeneration (Ex) Despite being undead, the Linked are capable of regenerating from nearly all type of damage. They automatically heal 3 points of damage per round except that inflicted through acid or fire.
Paralytic bite (Ex) Those bitten by a Linked must make a Fort save (DC 12) or be paralyzed for 1d6 rounds. During this time, if the creature is able to bite for three consecutive turns with the victim moving, the victim will become completely paralyzed and cannot move for 24 hours. As long as the creature bites and injects additional venom into the victim before 24 hours has passed, the victim can be held for a long period of time in this manner. Each day that passes, the victim must make a Fort save (DC 12) or lose either one point of Strength or Constitution. Once either statistic reaches zero, the victim will then die and rise as one of the Linked. Anyone rescued from these ‘blood farms’ before this happens will awaken and as long as they are given adequate food and water, will regain their lost Stats at their natural healing rate per day.
Silver and ultraviolet radiation vulnerability If the creature is hit by either silver or ultraviolet radiation (sunlight), it is instantly killed.
Summon (Sp) The Linked are aptly named, sharing a mental hive-mind with all members of their particular pack. They gain certain advantages from this link, and can use it to summon more of their kind from as far as ten miles away. The creatures will make their way to their pack-mates in times of duress or when prey is plentiful. A single member of the hive-mind can use this ability and it will summon 2d4 members of its pack, which will arrive in 1d6 rounds after the summons is sent. This ability can only be used once per day, and the pack members summoned will not use it to summon more.
Tactics (Ex) Due to the telepathic link shared by these creatures, when they are engaged in combat, they gain a bonus of +1 to hit for every four creatures (rounded down) involved in the combat. This will likewise stack with any flanking bonuses they might enjoy. They also gain one additional attack of opportunity for every four members of the pack.
Glowing Thirsts CR 5 XP 1600
Neutral Evil medium undead
Init +7; Senses Darkvision 60 ft.; Perception +7
Defense HP 56
EAC 20; KAC 21
Fort +4; Ref +8 ; Will +13
Defensive Abilities Damage reduction 5 (magic weapons +1 or better), feeding regeneration
Weaknesses Ultraviolet Vulnerability
Offense
Speed 30 ft. (ground), 80 ft. (flight)
Melee 1 bite +12 (1d6+7 P crit 1d6+1d3 bleed per round) or two claws +8 (1d4+7 S)
Offensive Abilities Blood drain, grapple, paralytic bite
Statistics
Str +7 ; Dex +3; Con -; Int -3; Wis +3; Cha +0
Skills Acrobatics +7, athletics +10
Feats Cleave, improved initiative, iron will
Languages None
Gear None
Ecology
Environment Any (but protection from sunlight must be easily accessible)
Organization Solitary, or small pack (2d4)
Special Abilities
Blood Drain (Ex) If the creature has paralyzed a victim, they will automatically drain 1d6+1 hit points of blood per round, for up to six rounds maximum, or until 18 hit points of blood has been consumed.
Create Spawn (Su) Any creature that is slain by a Glowing Thirst will rise from the grave 3 days after death as one of these undead beasts. They lose all memories and personality as well as any classes, skills or other abilities.
Feeding Regeneration (Ex) As the creature feeds upon blood, it is able to heal any damage it has sustained at the rate of one hit point per two hit points drained from the victim (rounded down, minimum of one point). So if it has sucked five hit points of blood from a target, it can heal two hit points of damage. It cannot heal past its normal hit point allocation, however.
Glow (Su) One major vulnerability these vampiric undead creatures have is their glowing flesh. The green glow projects light the equivalent to torch-light out to a 30 ft. radius, and as such makes it all but impossible for these beasts to sneak up on a victim.
Grapple (Ex) Because they cannot attack through stealth, will use their great speed and flight ability to swarm in on targets. They are strong enough to be able to lift up to three hundred pounds and still maintain their flight capability. With their great speed, they can fly up into the night sky and drop anything they manage to grab. This requires a successful grapple check. They will attempt to feed on the victim while in flight, but if the victim inflicts too much damage to the undead creature, or if they have drank their fill, they will simply let go of the victim. Anyone dropped, unless they have the ability to fly, will suffer falling damage.
Paralytic Bite (Ex) Anyone bitten by one of these monstrosities must immediately make a Fort save (DC ) or be paralyzed for 2d6 rounds. Even if the saving throw is successful, the target will suffer a -2 to attack rolls, Ref saves, and AC due to the stiffening of the muscles and mis-firing of the nervous system.
