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LOTRfan
2010-12-23, 11:00 PM
Pale Reaver
Medium Undead (Shapechanger)
Hit Points: 5d12 (32 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 19 (+3 Dex, +6 Natural), touch 13, flat footed 16
Base Attack/Grapple: +2/+4
Attack: Mane +0 melee (1d8-2 damage)
Full Attack: Mane +0 melee (1d8-2 damage)
Space/Reach: 5 ft./ 5 ft. (10 ft. with mane)
Special Attacks: Blood Drain
Special Qualities: Undead Traits, Insubstantial Transformation, Minor Shapechange, Darkvision 60 ft.
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 6, Dex 16, Con ---, Int 10, Wis 10, Cha 17
Skills: Disguise +11, Listen +8, Move Silently +11, Spot +8
Feats: Improved Unarmed Strike, Improved Grapple
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always Evil (any)
Advancement: 6-10 HD (Medium)
Level Adjustment: -----

Once alone, the mysterious man you were with transforms. His face becomes snow white, and his body takes the unsubstantial form of a dark black cloud. His hair extends unnaturally long.

Pale Reavers are the soulless bodies of betrayers. Anyone who betrays a loved one or organization who needs them runs the risk of becoming a Pale Reaver. Pale Reavers are doomed to be slaves of their own senseless feeding habits. Pale Reavers can disguise themselves as what they looked like in life.

Pale Reavers attempt to use this disguise to get close to targets. Once alone, they suck the blood of victims. Doing so results in their silky white hair turning blood red in color. This color remains no matter what form they are in, and lasts a few hours before fading to pink and eventually white. Similar to ghosts, Pale Reavers are connected to the Ethereal Plane. Unlike ghosts, however, Pale Reavers are solid on the Material Plane, and by shifting their bodies partially into the Ethereal Plane, they may become incorporeal for a certain amount of time each day.

Pale Reavers are extremely light (partially because of their connection to the Ethereal Plane), and speak any language they knew in life.

Combat
Pale Reavers are stealthy fighters, preferring to set ambushes while incorporeal. They rely on their blood drain to regain health, and, if necessary, flee by turning ethereal. A Pale Reaver’s hair attack deals slashing damage.

Blood Drain (Ex): For each round a Pale Reaver pins an opponent, it may suck its victim’s blood via its hair. This deals 1d4 constitution damage, and the Pale Reaver gains 10 temporary hit points.

Insubstantial Transformation (Su): Once per day, a Pale Reaver may partially move onto the Ethereal Plane as a standard, gaining the Incorporeal subtype on both planes. In such a case, they lose their strength score, can no longer grapple, lose their natural armor, and gain a deflection bonus equal to their Charisma modifier. They may remain in this state for a number of rounds equal to their Charisma modifier (3, in this creature’s case, minimum 1). See the Incorporeal subtype for full list of changes. Its mane counts as a ghost touch weapon when it comes to hitting both Material and Ethereal creatures. It gains fly speed 90 ft (perfect).

Minor Shapechange (Su): Pale Reavers have the super natural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a Pale Reaver’s facial features, skin color and texture, and size, within the limits described for the spell. A Pale Reaver can use this ability at will, and the alteration lasts until she changes shape again. A Pale Reaver reverts to her natural form when killed. A true seeing spell reveals her natural form. When using this ability to create a disguise, a Pale Reaver receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.

Undead Traits

An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
• No Constitution score.
• Darkvision out to 60 feet.
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
• Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Uses its Charisma modifier for Concentration checks.
• Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
• Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
• Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
• Undead do not breathe, eat, or sleep.


Incorporeal Traits
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

LOTRfan
2010-12-23, 11:02 PM
Pale Reaver Lord
Medium Undead (Shapechanger)
Hit Points: 8d12 (52 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 24 (+3 Dex, +11 Natural), touch 13, flat footed 21
Base Attack/Grapple: +4/+7
Attack: Mane +4 melee (1d8-1 damage)
Full Attack: Mane +4 melee (1d8-1 damage)
Space/Reach: 5 ft./ 5 ft. (10 ft. with mane)
Special Attacks: Blood Drain, Terrifying Shriek, Domination
Special Qualities: Undead Traits, Insubstantial Transformation, Minor Shapechange, Darkvision 60 ft.
Saves: Fort +2, Ref +5, Will +7
Abilities: Str 8, Dex 17, Con ---, Int 14, Wis 12, Cha 19
Skills: Bluff +15, Disguise +15, Hide +14, Listen +12, Move Silently +14, Spot +12
Feats: Improved Unarmed Strike, Improved Grapple, Weapon Focus (Mane)
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Evil (any)
Advancement: -----
Level Adjustment: -----

