Re: GITP Monster Competition XXXVIII: Fear Itself
Panic Shade-Small Undead(Incorporeal)
Hit Dice: 7d12(45hp)
Initiative: +7
Speed: Fly 40ft(good)
Armour Class: 17(+3 deflection,+3 Dex,+1size) touch 14, flat-footed 14
Base Attack/Grapple: +3/-
Attack: Incorporeal touch+7 melee(1d4 plus meld)
Full Attack: Incorporeal touch+7 melee(1d4 plus meld)
Space/Reach: 5ft/5ft
Special Attacks: Create spawn, Dark Whisper, Frantic rage, Meld
Special Qualities: Darkvision 60ft, Incorporeal traits, Sunlight powerlessness, Turn resistance +2, Undead traits, Unnatural aura
Saves: Fort:+1 Ref:+4 Will:+5
Abilities:Str:- Dex:17 Con:- Int:6 Wis:12 Cha:16
Skills: Hide+13, Listen+9, Spot+9
Feats: Ability focus(meld, frantic rage), Improved initiative(B), Weapon focus(Inporporeal touch)
Environment: Any
Organization: Solitary, Den(2-8) or blight(9-20)
Challenge Rating: 6
Treasure: None
Alighnment: Chaotic Evil
Advancement: 6-15HD(small)
Level Adjustment: -
An unknown voice whispers in your mind as a translucent spirit shrouded in dark smoke with an evil grin flies towards you. As it touches you, you feel fear and uncontrollable paranioa
Panic shades are sadistic spirits Who use fear to drive the living into a panicked frenzy.
Panic shades are the spirits of creatures whose madness caused them to lash outwards violently. In death they seek to bring this fate upon others, entering their bodies and causing a panic induced rampage
Panic shades understand common but make no noise other than their unintelligible whispers
Combat
Panic shades lie in wait, striking at the first creature to come near them. In groups, they will swarm a targets in seccession. if there are no elligible targets for their meld they will ussually flee
Create spawn(su): any creature that dies while affected by frantic rage becomes a panic shade 1d4 rounds later
Dark whisper(su): Panic wraiths create unintelligible whispers in the minds of those nearby. Any living creature within 100ft of a group of panic wraith must make a Will save(DC16+1 per shade beyond the first) or be shaken for as long as they are within range of the whisper and for 1d4 minutes thereafter. This is a mind-affecting fear effect. The save dc is charisma based
Frantic rage(su): A creature with panic shades melded to it must make a will save(DC18+1 per shade melded to them beyond the first) or think any living creature is an enemy about to kill them and seeks to destroy them to the best of their abilities, regardless of former loyalties. The creature will fight to the death and veiws dying as preferable to capture at the hands of his would-be enemies. The creature makes a saving throw each round, and may slip between sanity and rage. This is a mind-affecting fear effect. The save dc is charisma based
Meld(su): A living creature hit by a panic shades touch attack must suceed a will save(DC18) or have the panic shade enter their body. The creature may attempt another saving throw each round they resist frenzied rage. The panic shade is instantly forced out if turned, or if the creature drinks holy water. A panic shade who fails to meld or is forced out cannot attempt to meld with the same creature for one minute. A protection from evil spell blocks this ability. A melded creature is recognizable by the dark smoke billowing from it. A healing spell cast on the melded creature damages the panic shade normally and forces it out. The save dc is charisma based
Lore: the following information can be gained with a successful knowledge(religion) check
DC17: Panic shades are spirits of madness and fear
DC22: Panic shades enter a creatures body and make them fearful and violent
DC27: A panic shades can be forced from the body through willpower, positive energy, or drinking holys water
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Originally Posted by Ms.Malbolge
Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.
Or something.
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Last edited by Crafty Cultist : 10-13-2009 at 03:42 AM.
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