Re
Ultraviolet Vulnerability (Ex) They take triple damage from any UV-based weapons, spells or spell-like abilities, and if they are exposed to actual sunlight, they must make a Fort save (DC20) every round or be killed outright. Even if they save, they will still suffer 3d8 points of damage per round until they perish or can make it to safety.
Drinker CR 9 XP 6,400
Chaotic Evil medium undead
Init +7; Senses Darkvision 60 ft.; Perception +12
Defense HP 79
EAC 24; KAC 25
Fort +7; Ref +12; Will +15
Defensive Abilities DR 5 /+1 or energy
Weaknesses Iron
Offense
Speed 30 ft. Fly 50 ft. (Excellent)
Melee Bite +20, (1d8+6 P Crit 1d4 Constitution drain) or two claws +16 (1d6+6 S Crit bleed 1d4 points per round)
Offensive Abilities Conduit siphon, create spawn, death gaze, fear aura
Statistics
Str +6; Dex +3 ; Con - ; Int +2; Wis +4; Cha +3
Skills Acrobatics +12 (climbing +15), bluff +12, computers +7, diplomacy +12, intimidate +12, mysticism +8, sense motive +12, stealth +12, survival +12
Feats Blind fight, cleave, great cleave, improved initiative, iron will, lightning reflexes , mobility
Languages Common, Abyssal, Infernal
Gear None
Ecology
Environment Any
Organization Solitary
Special Abilities
Conduit Siphon (Su) The Drinker can automatically drain any Conduit within 1000 ft. of its location. For each hit dice of life-force the Drinker drains from a Conduit, it will automatically heal 1 point of damage it has sustained, or it can increase its undeath life-span by 1 day. Given enough life-force to drain, these monsters are immortal. If the Drinker siphons all the life-force drained by a Conduit, the Conduit is permanently destroyed.
Create Spawn (Su) Any creature killed through the Death Gaze ability will rise in two hours as a Conduit. The remains appear to be horribly shrunken and skeletal, with the flesh stretched tightly over the bones. At any time before the 2 hour limit expires if the body is blessed or treated to gentle repose or other such clerical spells it will not rise as a Conduit. Only a Miracle or Wish will restore the victim to life.
Death Gaze (Su) The Drinker must be within ten feet of a target to initiate this attack. The target of the attack is allowed a Will save (DC 19) to avoid the effects. If the save fails, the victim is paralyzed and the Drinker begins to draw out the victim’s life-force, which can be seen with the naked eye as a blue shimmering cascade of energy. The attack inflicts 1d6 points of Constitution damage per round (the victim is allowed a saving throw every round to break the death gaze. Once the victim reaches zero Constitution, it is dead. If at any time the victim can break the gaze, they can fight back or escape. The only way to regain the lost Constitution is through any type of restoration, Miracle or Wish spell. For each point of Constitution drained, the creature will heal 3 points of damage (if it has sustained any), otherwise it will automatically have its unlife-span increased.
Fear Aura (Su) (20 ft., DC 19) This aura is constantly on and will always affect anyone who comes into the area of effect. The aura functions like the fear spell. Other effects are possible.
Iron Vulnerability The Drinker is completely susceptible to iron. If it is hit by iron weapons, the damage is automatically doubled. If the weapon is piercing, the creature is allowed a Fort saving throw with a DC of 10 plus the damage inflicted. If the save fails, the creature is instantly destroyed, otherwise it takes double damage.
Shapeshift (Sp) The Drinker is capable of reading a targets mind (a full round action), this can be avoided by the target making a Will save (DC 19). If the will fails, the Drinker is able to take the image of the perfect ideal mate to the target. The Drinker will then take the form of that ideal mate, and will appear as such to the target, as well as anyone else who sees it. This will give the Drinker a bonus of +10 to Bluff, Diplomacy. The Drinker can maintain this shape indefinitely, and can choose a new form at any time, by the same process.
Desiccated CR 3 XP 800
Chaotic Evil medium undead
Init +0; Senses Darkvision 60 ft.; Perception +5
Defense HP 18
EAC 16; KAC 17
Fort +2; Ref +3; Will +5
Defensive Abilities Regeneration
Weaknesses Acid, cold, fire, sunlight vulnerability
Offense
Speed 30 ft.
Melee Fist, +4, (1d4+1 B) or bite +4 (1d6+1 P crit automatic feeding), or by melee weapon +3 (typically a longsword)
Ranged Arc Pistol, static +4, (1d6 E, Crit Arc 2)
Offensive Abilities Create spawn, infectious bite, regeneration, regenerative feeding
Statistics
Str +1; Dex +1; Con -; Int +0; Wis +2; Cha +2
Skills Athletics +4, climbing +4, stealth +4
Feats Concentrated shot, deadly aim
Languages Common
Gear Arc Pistol, static, longsword, carbonskin, graphite
Ecology
Environment Any
Organization Large bands (2d12)
Special Abilities
Cold Vulnerability When these creatures are exposed to cold-based weapons or attacks, they must make a Fort save (DC 10 + 1/3rd – rounded down, minimum DC 11) the damage inflicted) or become staggered for 1d6 rounds.
