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View Full Version : [MitP, Creature] Herald of Fear



ghost_warlock
2006-09-08, 01:01 PM
Here's a new critter I've been working on. *I usually focus more on NPCs than monsters so any help (espeically in calculating its CR) would be appreciated!

Terror Wight
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 14d8+84 (147 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 32 (+5 Dex, +5 Wis, +2 Monk, +10 natural), touch 22, flat-footed 27
Base Attack Bonus/Grapple: +14/+20
Attack: Unarmed strike +20 (2d6+6)
Full Attack: Flurry of blows +20/+20+/20/15/+10 (2d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, spell-like abilities
Special Qualities: Damage reduction 10/good, darkvision 60 ft., fed by fear, hideous visage, horror sense, monk abilities
Saves: Fort +15, Ref +14, Will +16 (+22 against fear effects)
Abilities: Str 23, Dex 21, Con 23, Int 22, Wis 20, Cha 22
Skills: Balance +14, Bluff +23, Concentration +23, Disguise +23 (+25 to act in character), Escape Artist +22, Hide +22, Intimidate +25, Jump +13, Knowledge (arcana) +20, Knowledge (religion) +20, Knowledge (the planes) +20, Listen +22, Move Silently +22, Search +11, Sense Motive +10, Spot +22, Survival +9 (+11 when following track or when on other planes; +13 when following tracks on other planes), Tumble +24
Feats: Dodge, Improved Unarmed StrikeB, Iron Will, Mobility, Quicken Spell-Like Ability (invisibility), Unnatural Will1
Environment: Any
Organization: Solitary, team (2-4), or squad (6-10)
Challenge Rating: 11
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: –
1 found in Heroes of Horror, adjustments already included in stat block

Your heart races and your gut involuntarily clenches in fear as this creatures stalks forward. *Although vaguely humanoid, it’s visage constantly shifts through an endless cycle of forms out of the darkest of nightmares. *The only constants are four pinpricks of red light, set in an uneven line, within the hood of its tattered black robe.

Terror wights were once humanoid monks, living peacefully in their monastery on a distant Material Plane. *However, their peace was disrupted when a strange priest came to visit, requesting sanctuary. *Slowly, the priest twisted their studies to darker arts and warped their spirits to the worship of a foul deity. *In less than a year’s time, the monks were twisted in body and spirit, becoming the first terror wights. *With this, the priest threw off his disguise, revealing himself to be none other than the dark god of fear, Vereor (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11556952 44).
* *Transformed, they now serve Vereor as elite messengers and assassins. *Occasionally, some other evil overlord or outsider will temporarily recruit a small number of them, but they have an unwavering loyalty to their dark lord and are incapable of betraying him.
* *A terror wight stands roughly 6 feet tall and weighs around 190 lbs., although this could momentarily vary by as much as 2 feet and 200 lbs. as they cycle through their visage of nightmares.

Combat
Terror wights spend the majority of their time training in their extradimensional monasteries and are rarely seen except when commanded out on a mission. *When sent on diplomatic missions, their sole directive is to sow fear, a task at which they excel. *When being employed as assassins, they are ruthlessly efficient, preferring to catch their quarry off-guard and fade away quickly. *They use guerilla tactics when necessary, using their spell-like abilities to gain the upper hand in combat.
* *Fear Aura (Su): A terror wight can radiate a 10-foot-radius fear aura as a free action. *A creature in the area mush succeed on a DC 23 Will save or be affected as though by a fear spell (caster level 14th). *A creature that successfully saves cannot be affected again by the same terror wight’s aura for 24 hours. *Other terror wights are immune to the aura. *The save DC is Charisma-based.
* *Fed By Fear (Su): Whenever a terror wight becomes shaken, frightened, or panicked , it gains 5 temporary hit points. *It gains these temporary hit points regardless of whether or not it successfully saves against the effect. *A terror wight also gains 5 temporary hit points whenever it strikes an opponent in melee that is frightened, panicked, or shaken. *These temporary hit points, if not used, last up to 1 hour.
* *Hideous Visage (Su): A terror wight’s ever-shifting visage grants it the benefit of a continuous blur spell. *In addition, the terror wight is so supernaturally horrifying that other creatures suffer a –1 morale penalty on attack rolls against a terror wight. *Despite it’s ever-changing appearance, its abilities remain otherwise unchanged.
* *Horror Sense (Ex): Terror wights have an innate sense that allows them to detect and pinpoint creatures suffering from fear. *As such, terror wights can ignore any concealment effect a creature would otherwise benefit from (including total concealment) so long as that creature is also frightened, panicked, or shaken. *Furthermore, terror wights gain a +2 bonus on attack rolls against frightened, panicked, or shaken opponents.
* *Monk Abilities (Ex): Displaying their original roots as monks, terror wights gain the unarmed damage, Armor Class bonus (including Wisdom modifier to AC), and flurry of blows abilities as a monk the same level as their racial Hit Dice. *If a terror wight later advances as a monk, it adds its terror wight Hit Dice to its monk level to determine its effective monk level for these three abilities.
* *Spell-Like Abilities (Sp): At will – bane (DC 19), darkness, death knell (DC 18 ), fear (DC 22); 3/day – dimension door, invisibility, mirror image; 1/day – phantasmal killer (DC 22), plane shift (DC 21). *Caster level 14th. *The save DCs are Charisma-based and include a +2 racial bonus for fear-descriptor spells.

ExHunterEmerald
2006-09-08, 02:02 PM
...GAAAAAAAH!
Very good. I haven't a whit of knowledge to say whether it works statistic-wise, but I like.

Lord Iames Osari
2006-09-08, 02:53 PM
Nifty!! MitP Vote: Yes.
Psionic dominate: vote yes for my Zhamachs.

Leperflesh
2006-09-10, 08:32 PM
MitP Vote: Yes.

Absolutely. Veleor needs his fearsome minions.

I think you should make them some special magic monk weapons, too.

Good job.

-Lep

judge_krod
2006-09-18, 04:37 AM
MitP Vote: Yes!!!

I have such a love/hate relationship with your fear creations, GW. You never cease to amaze me.