Kamimakuna
2013-10-01, 02:47 AM
Dreadstalker
Size/type: Medium Undead
Hit Dice: 65 (10d12)
Initiative: +5
Speed: 50 ft
Armor Class: 16 (Dex +1, Natural Armor +5), touch 11, flat-footed 15
Base Attack/Grapple: +5/+9
Attack: Claw +9 (1d8+4)
Full Attack: 2 claws +9 (1d8+4) and bite +9 (1d6+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Pounce, Frightening Attack, Roar
Special Qualities: Darkvision, Scent (fear at double distance), Sunlight vulnerability, Rejuvenation, Fast Healing, Frightful Presence, Create Spawn
Saves: Fort +3, Ref +4, Will +8
Abilities: Str 18, Dex 13, Con -, Int 6, Wis 13, Cha 15
Skills: Survival +6 (+10 while tracking by scent), Move Silently +9, Jump +16, Climb +8, Intimidate +7, Spot +4
Feats: Darkstalker, Improved Initiative, Improved Multiattack, Lifesense, Multiattack, Track
Environment: anywhere that they can take shelter during daylight
Organization: Solitary, Pair, or Pack (3-8)
Challenge Rating: 7-9
Treasure:
Alignment: Always CE
Advancement: 11-16 HD (Medium)
Level Adjustment: +X
A typical Dreadstalker is almost 7 feet tall when standing erect and weighs around 140 lbs.
This monstrous being looks as if it was once humanoid, but it has been twisted to the point that its original species is impossible to determine. The creature’s skeleton possesses too many joints and the skull has been warped to produce an elongated, fanged jaw and its arms end in foot long claws. Despite the warping of the its skeleton the monster is able to move with incredible near fluid speed. A thin black fog continuously seeps from its entire body, not thick enough to actually help, but it looks creepy.
Dreadstalkers can exists nearly anywhere that they can take cover during the day, be it in caves, in forests, or abandoned buildings. Just because they can recover, doesn’t mean it’s fun. Dreadstalker’s prefer to feed on the fear of sentient beings, but are more than willing to consume the flesh of living creatures and will hunt even if they do not hunger.
Sunlight Vulnerability(Ex): if exposed to direct sunlight, a dreadstalker is blinded. If it continues to be exposed, the Dreadstalker becomes stunned on the second round. Finally, if a Dreadstalker is exposed to sunlight for three straight rounds, it is destroyed. Unfortunately, it will Rejuvenate as normal.
Rejuvenation(Su): When a Dreadstalker is destroyed it dissolves into motes of darkness that sink into the ground. It will reform at its lair after 3d4 hours. However, if the Dreadstalker has no lair, it will intead reform at the location where it died. The only way to permanently destroy a Dreadstalker is to prevent the it from reforming for 3 days (72 hours). The Consecrate and Hallow spells both prevent a Dreadstalker from reforming in their area of effect. In addition, a hostile environment, such as direct sunlight or fire, will prevent the Dreadstalker from reforming until conditions improve.
Fast Healing(Su): a Dreadstalker has fast healing equal to the number of shaken, frightened, and panicked creatures within 30 feet, to a maximum of 5
Pounce(Ex): If a Dreadstalker charges a foe, it can make a full attack.
Frightening Attack(Su): if a Dreadstalker hits a single target with all three attacks on the same round, it must make a Will save (DC 15, 8 + ½ HD + Cha) or become shaken for one round, if the creature is already shaken, it becomes frightened for one round, and if the creature is already frightened, it becomes panicked. If a creature that is already panicked is hit with all three attacks, it instead must make a Fort save (DC 16, 9 + ½ HD + Cha) or die from fear. This is a Mind-affecting ability.
Roar(Su): a Dreadstalker can emit a terrifying roar as a standard action. Creatures within a 60 ft cone must make a Will save (DC 16, 9 + ½ HD + Cha) or become panicked for 2d4 rounds, if they succeed on the will save, they instead become shaken for 1 round. After a successful save, a creature becomes immune to that Dreadstalker’s roar for 24 hours. This is a sonic and mind-affecting effect.
Frightful Presence(Ex): A Dreadstalker’s mere presence can unsettle its foes. The ability takes effect automatically whenever the Dreadstalker attacks, charges, or roars. Creatures within a radius of 15 ft are subject to the effect if they have fewer HD than the Dreadstalker. A potentially affected creature that succeeds on a Will save (DC 15, 8 + ½ HD + Cha) is immune to that Dreadstalker’s frightful presence for 24 hours. on a failure, creatures with less than ½ the Dreadstalker’s HD become panicked for 2d4 rounds and those with more HD than that become shaken for 2d4 rounds. This ability triggers again when an affected creature leaves and re-enters the area of effect. This is a mind-affecting ability.
Create Spawn(Su): Whenever a Dreadstalker kills a panicked small to large humanoid, giant, or monstrous humanoid with its natural abilities, be it the frightening attack or one of its mundane natural attacks, the killed creature rises as a Dreadstalker 3d4 rounds later. The newly created Dreadstalker is not under the control of the one that killed it, but its instincts generally cause it to join the hunt. The killer also heals 10 hp.
Bonus Feats: Dreadstalkers have Lifesense, and Track as bonus feats
Skills: Dreadstalkers have a +4 racial bonus to Move Silently checks. They also gain a +4 bonus on survival checks while tracking by scent.