Create Spawn (Su) Any creature that is slain by a Desiccated will rise as one in 1d4 hours. Although they are free-willed and not under any compulsion to remain with their creator, many do, adding to the pack.
Infectious bite (Su) Anyone bitten by one of these creatures must make a Fort save (DC 15) or become infected with the necromantic virus. Each hour the victim is allowed another Fort saving throw (DC 15) or lose 1d3 points of Constitution. When the Constitution score reaches zero, the victim dies and will rise as a spawn (see Create Spawn above). A cure disease or other similar spell, spell-like ability, or medical drug will cure the victim, and the lost Constitution score will return at the victims’ natural healing rate per day.
Regeneration (Ex) The creatures regenerate all damage except for acid, cold and fire damage at the rate of 3 points per round.
Regenerative Feeding (Ex) The only way the creature can regenerate from any acid, cold or fire damage is to feed. The creature must make a successful CM to grapple a target, and as long as it has the target grappled, it will feed, draining 1d2+1 points of Constitution per round. The creature will automatically heal 5 points of damage inflicted (including acid, cold and fire) per point of Constitution drained through this manner. It will also lose the staggered condition if it is suffering from it. The lost Constitution can be regained through magic or by rest.
Sunlight Vulnerability Exposing the creature to direct sunlight staggers it on the first round of exposure and each round of exposure after this inflicts damage on a the creature equal to one-third of its maximum hit points— when it is reduced to 0 hit points it is destroyed.
Sprinter Zombie CR 1 XP 400
Neutral medium undead
Init +7; Senses Darkvision 60’; Perception +2
Defense HP 11
EAC 12; KAC 13
Fort +0; Ref +3 ; Will +3
Weaknesses Decay
Offense
Speed 60 ft.
Melee Bite, +4, (1d6+2 P), two fists +0 (1d4+2 B)
Offensive Abilities Burst of speed, infectious bite
Statistics
Str +2; Dex +3; Con - ; Int -3; Wis +0; Cha +0
Skills None
Feats Improved initiative
Languages None
Gear None
Ecology
Environment Any
Organization Small groups (1d6), massive packs (5d10)
Special Abilities
Burst of Speed (Ex) Once per day, the Sprinter zombie can increase its speed. For 2d6 rounds, the creature’s speed is increased to 90 ft. per round. The sprinters AC increases by 3 points and it can make an additional bite attack, but both are at a +0 for the BAB.
Decay In these creatures, decay continues as normal, and typically after about two or so weeks, they have decayed to the point that they can no longer run. When this happens, the creatures likewise lose half their movement speed, but their physical attacks remain the same. The longest a creature can remain intact is 14+2d8 days, after which the decay destroys enough of the brain that the creature is truly dead. In hotter climates such as the tropics or in the heat of the summer, this is cut in half, while in the cold, the decay is delayed, taking at least four times as long to render the creature harmless.
Infectious Bite (Ex) Anyone bitten by one of these creatures must make a Fort save (DC 12) or become infected with the zombie virus. Each hour the victim is allowed another Fort saving throw (DC 12) or lose 1d3 points of Constitution. When the Constitution score reaches zero, the victim dies and will rise as a spawn (see Create Spawn above). A cure disease or other similar spell, spell-like ability, or medical drug will cure the victim, and the lost Constitution score will return at the victims’ natural healing rate per day.
Conduit CR 3 XP 600
Neutral medium undead
Init -2; Senses Darkvision 60 ft.; Perception +4
Defense HP 13
EAC 8; KAC 9
Fort +1; Ref +0; Will +7
Defensive Abilities DR 5 /+1 or energy
Offense
Speed 30 ft.
Melee Punch, +2 (1d4 B)
Offensive Abilities Create spawn, death gaze, seductive gaze
Statistics
Str +0; Dex -2; Con -; Int +0; Wis +2; Cha +0
Skills Bluff +4, intimidate +2, stealth +2
Feats Iron Will
Languages Common
Gear None
Ecology
Environment Any
Organization Solitary, small groups (1d6), medium groups (3d6), or mob (5d10)
Special Abilities
Create Spawn (Su) Any humanoid creature slain by the Death Gaze will rise as one in exactly two hours. They will appear desiccated and zombie-like and must feed within two minutes of reanimating or they will die again, this time permanently. Once the creature has fed, it will then regain a normal appearance and can act normally for exactly two hours, at which time they must feed again in two minutes or face the consequences.
