'The Terrible Old Man' (H.P. Lovecraft d20)
'The Terrible Old Man" is a very short but creepy and evocative story by H.P. Lovecraft that revolves around an ancient sea captain and three thugs that attempt to rob him. There were a number of things I could have put into game terms here, and my first inclination was to adapt his unsavory collection of bottles with lead pendulums into a set of magic items that could be used replicate the effects of Speak with Dead, Augury, or other divination spells. I decided, however, that would be a bit dry and that we were overdue for a new monster. I hope readers will find this to be a fun one!
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Ghost Pirate Cluster
This abomination appears to be a swirling column of torsoes, limbs, and faces, a full five feet across and up to 10 feet tall, as if several ghosts had been merged into one, and it wields a half-dozen spectral cutlasses. Such a composite monster sometimes haunts shipwrecks, reefs, and similar places and can be summoned by certain necromantic spells or devices. Ghost Pirate Clusters are sometimes sought out for their knowledge of things like hidden treasure. While they can move very quietly if desired, they sometimes make a sound as of heavy boots on a ship's deck in order to frighten victims.
Ghost Pirate Cluster:
Large Undead; CR 6; HD 6d12; hp 36; Init +3; Spd 30 ft. (6 squares), Fly 30 feet (perfect), AC 23 (-1 size, +2 Dex, +12 Natural), touch 11, flat-footed 21; Base Atk +3, Grp +5; Atk +4 melee (1d8+2, force cutlass); Full Atk +5/+5/+5/+5/+5/+5 melee (1d8+2, force cutlass); S/R 5 ft./5 ft.; SA Corrosion, Distraction, Stomp; SQ Undead Traits, Damage Reduction, Persistence, Turn Resistance; AL Usually NE; SV Fort +4, Ref +6 Will +8; Str 15, Dex 14, Con --, Int 12, Wis 12, Cha 12.
Skills: Hide +15, Knowledge (Sea Lore) +10, Listen +19, Search +10, Spot +19.
Feats: Great Fortitude, Iron Will, Lightning Reflexes.
COMBAT
A Ghost Pirate Cluster's cutlasses and boots are composed of magical force and are effective against both corporeal and non-corporeal creatures. Its body is composed of sea mist and attacks against it by spells that create magical wind wll inflict 1d6 points of damage per spell level. Such a creature can move into opponents’ spaces (which provokes an attack of opportunity against it). It can occupy the same space as a creature of any size but remains a creature with a 5-foot space.
Corrosion (Ex): A non-magical metal weapon that deals damage to a Ghost Pirate Cluster and any metal inside of one immediately begins to corrode, acquiring a -1 penalty to attacks and damage or AC, as applicable, each such exposure. Once an item is unable to inflict damage or provide an AC bonus it crumbles into fragments of rust (e.g., a light metal shield, which provides +1 to AC, would be ruined after a single exposure, while a longsword that can inflict up to 8 points of damage would be destroyed upon its eighth exposure).
Damage Reduction: A Ghost Pirate Cluster is highly resistant to weapons and all damage inflicted upon such monsters by them is reduced to half normal.
Distraction: Any living creature that begins its turn with a Ghost Pirate Cluster in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Frightful Moan (Su): A Ghost Pirate Cluster can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a DC 17 Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same creature's moan for 24 hours.
Horrific Appearance (Su): Any living creature within 60 feet that views a Ghost Pirate Cluster must succeed on a DC 17 Fortitude save or immediately take 1d2 points of Strength damage, 1d2 points of Dexterity damage, and 1d2 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same monster’s horrific appearance for 24 hours.
Persistence (Su): It is difficult to destroy a Ghost Pirate Cluster through simple combat and the monster will restore itself in 2d4 days at the site with which it is associated, if applicable, on a successful level check (1d20 + ghost’s HD) against DC 16. The only way to get rid of one permanently is to determine the reason for its existence and set right whatever prevents it from resting in peace (which varies with each spirit and may require substantial research).
Stomp: A Ghost Pirate Cluster can stomp on a prone opponent -- often one that has fallen prey to its cutlasses and which may be unconscious -- inflicting 2d6+3 damage per round (Reflex save DC 18 for half).
Turn Resistance (Ex): A Ghost Pirate Cluster has +4 turn resistance.
Skills: Ghost PIrate Clusters have a +8 racial bonus on Hide, Listen, Search, and Spot checks.