Size/type: Medium Undead
Hit Dice: 65 (10d12)
Initiative: +5
Speed: 50 ft
Armor Class: 16 (Dex +1, Natural Armor +5), touch 11, flat-footed 15
Base Attack/Grapple: +5/+9
Attack: Claw +9 (1d8+4)
Full Attack: 2 claws +9 (1d8+4) and bite +9 (1d6+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Pounce, Frightening Attack, Roar
Special Qualities: Darkvision, Scent (fear at double distance), Sunlight vulnerability, Rejuvenation, Fast Healing, Frightful Presence, Create Spawn
Saves: Fort +3, Ref +4, Will +8
Abilities: Str 18, Dex 13, Con -, Int 6, Wis 13, Cha 15
Skills: Survival +6 (+10 while tracking by scent), Move Silently +9, Jump +16, Climb +8, Intimidate +7, Spot +4
Feats: Darkstalker, Improved Initiative, Improved Multiattack, Lifesense, Multiattack, Track
Environment: anywhere that they can take shelter during daylight
Organization: Solitary, Pair, or Pack (3-8)
Challenge Rating: 7-9
Treasure:
Alignment: Always CE
Advancement: 11-16 HD (Medium)
Level Adjustment: +X
A typical Dreadstalker is almost 7 feet tall when standing erect and weighs around 140 lbs.
This monstrous being looks as if it was once humanoid, but it has been twisted to the point that its original species is impossible to determine. The creature’s skeleton possesses too many joints and the skull has been warped to produce an elongated, fanged jaw and its arms end in foot long claws. Despite the warping of the its skeleton the monster is able to move with incredible near fluid speed. A thin black fog continuously seeps from its entire body, not thick enough to actually help, but it looks creepy.
Dreadstalkers can exists nearly anywhere that they can take cover during the day, be it in caves, in forests, or abandoned buildings. Just because they can recover, doesn’t mean it’s fun. Dreadstalker’s prefer to feed on the fear of sentient beings, but are more than willing to consume the flesh of living creatures and will hunt even if they do not hunger.
Sunlight Vulnerability(Ex): if exposed to direct sunlight, a dreadstalker is blinded. If it continues to be exposed, the Dreadstalker becomes stunned on the second round. Finally, if a Dreadstalker is exposed to sunlight for three straight rounds, it is destroyed. Unfortunately, it will Rejuvenate as normal.
Rejuvenation(Su): When a Dreadstalker is destroyed it dissolves into motes of darkness that sink into the ground. It will reform at its lair after 3d4 hours. However, if the Dreadstalker has no lair, it will intead reform at the location where it died. The only way to permanently destroy a Dreadstalker is to prevent the it from reforming for 3 days (72 hours). The Consecrate and Hallow spells both prevent a Dreadstalker from reforming in their area of effect. In addition, a hostile environment, such as direct sunlight or fire, will prevent the Dreadstalker from reforming until conditions improve.
Fast Healing(Su): a Dreadstalker has fast healing equal to the number of shaken, frightened, and panicked creatures within 30 feet, to a maximum of 5
Pounce(Ex): If a Dreadstalker charges a foe, it can make a full attack.
Frightening Attack(Su): if a Dreadstalker hits a single target with all three attacks on the same round, it must make a Will save (DC 15, 8 + ½ HD + Cha) or become shaken for one round, if the creature is already shaken, it becomes frightened for one round, and if the creature is already frightened, it becomes panicked. If a creature that is already panicked is hit with all three attacks, it instead must make a Fort save (DC 16, 9 + ½ HD + Cha) or die from fear. This is a Mind-affecting ability.
Roar(Su): a Dreadstalker can emit a terrifying roar as a standard action. Creatures within a 60 ft cone must make a Will save (DC 16, 9 + ½ HD + Cha) or become panicked for 2d4 rounds, if they succeed on the will save, they instead become shaken for 1 round. After a successful save, a creature becomes immune to that Dreadstalker’s roar for 24 hours. This is a sonic and mind-affecting effect.
Frightful Presence(Ex): A Dreadstalker’s mere presence can unsettle its foes. The ability takes effect automatically whenever the Dreadstalker attacks, charges, or roars. Creatures within a radius of 15 ft are subject to the effect if they have fewer HD than the Dreadstalker. A potentially affected creature that succeeds on a Will save (DC 15, 8 + ½ HD + Cha) is immune to that Dreadstalker’s frightful presence for 24 hours. on a failure, creatures with less than ½ the Dreadstalker’s HD become panicked for 2d4 rounds and those with more HD than that become shaken for 2d4 rounds. This ability triggers again when an affected creature leaves and re-enters the area of effect. This is a mind-affecting ability.
Create Spawn(Su): Whenever a Dreadstalker kills a panicked small to large humanoid, giant, or monstrous humanoid with its natural abilities, be it the frightening attack or one of its mundane natural attacks, the killed creature rises as a Dreadstalker 3d4 rounds later. The newly created Dreadstalker is not under the control of the one that killed it, but its instincts generally cause it to join the hunt. The killer also heals 10 hp.
Bonus Feats: Dreadstalkers have Lifesense, and Track as bonus feats
Skills: Dreadstalkers have a +4 racial bonus to Move Silently checks. They also gain a +4 bonus on survival checks while tracking by scent.