Death Gaze (Su) The Conduit must be within five feet of a target to initiate this attack. The target of the attack is allowed a Will save (DC 13) to avoid the effects. If the save fails, the victim is paralyzed and the Conduit begins to draw out the victim’s life-force, which can be seen with the naked eye as a blue shimmering cascade of energy. The attack inflicts 1d6 points of Constitution damage per round (the victim is allowed a saving throw every round to break the death gaze. Once the victim reaches zero Constitution, it is dead and will rise within two hours as a new Conduit. If at any time the victim can break the gaze, they can fight back or escape. The only way to regain the lost Constitution is through any type of restoration, Miracle or Wish spell.
Seductive Gaze (Su) Even in their horrific state before they feed, the creatures are able to gaze into the eyes of any humanoid within ten feet. The target is allowed a Will saving throw (DC 13). If it fails, the target is paralyzed for two rounds, which is enough time to allow the Conduit to use its Death Gaze ability.
Chilled Zombie CR 4 XP 1200
Chaotic evil medium undead (cold)
Init +2; Senses Darkvision 60 ft.; Perception +7
Defense HP 29
EAC 17; KAC 18
Fort +1; Ref +6; Will +8
Immunities Cold
Defensive Abilities DR 5 /+1 or energy
Weaknesses Fire vulnerability, obsidian
Offense
Speed 30 ft.
Melee Bite +9, (1d6+4 P Crit 1d6 cold), or two fists +5 (1d4+4 Crit 1d6 cold) or by melee weapon +9
Ranged By weapon +7
Offensive Abilities Infectious bite, regenerative feeding
Statistics
Str +4; Dex +2; Con -; Int +0; Wis +2; Cha +0
Skills Acrobatics +7 sense motive +7 stealth +7
Feats Iron will, lightning reflexes, nimble moves
Languages Common
Gear None
Ecology
Environment Cold only
Organization Solitary, pairs, small groups (1d4) or Squads (3d4)
Special Abilities
Fire vulnerability These creatures are susceptible to fire-based weapons and will suffer double damage when hit by such weapons. The creature must also make a Fort saving throw (DC 10+1 per 3 points of damage sustained) or become staggered for 1d6 rounds.
Infectious bite (Ex) Anyone bitten by one of these creatures must make a Fort save (DC 15) or become infected with the necromantic virus. Each hour the victim is allowed another Fort saving throw (DC 15) or lose 1d3 points of Constitution. When the Constitution score reaches zero, the victim dies and will rise as a either a crusher, or a regular zombie. A cure disease or other similar spell, spell-like ability, or medical drug will cure the victim, and the lost Constitution score will return at the victims’ natural healing rate per day.
Obsidian Vulnerability If even a tiny amount of obsidian enter the body of these Chilled zombies, it causes the zombie to freeze in place. Then a series of cracks will appear across its body and on the next round it will explode violently. The burst radius of the explosion is 20 feet and anyone caught in the radius will suffer 2d6 points of cold damage as a result (Ref DC 16 save for half damage)
Regenerative Feeding (Ex) The only way the creature can regenerate from any damage is to feed. The creature must make a successful CM to grapple a target, and as long as it has the target grappled, it will feed, draining 1d2+1 points of Constitution per round. The creature will automatically heal 5 points of damage inflicted per point of Constitution drained through this manner. The lost Constitution can be regained through magic or by rest.
Strigs CR7 XP 3,200
Chaotic Evil medium undead
Init +8; Senses Darkvision 120 ft.; Perception +10
Defense HP 56
EAC 18; KAC 20
Fort +3; Ref +5; Will +9
Defensive Abilities Worm explosion; Immunities +1 better (or better) to hit
Weaknesses Sunlight vulnerability, unquenchable thirst
Offense
Speed 40 ft.
