Tuesday, May 21, 2019

My "New World" Campaign (Apparition)

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Apparition

Medium Undead (Incorporeal)
Hit Dice: 8d12 (52 hp)
Initiative: +6
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class: 15 (+2 Dex, +3 deflection), touch 15, flatfooted 13
Base Attack/Grapple: +4/—
Attack: Spectral strangulation (see text)
Full Attack: Spectral strangulation (see text)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, spectral strangulation
Special Qualities: Detect living, incorporeal traits, plane shift, +2 turn resistance, sunlight powerlessness, unnatural aura, undead traits
Saves: Fort +2, Ref +3, Will +7
Abilities: Str –, Dex 14, Con –, Int 10, Wis 13, Cha 16
Skills: Hide +9, Intimidate +10, Knowledge (any one) +6, Listen +9, Search +6, Spot +9, Survival +7 (+9 following tracks)
Feats: Alertness, Blind-Fight, Improved Initiative
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-24 HD (Medium)
Level Adjustment: 
This translucent and skeletal creature is donned in tattered rags. Its eyes burn with a crimson light.
Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil. An apparition is often mistaken for a ghost or spectre. Apparitions hate all living creatures and attack them on sight. Apparitions are ethereal creatures and they exist mainly on the Ethereal Plane.
An apparition looks much like it did in life.
Combat
An apparition has no physical attacks and attacks by fear alone. By implanting a suggestion in a victim’s mind, it attempts to actually scare the life out of its opponent. Once the apparition selects a target, it uses its plane shift ability to transfer itself from the Ethereal to the Material Plane. Then it uses its spectral strangulation ability. If overpowered or if it fails in its attempt to slay a living creature, the apparition flees by plane shifting back to the Ethereal Plane.
Create Spawn (Su): Any humanoid slain by an apparition becomes an apparition in 1d4 hours. Spawn are not commanded by or under control of the apparition that created them. They possess none of the abilities they had in life.
Spectral Strangulation (Su): An apparition attacks an opponent by implanting a suggestion in the victim’s mind, convincing it that it is being strangled by the apparition’s bony claws. The apparition must be on the same plane as the target creature to use this ability.The target of the spectral strangulation feels the bony, claw-like fingers of the apparition at its throat—even through armor. 
The target must succeed on a DC 17 Will save to disbelieve the suggestion. A creature that successfully saves cannot be affected again by the same apparition’s suggestion for one day.
On a failed save, the victim must immediately succeed on a DC 17 Fortitude save or die from fright due to heart failure. If the Fortitude save succeeds, the victim acts as if affected by a fear spell for 1d4 rounds. A creature protected by magic circle against evil or protection from evil cannot be affected by an apparition’s spectral strangulation. The save DCs are Charisma-based.
Sense Living (Su): An apparition notices and locates living creatures within 100 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Plane Shift (Ex): An apparition is an ethereal creature. As a standard action, it can plane shift as the spell (caster level 12th) from the Ethereal Plane to the Material Plane or vice versa. An apparition on the Material Plane is incorporeal.
Sunlight Powerlessness (Ex): Apparitions on the Material Plane are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. An apparition caught in sunlight cannot attack and can take only a single move or attack action in a round.
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of an apparition at a distance of 30 feet. They will not willingly approach nearer than that and will panic if forced to do so; they remain panicked as long as they are within that range.

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