PDA

View Full Version : D&D 3.x Other Darkenghoul/Darkenghast [3.5 Monster]



gooddragon1
2016-04-04, 03:52 AM
Darkenghoul
Size/Type: Medium Undead
Hit Dice: 3d12 (22 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1) and 2 claws +1 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Create spawn, darkvision 60 ft., daylight vulnerability, invisibility, oppressive darkness, undead traits
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 12, Dex 14, Con -, Int 11, Wis 13, Cha 15
Skills: Hide +8, Listen +10, Move Silently +8, Spot +10
Feats: Multiattack, Toughness
Environment: Underground
Organization: Solitary, gang (2-4), or pack (7-12)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 4 HD (Medium)
Level Adjustment: -

Darkenghouls do not speak, but they understand the languages they spoke in life (usually Common).

Combat

Darkenghouls are sadistic and enjoy the fear of their victims. Generally most of a group of darkenghouls try to stay out of a light radius while letting 1 deliberately be seen (if a darkenghast is among their number, it is usually chosen to do this). Then the rest of the pack makes themselves visible and they attack as a group. Darkenghouls use their breath weapon to heal each other in combat while simultaneously damaging their foes. This makes large groups of them even more dangerous.

Breath Weapon (Su)

20-foot cone, once every 1d4 rounds, standard action, damage 1d6+HD negative energy (heals undead), Reflex DC 13 half. The save DC is Charisma-based.

Create Spawn (Su)

Any humanoid slain by a darkenghoul becomes a darkenghoul in 24 hours. It is not under the control of any other darkenghouls, but it hungers for the flesh of the living and behaves like a normal darkenghoul in all respects. They do not possess any of the abilities they had in life. A humanoid of 5 Hit Dice or more rises as a darkenghast, not a darkenghoul.

Daylight Vulnerability (Ex)

If a darkenghoul is exposed to sunlight (not merely a daylight spell) it can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.

Oppressive Darkness (Su)

While a darkenghoul is within at least 60 feet of a light source it is suppressed to dim illumination out to it's entire radius.

Invisibility (Su)

This ability is constant, but it is suppressed for 1 round after attacking or if a darkenghoul is within 40 feet of a light source. It works like invisibility (caster level equal to HD) and lasts as long as the darkenghoul is intact. A darkenghoul becomes visible 1 minute after it is destroyed.

Darkenghast

Size/Type: Medium Undead
Hit Dice: 5d12 (35 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d8+3)
Full Attack: Bite +5 melee (1d8+3) and 2 claws +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, frightful appearance
Special Qualities: Create spawn, darkvision 60 ft., daylight vulnerability, invisibility, oppressive darkness, undead traits, +2 turn resistance
Saves: Fort +1, Ref +4, Will +6
Abilities: Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8
Feats: Multiattack, Toughness
Environment: Underground
Organization: Solitary, gang (2-4), or pack (2-4 plus 7-12 darkenghouls)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-10 HD (Medium)
Level Adjustment: -

The twisted powers of unlife allow darkenghasts to take on an even more frightening appearance than their lesser kin.

Combat

Breath Weapon (Su)

30-foot cone, once every 1d4 rounds, standard action, damage 2d6+HD negative energy (heals undead), Reflex DC 15 half. The save DC is Charisma-based.

Frightful Appearance (Su)

At the mere sight of a darkenghast within 60 feet, the viewer must succeed on a DC 15 Will save or be shaken for 1d6 minutes. This fear effect is not cumulative with other fear effects. Whether or not the save is successful, that creature cannot be affected again by the same darkenghast's frightful appearance ability for 24 hours. The save DC is Charisma-based.

===

Inspiration drawn from the new horror movie "lights out".

If you don't feel like keeping track of the breath weapon, just use 3 rounds or something :/