Melee Two punches, +11, (1d4+5 B)
Ranged Tongue, +14, (2d6+5 P crit 1d6 constitution drain)
Reach 15 ft. (tongue only)
Offensive Abilities Infectious worm
Statistics
Str +5; Dex +4; Con -; Int +2; Wis +3; Cha +0
Skills Acrobatics +11, athletics +12, climbing +12, intimidate +5, stealth +11
Feats Ability focus (infectious worm), blood feast, improved initiative, improved natural armor, iron will
Languages Abyssal, common, infernal
Gear None
Ecology
Environment Any
Organization Solitary, or medium groups (2d8)
Special Abilities
Infectious worm (Ex)The worm initially infects the host by entering the body via an open wound, the mouth, or any other orifice. Once inside the host, it rapidly begins to multiply, feeding on the host’s blood and then literally splitting in two smaller versions of itself, where it rapidly grows while feeding once again. The victim is allowed a Fort save (DC 19) to avoid becoming infected. Failure indicates the victim loses 1d3 points of Constitution per day. There is no further saving throw allowed. During this period, the eyes turn pure black, and sink into the head, and the skin becomes deathly-white pallor, with what appears to be bruising around the eyes, and many veins on the body become black and pronounced. On top of these changes, the host also begins to lose all of its body hair and other portions of the anatomy begin to wither and eventually drop off (ears, reproductive organs etc.). If cut, the host’s blood noticeably changes as well, thickening and gradually whitening as more and more of the worms take up residence in the body. Note that if anyone foolish enough to ingest the host’s blood has to immediately save or become infected as well. Once the victim’s Constitution hits zero, they die and the transformation is complete and rise as a new free-willed Strig.
Sunlight Vulnerability If the worm is exposed to sunlight or Ultraviolet radiation, it destroys it instantly. When the host encounters direct sunlight or Ultraviolet radiation, the creature is staggered on the first round of exposure and each round of exposure after this inflicts damage on a the creature equal to one-third of its maximum hit points— when it is reduced to 0 hit points it is destroyed.
Unquenchable thirst During the physical changes before the host succumbs to the infection, she grows more and more thirsty and her throat burns as if on fire, and nothing can seem to slack the thirst. If during this period, the host is exposed to any blood, it must make a Will save DC 15 plus 2 for each day she has been infected) or be forced to drink the blood. Instantly the thirst will slacken and the pain in its throat will disappear. This will require the victim she is feeding upon to save or be infected by the worms (see above). After the creature has fully turned, it can voluntarily go without feeding but has the same restrictions imposed upon it. As long as the creature has not fed, all actions taken by the Strig until it feeds will be at a -2. This includes to hit, saving throws, and skill checks. All physical damage will be reduced by 25% and its AC will be reduced by 2 points.
Worm Explosion (Ex) When the Strig is destroyed, the worms will attempt to escape the host, bursting forth explosively out to a radius of 15 ft. The creatures have a movement rate of 5 ft. per round. They will attempt to clamour over any nearby creature in an attempt to infect them (through open wounds or orifices). They can also burrow into the ground in an attempt to escape sunlight (if outside during the night). A host killed will release 5d20 of these worms and are really only dangerous to the un-aware (stepping on them will kill them).
Worm Infestation (Ex) The location the Strig uses as a lair is infested with the worms. They will be active to a radius of 50 ft. Anyone entering the Strig’s lair will always have to contend with the chance of becoming infected. The worms have a Stealth skill of +15 and will easily remain hidden and will attempt to latch unto those who happen to have open wounds. If they are not spotted and dealt with, they will enter through any open wounds and the victim must save (see above). This will likewise occur if anyone attempts to sleep or rest in the creature’s radius.
Might 3 |
Health 7 |
Vigor 13 |
+ Tough Hide 1 |
|||||
Agility 3 |
Physical 6 |
Defense 15 |
Move 7 |
|||||
Intellect 2 |
Coordination 5 |
Initiative 5 |
Swim 5 |
|||||
Fate 4 |
Mental 6 |
Scan +6 |
Notice 12 |
|||||
Charisma 0 |
Social 4 |
Renown 7 |
||||||
Talents: Darkvision, Large, Terrible Claws, Two-Weapon, Tough Hide 1, Aquatic |
||||||||
Hindrances: Vengeful, Honor Bound, Lame |
||||||||
Magic: Seidr: Alter Fate, Beguile, Divination, Glamour 2; Sorcery (Earth), Elemental Blast, Elemental Manipulation; Shapechanging |
||||||||
Skills: Brawling +6, Midgard Lore +6, Mythic Lore +8, Seidr Magic +7, Sorcery +6, Swimming +6, Influence +4 |
||||||||
Attacks: |
Reach |
To Hit |
Damage |
Wound |
Special |
|||
Claw |
2 |
+6 |
+6 |
+5 |
No Parry |
|||
2nd Claw |
2 |
+4 |
+6 |
+5 |
No Parry |
|||
Stone Blast |
Near |
+6 |
+6 |
+5 |
Knockback |
|||
Melee |
Ranged |
Location |
Armor |
Vigor |
Hit |
Wound |
||
1 |
1 |
Head |
16 |
|||||
2-3 |
2 |
Right Arm |
16 |
|||||
4-5 |
3 |
Left Arm |
16 |
|||||
6-8 |
4-8 |
Torso |
16 |
|||||
9-10 |
10-11 |
Right Leg |
16 |
|||||
12 |
12 |
Left Leg |
16 |
|||||
Talents & Hindrances:
- Aquatic: This creature is at home in the water. It is able to survive a number of hours equal to its Physical score under the surface and can move up to half its Move score in the water. An additional rank increases the duration the creature can remain submerged to an indefinite period and allows it to move up to its full Move score in the water.