Pale Reaver Lords are more than just more powerful versions of Pale Reavers. In fact, there is one major difference: Pale Reaver Lords retain their souls. Whereas other Pale Reavers only have vague memories of their lives, Pale Reavers remember in excruciating detail everything that lead to their downfall. Such Pale Reavers also remember all the friendships they had, but their feelings are twisted into hatred and hunger. These people are the first Pale Reaver Lords attempt to kill. Unlike other Pale Reavers, Pale Reaver Lords must stay within a couple miles of where they died. Even when disguised, Pale Reaver Lords have an eerie quality about them.

Combat
Pale Reaver Lords act mostly like their lesser brethren in combat.

Blood Drain (Ex): For each round a Pale Reaver pins an opponent, it may suck its victim’s blood via its hair. This deals 1d4 constitution damage, and the Pale Reaver gains 10 temporary hit points.

Insubstantial Transformation (Su): Once per day, a Pale Reaver may partially move onto the Ethereal Plane as a standard, gaining the Incorporeal subtype on both planes. In such a case, they lose their strength score, can no longer grapple, lose their natural armor, and gain a deflection bonus equal to their Charisma modifier. They may remain in this state for a number of rounds equal to their Charisma modifier (3, in this creature’s case, minimum 1). See the Incorporeal subtype for full list of changes. Its mane counts as a ghost touch weapon when it comes to hitting both Material and Ethereal creatures. It gains fly speed 90 ft (perfect).

Minor Shapechange (Su): Pale Reavers have the super natural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a Pale Reaver’s facial features, skin color and texture, and size, within the limits described for the spell. A Pale Reaver can use this ability at will, and the alteration lasts until she changes shape again. A Pale Reaver reverts to her natural form when killed. A true seeing spell reveals her natural form. When using this ability to create a disguise, a Pale Reaver receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.

Terrifying Shriek (Su): This ability functions like a shatter spell cast by a 10th level Sorcerer (DC 16). In addition, all creatures within 30 ft. of the Pale Reaver Lord must make a Will save (DC 18), or be shaken for 2d4 rounds.

Dominate (Su): A Pale Reaver Lord can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the Pale Reaver Lord must use a standard action, and those merely looking at it are not affected. Anyone the Pale Reaver Lord targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

monkman
2010-12-23, 11:12 PM
For blood drain, Do these creature have top drink blood and how long does the temporary Hit points last?

For

Insubstantial Transformation (Su): Once per day, a Pale Reaver may partially move onto the Ethereal Plane, gaining the Incorporeal subtype on both planes. In such a case, they lose their strength score, can no longer grapple, lose their natural armor, and gain a deflection bonus equal to their Charisma modifier. They may remain in this state for a number of rounds equal to their Charisma modifier (3, in this creature’s case). See the Incorporeal subtype for full list of changes. Its mane counts as a ghost touch weapon when it comes to hitting both Material and Ethereal creatures. It gains fly speed 90 ft.
What type of maneuverability does it have?
Also shouldn't there be a minimum for the rounds that it stay like that?
What action is this?

Bhu
2010-12-24, 01:28 AM
sweeeeeet!!!!

LOTRfan
2010-12-24, 08:46 AM
For blood drain, Do these creature have top drink blood and how long does the temporary Hit points last?

Yeah, its mentioned in the fluff that they are "slaves to their senseless feeding habits." As for temporary hit points.... not sure. I looked at the Vampire entry in the srd, and WotC wasn't very specific, either. How long do you think they should last.


For

What type of maneuverability does it have?
Also shouldn't there be a minimum for the rounds that it stay like that?
What action is this?

Hmm... perfect maneuverability, like ghosts.
1 round minimum, maybe? Long enough to get away, if necessary, but not long enough to use it exceptionally in combat. So, even a Pale Reaver with negative Charisma modifier could still use this ability.
I'll make it a standard action.



sweeeeeet!!!!

Thanks. :smallbiggrin: I forgot to mention that this is just a conversion from a 4e monster, however. The original can be found in Open Grave: Secrets of the Undead.

LOTRfan
2010-12-24, 09:45 AM
Pale Reaver Lord is up.