- Large: You tower over others. You are 7 to 9 feet in height, and weight between 300 and 800 pounds. Your Might does not change, but you can carry or lift twice as much, your reach is +1, and the damage value of all of your melee and thrown attacks is increased by 1. Unfortunately, you are easier to hit than smaller targets – your Defense is reduced by 1.
- Terrible Claws: Your talons count as War-Claws, capable of inflicting great wounds.
- Two-Weapon: You can attack with a weapon in each hand, or with two empty-handed strikes or claws (if so equipped). You use your Major Action to attack with your Primary weapon, and your Minor Action to attack with your Secondary. Nominate one attack as Primary. It may occur first or second, according to reach, but has a Wound Threshold as normal for the weapon used.
- Tough Hide: Each rank grants +3 Armor to all locations.
- Vengeful: You never forget a slight, and seek to avenge every wrong done to you. Those who commited such wrongs, or any who attempt to prevent your just retribution, you scorn. As an alternative to being generally vengeful, you may be involved in a bitter feud which, when resolved, will remove this Hindrance. In this case you are only Vengeful in this single regard, and not generally so. However, you will spend every effort to triumph in your feud.
- Seidr, Sorcery and Shapechanging: See the entries in The Eldritch World for these.
- Honor Bound: Aghlakka will stand by her word and keep an agreement to which she has committed. If she was forced or coerced into the agreement, she may be very perverse about exactly how she fulfills her bond, but she will treat fairly with those who deal fairly with her.
- Lame: Aghlakka’s right leg is lame and affects her ability to walk. She is still as fast as most men, and her swim speed is unaffected.
Wireless Ghost CR 5 XP 1600
Chaotic Evil Undead (Incorporeal)
Init +1; Senses Darkvision 60 ft.; Perception +5
Defense HP 20
EAC 16; KAC 17
Fort+0; Ref +2; Will +7
Defensive Abilities Incorporeal, jump device, repair device ; immunities (+1 or better magic weapons)
Weaknesses Home device
Offense
Speed 30 ft.
Melee Two fists +6 (1d4+1 B)
Offensive Abilities Vampiric field, soul drain
Statistics
Str +1; Dex +1; Con - ; Int +2; Wis +0; Cha +0
Skills Acrobatics +4, Athletics +4, craft (electrical devices) +10, sense motive +4, stealth +5
Feats Iron will, mobility, skill focus
Languages Common, Elvish, Gnome
Gear None
Ecology
Environment Any (but computer or similar device must be present)
Organization Small groups (1d6)
Special Abilities
Home Device (Ex) The undead creature is connected to a wireless computer or similar device. As long as the device remains intact, the creature cannot be permanently destroyed. If it is reduced to zero hit points, it will reform in 24 hours after it has been dispatched. If the device it is destroyed, the Wireless Spirit will likewise be instantly destroyed. These creatures cannot travel more than 500 feet from their home device.
Jump Device (Sp) If the creature believes its home device is going to be discovered or it will be destroyed due to factors beyond its control, it can jump from one device to another. Doing so forces the creature to become fully corporeal, and it has only one minute to merge with the new device (which requires a full round action to do so). If it cannot do so in that minute, the creature’s essence will dissipate and return to the negative energy plane. The creature’s new territory is now bound to the device, and it is possible for the creature to travel great distances by using this ability, although at great risk. It can do this as often as it desires.
Repair Device (Ex) The creatures are fully capable of repairing any computer or electrical device, especially the device they are linked to. They do not require any tools in order to repair their home device as long as it is not totally destroyed. This requires 1 hour of un-interrupted work. They are also adept at repairing other electronic devices and tend to do so, keeping all electronic devices in the area they call home functional, just in case their original device is badly damaged.
Soul Drain (Sp) The effect is simple. A Fort save (DC 16) is required. If the save fails, the victim immediately loses half its hit points also loses 1d6 points of Wisdom. Black splotches appear on the body of the victim. Every 24 hours the victim must make a new Fort save or suffer another 1d6 points of Wisdom loss. Once the victim’s Wisdom reaches zero, the victim will commit suicide. Once the victim dies, the body will instantly turn to ash, making it impossible to raise the victim from the dead with anything short of a Miracle or Wish spell. Upon death, if they are near a computer system, wireless system or the like that is active, they raise as a Wireless ghost in 1d4 rounds, and actively search out other victims to feed off and kill. If no such device is present, then the creature is permanently destroyed. This can also be negated by a remove curse spell, or by destroying the Wireless Ghost which infected the victim to begin with. The creature’s device has to be destroyed, not just the creature banished for 24 hours. Finally the lost Wisdom can be healed naturally, or it can be restored through the restoration spells.
Vampiric Field (Sp) As a full round action, the creature is able to generate a sphere of negative energy, which reaches out to a radius of 20 ft. Anything caught in this radius will automatically suffer 1d6 points of damage (no saving throw), which will then be used to heal any damage the Wireless Ghost has sustained, and it can build a reservoir of additional hit points, up to a maximum hit point total of 40. These additional hit points will fade away after 24 hours. The creature can use this ability twice per day.
Thinker Zombie CR 7 XP 3200
Chaotic evil medium undead
Init +4; Senses Darkvision 60 ft.; Perception +12
Defense HP 56
EAC 18; KAC 19
Fort +4; Ref +4 ; Will +7
Immunities All physical damage (+1 or better to affect).
Weaknesses Acid and fire.
Offense
Speed 30 ft.
Melee 1 bite +10 (1d10 P crit 1d4 Int loss) or +10 (by weapon)
Ranged +10 (by weapon)
Offensive Abilities Infectious bite
Statistics
Str +0; Dex +1; Con -; Int +2; Wis +2; Cha +2
Skills Acrobatics +5, athletics, +5, bluff +12, disable device +12, intimidate +12, stealth +10
Feats heavy armor, improved initiative, martial weapons, simple weapons
Languages Common, Infernal, Abyssal
Gear Full plate, 1 melee weapon, 1 ranged weapon (typically a firearm of some type)
Ecology
Environment Any
Organization Solitary or squad (1d8), or mob (4d4)
Special Abilities
Cursed Ash (Sp) When they are destroyed through fire, care must be taken to ensure that the chemical compounds in their bodies do not make it into the water table or air, or the terror will begin anew. A consecrate, remove curse spell, or channel positive energy is required, or the ash of the creature must be carefully gathered and sealed away. If this does not happen, any dead sentient humanoid within 10d100 feet of where the creature was destroyed will rise as a Thinker zombie in 2d12 hours. The GM is encouraged to determine how many undead are spawned from such an occurrence, and since they are typically encountered in populated areas, this will usually create 4d4 of these monsters. It can be a lot worse if the ashes are scattered near a graveyard, morgue or such a location.
Damage Immunity (Su) These undead creatures are completely immune to any physical damage, and cannot be harmed by any type of non-magical weapon. Spells and weapons of +1 or better are effective in combating them.
Infectious bite (Sp) Anyone bitten by one of these creatures must make a Fort save (DC 15) or become infected with a virus. Each hour the victim is allowed another Fort saving throw (DC 15) or lose 1d3 points of Constitution. When the Constitution score reaches zero, the victim dies and will rise as a Thinker Zombie. They will not notice when they die, they will remain conscious and the only difference is they will crave the cerebral cortex of any sentient creature nearby. If none are to be found, they will go on the hunt for what they crave. A cure disease or other similar spell, spell-like ability, or medical drug will cure the victim, and the lost Constitution score will return at the victims’ natural healing rate per day.
Vulnerability (Ex) The creature is susceptible to fire and acid damage, and will take an additional +1 point of damage per dice from each type.
Remnants CR 3 XP 800
Neutral, Medium Undead (incorporeal)
Init +3; Senses Darkvision 60 ft.; Perception +0
Defense HP 13
EAC 14 ; KAC 15
Fort +2; Ref +3 ; Will +5
Defensive Abilities Incorporeal; immunities Undead Immunities
Weaknesses Silver Vulnerability
Offense
Speed 30 ft.
Melee Fist , +2, (1d3 B plus degrading touch)
Ranged None
Offensive Abilities Degrading touch
Statistics
Str +0; Dex +3; Con - ; Int - ; Wis +2; Cha +2
Skills None
Languages None
Gear None
Ecology
Environment Any
Organization Small groups (2d10)
Special Abilities
Degrading touch (Su) Just touching one of these creatures will cause 1d6 points of damage and the victim automatically loses 1d2 points of Constitution (Fort save DC 13 to resist). This loss is permanent! The only way to reverse the damage is to use at least a quarter pound of silver, applying it to the affected person. This translates to roughly 25 silver coins. As long as the silver is applied within a number of hours equal to half the victims Constitution score, the Constitution damage will be reversed. The amount is always 25 silver per 2 points of Constitution loss, so if someone lost 10 points of constitution, then the overall cost would be 125 silver.
Silver Vulnerability (Ex) Any weapon laced with silver will be considered to have the ghost-touch ability and will inflict normal damage on these creatures.
Flammable Zombie CR ½ XP 200
Neutral medium undead
Init -2 or +2 at night; Senses Darkvision 60 ft.; Perception +0
Defense HP 12
EAC 8; KAC 9
Fort +0; Ref -1 ; Will +3
Weaknesses Fire; Immunities Explosive vapor
Offense
Speed 20 ft. (40 ft. at night)
Melee Bite +1 (1d6+2 P) or two bites +0 (1d6+2 P) at night.
Offensive Abilities Explosive vapor, infectious bite, darkness alacrity
Statistics
Str +2; Dex -2; Con -; Int -; Wis +0; Cha +0
Skills None
Feats None
Languages None
Gear None
Ecology
Environment Any
Organization Mob (4d6)
Special Abilities
Darkness alacrity (Ex) During the daytime, they are an annoyance and are very dangerous to the unprepared. In darkness however, they become far, far worse. Their speed increases dramatically and they gain additional attacks. The creature’s Initiative increases to +2 when in the dark. Also in darkness the explosive gas is no longer generated, instead it is used by the zombie, and this is what causes them to become so much faster and deadlier.
Explosive Vapor (Ex) As it turns out, the vapor they constantly emit is highly flammable and can even be explosive, which makes using fire-based weapons around this particular form of undead a dangerous proposition. If any flame or thermal-based weapon is used against these creatures, the gas will ignite, causing 2d6 points of damage (Ref save DC 12) in a 15 foot radius surrounding the zombie. These creatures are likewise immune to the explosive effects of this type of fumes.
Infectious bite (Sp) Anyone bitten by one of these creatures must make a Fort save (DC 12) or become infected with the zombie virus. Each hour the victim is allowed another Fort saving throw (DC 12) or lose 1d3 points of Constitution. When the Constitution score reaches zero, the victim dies and will rise as a Flammable zombie. A cure disease or other similar spell, spell-like ability, or medical drug will cure the victim, and the lost Constitution score will return at the victims’ natural healing rate per day.
Ghostly Shades CR 3 XP 800
Chaotic Evil medium undead (incorporeal)
Init +0 ; Senses Darkvision 120 ft.; Perception +2
Defense HP 13
EAC 12; KAC 13
Fort +2; Ref +0 ; Will +3
Defensive Abilities Douse light, incorporeal; immunities Undead Immunities
Weaknesses Light Vulnerability
Offense
Speed 30 ft.
Melee Touch, +1, (Life drain)
Ranged Douse light, +1 (special)
Offensive Abilities Douse light, Life drain
Statistics
Str +0; Dex+0 ; Con - ; Int -; Wis +0; Cha +2
Skills None
Languages None
Gear None
Ecology
Environment Any
Organization Single, small groups (1d6), large crowds (4d12)
Special Abilities
Create Spawn (Su) Any Sentient creature that is slain by a Ghostly Shade becomes a Ghostly Shade in 1d6 minutes. They lose all memories and personality as well as any classes, skills or other abilities. They are completely mindless and cannot leave the area in which they were killed.
Douse Light (Sp) These creatures are fully capable of dousing any un-natural sources of light, such as a torch, flashlight. As a full round action, they can turn off light sources (for non-spells this is a simple ranged attack, using the wielder’s EAC. If the attack succeeds, the light source is turned off and will remain off until the creature is destroyed or the target leaves the Ghostly Shades territory. This will not affect a spell or spell-like ability. They can use this ability once per day. Note this ability can be used if the creature is paralyzed by a powerful source of light.
Life Drain (Su) This touch drains 1d3 points of Constitution (DC 14 Fort save to avoid) and if the victim’s Constitution drops to 0, they die. To make matters worse, the organic components of the victim dissipate into what appears to be a cloud of black smoke, leaving any items or non-organic material behind. Those fortunate enough to survive encounters with these creatures will find that any Constitution lost will return at the survivor’s natural healing rate per day.
Light Vulnerability (Su) The creatures are vulnerable to light, and as such any light source or spell which mimics full daylight will paralyze the creatures as long as they are exposed to the source. Once the source has been removed, the creatures are fully capable of acting of their own volition. Furthermore, any light-based weapon (such as a laser), automatically gains the ‘ghost-touch’ trait.